Netruk44/uesp-wiki-content huggingface dataset:
Morrowind:Maps

thumb|400px|right|Game map of Vvardenfell
Many different maps of Vvardenfell are available.

UESP Maps
  — A high-resolution map of Vvardenfell and Solstheim using the Google Maps API.
Vvardenfell — Game map (also shown at right).
Quick-travel routes — A map showing fast-travel options, including Mournhold and Solstheim.
Almsivi Intervention map — A map showing the destinations of the Almsivi Intervention spell.
Divine Intervention map — A map showing the destinations of the Divine Intervention spell.
Vvardenfell road map — For the traveler who likes to keep their feet on the ground.
Regions of Vvardenfell — A map showing the location and extent of Vvardenfell's various geographical regions.
Political map of Vvardenfell — A map showing regional political influences.
Old map of Vvardenfell — A map developed during the original design of the game, with significant differences from the final Vvardenfell map.
Concept map of Morrowind — A concept map of the province. Released during the Tenth Anniversary of The Elder Scrolls.

External Maps
Elder Scrolls III: Morrowind @ Gamebanshee — This map was painstakingly created through actual travel over every portion of the land.
'''Hamster's MorromaP — Interactive map with locations of characters and training sites. (Requires JavaScript.)
  — Many different kinds of maps here.
Morrowind High Resolution Online Map — Interactive Javascript-based map (German, Firefox only).
Morrowind Carte Interactive — Another Interactive Downloadable Map (French)
Morrowind printable map''' — Another downloadable map (English, Russian, localizable)
Oblivion:Places

There are a large variety of places in Cyrodiil.  This page only lists some of the most interesting places of the region; the other places are listed on their own pages.  In particular:
Bodies of Water: Lakes, rivers, and seas
Buildings: Important buildings
Campsites
Castles
Chapels
Daedric Shrines: Shrines to Daedric Princes, where the Daedric quests can be started
Guild Halls: The various headquarters for the guilds of Cyrodiil
Homes: Places of residence
Inns: Inns, taverns, and other places that rent beds
Landmarks
Regions: Geographical regions
Roads: Roads, both marked and unmarked
Settlements: Villages, farms, and settlements
Ships
Stables: Stables, where you can buy horses

Also, the Places category provides an index of all places in the game.

Online Maps
The UESP's   can be used to locate all of these places.  Most of the individual place pages include map links that center the map on that specific place.  See Maps for other available maps of Cyrodiil.

Major Cities
 
36px|bottom Ayleid Ruins
 
36px|bottom Caves
 
36px|bottom Forts
 
36px|bottom Mines
 

Beyond Cyrodiil
Oblivion - Mehrunes Dagon's Deadlands
Oblivion Caves - Random caves encountered in the Deadlands
Sigil Keeps - Giant citadels guarding an Oblivion Gate's Sigil Stone
'''Paradise''' - Mankar Camoran's Paradise (quest-specific)
Realm of Boethia - The Plane of Boethia (quest-specific)
Realm of Peryite - The lowest reaches of Oblivion (quest-specific)
The Shivering Isles - Sheogorath's realm, also known as the Madhouse (expansion-specific)
'''Henantier's Dreamworld - Inside the mind of an Altmer warlock (quest-specific)
Arkved's Oasis - A small Oblivion island (quest-related)
Fort Pale Pass - An ancient Akaviri stronghold, lying north of Cyrodiil (quest-related)
Frostfire Glade - Frigid resting place of a fallen knight (quest-related)
Painted World - A fantasy world that lies in a painting (quest-specific)

See Also
Ayleid Wells
Magical Stones
Dungeons
Oblivion Gates
Player Houses — A list of places you can buy or otherwise acquire
Wayshrines
Interior Test Cells
Unmarked Places'''

Notes
The sizes (small, medium or large) of Ayleid Ruins, Forts, Mines and Caves are related to the number of zones they contain as follows:
Small: One zone
Medium: Two or three zones
Large: Four or more zones
Oblivion:Cloud Top

It must be reached in order to complete the Fingers of the Mountain quest for the Chorrol Mages Guild recommendation. There is a broken pillar surrounded by crumbling walls (a chest with minor loot is in the underbrush in the southwest corner by the wall).  If you are here during the Fingers of the Mountain quest, you will also find a charred corpse lying on the ground with the Fingers of the Mountain book.

