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

There is nothing particularly noteworthy here: a few enemies, barely armed or armored, and two dead rats that seem out of place. The loot here consists of books. If you belong to House Telvanni, the inhabitants are not hostile, and you can find bed and shelter.
 
People


Maps
thumb|left|Shishara, interior map

 
Notes
Depending on their disposition towards you, the occupants will sometimes still attack you even if you are a member of House Telvanni.
Morrowind:Shishi (place)

thumb|right|A Breton Skull
A House Redoran quest sends you here to kill the remaining rogue Telvanni in the tower and bring back the Shishi Report. The Telvanni counterpart quest sends you here to kill the Redoran intruders. 

After surveying the premises, you'll find dead Telvanni and Redoran warriors clad in bonemold armor, but the owner of the tower is more hidden. A careful search reveals Faves Andas in a secret room, accessed by turning a Breton Skull on a table on the upper floor. 

Peculiarly, if you belong to House Redoran and enter Shishi without having initiated the Shishi Report quest, Anise Romoran and the other Redoran soldiers may attack you. They can be killed with no penalty in this scenario.  This may also happen if you are House Hlaalu or unaffiliated with any great house.

 

Note: If you do not have either quest activated (House Telvanni or Redoran) or are not a member of any houses, Faves will attack you if encountered in the secret room.

Related Quests
House Redoran


House Telvanni


People

  Technically the dead bodies of the Telvanni occupants do not belong to the House.

Maps
thumb|left|Shishi, interior map
Morrowind:Sulipund

A Mages Guild quest takes you to this remote tower to force the tower's Telvanni inhabitant to join the Mages Guild. Behind a trapped door are beds that offer rest for Telvanni retainers. Farther on, there is a makeshift bar, but no services, and some crates with clutter. Stairs lead up to the top, where you find Llarar in his study. He has a small library with a copy of Chronicles of Nchuleft, a crate with a few potions, and 100 gold on a table.
If you were here for the quest, a Divine Intervention takes you back to Moonmoth Legion Fort close to Balmora, or you can walk southwest to Punabi and use Almsivi Intervention directly to Balmora. 

 
Related Quests
Mages Guild


People


Maps
thumb|left|Sulipund, interior map
Morrowind:Vas

A Fighters Guild quest takes you to this Velothi tower. Your task is to accompany the junior Buoyant Armiger, Ulyne Henim, and slay Daris Adram, the tower's owner and rogue Telvanni necromancer. 

Hostile encounters include skeletons, rats, and daedra, so keep Ulyne alive and behind you. 

On the first floor of the tower are two non-hostile Telvanni; a teacher, lecturing two students from the book Blasphemous Revenants. The second student, Debentien Sylbenitte, is likely to be hostile towards you owing to his fight-rate of 90.

The tower boasts the usual collection of books and alchemical ingredients, plus a few large crates that contain steel, iron, and silver weapons.

 
Related Quests
Fighters Guild


Notes
If you are a high-ranking member of House Telvanni, Daris Adram may be friendly towards you. Make sure he attacks first or face being expelled.

People


Maps
Lore:Capn's Guide to the Fishy Stick

[This book is supposedly the definitive reference to fishy sticks throughout Tamriel, but the pages are so smeared with fishy stick sauce it is impossible to read any of them.]
Lore:Boethiah's Glory

ook upon the face of Boethiah and wonder. Raise your arms that Boethiah may look on them and bestow a blessing. Know that battle   a blessing. Know that death is  . Know that you are dust in the eyes of Boethiah.

Long is the arm of Boethiah, and swift is the blade.

Deep is the cut, and subtle is the poison.

Worship,   faithful. Pray your death is short.

Worship,   faithful. Pray your death is quiet.

Worship,   faithful. Worship the glory that is Boethiah.
Lore:Hanging Gardens

This book was apparently written in   and translated to  . Only fragments of the Aldmeris   readable, but it may be enough for a scholar of Aldmeris to translate fragments of other   books. ''

...guide  -Estrial led with foot-flames for the town-center where lay dead the quadrangular gardens... 

...asked the foundations and chains and vessels their naming places... 

...why they did not use solid sound to teach escape from the   nor nourished them with frozen flames... 

....the word I shall have once written of, this "art" our lesser cousins speak of when their admirable ignorance... 

