Netruk44/uesp-wiki-content huggingface dataset:
Morrowind:Albecius Colollius

Albecius Colollius is an Imperial and a veteran battlemage. He is currently staying at Arrille's Tradehouse in Seyda Neen. People around Vvardenfell will tell you to speak with him if you are interested in knowing about the trade of the battlemage and how it is practiced in Morrowind. 

He wears a common robe, pants, shoes and shirt along with an incomplete set of iron armor: the greaves, both bracers, the boots and the right pauldron. He also carries a steel axe and up to 20 gold. Aside from his natural charm and ability to absorb fatigue from others, he knows the following spells: Burden, Great Open, Strong Open, Wild Open, Ondusi's Open Door, Shield, Saintly Touch, Grave Curse: Health, Wild Shockbloom, Shockball, Greater Shockball, and Weakness to Common Disease.
 
Dialogue
Albecius has quite a bit of unique dialogue, mainly about different weapon and armor styles.

Armor Styles: ''"The heavy armor styles, called 'Legion' or 'knight' style in the West and 'ebony' style in the East, require great strength and endurance. The light armor styles, called 'militia' in the West and 'Ashlander' in the East, favor speed and agility. The medium armor styles, called 'Imperial guard' in the West and 'Great House' in the East, are compromises between the heavy and light styles, balancing protection against mobility. A few less common exotic armor types are also found in Morrowind."
Heavy Armor Styles: "In the West, cheap iron, steel, and silver heavy armor is made in quantity for the Legions, and many are trained in its use. In the East, the expense of the superb ebony and daedric heavy armors limits their use to aristocratic families. Suits of ebony and daedric armor are passed down from generation to generation, and represent a sizable portion of a Great House nobles' personal wealth."
Worn Armor: "As it wears out, armor becomes less effective. Broken armor is completely useless until you repair it, but worn armor stops only a fraction of the damage that new or well-maintained armor does. Learn the basics of armor repair, and go over your armor, piece by piece, before every big battle. Or visit a smith regularly to keep your armor in good shape."
Worn Weapons: "Weapons become less effective with wear. Eventually they break, and are useless until you repair them, but a worn weapon does only a fraction of the damage it should do. You'll hack and stab and slash away, and suddenly realize you're doing almost nothing to your enemy. So learn the basics of weapon repair, and touch up your weapons before every big fight, or pay a smith to keep your weapons in top shape."
Latest Rumors: "Did you hear that some fool lost Mentor's Ring. In a tomb along the Bitter Coast, or so they say."''
Notes
His rumor concerning Mentor's Ring actually contains some truth as the ring can be found in Samarys Ancestral Tomb.
Morrowind:Draren Thiralas

Draren Thiralas is a Dark Elf commoner living in the town of Seyda Neen. He can be found in his house on the east end of town. He appears to be one of the better-earning residents of the town judging from his Imperial-style middle class home.

He is wearing a common shirt with matching pants, shoes, and ring and carries a small amount of leveled gold. Aside from his natural resistance to fire and the sanctuary provided by his ancestors, he knows no spells.

 
Notes
According to the tax record he owed 200 drakes in taxes to Processus Vitellius, which he paid on time.
Draren Thiralas is a part of the Thiralas family, which has their own ancestral tomb.
Morrowind:Erene Llenim

Erene Llenim is a low-class Dark Elf commoner and fisherman living in Seyda Neen. He lives in a small but well-stocked shack on the west end of town, and can be found wandering just outside. He wears a common shirt, pants, shoes and ring. He also carries some gold and a random piece of food with him.

Aside from his natural resistance to fire and the sanctuary provided by his ancestors, he knows no spells.

 
Notes
He owed 78 drakes in taxes to Processus Vitellius, which he paid on time.
Morrowind:Fine-Mouth

Fine-Mouth is an Argonian commoner living in Seyda Neen, the only Argonian in town. He is very poor, living in a small, barren shack with little furniture on the west end of town.

He is wearing a common shirt with matching pants and amulet and carries a random piece of food and a small amount of leveled gold. Like all Argonians, he is immune to poison, has a resistance to disease, and can breathe underwater, but otherwise he knows no spells.