 
Related Quests
Oblivion:Blades

The Blades|right|frame
The Blades
Jauffre is the current Grandmaster.  When you first bring Brother Martin to Cloud Ruler Temple during the Weynon Priory quest, Jauffre offers to make you a member of the Blades.  You can choose whether to accept the offer or decline; if you decline, you can ask Jauffre at any later time about "Join the Blades" and become a member.  Jauffre will not offer you membership if his Disposition is below 40, in which case, use a Charm spell to temporarily boost his disposition.  Also, Jauffre cannot offer you membership if he dies (which is possible during the quests Defense of Bruma and Light the Dragonfires). If you want to eventually join the Blades, you may want to be sure to join before those quests or else keep Jauffre alive.

The primary advantage of joining the Blades is that you can use anything in Cloud Ruler Temple (beds, a free horse, free weapons in the Armory, books, etc).  You are given an Akaviri Katana upon joining.  There is no advancement in this faction, nor are there any associated quests. It is not necessary to join the Blades to complete the Main Quest.

There are three total ranks in the Blades in Oblivion: Knight Sister/Brother, Captain, and Grandmaster. Only the lowest rank is available to the player.

Blade members in Oblivion

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There are two Factions for the Blades. Blades contains most of the NPCs listed above while Character gen Blades contains Baurus, Glenroy and Captain Renault–the three you meet at the start of the game.

  These NPCs are not actually part of the Blades faction, but are included here for completeness.

Notes
Though the Blades are an established authority in the Empire, they do not pursue the common duties of law enforcement: Blades will not arrest you if you are caught committing a crime or if you have a bounty on your head.
The Order of Talos serves an auxiliary function for the Blades, secretly offering shelter and assistance to traveling Blades as well as providing a way for retired Blades to continue serving the Emperor in a more subdued fashion. A chapter-house of the Order, Weynon Priory, is involved in the Main Quest.
Curiously,  you do not receive any Journal update upon joining the blades.
The Blades are not a faction from which one can lose membership.
Oblivion:Sleeping and Eating

Level-up is triggered when the character has accumulated 10 major skill increases and finds a legal bedroll or bed to sleep on without being interrupted by a random enemy encounter.  Waiting will not trigger level-up.  Other than leveling up, becoming a vampire, or other quest related needs, however, there are no benefits to sleeping over waiting. The purpose of both waiting and sleeping in the game is to allow the user to pass time and recover Health, Magicka, and fatigue.

Places to sleep include:
Your house(s) - Free once you have bought the house.
Inns - Prices at inns vary - usually from 10-40 gold - though with the number of free beds in the game, paying for one is not needed in most cases.  Beggars and other people are helpful in finding the cheapest (or most lavish, if you prefer). Inns are available in every city, in many villages, and on most major roads.
Factions - Joining the Mages or Fighters Guild gives you a free bed in almost every town. (There's no Fighters Guild hall in the Imperial City, and you cannot get access to the Mage Quarters at the Arcane University until you have joined the Mages Guild.)  Other factions may give you a free bed in a single location (Arena, Dark Brotherhood, Knights of White Stallion, the Blades, Knights of the Thorn, etc.). Note that the bedrolls in the Arena Bloodworks are free to sleep in without joining or being a member of the Arena.
Beggars' bedrolls - Some of these are marked as "owned", but others are free.
A few houses (such as the Abandoned Shack in the Waterfront District of Imperial City and the Skooma Den in Bravil) have no owner so the beds can be used whenever they are available.
Bandit camps - Be careful, as these carry the greatest risk (albeit small) of being interrupted by an unfriendly creature or NPC.
One place with a free bed to sleep in for new characters is outside the entrance of Dzonot Cave. It is just outside of the Imperial City and due south of the bridge leading to the city and is easily accessible.
Caves, Ayleid Ruins and Forts often have beds and/or bedrolls that can be used once all enemies in the vicinity have been killed.

Sleeping has additional effects upon vampires, as does feeding on the blood of the living.  These are covered in detail here.

Eating is not necessary for survival.  Eating random ingredients serves to grant temporary physical effects, increase your alchemy skill, or simply lighten the load you're carrying.  Ingredients can be eaten as weak potions for the primary effect of the ingredient.  A list of primary effects can be found on the Ingredients page.  Be careful though, because some ingredients are poisonous!