...but neither words nor experience cleanses the essence of the strange and terrible ways of defying our ancestors' transient rules.

 The translation ends with a comment in Dwemer in a different hand,  

 Put down your ardent cutting-globes, Nbthld. Your Aldmeris has the correct words, but they cannot be properly misinterpreted.
Tes3Mod:Modders

Modders leave the community, move their home pages, move their download sites. The purpose of this page is to help you locate them or determine what's happened to them if you can't find them at their usual place. Note that some modders have "dead man permissions" on their mods -- e.g., they restrict distribution of their mods unless they've been AWOL for a given period. It's hoped that this page can be used to help determine when that happens.

Please see the discussion tab for standards on adding to or editing this page.

See also: RedwoodTreeSprite's Modder Usage Okays
Elder Scrolls

For the Elder Scrolls lore page see, .
For the Elder Scrolls General page, click here .
Morrowind:Clothier

right In the many cities and towns of Vvardenfell you may find Clothiers that sell many different types of clothes, some of which are needed to complete quests.  The majority of items sold here are just normal garments devoid of magical properties, but some are enchanted with a variety of effects.

List of Clothiers
Here is a list of all clothiers in the game, sorted by the amount of gold with which they can trade.
Morrowind:Holamayan

thumb|right|Holamayan at dusk
It is south of Sadrith Mora and east of Mount Assarnibibi on Azura's Coast, and can be reached by boat from Ebonheart after a certain stage in the Main Quest. 

Holamayan is the home of the Dissident Priests, who dispute the Tribunal's doctrine. The monastery, the only building on the island, is protected by a stone hood that raises during Azura's Hours, dawn and dusk (6-8 am and 6-8 pm).

The monastery is relatively small in size and equipped with a tiny alchemy lab, ten beds, and a small library. The Library contains several skill books. The beds are free to sleep in. The entrance hall contains twelve shrines. Eleven of them are dedicated to saints (Rilm, Roris, Seryn, Veloth, Aralor, Delyn, Felms, Llothis, Meris, Nerevar, Olms). The twelfth pillar is named Vivec's Fury. It is also home to Taren Omothan, the Master trainer for Hand-to-hand.
 

Related Quests
Main Quest


People
 


Books
Bloodmoon:Factions

Two factions are added by the Bloodmoon expansion, and two other factions have a presence on Solstheim.

Imperial Factions
East Empire Company (new)
Imperial Legion
Imperial Cult

Native Factions
Skaal (new)
Bloodmoon:Skaal

The Skaal are a group of Nords living in a village in northeastern Solstheim. They view the island's bears and wolves as sacred, and have many legends involving them. Some of them, led by Hrothmund the Red, left Skaal Village in the early third century of the Third Era and founded Thirsk (though some local Nords believe the history of the hall dates back to the late Second Era). At some point in the Main Quest Korst Wind-Eye names you a true Skaal, but you're never quite in the faction, so for all intents and purposes it's non-joinable.

Skaal Members
 


Skaal NPCs
Skaal Honor Guard
 
 

Skaal Hunter
 
 
Skaal Tracker
Bloodmoon:Setting up Shop

Quick Walkthrough
#Speak with Falco/Carnius, who will ask for help on a decision.
#Talk to people around town to learn which building is the favorite. 
#Return to Falco/Carnius to select the desired building.
#Wait two days to receive the journal entry saying that the construction should be nearly complete.
#Talk to Carnius.

Detailed Walkthrough
A Difficult Decision
Whoever you have chosen to aid will ask you to help him in a decision. He is trying to decide whether to build a Trader's Post or a Smithy and doesn't know what will suit Raven Rock better. He wants you to think it over, talk to people, and get back to him. After talking to people around town, you'll get three votes for a Trader Shop and only one for a Smith, so the choice is obvious. The trader also makes sense for your best interest since Solstheim already has three smiths but no general merchants.

Choose Building
Return to Falco/Carnius and inform him of your decision. If you've sided with Falco he will thank you and tell you to let Carnius know of the decision. Carnius will reward you with 300 gold (and not seem very happy about it either). If you've sided with Carnius you don't seem to get anything out of the deal.

Wait for the shop to be built
After two days you will receive a new journal entry saying that the construction of the shop should be nearly complete. If you chose to set up a trader, Sathyn Andrano will be found within the new building. If you chose the smithy, Sabrina Vitellia will be present instead.