After entering Fine-Mouth's home, you will realize that there is little of interest inside the tiny shack. To your immediate left is a barrel containing random ingredients with a travel lantern situated on top of it along with a cloth sack containing some random food. To the right of the front door is a basket, a stool, and a table that holds some lower-class dishes. In the northeast corner of the house is a bedroll located underneath a lantern hanging from the ceiling. In the northwest corner of the house, two sacks containing some random food can be found along with an empty cloth sack. Situated in between these sacks is a crate with a basket on top of it that most notably has a small chance of containing some random special and marksman loot. The crate also has a 25% chance of holding a random restore attribute potion, and a much higher chance of holding some other random loot. Also in this area is a barrel containing random food with a bottle situated on top of it.  
 
Notes
According to the tax record, he owes 54 drakes in taxes to Processus Vitellius.
Morrowind:Tandram Andalen

Tandram Andalen is a Dark Elf bard found in Arrille's Tradehouse in Seyda Neen.

He wears a common shirt, common pants, common shoes and a common belt. He carries a chitin dagger and 12 gold. Aside from his natural resistance to fire and the sanctuary provided by his ancestors, he knows no spells.
 
Notes
Tandram Andalen is a part of the Andalen family, which has their own ancestral tomb.
Morrowind:Teruise Girvayne

Teruise Girvayne is a middle-class Dark Elf commoner living in Seyda Neen. She can be found inside her house, which lies next to Arrille's Tradehouse. She is wearing a common shirt with matching skirt and shoes and carries a small leveled amount of gold. Aside from her natural resistance to fire and the sanctuary provided by her ancestors, she knows no spells. 

 
Notes
According to the tax record she owed 98 drakes in taxes to Processus Vitellius, which she paid on time.
Both her house and her name in the tax record are subject to an error. The tax record reads Terurise Grivayne, while her house reads Terurise Girvayne.
Morrowind:Tolvise Othralen

Tolvise Othralen is a Dark Elf commoner found at Arrille's Tradehouse in Seyda Neen. She is wearing a common shirt with matching pants, skirt, shoes and ring. She is also carrying a bottle and a small amount of leveled gold. Aside from her natural resistance to fire and the sanctuary provided by her ancestors, she knows no spells.

When asked about latest rumors, she will tell you: ''"My cousin claimed he saw a city in the water near Gnaar Mok. He's a drunkard, though, and spends too much time in the sun."''
Morrowind:Galmir

Galmir is a Wood Elf archer who is guarding Nartise Arobar while she is being held captive in the Tel Naga Great Hall.

He wears a common shirt with matching pants. He also wears a chitin cuirass with matching greaves, boots, gauntlets, pauldrons, and helm. He carries a steel longbow with 23 cruel flamearrows and a spare iron longsword. Aside from his natural resistance to disease, and the ability to command animals, he knows no spells.
 

Related Quests
House Redoran


Notes
He does not exist in the game until you start the Miner Arobar's Support quest.
Morrowind:Llerusa Hlaalu

Llerusa Hlaalu is a Dark Elf noble working as a retainer at the Arano Plantation, owned by Hlaalu noble Direr Arano. She can be found outside, inspecting the fields.

If you ask her for directions to Manat Varnan-Adda, she will tell you that he lives just across the river to the northwest.

Notes
Llerusa Hlaalu is a part of the Hlaalu family, which has their own ancestral tomb and their own ancestral vaults.
Bloodmoon:Hircine's Aspect of Guile

Hircine is a Daedric Prince and the main antagonist of the Bloodmoon expansion. He is responsible for the Hunter's Game that occurs near the end of the Bloodmoon Prophecy. After you pass his challenges and reach him in Mortrag Glacier's Huntsman's Hall during Hircine's Hunt, you will face him yourself. As he considers fighting you at his full power unsporting, he allows you to choose choose one of three of his aspects to fight, which represent his Guile, Speed, and Strength.

Hircine's Aspect of Guile is easily the most resistant of the three. Fast and highly elusive, he poses quite a challenge, jumping out of range when hit. His ''Hunter's Venom'' focuses on disabling, with Paralyze and Burden, and his melee attacks with the Spear of the Hunter hit hard.
 

