Netruk44/uesp-wiki-content huggingface dataset:
Nadael Illulivad, Vol II

Nadael awoke to the sound of Hirvok, the innkeeper of The Deepening Pool, (which would, years later, become Arrille's Tradehouse) yelling at the top of his lungs. From what the young thief could discern from the sputtering and spitting, it was something about counterfeit gold pieces and the nerve of some people.

He turned over and pulled the scratchy wool over his ears. He'd been tracking his foster parent's murderers for four days, and got as far as Seyda Neen before losing their tracks to the sea. Exhausted, and with not a bent coin to his name, he went to The Deepening Pool and traded a week of hard labor for a place to sleep.

Unfortunately, Hirvok had not promised good sleep, and as Illulivad lay amongst the empty apple barrels and dirty dishes, restless, he happened upon a plan. He would work until he had earned enough money to get him on a ship heading for the mainland, and there he would resume his search.

Of course, it was hopeless. He had to work his hands to the bone merely to get a place to rest at night, and travel was so expensive...

He could swim, of course, and was even proficient at it, but swimming all the way... it was preposterous! It couldn't be done! There were some small specks of land, tiny isles and inlets between Vvardenfell and the mainland he could rest on, but the chances of finding one of these was about the same as finding an underground tunnel to Skyrim!

A chance came at the end of the week in the form of a large ship bringing supplies for Seyda Neen - food, clothes, and weapons to protect against the mudcrabs that frequented the area. When it docked and the crew left the confines of the boat to get something other than salted hound meat, he made his move.

Nadael crept from The Deepening Pool, now filled nearly to the brim with sailors resting their sea legs on solid ground. Their drunken laughs and Hirvok's roars of anger would continue until the boat left the following morning.

The night watchman sat on the rail surrounding the edge of the ship, singing a merry little song to himself. A tossed stone was a good enough distraction for him and the young thief pulled himself up over the rail and snuck down as far as he could go in the ship. He tucked himself into an empty barrel and fell asleep.

The next morning, Illulivad awoke from his light sleep and rubbed his eyes. On the deck above, the captain was yelling.

"Welcome back, landlubbers! Fetch up and man your posts! We're headed to Ebonheart, so look sharp!"

Nadael smiled to himself and fell back asleep, dreams of the mainland and finding the people he was searching for in his head.
Nadael Illulivad, Vol III

The sun was getting low, and its red light cast long shadows of the buildings of Ebonheart. Nadael Illulivad snuck out of his hiding place on the supply ship as Jodran the captain shouted curses at the dock guards. The guard he was engaged with at the moment was an elderly man with a helmet too large for his frail head, that coused it to constantly bobble and shake around. The wormy tendons on the back of his hands worked tirelessly as he screamed back at Jodran.

Nadael slipped into the shadows and headed down the streets. In a few minutes, he came upon the Thieves Guild of Ebonheart and went inside the building. He was greeted there by a khajiit wearing a dark red robe.

"Greetings, young thief," he said with a throaty accent. "De'rzhenn sees you at Balmora district before. Talented you are. This De'rzhenn knows. Why come you here to Ebonheart?"

"My parents were murdured. I am searching for the people who own one of these." He pulled out the brooch, red with six intertwining prongs. "I found it in the wreckage of the house I lived in. Have you seen it before?"

"De'rzhenn has seen the thing of which you seek. A dark elf merchant by the name of Garett has sign with this symbol on it." Nadael turned to leave, but the khajiit stopped him. "De'rzhenn knows Nadael wants quick redemption, but I knows it would be foolish to rush into the shop. Sneaking through back window would be what De'rzhenn would do. Here," He handed the young thief a master's lock pick. "Tali and Ormin Illulivad were good people, yes. Take this lock pick; you'll need it to get through the window, De'rzhenn thinks. De'rzhenn wishes you good luck."

Nadael grasped the khajiit's hand, thanked him, and left. It was dark now, and the two moons hung ominously overhead.

The shop, when he found it, was of normal Imperial design; all squares and boxes. He went around to the back window, as De'rzhenn had suggested, and began to work at the window's lock. There was a sharp whisper of his name, a great pain in the back of his skull, and Nadael knew no more.
A Mother's Diary

[excerpt]

In days past, when our family lived in Cyrodiil, we enjoyed and took for granted simple Imperial traditions. Upon arrival in Morrowind, I often found myself disappointed at the stern and dour nature of the local Dark Elves; they lacked many of our familiar customs, and when exposed to them, the Dunmer would dismiss them as frivolous. So sad, to live a life so long, and devoid of merriment.