Once you receive the journal entry, talk again to Carnius in order to end the quest.

Quest Stages
UESPWiki:Site Costs

This page records the various costs related to keeping the site up and running. If you're interested in more details see the Site Support page.

Monthly Reoccuring Costs
The following table lists all the current monthly reoccuring costs of the site.
UESPWiki:Donations

As of March 2007 the site has moved to using ads to support the site and has stopped taking donations. See Site Support page for more detail on the site's revenue and expenses. We started a Patreon Campaign in 2020 that lets people directly support the site and get a bunch of rewards at the same time.

If you still wish to donate something, feel free to donate some of your time to help contribute to the site. Create an account to edit content or contribute new information and help others enjoy the world of the Elder Scrolls.
Bloodmoon:Thirsk

Thirsk is a Mead Hall created by Hrothmund the Red and some fellow Skaal early in the third century of the Third Era (though some residents claim the founding dates back into the late Second Era). It is located south of Skaal Village in the Felsaad Coast region, on the banks of Lake Fjalding. The easiest way to reach it from Fort Frostmoth is to head east along the coast until you reach Iggnir River, then follow that to Lake Fjalding.

Thirsk can be a very welcome sight after the harsh conditions in the wilderness of Solstheim, opening its doors for you to rest and recuperate after a long adventure. While geographically in the Felsaad Coast region, Thirsk benefits from a pleasant microclimate.  

A Nordic Saloon
The first floor contains the Mead Hall itself with its patrons, among them Erich the Unworthy, a perpetually angry barbarian. Later, you can become the chieftain here and run your very own business.

Upstairs Chambers
Go up the stairs in the northeast corner, and you enter a completely different area. The top floor is subdivided into five bed chambers. A locked door in the northwest leads to Erich's bedchambers, holding an imprisoned missionary, Mirisa.

To the northeast, there is the room of Bereditte Jastal, a Breton scholar and author who sells several unique books, such as Thirsk, a History. You can rest (free of charge) in any of these rooms, depending on your preference, on a bed, or a bedroll made of bearskin. All in all, Thirsk is a welcoming place, and certainly lives up to the name "A light in the wilderness".

Services
Outside to the northeast is the smithy of Brynjolfr. He sells Nordic silver weapons, minor armor, repairs your gear and has 600 gold. If you can bring him the required pelts, Brynjolfr offers to craft Snow Bear and Snow Wolf armor unique to Solstheim, which has substantial bonuses against the cold.

Getting There and Around
Travel to Thirsk is restricted mainly to walking; the surrounding terrain is difficult and blizzards often drop visibility to a few feet. Divine Intervention from here takes you to Fort Frostmoth, Almsivi Intervention to Gnisis.

Notes
Behind the main hall is a hollow stump containing several nice trinkets, among them the Ebony Arrows of Slaying.
There is a small chance that a Confused Lunatic—a level 55 male Imperial battlemage—spawns north of Thirsk. He turns into a Werewolf between 9pm and 6am.
Likewise, the Wandering Lunatic—a level 65 male Orc barbarian—is roaming outside the mead hall to the northeast. Between 9pm and 6am, he turns into a Werewolf.
The age of Thirsk is inconsistently reported. The NPCs all claim that Thirsk was founded 500 years ago, but the book Thirsk, a History claims that Thirsk was founded "approximately 100 years ago". The latter is more believable, because it includes a list of Chieftains and the lengths of their reign, which total far less than 500 years.
This location also appears in the Dragonborn expansion for Skyrim.
The Console Location Codes are   for the exterior and   for the interior.

Related Quests




People


  These NPCs suffer a scripted death at the conclusion of The Skaal Test of Wisdom quest.
Bloodmoon:Skaal Village

Skaal Village is home to the Skaal, a nature-worshipping tribe of Nords. The village is located in the Felsaad Coast region of Solstheim, north of the Mead Hall of Thirsk, and is the northernmost settlement in Tamriel. It consists of small, sturdy wooden dwellings, arranged around a central   which hosts feasts and other gatherings. Clad in traditional Nordic mail armor, Skaal Honor Guards protect the village from intruders, man and beast alike. At first, the villagers of Skaal are not very friendly to outsiders, but they are more welcoming once they accept you.