Related Quests


Notes
This aspect also appears in ESO.
According to the book Aspects of Lord Hircine, this aspect's name is Alrabeg. The book also mentions that Alrabeg wields the Spear of Bitter Mercy, however, during Morrowind, it was given out by Sheogorath.
Bloodmoon:Hircine's Aspect of Speed

Hircine is a Daedric Prince and the main antagonist of the Bloodmoon expansion. He is responsible for the Hunter's Game that occurs near the end of the Bloodmoon Prophecy. After you pass his challenges and reach him in Mortrag Glacier's Huntsman's Hall during Hircine's Hunt, you will face him yourself. As he considers fighting you at his full power unsporting, he allows you to choose choose one of three of his aspects to fight, which represent his Guile, Speed, and Strength.

Although Hircine's Aspect of Speed is weaker in attack than its alternatives, it makes up for this with astonishing speed (100) and agility (140), as well as a luck of 140. This means that it is very difficult to get a blow on target, and even more difficult to make it count. The fact that this aspect constantly regenerates health and fatigue makes it an even more deadly opponent.
 

Related Quests


Notes
This aspect also appears in ESO.
According to the book Aspects of Lord Hircine, this aspect's name is Storihbeg.
Bloodmoon:Hircine's Aspect of Strength

Hircine is a Daedric Prince and the main antagonist of the Bloodmoon expansion. He is responsible for the Hunter's Game that occurs near the end of the Bloodmoon Prophecy. After you pass his challenges and reach him in Mortrag Glacier's Huntsman's Hall during Hircine's Hunt, you will face him yourself. As he considers fighting you at his full power unsporting, he allows you to choose choose one of three of his aspects to fight, which represent his Guile, Speed, and Strength.

The largest danger with Hircine's Aspect of Strength is its phenomenal strength, giving it a melee attack that will have even high level characters in trouble after a few hits. It pays a price for the strength in its speed, which is only 20, and should ensure most characters should be able to stay out of range and attack from a distance. This, combined with the weakest set of abilities of the three aspects, make the Aspect of Strength, ironically, the weakest of the three.
 
Related Quests


Notes
This aspect also appears in ESO.
According to the book Aspects of Lord Hircine, this aspect's name is Hrokkibeg.
Arena:The Known Spellbook

These are all of the spells available for purchase from Mages in the Mages Guild.  Though these standard spells can be useful, you can also create your own spells.  The original manual divides the spells into circinates of increasing level based on spell cost.  Those are in fact merely notional; you can be any level and purchase and cast any spell if you have the requisite spell points.

You can buy any spell regardless of whether you have enough spell points to cast it.  The casting cost in spell points of the spell is cost divided by two divided by your level.  For example, if you are tenth level, and Pitfalls spell costs 1200 gold, to cast Pitfalls costs 1200 / 2 / 10 = 60 spell points.  Alternatively, use cost information from table below, where it represents the cost to buy the spell divided by 2.  So now the casting cost in spell points of the spell is cost information from table below divided by your level.  For example, if you are tenth level, and cost information from table below about Pitfalls spell equals 600, to cast Pitfalls costs 600 / 10 = 60 spell points.

Offensive Spells


Healing and Attribute Enhancement Spells


Protective Spells


Environmental Alteration Spells

  Some spells that the manual mentions as being part of the Known Spellbook are not for sale in any Mages Guild.  Those include Cure Disease (cost:  375), Cause Disease (975), Purify (2590), and God's Fire (3750). However, you can still create these spells using the Spellmaker service, with the exception of God's Fire, due to the maximum additional damage per level being capped at 99.

  Sanctuary does not quite work as advertised. While monsters will not actively come after you or look in your direction, the spell-casting ones will still throw their spells your way (while otherwise seeming to ignore you).

  "Permanent" is actually temporary.  As long as you are on the dungeon level of the object you destroyed or created, what you did is permanent.  However, when you leave the level, the entire level returns to its original state.

