Netruk44/uesp-wiki-content huggingface dataset:
Battlespire:Soul Cairn Coffin Verses Inscription

First coffin: Grave

Second coffin: Life

Third coffin: Boat

Fourth coffin: Pig

Fifth coffin: Coffin
Battlespire:Soul Cairn Retainer Inscription

A lengthy inscription identifies one of the Master's retainers who came to the Soul Cairn to die and be reborn in his Eternal Service.
Battlespire:Soul Cairn Stained Glass Window Note

THE SOUL CAIRN  

Once they struggled, hammered, cried 
Fought for justice, honor, pride. 
Now from time and tide released 
They guard and serve in silent peace
Battlespire:Spear of Bitter Mercy Inscription

Spear of Bitter Mercy 
Lightning in the hand 
My point bites deep 
I end the chase 
Even the mightiest are unmade by my touch.
Battlespire:Star Galley Crib Note

Star Galley Crib

No Admittance
Battlespire:Star Galley Crib Opening Mechanism Note

Star Galley Crib Opening Mechanism

Operation without Permission of His Honor, The Venerable Artificer, is Expressly Forbidden

Gaze Upon this Device and its Subtle Workings, and Tremble with Wonder!

By the grace and gifts of Clarentavious Valisious, thus the Star Galley is Made Fast and Secured Thereby.
Battlespire:Boustrophedon Note

boustrophedon
Battlespire:Chimere's Notes about the Armor of the Savior's Hide

The Armor of the Savior's Hide may safeguard you against the sting of the Spear of Bitter Mercy. It turns the blow of an oath-breaker and guarded me against Dagon's hand, but not against his venomous intellect.

Alas, my memory is clouded. So much time has passed since I took the pieces and hid them from my own sight. I fear I have done the task too well.

I never wished to see the armor again, much less suspected it might be needed by another.

Enough of regrets. These faint snatches are as much as I recollect through the years of madness. Make of them what you will.

One piece I recall in a place high over the water, a narrow margin, between two plumb drops, one below, one above, looking down on the lookout and the faint creaking of timbers.

Another is somewhere similar, within stagger of the first but in the center of a people-home. Where folk would gather, full of music and laughter and the slop of water of life, high above the water and ringed all about with stone.

The third I placed in a most wet and inaccessible locale, for I had no thought for decay and the crust of nature. All about was the sound of the great blue and slits of light fell through to the water below. My friends would cast nets and lines to catch food from here, but I cannot fetch out the name of it.

The fourth lies within the mountain, in the tall tower, in the darkness beyond the curtain of water.

The fifth waits in cold darkness down below.

The last sailed up into the sky, and there revolved at the call of the wind. I tacked it to the canvas, so I know not if it still hangs there.
Battlespire:Letter from Balaherne

Brother Herne

I do not comprehend. By the rites of the Hunt, the hare must have some chance of escape, however small.

I understand that this is Egahirn's first Hunt, I see that he must succeed, but does it not impair the principles of the Hunt to have him bear one of the six keys? How is the hare to wrest it from him?

Egahirn should pass the rite as you did, as I did, as a proper hunter, in full obedience to the forms. Surely it is the only way for the rite to be firm and fast.

Balaherne
Battlespire:Letter from Chimere Graegyn

For any unfortunate pursued by the Hunt.

Know that you are not alone, that you have a friend in this desolate place. For the moment my croft-cottage is safe from the hunters. Find me there, in the middle of the moor away to the North. I can offer you shelter and respite, but come quickly, for every day I feel my strength fading.

C.
Battlespire:Letter to Fire Daedra

For all   vassals, our Hounds.

You shall not return to the Chapel until the hunt is resolved, and the quarry's corpse is borne in to rest upon the altar.

Remember, you are The Greater Hounds. You are to pursue and harry the quarry but must not kill it. That honor shall be Egahirn's only.

Keep your amulets about you, the quarry is wily.

Now go, and run well, for the Hunt is a thing of beauty.

Herne.
Battlespire:Letter to Mactana

For Mactana Greenway, Gatekeeper.

A few more names for the Annals and Assizes of Entry. I believe these will be the last for today.

Samar Starlover, Master of the Serpent Blade.

Grad Helthen, Grand Ipsissimus of the dissolving fires.

Clarentavious Valisious, Venerable Artificer, greybeard master of the Hammer and the harness.

Paxti Bittor, Exalted Summoner, Lion-Lord Invoker Pursuivant.

Vatasha Trenelle/Josian Kaid, novice.

 

The daedra prince has forced entry. Battlespire is fallen.

Lomegan surrendered the Portal Keys, and he was struck down. I saw others Taken. Trust no one.

