Netruk44/uesp-wiki-content huggingface dataset:
Redguard:Items

This page describes all of the items in Redguard, including descriptions given by Cyrus, J'ffer, and Gerrick. Each item has a corresponding ID, which can be used to add or remove it from your inventory with the console. Ingredients are different from the items listed here and can be found on their own page. They do not have item IDs.

To view an item in the inventory, press the View key (ALT by default). This will have Cyrus say something about it. You can rotate the item on its x and y axes with the movement keys (arrow keys), pan it on the screen by holding the Walk key (SHIFT) while pressing the movement keys, zoom it by holding the Jump key (SPACE) and either forward or back, and rotate it on its z axis with the Jump key again but rather the left and right keys.

You may be prompted to use an item in the world, which is done with the Use key (CTRL). If the item is not appropriate, Cyrus will say one of these lines:
:''"I can't use this by itself."
:"I need to use this with something else"
:"Probably need to find something to use it with."
:"It doesn't do anything by itself."''

None of the items in the game have parentheses. Those that do on this page are used for disambiguation.

Books


Keys


Potions


Other Items


Unobtainable Items


Notes
Falicia has dialogue to sell you the ring of invisibility for 500 gold and ectoplasm, Hist sap, Orc's blood, and spider's milk each for 5 gold, but they cannot be heard through normal means.
:Falicia: "It will hide you from your enemies. Expensive though."
There is an alternate ending to the description for 'Elven Artifacts vIII', but it is not used:
:"One of the sections even has some sort of map notations in it. Maybe someone can help me translate these notations."
An unused second description for Voa's ring exists:
:'''"Archmage's Voa's ring. Brother Nidal says it should be used to remove the stasis field around Prince A'tor's body. I need to find somebody who knows how to use it."'''

Bugs
Tes4Mod:Stirk/Factions T

Tr07AmatiusF
The main purpose of this faction is to allow its members free access to their mansion. The player is added to this faction if the player gets the Strange Noises quest from Therander Polle, and is never removed from it again.

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Tr07EuliusBrothersF
This faction for the two owners of Eulius Brothers' Book Store exists to give them access their shop.

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Tr07EuliusF
Allows the members of the Eulius family free access to their mansion and its contents.

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Tr07FortStirkF
This faction grants all the castle residents and regulars access to its interior.

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Tr07JeanF
This faction only contains Jean Ciscotte and exists to stop the goblins that have imprisoned him from attacking him (the Broken Fang Tribe has a +50 relationship with this one). If Jean is released from his cell, the +50 becomes a -100, meaning that the goblins will attack him on sight.

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Tr07JeanMoriF
Lets Jean and Mori sleep together in the double bed in Stirk Manor, and stops anybody else pinching it.

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Tr07KynariusF
Allows Hannia and Telimian access to their manor and its contents.

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Tr07LighthouseF
The precise purpose of this faction is unclear. It grants access to Stirk Lighthouse to its members, but since Iallus Basilla is not a member, it would have been possible to achieve this without a separate faction.

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Tr07MagnificentF
Allows Jafan and Aria access to their boat, the Magnificent. It is also used to stop residents of Stirk spreading rumors about Jafan to the members of the crew.

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Tr07MineF
This faction allows the workers and owners of Polle Gold Mine access to the interior. The player is added to this faction during The Abandoned Miner and Strange Noises quests and never subsequently removed.

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Tr07MinersF
This faction lets all the miners of Polle Gold Mine eat and sleep in the miner shacks near the entrance. Oddly, Winston is not a member, which means he is prevented from sharing the services.

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Tr07StirkCoupleF
Causes the two members to share a bed in Stirk Manor together, and controls one rumor about them.

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Tr07StirkF
This faction is mainly to give all the residents of Stirk a common range of dialogue options. It does not contain the two dead NPCs, Cassius Stirk III and Zeek, and neither does it contain Jean Ciscotte, who only recently arrived on the island.

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Tr07StirkFamilyF
Allows the members of the Stirk family access to their manor and the use its contents.