Rather than give in to their impassiveness, I stayed the course, and tried to adapt the customs of our homeland to something our new neighbors could relate to. Some of these attempts fared better than others, but I think one in particular did very well.

It would soon be Heart's Day (16th Sun's Dawn, as anyone in Tamriel could tell you), which just so happened to be the birthday of my neighbor's son. I took Craelia, his mother and a fellow Imperial, into my confidence in planning the celebration. She was delighted with the idea. Because Cyrodiilic pack animals are virtually unknown in Morrowind, I improvised on the old game, making it "Pin the tail on the Guar".

As my children and Craelia's played, Dunmer youngsters looked on in incomprehension. After a few minutes, one of the Dark Elven children inquired politely if he could play as well. Once one of them joined, a small group of others tentatively came over. I knew full well that they had probably been instructed by their parents to do so - the children were all of House Hlaalu, and were likely just trying to curry favor by appearing closer to the Empire. But as my idea had been a success, I didn't think too much of it.

An hour or two had passed, when one child complained that another was cheating. The bickering grew in volume, and was finally enough to attract one of the older Dunmer. He stood silently, listening as one Dunmer child accused another of peeking from under the blindfold. He sighed, and without a word placed a hand across the offending child's eyes.

"It will be fair now, if this is how you want to spend your time." He said, "If only to practice my own skill, I will cast blind on whichever of you asks."

The children smiled, to have the odds evened. I smiled myself; I had thought that the Hlaalu would either permit or demand their children play, but I never expected an adult among them to be obviously supportive of it, even in a backhanded fashion.
Boethiah's Spine

:''The treacherous ridges and deep valleys of Boethiah's Spine stretch north-to-south through the heart of the Mainland's eastern peninsula. The southern portion of this region is dominated by deep Lake Boethiah, whose surrounding towns and settlements include the towers of Tel Mothrivra and Alt Bosara. In the north, the Spine separates into several ridges which gouge their way through the otherwise flat plains of Molagreahd. This region is largely rocky and barren, but its steep cliffs conceal several lushly forested valleys.'' — Tamriel Rebuilt
  thumb|left|Boethiah's Spine 
thumb|325px|Map of the Boethiah's Spine region
'''Boethiah's Spine''' is  

Its largest settlements are  ,  , and  . The region has borders with all of Telvannis: the   to the north and northeast,   all throughout,   west of an exclave of the mountains in the northeast,   and the   to the south, the   to the east, and the   to the north.
 

Places
A list of places found in the Boethiah's Spine region.

Settlements
Villages (Tier IV)





Hamlets (Tier VI)












Dwellings








Caves









































Daedric Ruins





Dwemer Ruins







Grottoes






Landmarks



Mines












Ruined Imperial Forts


Ships







Tombs












Velothi Towers


Related Quests
A list of quests involving the Boethiah's Spine region.

Faction Quests
House Telvanni:

Tribunal Temple:



Miscellaneous Quests






People
 


Notes
This region was originally named Boethian Mountains.
  used to be a separate region but was merged entirely into Boethiah's Spine.
Mines

Adamantium Mines


Diamond Mines





Ebony Mines






Egg Mines






























Exhausted Mines


Glass Mines



Gold Mines



Iron Mines
Ships

Ships
;Map 1






;Map 2



;Map 3




Shipwrecks
;Map 1








;Map 2



;Map 3
Ancient Ruins

Ancient Indoril Ruins










Dunmer Strongholds









Ruined Imperial Forts




Others
Sea of Ghosts

thumb|325px|Map of the Sea of Ghosts region
The Sea of Ghosts is  

The only notable land feature is  ; there are also a few grottoes and shipwrecks underwater. Along with the Telvanni Isles, the region borders  ,  , and Azura's Coast to the south, and the waters of Sheogorad to the southwest.
 
 
Places
A list of places found in the Sea of Ghosts region.

Settlements
Since this region only consists of a big sea, there are no settlements located within it.

Landmarks


Grottoes




Ships



Related Quests
A list of quests involving the Sea of Ghosts region.

Faction Quests
Miscellaneous Quests



People
Inner Sea

The Inner Sea is the narrow and treacherous sea surrounding Vvardenfell. For more information, see the Morrowind article.