The gate home is closed by the invader's sigil; the only way out now is the old Star Galley.

I tried to guard the anchors, but most were loosed. If you may avenge us, restore the anchors. If you despair, free the last anchors, and die with our enemies.
Morrowind:Ra'Gruzgob

'''Ra'Gruzgob is an Orc warlock who says he is a Khajiit. He is having a party with his fellow Sheogorath worshippers in the Antechamber of Ald Daedroth. For a gift of moon sugar, he will tell you a little secret.

He is wearing a Armun-An Bonemold cuirass with matching pauldrons and bonemold bracers with matching greaves and boots. He is also wearing a common shirt with matching pants and a Crimson Despair Amulet. He is also carrying a Devil Tanto. Like all Orcs, he has a natural resistance to magicka, and can boost his health, fatigue and attack for short periods, at the cost of agility. Aside from that, he knows the following spells: Dire Weary, Strong Frost Shield, Second Barrier, Strong Shock Shield, Exhausting Touch, Ordeal of St. Olms, Gash Spirit, Shadowmask, Absorb Fatigue, Energy Leech, Drain Blood, Shield of the Armiger, Daedric Health, Frost Storm, and Toxic Cloud.
 
Related Quests


Dialogue
Greetings:
"Meow."
-----
Background: "I'm Ra'Gruzob, the Khajiit."
dance:  
Khajiit: "That's right. Ra'Gruzob the Khajiit. How do you like my tail?"
Uh…: "What? You never seen a Khajiit before?"
Looks fine.:
"Hey, Ra'Gruzob likes you." [+10 Disposition]
(If disposition ≥ 70) "Hey, Ra'Gruzob likes you. Maybe Ra'Gruzob tells you a little secret." [+10 Disposition]
little secret:
"No moon sugar, no secrets."
(If PC is carrying moon sugar.) "Got any Moon Sugar for your pal Ra'Gruzob?"
Yes, here it is: "Ra'Gruzob knows something you'd like. Ra'Gruzob put it under his pillow. For the sugar-fairy."
No, nevermind: "No moon sugar? No moon sugar for poor Ra'Gruzob? Damn fleas…"
"You find Ra'Gruzob's little secret? Ra'Gruzob knows you like it."
Meow: "Meow."
my trade: "Are you blind? Ra'Gruzob's a Khajiit."
Orc: "Orc? Ra'Gruzob is no Orc!"
Ra'Gruzob:  ''
Morrowind:Hlireni Indavel

Hlireni Indavel is a Dark Elf witch located in the Antechamber of the shrine of Ald Daedroth.

She is the leader of the cultists celebrating Sheogorath here.

She is wearing an armun-an bonemold cuirass with matching pauldrons, and bonemold greaves with matching bracers and boots. She is also wearing a common shirt with matching pants and a crimson despair amulet. She is carrying a devil tanto. Aside from her natural resistance to fire and the sanctuary provided by her ancestors, she knows the following spells: Crushing Burden, Cruel Weary, Fire Shield, Great Levitate, Levitate, Summon Greater Bonewalker, Summon Least Bonewalker, Alad's Caliginy, Invisibility, Hide, Medusa's Gaze, Far Silence, Dire Noise, Wild Earwig, Mark, Recall, Reflect, Sotha's Mirror, Weak Spelldrinker, Wild Spelldrinker, Vivec's Feast, Spell Absorption, Dispel, Detect Creature, and Shadow Weave.

 
Related Quests
Main Quest


Dialogue
Greetings:
"Well, well, well. What do we have here? Do you have your invitation? Are you a Player of the Game? Or one of the Game Pieces? Or a humble Spectator?"
-----
dance: ''"Dance with your partner. Swing the axe and mace. Rough and tumble, the splice of life and death. Don't you understand? Do you want to die like a farmer?"
Game Pieces: "You're not a player? Just here to be a Game Piece? Then step right in, pick a partner, and start swinging. I'm sure you'll find someone to accommodate you."
invitation: "Were you summoned? Or did you come of your own free will? It hardly matters… the party is open to all. But make sure you pay your respects to the host. And grab a drink from Lustidrike, over in the corner. Then feel free to mingle with the other guests, to join the dancing, chancing throng. I believe the ones in the gold masks are party crashers, but all are welcome to the Mad God's Masque and Bellicose Ball."
Player of the Game: "Well, well, well. Do you have a game you want to play? Tell me…"
Plead the pitiful case of the Ahemmusa.: "That's so sad. We all shed a tear for the poor little savages. It's a terrible world for the little helpless things. But… life must have its little tragedies, mustn't it? Or else it would be cheerful and dull."
Offer to spare her life in exchange for shelter for the Ahemmusa.: "Ah, I see. You propose that I permit these poor Ahemmusa tribesmen to come take shelter here on the island, and in return, you won't kill me. So the game is 'Challenge and Bluff.' And, given your rather impressive reputation, I hesitate to call your bluff. So. You win. I concede. I can't speak for the Ordinators, of course, but I promise you may bring the Ahemmusa here, and my followers will not harm them. I swear on the Mad God."
Challenge her to a duel.: "Your manners are a credit to your upbringing. But there's no need to be so formal. This is a dance, %PCName. If you want to dance, just pick a partner, and start swinging. And if you want ME to be your partner, go ahead. You're the guest. You make the first move."
Spectator: "Some just like to watch. They also serve Sheogorath who stand and clap. Please yourself."''
Morrowind:Kausi