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Telvanni Library

thumb|left|Inside the Library
 

Eastern Tower: Lower Level
Books


Eastern Tower: Upper Level
Books


Passageway
Books


Chambers
Books


Western Tower
Books


Tomb of the Librarians
Books
 
Book of Rest and Endings
Scroll of Bodily Restoration

Underworks
Books
The Alchemists Formulary
Nchunak's Fire and Faith
 
 

Maps
thumb|left|500px|Map of the Telvanni Library

 
People
Tes4Mod:Stirk/Factions

Almost all NPCs and Creatures belong to one or more factions.  These faction memberships control the dispositions of all NPCs and creatures, both towards the player and towards each other.  In addition, NPC dialogues can be determined by faction memberships, as can some game scripts.

For more information, see the Oblivion page on Factions.

A full list of all factions (including those not available to the player), along with their members and interrelationships, can be found at the pages below:
Tel Aranyon

right
It is modest in size and peculiar in that no levitation is needed to reach the top of the tower. The three rooms in the Lower Tower and Upper Tower are connected through a set of winding hallways. This isn't true for the private quarters of the wizard (Mithras Tower), which are suspended on a root south of the tower. Levitation is required to reach it and the best place to cast it is upon the big terrace at the top of the tower. Mithras' throne room is located across the entrance to the terrace and this is where you can find the ruler of Ranyon-ruhn.

If you are looking for treasures or services you will be disappointed. The only treasure is the daedric hide armor worn by Master Mithras and the four magic skill books which can be found in Mithras Tower. There are no services within the tower, but the nearby town of Ranyon-ruhn has plenty of them. The main reason of visiting the tower are the quests that will eventually save the mine in Ranyon-ruhn. Most of them can be started by talking to Master Mithras.
 
Notes
The sword  , which is needed to complete the quest   can be found in Mithras Tower as well. It isn't owned, so taking it isn't considered stealing. Alternatively, you can get the sword by talking to  .

Related Quests
House Telvanni

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Miscellaneous


People
Tes4Mod:Stirk/Places

There are a large variety of places in Stirk.

Bodies of Water


Buildings





Castles


Caves


Cities


Inns
There are no inns on the island, but, as everyone will tell you, the beggar Alden the Wanderer is willing to rent out his bedroll.

Mines


Ruins


Ships
 

Shipwrecks
 

See Also
Cyrodiil
The Shivering Isles

Notes
The sizes (small, medium or large) of 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
Treasure Hunt

Quick Walkthrough
# Collect keys found in random loot.
# Find special chests in various locations that can only be opened with their key.
# Open the chests and grab your rewards.

Detailed Walkthrough
During your travels, you may come across five keys with no obvious purpose: an  , an  , an  ,  , and a  . Unfortunately, there are many other useless keys, but those five are worth keeping.

Also during your travels, you may come across five special chests. They appear normal but when you try to pick their locks they remain stubbornly shut. Each chest requires one of the special keys to unlock it.

The Ornate Iron Key grants access to the "Sturdy Chest" in   that is hidden behind some stalactites by the waterfall. In this one there are 5,360 gold, a  , an   and  .

The Ornate Copper Key opens an "Engraved Chest" in  . This chest contains 3,264 gold, a copy of  , a  ,  , a  , and two and a   bottles of Telvanni Bug Musk.

The Iron Key unlocks a "Stashed Chest" that can be found on a hill in the Boethian Mountains Region just behind the entrance to  . It contains 206 gold, a Secret Master's Alembic and two Hackle-Lo Leaves.

The Pewter Key opens the "Sunken Chest" in  . Here you will find 15,648 gold, a Scroll of Windwalker,  , and an  .

Lastly, the Tin Key unlocks the "Battered Chest" in the cabin of the  . This chest contains 467 gold, a copy of  , and a  .

Notes
This 'quest' is not a full-fledged one since it will not appear in your journal and because there is no quest giver. It is simply a long hunt for several unique items, and other more generic ones, hidden away all across  .
Contumious Flavius

Contumious Flavius is a Breton noble and the Governor of  . He is in his banquet hall with a couple of other nobles.
Barrato Marthus

Barrato Marthus is an Imperial savant found in the Imperial Archaeological Society in  .
Tasty Seahorse

Virevar provides you transport to  ,   and  .

He runs a tight ship and doesn't leave cargo cluttering his boat when he's ferrying passenger; however one can usually find a delivery of cheap food and kwama eggs in the barrels on the dock by the Seahorse.
 