Deprecated Region
 thumb|right|325px|Map of the Inner Sea region
The Inner Sea used to be its own region, but was later merged into nearby regions.
Telvanni Isles

:The scattered islands of this archipelago, with their uninviting terrain of barren hills and damp fungal groves, seem inhospitable at first glance. Yet, the Isles serve as the isolated heartland of the reclusive Great House Telvanni. The twisted sprawl of Port Telvannis serves as the House’s capital, and several other towns and plantations populate the surrounding islands. — Tamriel Rebuilt
  thumb|left|Telvanni Isles 
thumb|325px|Map of the Telvanni Isles region
The Telvanni Isles are   As the name suggests, they are controlled by  . The isles are home to the great sadrith fungi out of which Telvanni construct their towers.

The region's largest settlement is  . The isles border the   region to the south (though the ocean in fact surrounds all of the east and north as well), the   to the northwest, and   and   across a narrow channel to the southwest.
 

Islands
There are four main islands in the archipelago:





Places
A list of places found in the Telvanni Isles region:

Settlements
Metropolises (Tier I)


Cities (Tier II)


Villages (Tier IV)



Hamlets (Tier VI)


Caves







Daedric Ruins


Dwemer Ruins


Grottoes




Mines



Ships



Tombs




Related Quests
A list of quests involving the Telvanni Isles region.

Faction Quests
Tribunal Temple:


Miscellaneous Quests




People
Morrowind

Morrowind, previously named Dwemereth, Veloth, Resdayn, and Dunmereth, is the province in the northeast corner of  , and the home of the Dunmer. It is dominated by the large island of Vvardenfell and its centerpiece, the ash-spewing Red Mountain, but also includes territory on the continental mainland. The Inner Sea separates Vvardenfell from the mainland, and the Sea of Ghosts lies to the province's north. 

Politics
The Imperial Province of Morrowind is divided in six districts, each ruled by a Duke or Duchess. The Duke of the Mournhold District is also King of the entire province. In practice, though, this feudal organization set up by the Empire must compete for power and influence with the older Dunmer clan system of Great Houses. To a limited extent, each district roughly corresponds to the historical zone of influence of a Great House, but this is not a practical definition.

The Districts
;Deshaan District
:Dominated by the fertile Deshaan plains, this district also encompasses the Argon Jungle. Its capital is Tear, and   is the most influential here.
;Mournhold District
:Politically and culturally the most important district of all Morrowind, the Mournhold District is home to   and the  .
:King Hlaalu Helseth Raathim rules from Almalexia's inner city, Mournhold.
;Narsis District
:Named after its capital city of Narsis, this district borders Cyrodiil.   prospers in this region from the trade with the Imperial Province.
; 
:The northeastern district was named after the Telvanni Isles, not after  ; but for the Wizards this nuance is mere sophistry.
:  rules from  .
;Velothis District
:Named after the Velothi Mountains, this northwestern district borders Skyrim and the warriors of   protect it against Nord incursions.
;Vvardenfell District
:The volcanic island of Vvardenfell was for a long time under the exclusive control of the Temple, as it was the domain of the Dwemer and the abolished Great House Dagoth.
:Duke Vedam Dren of Vvardenfell rules from Ebonheart.

The Great Houses
;Great House Dagoth
:For their leader's treachery in the Battle of Red Mountain, the Tribunal Temple ordered the entire House abolished, and its members exterminated.
:The Dagoth capital was the stronghold of Kogoruhn and its leader Voryn Dagoth is now known as the Sharmat Dagoth Ur.
; 
:A proud and extremely conservative House, the Dres have preserved traditions dating back from the Velothi Chimer.
:The Dres capital is Tear.
; 
:A opportunistic House built on trade and adaptability, the Hlaalu always finds a way to benefit from any change.
:The Hlaalu capital is Narsis.
; 
:Alway the most prestigious House, the pious Indoril have intertwined their fate with that of the Temple, and all Morrowind.
:The Indoril capital is Almalexia, where Grand Ascendant Neril Sevuro resides.
; 
:Necessity made this House the greatest warriors of Morrowind, for the Redoran were always the first attacked by Orcs and Nords.
:The Redoran capital is Blacklight.
; 
:Isolationist in the extreme, the Telvanni have moved as far from the rest of Tamriel as they possibly could.
:The Telvanni capital is  , where the "Parliament of Bugs" rules in the name of  .
Duchess Perulia Jandacia

Duchess Perulia Jandacia is an Imperial  , Duchess of  , and ruler of the   of  . She brings a typically-Imperial attitude to the mainland, and she cannot understand why the local Dunmer don't appreciate the Empire more.