The Skaal have a rich and colorful culture with ritualistic hunts and bonds with nature; mythical beasts like the Spirit Bear and Karstaag are part of the lore here. Hunting is the main source of income for most, as the horkers on the northern coast and nearby Lake Fjalding are a relatively easy and lucrative prey. More adventurous Skaal hunters go after the elusive snow wolf or snow bear, whose pelts are valued highly among them.

Skaal Village is also home to the shaman of the tribe, who leads them in matters of ritual and spirituality.
 

Services
The blacksmith Snedbrir the Smith can repair your weapons and armor. Bronrod the Roarer is a healer who offers sundries, potions, and a good selection of spells.

Getting There and Around
Travel to Skaal Village is restricted mainly to walking and swimming. The surrounding terrain is difficult and blizzards often drop visibility to a few feet. Since there are no Tribunal Temples or Imperial Cult shrines in the region, the only magical transportation (or teleportation) is restricted to Mark and Recall spells. There is no travel by boat, mainly due to the weather and lack of a port. Divine Intervention from here takes you to Fort Frostmoth, Almsivi Intervention to Gnisis.

Notes
Skaal Village also appears in the Dragonborn expansion of Skyrim.

Places of Interest Around Skaal Village
The cave called Skygge can be found to the northwest, and Rimhull to the southwest is another cave with a surprising second exit. The Beast Stone lies due south, while Frossel, Sjobal, and the Tombs of Skaalara are all found to the east.

Related Quests
Main Quest









Miscellaneous




People


Maps
Lore:The Legendary Scourge

"Not till the very evening they came," answered he, and then told of his dealings with Mehrunes Dagon's thralls, saying that Mackkan would find it easier to whistle on the wind's tracks and go on a fool's errand than to fight his toads. Then said Mackkan:

"Now see to thy safety henceforward, 
And stick to thy parts and thy pride; 
Or this mallet of mine, Malacath's  , 
Will meet with thine ear of a surety. 
For quick as I can cry   
Though eight arms thou couldst boast of, 
Such bumps thou shalt comb on thy brainpan, 
Thou that breakest the howes of the dead. 

EXPLICATION: The mace Scourge, Blessed of Malacath, Mackkan's legendary weapon, forged from sacred ebony in the Fountains of Fickledire, has ever been the bane of the Dark Kin, and many a black spirit has been hurled back into Oblivion with a single blow of this bold defender of the friendless.
Lore:Legions of the Dead

commonly occur in three basic types: spirit, flesh, and fleshless. Spirit revenants like the  ,  , and dwarven ghost, can only be harmed by weapons that are enchanted or made of refined substances such as  . Ancestor ghosts, the most common spirit revenant, are harmless, apart from the minor curses they lay upon their victims.  s are similar to ghosts, but they are capable of inflicting wounds to the careless explorer.   are more dangerous still, but they generally appear only in  .

Flesh revenants, or ' s' as they are often called in the West, are known as ' s' in Morrowind.   preserves the bonewalker's fleshy remains along with the bones and spirit. Bonewalkers are readily identified by the sharp protuberances of bone and metal employed in the rituals that bind them to this plane. All bonewalkers are malevolent and dangerous, but the   are far worse than the more common  . Thankfully, normal weapons harm bonewalkers.

It is difficult to generalize about fleshless revenants, or  s. The agility and fighting ability of the animated remains may depend on the abilities of the revenant's former life, and may therefore be weak or strong, or more or less capable with weapons and shields. Fortunately, enchanted weapons are not needed to destroy skeletons. An exception is the  , a peculiar form of revenant that seems to derive its powers more from its spirit energies than from the substance of its skeletal remains. Bonelords are very powerful, and very dangerous. Normal weapons do not affect them.

 s were believed to be extinct in Morrowind for centuries.   culture has a special hatred for vampires, and in earlier times the  s and  s hunted them to extinction. In recent years, however, vampires have either begun to sneak into Morrowind, or long-dormant ones have been awakened. Vampires vary in their substance and power according to their age and accumulated lore, but even the weakest vampire is immeasurably stronger than most other undead. Note:   are not vampires, and are not undead. Ash vampires are extremely dangerous. While their spirit and substance may indeed be preserved by some magical process, the holy warriors of the   report that spell effects known to affect the undead have no effect on  .
Lore:Lives of the Saints

f you would be wise, model your lives on the lives of the saints.