People
 


Notes
The name of the ship is only mentioned in dialogue, where Virevar Tilvayn tells you "''My ship, the 'Tasty Seahorse,' can carry you from Firewatch to Bal Oyra or Tel Ouada.''"
Armor

Tamriel Rebuilt adds a variety of new armor to the game, all of which can be found here. The locations of most items below can be found here.

 
Light Armor
 

Medium Armor
 

Heavy Armor
Clothing

Tamriel Rebuilt adds a selection of new types of clothing to the game, these can be found here.
 

Amulets


Belts


Gloves


Pants


Rings


Robes


Shirts


Shoes


Skirts
{|class="wikitable vmid"  style="text-align:center;"
! !!Name!!ID(s)
!Weight
!Value
!Enchant
|-
!Common Skirt !! 
|T_Com_Cm_Skirt_01
!2||5||2
|-
!Ordinator in Mourning Skirt
! 
|T_De_Ep_SkirtNecromOrdinat_01
!4||30||5
|-
!Redoran Skirt 
Redoran Skirt
!  (Two Versions)
|T_De_Et_SkirtRedHero_01 and yellow
!6||50||20
|-
!Necrom Indoril Skirt
! 
|T_De_Ex_SkirtNecrom_01
!4||100||50
Interrogating Dunmer

The prideful and pompous Dunmer are harder nuts to crack than some races, but as with all others they yield when reasonable pressure is applied. The true test is discovering what constitutes "reasonable pressure" for a given mer. For the best and quickest results, one must attack the Dunmer where the foolish mer reckons his race strong.

The Dark Elves certainly seem to act as though pride is one of their strengths. Turning their arrogance against them can work wonders. For example, Dunmer think themselves the most enlightened of races, with a firm grounding in a false superstition. The Ashlanders - those who do not indulge in the popular superstition - find themselves at odds with Dunmer society. The interrogator working these facts to their advantage might threaten to give a traditional Ashlander tattoo to a boastful House Dunmer.

Continuing along that vein, House Dunmer are especially proud of themselves and their particular House. Each of the Houses hold a reasonable contempt for the others, to rather ridiculous extremes. When interrogating a stubborn House Dunmer, one might procure armor of a different House, and threaten to force the Dunmer to wear it just before releasing him into the welcome arms of his very understanding brothers.

If the above methods fail, or the interrogator finds himself dealing with an Ashlander, other means might be employed. One must understand that direct, physical action should not be the first course, but when other options have exhausted themselves, one must do what one must do.

The Dunmer are highly resilient to the touch of flame, and as a result, they do not properly fear it as other races do. Therefore, exposing them to the full agony that burns can produce would be an almost wholly new sort of pain for a Dunmer. Unexpectedly intense, unexpectedly hurtful, it would be a new sensation. Subjects are much more resistant to familiar forms to interrogation than new and unusual methods. By casting a powerful weakness on them, and holding a torch to the soles of their feet, most Dunmer will not hesitate to volunteer information that would incriminate their own mothers.

Of course, the examples outlined here are just examples, and an interrogator of any skill will invent his own methods, or use old ones in new ways. This manuscript should merely be considered a starting point, rather than a guide book.
The Most Cruel Trade

The ship rocked gently in the calm sea waters as it journeyed toward Morrowind. While it's movement found the greatest support with the wind filling the sails, it's Dunmeri masters supplemented the power of the breeze with that of oars. Though the addition could not have made much difference, it mattered little to the noble Dunmer. They would not be the ones blistering their palms doing the rowing, after all.

Destined for the homeland of the Dark Elves, the ship had traveled to Elsweyr and Black Marsh, picking up cargo as it went. Responsibility for the rowing would naturally fall on the cargo, for what better way to ensure that the goods were of top quality? Should complaints reach those dark, pointed ears, the voicer would find themselves decorating a blade. Understanding as much, the cargo rarely broke it's code of silent suffering.

The cruel shipmasters would not be contented with merely slaying property of inferior quality. No, they would make an example of the subpar goods. Those who raised complaints were laid low, then skinned, and prepared as a fine meal for those who remained. The Dunmer would laugh about it, saying that one less hungry mouth would save on food, and make the trip that much more economically sound.

As they neared waters patrolled by Imperial customs ships, the Dunmer ordered their cargo below deck. Once safely out of sight, a mage among the Dunmer would paralyze each of the slaves and remove their bracers. With no means to break their fall, the mean spirited mer would shove the slaves over, letting them fall as they may.