Notes
One round equals one minute of in-game time, which is equal to five seconds of real time.
Walls and floors save vs. magic when you try to destroy them.  This seems to imply that walls and floors may require multiple attempts to destroy.  In fact, if you can destroy the object at all, you will do so on the first try.  The ones you can't destroy have 100% protection from magic, and so always make the save.  The rest have 0% protection and so never save.
While the spells in The Known Spellbook can be useful, it is advised to create your own spells that are far more cheaper and efficient.
Oblivion:Scripted Deaths

This article provides a list of all Oblivion characters who die because of a scripted death at some point in the game. A scripted death is one where a game script forcibly kills the character, no matter what choice the player makes.  Scripted deaths are usually caused by a quest, in cases where the quest assumes that the character has died.  The deaths ensure that there are no continuity errors or other unexpected glitches later in the quest.

Guaranteed Deaths


Conditional Deaths
These characters will only be killed by a scripted death under certain circumstances.  The relevant quest page provides details on whether the character can survive the quest, or whether the character dies in some other way.

In addition to these, an unnamed Ascended Immortal will run in front of Anaxes' rock-cage once the player loosens it, trying to keep him in. He will be killed by Anaxes smashing the rock into him. This can be prevented, however, if the player blocks his path.



See Also
Morrowind:Engaer

Engaer is a Wood Elf assassin and Lawman of House Telvanni who lives in Sadrith Mora. He can be found behind a   and trapped door in Tel Naga Upper Tower. Hrundi of the Fighters Guild asks you to collect the bounty placed on Engaer's head.

He wears a bonemold cuirass, helm, greaves, pauldrons, bracers, and boots. Beneath his armor, he wears an extravagant shirt, pants, and a third barrier ring. He carries a steel longbow along with 25 dire viperarrows. Aside from his natural resistance to disease and his ability to command animals, he knows no spells. 

 
Related Quests
Fighters Guild
Oblivion:Plan for the Big Heist

1) Activate the Old Way using the Glass of Time. It is located inside the Imperial Palace. I do not know what it looks like or exactly where to find it.

2) Find the entrance to the Old Way. It is rumored to be somewhere in the sewers under the Imperial City.

3) Inside the Old Way is an entrance to the heart of the Imperial Palace. Savilla's Stone was only able to scry the two most important obstacles. For one of them you will need to use the Boots of Springheel Jak.

4) To enter the Imperial City you must use the Arrow of Extrication   unlock the final door.

5) Inside the Imperial Palace you must find the Imperial Library. On the bottom floor is some sort of viewing room.

6) I have arranged to have a particular scroll made available in the Chamber. The blind monks that care for the scrolls are expecting Celia Camoran, but you will take her place. Just find the chair assigned to visitors to the library. You must not speak, or they will know it is not her. Just let them bring you the scroll.

7) Once you have the scroll, retrace your steps and deliver it to me. Of course the chances of something going wrong with this plan are very high. When that happens, you'll just have to get creative.
Morrowind:Sandbox

Welcome to the Morrowind sandbox! For normal testing, you should use the  page instead.  This page exists for testing templates and such which need to be in the Morrowind namespace.  Keep in mind that content added to the sandbox will not stay permanently, and also remember to not place copyrighted or offensive material here. Morrowind
Tribunal:Sandbox

Welcome to the Tribunal sandbox! For normal testing, you should use the  page instead.  This page exists for testing templates and such which need to be in the Tribunal namespace.  Keep in mind that content added to the sandbox will not stay permanently, and also remember to not place copyrighted or offensive material here. Tribunal
Bloodmoon:Sandbox

Welcome to the Bloodmoon sandbox! For normal testing, you should use the  page instead.  This page exists for testing templates and such which need to be in the Bloodmoon namespace.  Keep in mind that content added to the sandbox will not stay permanently, and also remember to not place copyrighted or offensive material here. Bloodmoon
Oblivion:Sandbox

Welcome to the Oblivion sandbox! For normal testing, you should use the  page instead.  This page exists for testing templates and such which need to be in the Oblivion namespace.  Keep in mind that content added to the sandbox will not stay permanently, and also remember to not place copyrighted or offensive material here. Oblivion
Shivering:Sandbox

Welcome to the Shivering sandbox! For normal testing, you should use the  page instead.  This page exists for testing templates and such which need to be in the Shivering namespace.  Keep in mind that content added to the sandbox will not stay permanently, and also remember to not place copyrighted or offensive material here. Shivering

The following is a list of magic words for debugging purposes.