The   whom she hypothetically rules have proved particularly troublesome, Jandacia believes they must be educated to respect benevolent Imperial rule, and she often finds herself at an impasse with them.  , she believes, cling to notions that have no place in the Imperial world, but she tries to work with them as their fighting skills can be of use to the Empire. She believes the   and   are lost in ancient traditions and superstition, and that only   are "what the Dunmer should be".

She has recently invited a representative of the   to town to talk business and politics, and also makes use of the local  . She has no particular interest in the latter group's cause, but has found "cases of mutual benefit" and granted them certain favors. One of those favors might become   should you visit one of the local taverns.
Regions

Telvannis District
: 
:  
:  
: 

Mournhold District
: 
: 
: 
: 
: 
: 
: 
: 

Narsis District
: 
: 
: 

Velothis District
: 
: 
: 
: 
: 
: 
: 
: 

Deshaan District
: 
: 
: 
: 

Bodies of Water
: 
:
Tharise Erolan

Tharise Erolan is a Dark Elf   living in   who is naturally a little reticent to tell people what she does. She describes her background as her own business, and when asked about her trade, says "I shall not tell you of this, and you shall be allowed to live. Understand?"
Teris Sevuro

Teris Sevuro is a Dark Elf crusader who can be found in the Tribunal Temple in  . A proud, steadfast, and pious member of House Indoril, he will speak in length and with pride to the player about topics related to both his house and his Temple faith. Though the citizens Ranyon-ruhn think it is odd to see an Indoril so far north in the lands of the Telvanni, he says he is simply there to guard the sacred site of Ranyon-ruhn temple.
Tappin Macrin

Tappin Macrin is an Imperial   and Champion of the   who works at the Census and Excises office in  . He is on the lookout for smugglers of skooma, moon sugar and dwemer artifacts, as well as anybody trying to avoid paying the duty on alcoholic drinks.
Tania Phiencel

Tania Phiencel is a Breton   and one of the garrison of the   outside  . She is a powerful warrior, and you would do well not to anger her.
Stenar Closcius

Stenar Closcius is an Imperial guard stationed in the barracks of  . He seems a bit bored by the experience, and comments that there isn't much to do except for the endless training and drills.
Sathro Norethi

Sathro Norethi is a Dark Elf mage who owns a house in  . He is an extremely powerful spellcaster and care should be taken not to anger him. Like most  , he is no fan of the Empire, and is glad that their "meddling influence" has not reached the capital.
Rynna Tunelim

Rynna Tunelim is a Dark Elf spellsword and Spellwright in   who lives and works in the tower of  . A typical Telvanni, Tunelim believes that the sight of  's tower shining above the   serves as a warning against Imperial aggression.
Russel

Russel is a Redguard crusader who is currently in   on business. He isn't a fan of the  , finding their deceptions wearying, but he cannot return to Sentinel until his business is done.
Relie

Relie is a Breton priest in the   branch of the  . He is in charge of the prayers, masses and sermons, while   takes care of the business side of things.
Rantela Irenam

Rantela Irenam is a Dark Elf alchemist living in  . When the retainer she sent to spy on her rivals   and   turns up dead, it creates a web of intrigue intricate even by   standards. As an alchemist, she also supplies unusual materials to other members of her house.
 
Related Quests
Uneleas Rangirth

Uneleas Rangirth is a Dark Elf   who can be found close to   in the  . He is trying to pay his respects at the tomb of his ancestors but doesn't have the courage to enter, so he has found somebody to do it for him.
 
Related Quests
Telaras Medrevan

Telaras Medrevan is a Dark Elf warlock who is the mastermind behind the theft of ebony from the   in  . He is a powerful spellcaster and has an array of followers to protect him, making him a difficult foe.
 
Related Quests
Lelles Etrade

Lelles Etrade is a Breton thief who makes a living by ambushing pilgrims on their way to the Shrine of Wisdom. He will demand 100 gold for the privilege of visiting the shrine, and will attempt to extract it by force if you refuse.
 