When the ship was finally inspected, above and below deck, questions were raised by customs officials. The reply of the ghastly Dunmer? No, those are not slaves. See how they do not move? They are not even alive! They are stuffed specimens, requested by a member of Great House Telvanni for decoration. Surely the worldly Imperials had heard of such things being done elsewhere in Tamriel, to other types of lowly lizards and cats. To convince the officials that nothing illegal had taken place, the Dunmer presented forged papers, claiming that the Khajiit and Argonians had been wanted criminals. Satisfied, if horrified, the officials let the ship pass into the waters surrounding Morrowind.

There, the true suffering would begin.
Morrowind:Spell Books

There is a single spell book in Morrowind. The spell is learned when activating the book (reading it from the world, not from the inventory).
Potions

thumb|right|400px|The Morrowind mainland, divided by map number
This is a list of all pre-made potions added by Tamriel Rebuilt. Note that all potion effects in Morrowind are activated "on Self". In other words, they affect only the person who drinks them.

Most of the new potions on mainland Morrowind come from Tamriel Data and are listed  . This page lists all potions specifically added by Tamriel Rebuilt's files, separating them by their parent map. In most cases, these are found in only one location.

 

Map 1


Map 2


Map 3
The Imperial Kitchen I

Imperial Minced meat

2 handfuls of minced meat 
1 bread soaked in white wine 
½ teaspoon of freshly ground pepper 
½ teaspoon of salt 
a cup of white wine 
some stone-pine kernels 
green peppercorns

Mix the meat with the soaked bread. Grind the spices and mix them into the meat. Form balls the size of a small fist and pat them flat. Put the stone-pine kernels and the green peppercorns on the pieces of meat and grill them.

Imperial Fish

2 fish 
A handful of raisins 
½ teaspoon of freshly ground pepper 
3 teaspoons of dried saltrice 
2 small, diced onions 
1 cup of oil 
½ teaspoon of salt

Cut off the head from the fish. Then remove the fins and cut the fish in half to remove the spines.
Mix the raisins, pepper, saltrice, onion, wine, salt and oil together and put into a pot. Cook it with the fish fillets until done.

Imperial Chicken

1 fresh chicken 
2 cup of oil 
4 cups of white wine 
2 teaspoons of salt 
pepper 
coriander 
saltrice

Put the chicken in a pot with lid and moisten it with the oil and wine. Add the coriander, salt, and saltrice. Then cook it on a high fire. 
Sprinkle pepper before serving.
The Imperial Kitchen II

Imperial Dessert

2 handfuls of dried dates 
½ handful of stone-pine kernels 
a pinch of salt 
1 teaspoon of pepper 
1 cup of red wine 
3 teaspoons honey

Take the stones out of the dates and fill them with the stone-pine kernels and pepper. Sprinkle the salt on the dates and stew them in a mixture of wine and honey over a low fire. Cook until the skin starts to peel.

Imperial Veal

Veal 
2 handfuls of raisins 
1 teaspoon of honey 
2 teaspoons of vinegar 
3 cups of red wine 
1½ cups of oil 
1 teaspoon of salt 
a little pepper 
2 onions

Fry the veal in a pot filled with oil until it is well done. 
Mix the raisins, wine, vinegar, honey, oil, cut up onions and spices in a pan and boil to make a sauce. Baste the meat in the sauce and cook for a short time.
Bal Oyra Prison Log

Prisoners recently held in the keep's dungeons:

 , Orc male, fair condition

Held for smuggling, theft, consorting with thieves and smugglers, and resisting arrest. 
Sentenced for fifteen months. 
Observation: Complained about food, went on hunger strike. Believes someone would care. Doesn't appear to be very smart.