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Daggerfall:Sandbox

Welcome to the Daggerfall sandbox! For normal testing, you should use the  page instead.  This page exists for testing templates and such which need to be in the Daggerfall namespace.  Keep in mind that content added to the sandbox will not stay permanently, and also remember to not place copyrighted or offensive material here. Daggerfall
Arena:Sandbox

Welcome to the Arena sandbox! For normal testing, you should use the  page instead.  This page exists for testing templates and such which need to be in the Arena namespace.  Keep in mind that content added to the sandbox will not stay permanently, and also remember to not place copyrighted or offensive material here. Arena
Battlespire:Sandbox

Welcome to the Battlespire sandbox! For normal testing, you should use the  page instead.  This page exists for testing templates and such which need to be in the Battlespire namespace.  Keep in mind that content added to the sandbox will not stay permanently, and also remember to not place copyrighted or offensive material here. Battlespire
Redguard:Sandbox

Welcome to the Redguard sandbox! For normal testing, you should use the  page instead.  This page exists for testing templates and such which need to be in the Redguard namespace.  Keep in mind that content added to the sandbox will not stay permanently, and also remember to not place copyrighted or offensive material here. Redguard
Lore:Sandbox

Welcome to the Lore sandbox! For normal testing, you should use the  page instead.  This page exists for testing templates and such which need to be in the Lore namespace.  Keep in mind that content added to the sandbox will not stay permanently, and also remember to not place copyrighted or offensive material here. Lore
Oblivion:Weathered Journal

Long have I sought to purge the evils haunting Erandur.  Even when his necromantic studies resulted in our mutual expulsion from the Guild of Mages, I persisted in guiding him towards good with a gentle hand.  Alas, in our exile, my old friend has mired himself in the foul practice, and in shocking discovery I learned he had become a miserly disciple of the Worm King, a cunning wraith. A Lich.

Frail memory strengthened by dogmatic resolve, the Archmages turned me away when I came to them with my discovery.  My pleas for a detachment of battlemages ignored, only my long-past expulsion remembered.  And thus, the grave duty falls only to me.  I must bear the burden of purging the Lich that was once a friend.

I wander now into the foreboding maw of these catacombs known as the Lost Boy Caverns, far from the climes of common elves and men.  With pure spirit and rites of cleansing, I hope to strike down the fearsome Lich and set free the soul of Erandur, but I leave this testament behind, lest I may never return from these depths; as a warning to those who may follow my path.

Faithful, even in Exile,

Vangaril
Morrowind:Llaalam Dredil

Llaalam Dredil is a Dark Elf savant and adviser to Duke Vedam Dren. He is located upstairs of the Grand Council Chamber, standing next to the Duke. He is looking for someone to run an errand for him.

Llaalam wears expensive shirt with matching pants, shoes, and belt. He also carries a letter and up to 50 gold. Aside from his natural resistance to fire and the sanctuary provided by his ancestors, he knows no spells.

 
Quests Given


Dialogue
Greetings:
:*"Welcome, %PCName. Perhaps you are interested in running an errand for me?"
:*"Greetings, %PCName. Have you finished running an errand for me?"
-----
running an errand:
:*''"Yes, I need someone to deliver this letter for me. It's important that it get to   at the East Empire Company as soon as possible. He should also have something for me in return, which I'll need you to bring back. Can you do this?"
::*I'll deliver it for you. [Letter From Llaalam Dredil has been added to your inventory.] "Excellent. Here is the letter. Please get it to him as soon as possible. Just tell   you have a delivery from Llaalam Dredil. He will know what to do, and should give you something to bring back to me." 
::*I can't help you. "Fine, then. I will find a more suitable courier."''
:*[Letter From J'Zhirr has been removed from your inventory, 75 Gold has been added to your inventory.] ''"You've delivered the package? Excellent. And you have a letter from J'Zhirr? Well done. Here is your reward." 
:*"You've delivered the package? Excellent. You should have a letter in return for me, though. Where is it?"
:*"Why haven't you delivered that letter yet?"''