Kausi is a Dark Elf herder and one of the gulakhans of the Ahemmusa Tribe. He can be found in his yurt at the camp in the northeast Grazelands.

He wears a common shirt with matching pants, and he carries a chitin spear and twenty chitin throwing stars. Aside from his natural resistance to fire and the sanctuary provided by his ancestors, he knows no spells.

 
Related Quests
Morrowind:Dutadalk

Dutadalk is a Dark Elf hunter who has a yurt at the Ahemmusa Camp. He is one of the gulakhans of the Ahemmusa Tribe. You must speak with him to become Ahemmusa Nerevarine. Aside from his natural resistance to fire and the sanctuary provided by his ancestors, he knows no spells. 
 
Related Quests
Main Quest
Morrowind:Han-Ammu

Han-Ammu is a Gulakhan of the Erabenimsun Ashlander tribe. He can be found in his yurt at their camp in the Molag Amur region. He holds little influence over the Ashkhan, Ulath-Pal, whose supporters all wish to make war on other tribes. Han-Ammu would rather make peace with them, but he is too meek to assert his opinions. According to Han-Ammu, the only reason Ulath-Pal made him a gulakhan is because he is the son of Airan-Ammu, who was the tribe's former Ashkhan. You must help him in order to be named the Erabenimsun Nerevarine.
 
Related Quests
Main Quest
Morrowind:Odral's Land Deed

By the Grace of ALMSIVI, Lords and Rulers of All

Know all Dunmer by these words that Muthsera Rovone Arvel has agreed to sell the land south of Arvel Manor and east of Pelagiad to Orvas Dren. Rovone Arvel has also agreed to sell the small farm between the land belonging to Dren and Fort Pelagiad to Odral Helvi.



Seal of the Buyers

Orvas Dren

Odral Helvi



Seal of the Seller

Rovone Arvel
Morrowind:Itermerel's Notes

The variable flow of daedrons in Oblivion streams can have profound effects on the magicka potential of various locations. Magicka use often causes effects on the streams themselves. By reconfiguring the polarity of the daedron fields, it is possible to manipulate and trace the streams in the following cases...

[The notes go on about this subject for some time.]
Morrowind:Itermerel

Itermerel is a High Elf mage and a scholar who is trying to get to Pelagiad and needs an escort.  Ranis Athrys at the Mages Guild will put you to the task, in exchange for a copy of his notes on the subject of Oblivion Streams. After you have escorted him to the Halfway Tavern and reported back to Ranis Athrys, he will disappear, never to be seen again.

He wears a common robe with matching shoes. He carries a copy of his notes, a silver sparkblade, a scroll of alvusia's warping, a scroll of elemental burst:shock, a scroll of the second barrier, a scroll of divine intervention, a quality fortify health, a standard rising force potion, three standard restore health potions, and up to 150 drakes. Aside from his natural weaknesses to fire, frost, shock and magicka, his natural bonus to magicka, and resistance to disease, he knows Hand of Decay and Firefist.
 
Related Quests
Mages Guild


Dialogue
Greetings:
"Are you here to guide me to Pelagiad? Just tell me if you want to travel together."
''"We're on the way to Pelagiad, %PCName. Tell me if you no longer want to travel together."
"Thank you for taking me to Pelagiad. You are an excellent guide."
-----
Itermerel's notes:
"Are you sure you are worthy of such knowledge? We should travel together to the Halfway Tavern in Pelagiad."
[Disposition ≥ 50.] "It is refreshing to see a young %PCRace with an interest in scholarship, but I can't give my notes to just anyone. Perhaps after I arrive in Pelagiad."
"You have been very gracious to escort me to Pelagiad, and you show great promise for a %PCRank. I have never met anyone with such enthusiasm for my research. Take this copy of my notes as a sign of my gratitude."
"I believe you have a copy of my notes already."
travel together:
"Do you want me to follow you?"
Follow me. "Lead the way to the Halfway Tavern in Pelagiad, %PCName."
"I have no interest in seeing the rest of Vvardenfell, but I appreciate your offer."
Wait here. "I will wait for you here."''