Trelabeth, Bosmer female, good condition

Held for attempted thievery and public indecency. 
Observation: Very bad singer when drunk. 
Fine paid once sobered up, released yesterday. Left town immediately.
Dansudipat Eggmine Ledger

4 eggs 
     8 eggs 
    5 eggs 
     3 eggs 
    6 eggs 
     3 eggs 
    2 eggs 
     7 eggs
Dalamus Uvulas

Dalamus Uvulas is a Dark Elf   who lives and works in the main cavern of the  .
Bedene Merys

Bedene Merys is a Dark Elf   who lives and works in the Queen's Lair in  .
Vabbar Indala

Vabbar Indala is a Dark Elf   who lives and works in the main cavern of the  .
Tidril Berend

Tidril Berend is a Dark Elf   who lives and works in the main cavern of the  .
Tolmese Hlarys

Tolmese Hlarys is a Dark Elf   who lives and works in the main cavern of the  .
Ethaso Faravel

Ethaso Faravel is a Dark Elf   who lives and works in the Queen's Lair in  .
Suldyn Andrano

Suldyn Andrano is a Dark Elf   who lives and works in the Queen's Lair in  .
Nidali Berendal

Nidali Berendal is a Dark Elf   who lives and works in the Queen's Lair in  .
Einnisa's Journal

[ As you skim through the pages, you notice that the journal spans several years. You read the first entry...]

.... I've moved in!! After months of negotiations with that old idiot, finally I have found the perfect house....

[ You read on.. ]

...There appears to be some old bricked up door in the basement..

[ And on.. ]

.. I give up. I will now resort to magic to figure out what I can do about the stupid thing......

[ An entry reads...]

I was trying investigating yesterday when I heard a scratching at the door. It scared me half to death! Is there some kind of creature behind this door?

[ An entry reads.. ]

Something is in there. I finally brought up the nerve to approach the door again, when I heard voices faintly on the other side

[Final entry reads.. ]

I haven't slept in days, every time I close my eyes, I just panic about what it might be on the other side. I can't sleep down here anymore.
Gilan Llarethi's Speech

My fellow Telvanni,


Within memory of our generation, an unexpected aggressor brought us a decade of long, hard exile. Our homes and lives were turned upside down and inside out by an enemy we never imagined would strike so boldly, and so far north. But strike the Cyrodiils did and - though they style themselves civilized - theirs was a heavy blow. Banished from lands that had been ours for yesterdays immemorial, the hopes of our progeny were put to the torch while the Imperial savages ran through our blood with iron and steel. They swept into our land, and brought with them naught but agony and darkness, hardship and ruination.

We have bided our time, all ten years of it. Within the walls of this tomb, within the protective embrace of our ancestors' arms, we have nurtured our thoughts, our desires to return to our beloved home. With the stern discipline of our craft, with the single-mindedness of our dreams, with the fortitude lacking in men, we have the opportunity to deliver ourselves from the cruel hand fate has dealt. My steady followers, I tell you now that all we have hoped for for the past decade now lies within arm's reach.

Through secrecy, cunning, wit, skill, and bravery, a recent mission within the ranks of our chief enemy among the Cyrodiils, Meritius Vinnus, has revealed the tenuous nature of his position. His acts, terrible and selfish, are those of a tyrant. A weak and fearful man, he has kept his immoral conduct in our lands largely secret from his superior officers. Such isolation makes him vulnerable. Because he knows his horrible actions would be uncovered if he requested aid from his superiors, the only help he dares request is that of his false gods, who of course answer not. No, there will be no rescue for Meritius Vinnus, no protection from on high, and no mercy from us.

I said victory is within arm's reach, but it is actually much closer. For in my palm I hold it now, the treaty Meritius Vinnus will sign. With this scrap of paper, there will be no disputing that our town will be ours again, that the Dunmer are the rightful inhabitants, that the Imperial dogs will forevermore be gone from at least our stretch of land. If Meritius is of a mind to refuse his signature, then those above him in Firewatch will be fully informed of his foul deeds, for which he would doubtless be executed. Before the ink is dry, I assure you we will be free once again to live our lives in quiet, solitude, harmony, and peace in the walls of our own houses, within the acreage of our own town. It will not be what we had before, not exactly, but we will have gained a large concession without shedding a drop of our blood. And one day, we will fulfill not just our dreams, but the dreams of all Morrowind, that the foul foreigners are driven not merely from Bal Oyra, but all Dunmeri lands. That happy future may be hazy, but our path is much clearer.

Fear not fellow Telvanni. Our day comes very soon.

 
Gilan Llarethi, 
19th of Hearthfire,
Guest Book

West Room 
Vacant

Southwest Room 
Name: Stig Sindri 
Stay: Indefinite

Southeast Room 
Vacant