Related Quests
Alchemy Merchants

This table provides a list of all   in   who buy or sell alchemy-related merchandise (  and  ).

For the potions, beverages, and ingredients columns:
Num: Number of different types of beverages/ingredients
Qty: Total quantity of potions/beverages/ingredients
LL: Number of potions/beverages/ingredients from  
Best: Best available non-leveled type of potion (Exclusive, Quality, Standard, etc.)
In each case, the numbers are:
Plain numbers indicate non-restocking supplies.
Bold numbers indicate restocking supplies.

Map 1


Map 2
Weapons

Tamriel Rebuilt adds a variety of new weapons to the game, these can be found here. If you want to find out the location of most of them, you can look  .
Adurin-Ouaka

Adurin-Ouaka means "shipwreck village" in the Dunmer tongue. This is because Lake Boethiah nearby is treacherous to inexperienced captains and there are many shipwrecks on the bottom of the lake. The inhabitants of the shack village supplement their fishing and farming trades by exploiting these abandoned landmarks, regularly looting them for treasure.

This quiet town has a single trader,  . The other noteworthy persons are the     and the hetman (local Dark Elf chief)  . The inhabitants are generally xenophobic and isolationist.

Getting There and Around
Adurin-Ouaka is difficult to reach; the nearest town with fast travel possibility is  , located across the Lake of Boethiah, which makes swimming, water walking or levitation still necessary to reach the village. Alternatively, it is a long hike from   or the   through the  .

Places of Interest Around Adurin-Ouaka
Immediately to the north of Adurin-Ouaka are the imposing  , with a pilgrimage site. Across the bay to the north is the smuggler cave   and on an island in the northeast is the   of  . South of this island are two of the shipwrecks from which the village derives its name. One of them,  , is accessible. Just beyond a towering range of cliffs south of the village is  , a hermit's cave. The mountains to the west of the village are dominated by the large Dwemer ruin  .

Related Quests


Notes

 
People
 


Maps
Marog

Marog is a small Telvanni town built into the cliff face opposite the Imperial city of  . It consists mainly of a number of housepods joined together by a series of paths and bridges which cross a large drop to the sea below. Its main claim to fame is its proximity to the Dwemer ruin  , which brings countless adventurers and archaeologists through the town. The town's population reflects this, as most are used to the countless stream of tourists, and regard the player with little added interest. The town is ruled by the Telvanni wizard   who oversees his domain from the tower of  .

Getting there & around
The only way to get to Marog via transport is to take a ship from Helnim, or take the short walk around the bay. A ship in Marog will take you back to Helnim, or this can be achieved through use of Divine Intervention. Almsivi Intervention, when cast in Marog, will return you to the Vvardenfell city of Molag Mar.

Notable Figures
The ruler of Marog is 
 , who is pleased with his ownership despite the town's small size. He inherited the position from his father, Isaril Athyrion, and has taken it on with pride, seeing it as his duty to rule and protect his people. He lives with his wife,  , in the tower of  . Solas is an honest Telvanni Spellwright but has a particular dislike for Imperials, describing one in particular as a 'pompous braggart'.

  is helped by  , head and soul member of the Marog Registry found at the bottom of Tel Onoria. He deals with the town's paperwork, and details all the happenings in Marog.

  is the captain of the guard in Marog, a straightforward Dark Elf who willingly engages in her duty to keep Marog safe. She regards the adventurers passing through to Kemel-Ze with disdain, calling them a lot of 'ill-mannered looters'.

Places of Interest around Marog
Marog is dominated by the tower of Tel Onoria, although it is unusual among Telvanni towers because it is separated into different parts not linked together. Instead one must travel around Marog to reach the upper levels of the tower. As far as the government of the city goes the only other place of note is the barracks at the top of the cliff where you can meet Tilveran Athere, captain of the guard.

The Market, opposite the Barracks across the cliff, offers a few other services, although little of interest to an adventurer. The only other shop in town is run by  , who sells a small selection of weapons and potions among other clutter, but he will buy almost anything off the player with his limited gold, or the player can stay in the small tavern near the Market called  . Probably the only place of interest to an adventurer are the ruins of Kemel-Ze, accessible by a bridge that dominates the eastern side of town, but reached more easily by exiting the town to the north and following the path back down to the cliff.

Related Quests

Miscellaneous



Notes
 

People


Maps