Notes
Itermerel is a rarity in Morrowind in that he can and will cast Levitate on himself to attack enemies. 

If Itermerel is bugged or lost during the mission, using the console command   to create a new copy of him may allow you to proceed.
Morrowind:Deval Beleth

Deval Beleth is a Dark Elf pilgrim and son of Tuveso Beleth, a smith working for House Redoran in Ald'ruhn. He is in need of an escort to Koal Cave, and you may be hired for the job by his mother. 

Deval wears a common shirt with matching pants and shoes. In combat, he relies on an iron dagger. Aside from his natural resistance to fire and the sanctuary provided by his ancestors, he knows no spells. 
 
Related Quests
House Redoran


Quest-Related Events
Escort to Koal Cave
Speak with Deval Beleth to begin escorting him to Koal Cave:
"Are you here to guide me to the Koal Cave? Shall we travel together?"
Koal Cave
"The Koal Cave is south of Gnisis. Cross the river, the  , and head southwest towards the coast."
travel together
"Do you want me to follow you to the Koal Cave?"
Follow me
"Take me to the Koal Cave, %PCName."
Wait here
"Whatever you say. I will wait here."

If you speak with him while you are already traveling together, his response to one of the previous topics is somewhat different:
travel together
"Do you want me to wait here?"

Otherwise, his dialogue remains the same as above. Once you have brought him to Koal Cave, you can speak with him again to get some new responses from him:
Koal Cave
''"Let me stay here awhile. I will travel back to Ald'ruhn with another pilgrim."
travel together
"Thank you for helping me in my pilgrimage to the Koal Cave. I will stay here awhile and travel back to Ald'ruhn with another pilgrim."

Mentioning the destination of his pilgrimage again after the completion of this quest elicits the following response:
Koal Cave
"Thank you for taking me to the Koal Cave, %PCName."''
Lore:Dragontail Mountains

The  , (called the '''Dragon's-Tail''' in the First Era by Redguards)  are a mountain range in northern Hammerfell. They contain the   region and then curve to the southwest, towards the   and the  .

The Dragontail Mountains are inhabited mostly by the  s and the  s, but were also inhabited by the  s and the  s in the past. In the  , the goblins of the Dragontail Mountains, led by Warchief  , marched through the Fallen Wastes and attacked the great Redguard city of Ojwambu. Even though they seemed numberless, the invasion was eventually repelled thanks to the efforts of the Redguard hero  , who died in the final battle. The city of Ojwambu was then renamed   after him.  The mountains were also inhabited by the  , who dwelled in their underground cities such as  . 

The  , an ancient training site for the Redguard warriors, was located in the Dragontail Mountains. In  , it was heavily damaged in an attack of  's minions. In the same year, the   region in the northeastern part of the mountains fell under the influence of the    . 

The Empress Kintyra Septim II crossed the Dragontail Mountains with an army during her ill-fated attempt to crush her aunt, the Wolf Queen Potema, during the War of the Red Diamond.  In the late  , before the  , the Dragontail Mountains were considered a political entity, whose capital was the city of  .  During that time, Mannimarco's headquarters,  , was located in the region. During the  , parts of Upper Craglorn, along with half of the city of  , fell under the control of  . 

Legends say that  , the Orichalc God of the Sideways Blade, resides within the mountains.  The Scenarist Guild is based out of a citadel nestled high in the mountain range, protected from trespassers by a magical barrier.  
 

Gallery
 

See Also
For game-specific information, see the Daggerfall article.

References
Morrowind:Hlevala Madalvel

Hlevala Madalvel is a Dark Elf warrior and Kinsman of House Hlaalu, who can be found in her shack at the Dren Plantation. She wears a boiled netch leather cuirass, netch leather greaves with matching pauldrons and boots, and a pair of expensive pants. She carries an ebony longsword, as well as a copy of the Dren Plantation slave key, which can be used to free the slaves at the plantation. Aside from her natural resistance to fire and the sanctuary provided by her ancestors, she knows no spells.
Daggerfall:Maps

Map of Iliac Bay
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A map of the Iliac Bay region showing the names of the various regions.
 

Political Views
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A political map of the Iliac Bay.
 

Iliac Bay Regions
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A map of the Iliac Bay showing the Daggerfall region codes.
 