Most food items will restore your fatigue when eaten, but other useful/interesting effects are readily available on-the-go in Oblivion.  Eating fresh Daedra Hearts restores your health, consuming Daedroth Teeth grants brief Night-Eye, and Bloodgrass provides the Chameleon effect, though not for long enough to be useful. Cairn Bolete Caps and Boar Meat can also be consumed to restore roughly 10 points of health each. Eat Clannfear Claws or Mandrake Root to cure any diseases you may have.
Oblivion:Normal Books

These are the normal books found while playing the game: ones that do not teach you anything, but may be a good read nonetheless.
Oblivion:Spells

This page lists all of the spells that appear in Oblivion. Spells can be purchased from spell merchants, received as rewards for quests, and received during character creation depending on chosen major skills. Almost every spell has a corresponding tome that is only introduced with the Spell Tomes official download. Reading a tome will allow you to instantly learn its spell, and there are some spells in the game that can only be acquired through reading its tome.

;See also:
Powers
Leveled Spells
Spells by Effect
Spells added by the expansion and official downloads: Shivering Isles, Spell Tomes and Thieves Den

Alteration
 

Conjuration
 

Destruction
 

Illusion
 

Mysticism
 

Restoration
 
 

Adding and Removing Spells
Adding spells
Spells can be added via the console using the   command, followed by its Form ID. For example,   would add Heal Major Wounds to the list of known spells. The command   or   will add every spell defined in the game, including those from mods, test spells, and others not normally accessible to the player. Due to the amount of spells added this can have an adverse effect on game performance when accessing the spell list. Not all spells unlocked through this command will work, and some will not work as expected.

Removing spells
The game does not feature any way to remove a known spell except for using the command   followed by the spell's Form ID, e.g.   would remove the spell Calming Touch from the list of known spells. This method does not allow you to use the spell's name again for custom spells; the game will simply act as if a spell of the same name still exists.

The game uses the default starting spell Heal Minor Wounds as a fallback when casting a scroll spell, and therefore it is not recommended to remove it using any method.

Several modifications can be used to rename and remove spells:   allows you to both rename and delete spells. There is also an OBSE-based mod which allows you to remove spells while in game. If you don't want to or are unable to use either of these, then your only choice is the console. A recent version of COBL allows for spells to be deleted too.

Finding Form IDs for custom spells
Removing custom spells is complicated by the fact that they do not have a known Form ID. Their IDs can be found with following steps:
:# Create a custom save in-game by using the console command  save   (the filename can be anything)
:# Look in the save game directory (Default: \My Documents\My Games\Oblivion\Saves) and look for  .ess.txt
:# In this text file, search for "SPELs". Custom spells will be listed in a section that such as this:
  SPELs:
    FF00470B   108 00000000  0 Custom Spell                      -
    FF00470D   103 00000000  0 Unwanted Custom Spell             -
    (...)
Oblivion:Tumindil

Tumindil is a High Elf priest who sells spells at the Great Chapel of Julianos in Skingrad.

He sleeps in the chapel hall from around 2am until 8am and then walks around the chapel for the rest of the day. He offers his services all day, except when sleeping and for the first two hours after waking up.

The other residents of Skingrad are evidently reassured by his presence. ''"I don't know if Tumindil ever leaves the chapel. That man works day and night to take care of all of us." and "Tumindil does excellent work. I always feel comfortable in his care." are two rumors that express their affection for him, but other residents will tell of his healing ability, suggesting that he shares that job with Marie Palielle. Some will say that "I went to the Chapel to get rid of a rash I'd picked up. Tumindil healed me right away." and others that "It's good to know that if I'm sick, I can head to Tumindil."

Tumindil himself greets new arrivals politely, saying "Blessings of the Nine. My name is Tumindil. I'm the chapel priest. I'm sure you can find your way around the chapel by yourself." When asked about Skingrad he will direct you to Marie for healing and Restoration training: "The Chapel of Julianos is always open for worship and contemplation. Perhaps you should speak to Marie Palielle, our healer and Restoration trainer."'' 