If you would learn valor, follow St. Nerevar the Captain, patron of Warriors and Statesmen. Lord Nerevar helped to unite the barbarian   tribes into a great nation, culminating in his martyrdom when leading the Dunmer to victory against the evil Dwemer and the traitorous   in the Battle of Red Mountain.

If you would learn daring, follow Saint Veloth the Pilgrim, Patron of Outcasts and Spiritual Seekers. Saint Veloth, prophet and mystic, led the Dunmer out of the decadent home country of the Summerset Isles and into the promised land of Morrowind. Saint Veloth also taught the difference between the Good and Bad    and won the aid of the   for his people while teaching how to carefully negotiate with the Bad Daedra.

If you would learn generosity, follow Saint Rilms the Barefooted, Patron of Pilgrims and Beggars. Saint Rilms gave away  , then dressed and appeared as a beggar to better acquaint herself with the poor.

If you would learn self-respect and respect for others, follow Saint Aralor the Penitent, Patron of Tanners and Miners. This foul criminal repented his sins and traveled a circuit of the great pilgrimages on his knees.

If you would learn mercy and its fruits, follow Saint Seryn the Merciful, Patron of Brewers, Bakers, Distillers. This pure virgin of modest aspect could heal all diseases at the price of taking the disease upon herself. Tough-minded and fearless, she took on the burdens of others  and bore those burdens to an honored old age.

If you would learn fierce justice, follow Saint Felms the Bold, Patron of Butchers and Fishmongers. This brave warlord slew the   invaders and drove them from our lands. He could neither read nor write, receiving inspiration directly from the lips of Almsivi.

 If you would learn the rule of law and justice, follow Saint Olms the Just, Patron of Chandlers and Clerks. Founder of the  s, Saint Olms conceived and articulated the fundamental principles of testing, ordeal, and repentance.

If you would learn benevolence, follow Saint Delyn the Wise, Patron of Potters and Glassmakers. Saint Delyn was head of  , a skilled lawyer, and author of many learned treatises on Tribunal law and custom.

If you would learn the love of peace, follow Saint Meris the Peacemaker, Patron of Farmers and Laborers. As a little girl, Saint Meris showed healing gifts, and trained as a  ealer. She ended a long and bloody House War, intervening on the battlefield in her white robe to heal warriors and spellcrafters without regard to faction. The troops of all Houses adopted white robes as her standard  and refused to shed the blood of their brethren.

If you would learn reverence, follow Saint Llothis the Pious, Patron of Tailors and Dyers. Contemporary and companion of the Tribunal, and the best-loved Alma Rula of the Tribunal Temple, he formulated the central rituals and principles of the New Temple Faith. Saint Llothis is the symbolic mortal bridge between the gods and the faithful,   the archetypal priest.
Lore:The Lost Prophecy

[from the Apographa of the  , annotated by  , Abbot of  ]



From seventh sign of eleventh generation,

Neither Hound nor Guar, nor Seed nor Harrow,

But Dragon-born and far-star-marked,

Outlander Incarnate beneath  ,

Blessed Guest counters seven curses,

Star-blessed hand wields thrice-cursed blade,

To reap the harvest of the unmourned house.



Notes

Lines 1-3: 'Of ancient family, but not of the four great   clans. Born under foreign stars and the sign of the   -- the   sign.'

Line 4-5: 'Outlander Incarnate' appears as a formal epithet, stressing the linkage between the words. The Outlander Incarnate is a 'blessed guest', one not born of the tribes but accepted as a guest with rights of hearth and hospitality. Under Red Mountain he will confront and balance against seven curses. See the  ; also,   is served by his seven kin, once great wizard-lords, called ' ' by the Ashlanders.

Line 6-7: 'Star-blessed' suggests Azura, the Daedra Lord and patron of magic, fate, and prophecy. 'Thrice-cursed blade' may refer to a weapon called  , associated in certain legends with the Battle of Red Mountain and Dwemer craftlord Kagrenac. 'Reap the harvest' is a reference to the proverb, "You harvest from the seeds you plant," which means you get what your labors deserve, in both a positive sense of reward and negative sense of punishment. The 'unmourned house' could be either or both of the lost   of the Dunmer -- House Dwemer and  .