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This concept map shows Daggerfall regions at the end of the game.
 

Vampire bloodlines
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A map of the Iliac Bay showing the territory of each vampire bloodline.
 

Climate Regions
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A map of the Iliac Bay showing the Daggerfall climate regions using a color code.
 

Iliac Bay Heightmap
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A digitally enhanced heightmap of the Iliac Bay.
 
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A concept map showing the Iliac Bay in 3D relief. Original from the DaggerXL project.
Lore:Maps

----
 
This page provides an overview of the maps of Tamriel. For a more complete list of maps providing game-specific information, see each individual game's maps page:
Arena maps
Daggerfall maps
Redguard maps
Morrowind maps
Tribunal maps
Bloodmoon maps
Oblivion maps
Shivering Isles maps
Skyrim and Dragonborn maps
The Elder Scrolls Online maps
 

Tamriel
Anthology Map
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The most recent and authoritative map of Tamriel, from The Elder Scrolls Anthology.
 

Oblivion Codex Map
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A compilation of the province maps in The Elder Scrolls IV: Oblivion s update to the Official Codex.
 

Second Era Tamriel
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Map of Tamriel in the Second Era, showing the three alliances and Imperial territory, as seen in The Elder Scrolls Online.
 

Arena Map of Tamriel
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The complete map of Tamriel as seen in the first Elder Scrolls game, Arena. Arena is the only game that has been set in all of Tamriel. For more detailed maps of the individual provinces, see this page.
 

West Tamriel
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A map of West Tamriel, attributed to one of Bethesda's developers (Hugh Riley). Part of this map is shown on the cover of the game Redguard, although it was not used for gameplay.
 

High Rock, Hammerfell and Skyrim Border
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A map of northeast Hammerfell showing the borders of Skyrim and High Rock, as seen in the game Shadowkey.
 

Summerset Isle
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A map of Summerset Isle, taken from the ESO Summerset Collector's Edition. Descriptions are in Altmeri script.
 

Skyrim
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The province of Skyrim, as seen in the game Skyrim, and on the map in the game case.
 

Cyrodiil
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The province of Cyrodiil, as seen in the game Oblivion, and on the map in the game case.
 

Iliac Bay Region
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The Iliac Bay region, as seen in the game Daggerfall.
 

Vvardenfell
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The island of Vvardenfell, as seen in the game Morrowind.
 

See Also
 : maps hosted at the Imperial Library.
Arena:Maps

Map of Tamriel
In the maps below, provinces link to maps of that province. Cities, towns, and villages link to the page on that settlement, when pages exist.
 

The scale of this map is 1 px : 20 km.

Black Marsh
Settlements in Black Marsh.
 

Elsweyr
Settlements in Elsweyr.
 

Hammerfell
Settlements in Hammerfell.
 

High Rock
Settlements in High Rock.
 

Morrowind
Settlements in Morrowind.
 

Skyrim
Settlements in Skyrim.
 

Summurset Isle
Settlements in Summurset Isle.
 

Valenwood
Settlements in Valenwood.  
 

Imperial Province
Settlements in the Imperial Province.
 

Dungeon Maps
Through Palace quests is possible to unlock a total of fourteen additional dungeon and dungeon icons per province besides random wilderness dungeons and Main Quest Dungeons. These dungeons receive their names and contents during the quest that unlocks them and thus have not fixed names or layout, only icon and location. Below are all Province Maps with all dungeons unlocked.

Black Marsh

Elsweyr

Hammerfell

High Rock

Morrowind

Skyrim

Summurset Isle

Valenwood

Imperial Province
Quite unlike other provinces, the Imperial Province has only one city and thus only one Palace, The Imperial Palace, which serves as the last Main Quest Dungeon rather than as a quest hub and becomes inaccessible after it's completion, rendering Palace Quests and thus access to unlockable dungeons impossible. Despite this, is possible to individually view the 14 random quest dungeon icons (which actually don't lead to existing dungeons) intended for the Imperial Province earlier in development and one single unused dungeon icon set apart from these as seemingly an unused Main Quest Dungeon Icon. These are:
Fourteen Unused Dungeons Toggled On

Additional Unused Dungeon Toggled On

All Unused Dungeons
Morrowind:Zallay Subaddamael

Zallay Subaddamael, a Dark Elf scout, is an outcast Ashlander and murderer who has taken refuge at Aharasaplit Camp on the island of Sheogorad.

He is wearing an expensive shirt with matching pants and shoes. He is wielding an iron claymore. Aside from his natural resistance to fire and the sanctuary provided by his ancestors, he knows no spells.
 
Related Quests