He wears an upper-class outfit consisting of a black and burgundy outfit and gold-trimmed shoes, and holds a few gold coins. Tumindil doesn't wield any weapons, choosing instead to rely on spells from the Conjuration and Restoration schools of magic. These are the same spells you can buy cheaply off him, as his Mercantile is a mere 6.

 

Spells
He sells the following spells:
Oblivion:Yellow Road

thumb|right|400px|Map showing the route of the Yellow Road through Lore:Cyrodiil|Cyrodiil
The Yellow Road runs north to south from the Imperial City to Leyawiin along the east side of Niben Bay. It connects with the Red Ring Road in the north.

Places of Interest
The following are places of interest along the way:

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Oblivion:Silver Road

thumb|right|400px|Map showing the route of the Silver Road
The Silver Road runs north to south from Bruma in the north to a point on the Red Ring Road due north of the Imperial City. Roughly at its midpoint, it intersects with the Orange Road.

Places of Interest
The following are places of interest along the way:

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Oblivion:Red Ring Road

thumb|right|400px|Map showing the route of the Red Ring Road
The Red Ring Road circles Lake Rumare and the Imperial City. It connects to all of the other major roads except the Orange Road: the Black Road in the west, Silver Road in the north, Blue Road in the east, Yellow Road in the southeast, Green Road in the south, and Gold Road in the southwest.

Places of Interest
The following are places of interest along the way:

(Clockwise starting from the Imperial Bridge)
Oblivion:Orange Road

thumb|right|400px|A map showing the route of the Orange Road
The Orange Road runs west to east from Chorrol to Bruma. At its western end it joins with the Black Road; at its eastern end it links up with the Silver Road.

Places of Interest
The following are places of interest along the way:

 
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Oblivion:Green Road

thumb|right|400px|A map showing the route of the Green Road
The Green Road runs north to south from the Imperial City to Leyawiin along the west side of Niben Bay, passing Bravil. It connects to the Red Ring Road in the north.

Places of Interest
The following are places of interest along the way:
 
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Oblivion:Gold Road

thumb|right|400px|A map showing the route of the Gold Road
The Gold Road runs east to west between the Imperial City and Anvil, passing through Skingrad and Kvatch. It connects to the Red Ring Road in the east.

Places of Interest
The following are places of interest along the way:

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Notes
There is a hidden Bandit Chest (type 02) under a stone bridge on the Gold Road between Skingrad and Kvatch  . The bridge can be found just east of Ra'sava Camp.
Oblivion:Blue Road

The Blue Road runs east to west between the Imperial City and Cheydinhal in the province of Cyrodiil. It connects with the Red Ring Road in the west and ends at Fort Farragut in the east.

Places of Interest
The following are places of interest along the way:
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Oblivion:Black Road

thumb|right|400px|A map showing the route of the Black Road
The Black Road runs east to west between the Imperial City and Chorrol. It traverses the Great Forest, passing through Fort Ash and Weynon Priory. Just to the east of Chorrol, the road joins with the Orange Road, and further down in the Heartlands it joins with the Red Ring Road. West of Chorrol, the road continues on into the Colovian Highlands towards Hammerfell, passing Battlehorn Castle.

Places of Interest
The following are places of interest along the way:

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Oblivion:Hackdirt

thumb|left|The interior of the Chapel

Hackdirt is a small mining village founded by Vlanhonder Moslin's grandfather, Irlav. The town's residents turned to worshipping the "Deep Ones" they encountered in their mines, but the cult's activities apparently got out of hand, with travelers being murdered, and the village was burned to the ground by the Imperial Legion in the ensuing hostilities. Its citizens took this as oppression by the "outsiders" and have since rebuilt part of the town, though its new buildings are still surrounded by burnt-out rubble. They are notoriously intolerant of outsiders, so much so that some will become downright hostile with the right provocation. It appears that their shifty activities have not ceased, as the daughter of a prominent merchant in Chorrol has gone missing while making a delivery to the town.

Services in the village consist of an inn and a shop.  Underneath the town there are some caverns accessed through trapdoors.  Two of the trapdoors are outside, but five more trapdoors are located inside the town's buildings. The Chapel of the Brethren can be found in the southern part of town and contains the Bible of the Deep Ones. 

The citizens of Hackdirt are so aggressive to outsiders that, while committing crimes against them WILL increase the player's bounty, they will refuse to call the Imperial Legion, and Guards will never arrive to arrest the player.  Instead, he or she will be swarmed by Hackdirt Brethren. 

 
NPCs Living Here
 

Related Quests


Notes
Hackdirt also appears in ESO.

Maps
thumb|left|clear=none|320px|Map of Hackdirt
Oblivion:Brindle Home

Its residents, though not involved in any quests, are rich and make excellent targets for Dark Brotherhood hopefuls and thieves alike.

Although the houses themselves do not contain much except an Acrobatics skill book and a Nirnroot plant found in Torbal's house, the citizens, two Altmer and one Nord, carry a few valuable things with them.  There is also a small stable in the settlement.

If you attempt to pickpocket any of the residents and fail, they will not attack, although they will say something to you. You will not be assessed a fine if you are caught pickpocketing. Also you will not get a bounty for murdering them and taking their riches, so have it all if you want.

 
Horses
 

NPCs Living Here
 

Related Quests


Maps
thumb|left|Map of Brindle Home
Oblivion:Harlun's Watch

The village is not very large, having only three homes. At the south part of the village, there are some crops that Deetum-Ja and S'mirra can be found tending during the day. These crops include tobacco, radish, potato, and carrot plants. Life in the village had been relatively peaceful until the villagers began to see mysterious lights coming from a nearby cave. Some villagers went to investigate these lights, but they never returned.

 
NPCs Living Here
 

Related Quests


Notes
Harlun's Watch also appears in ESO.

Maps
thumb|left|Map of Harlun's Watch
Oblivion:Pell's Gate

Although the town contains an inn, The Sleeping Mare, a bug prevents the publican from renting a bed to you. Surrounding the inn are the houses of Irroke the Wide and Shafaye, both of which are small single-room establishments.

The village also used to be the home of Umbra, and is your first stop during Clavicus Vile's quest. She was the former apprentice of Irroke the Wide, whom you can speak to for information regarding her whereabouts (the Ayleid ruin Vindasel).
 

NPCs Living Here
 

Related Quests


Bugs
 
 

Maps
thumb|left|Pell's Gate
Oblivion:A Venerable Vintage

Quick Walkthrough
#Talk to Nerussa, innkeeper of Wawnet Inn in the village of Weye.
#Find the requested six bottles of Shadowbanish Wine.
#Return to Nerussa for your reward.

Detailed Walkthrough
Nerussa, the Oenophile
Travel to the village of Weye, which lies just west of the main bridge into the Imperial City. Talk to Nerussa, proprietor of the Wawnet Inn in Weye.  Nerussa is seeking some rare, fine wines and she will discuss what she's looking for if you talk to her about "Wine".  She will request that you collect six bottles of Shadowbanish Wine, which can be found in some of the old fort ruins around Cyrodiil, and offers to pay handsomely for them.

If you happen to find a bottle of Shadowbanish Wine before talking to Nerussa, picking up the bottle will also initiate this quest.  You will be told:
:''I've come across a bottle of wine with markings I've never seen before. I can barely make out "Shadowbanish Wine" on the label. It must be quite valuable. I should hold onto it until I find out more.''
You will need to find Nerussa to learn more.

Seeking the Wine of the Year
Shadowbanish Wine was made especially for the Imperial Legion and has some special magical properties not associated with other vintages; namely it doubles as a long-lasting potion of Night-Eye.  The bottles which you are seeking will be located in chests found in eight forts around Cyrodiil.  Each chest contains two bottles of wine, so at least three chests will need to be found. Since they respawn, however, it is possible to get all six bottles from one chest.  The forts are:
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Two additional locations are added by Official Plug-ins:
:*  Contains one non-respawning bottle in the vault in a wine rack.
:*  Contains one non-respawning bottle in the wine cellar.

Reward for your efforts
Return to the Wawnet Inn and give the six bottles of Shadowbanish Wine to Nerussa, who will promptly pay you 1,000 gold in return. She will also inform you that she will pay 100 gold for each additional bottle of Shadowbanish Wine you bring in.

Notes
It is not possible to use the duplication glitch on the wine.
You can sell Shadowbanish Wine to other merchants too (but of course for a lower price). It won't interrupt the quest, since you can retrieve more wine from the forts listed above.
 

Journal Entries