Netruk44/uesp-wiki-content huggingface dataset:
Lore:Tel Fyr

:"''The Telvanni decided to honor me with membership in their great house. This tower was their idea of a gift. Their choice of location was... portentous, let's say. For them. My own auspices are far brighter..''" — Divayth Fyr
Tel Fyr was a remote Telvanni Tower, located directly south of Tel Aruhn and southwest of Sadrith Mora, on an island just off the mainland. Although it had a dock, it was not on any transport route, and the only real means of getting there was to swim from Tel Aruhn or Sadrith Mora. It was also possible to walk through Molag Amur from  , but this was a significantly longer route. Unlike most of the other Telvanni towers on Vvardenfell, most of Tel Fyr was built into a large hill, as opposed to being a free-standing organic growth.

Its main resident, Divayth Fyr, was proof of the Telvanni maxim that rank is insignificant next to the power to do whatever one desires. Divayth was not generally addressed as "Lord Fyr" and was not a member of the Council (despite invitation), but he was nevertheless one of the most significant and powerful of the Telvanni Lords.

Around  , as Divayth was expanding his tower of Tel Fyr into Abanabi Cave, a gateway to a part of Sotha Sil's Clockwork City, known as the Halls of Fabrication, was discovered. Divayth Fyr and a group of Telvanni mages tried to make their way to the gate but were stopped by the clockwork god's fabricants. Divayth Fyr therefore enlisted the Undaunted to destroy the fabricants and let him explore the Clockwork City. The plan succeeded, and the gate was likely sealed afterwards. 

In the Third Era, Divayth Fyr had turned his back on most of the affairs of men. He converted most of Abanabi Cave into the  , a place where he experimented with the Corprus Disease. Whether the Corprusarium was a compassionate endeavor or simply a good means of gaining experimental subjects, it still was a place of value to all factions and segments of Morrowind society who wanted an alternative to simply killing family or companions who contracted the dreaded disease.  

It is unknown how Tel Fyr was affected by the cataclysmic Red Year and subsequent Argonian invasion of  .
 

Gallery
 

See Also
For more information, see the Morrowind and ESO articles.

References
Lore:Tel Branora

Tel Branora was perhaps the southernmost town in Vvardenfell, on an island far to the southeast. It was the wizard tower of  , possibly the most eccentric (some say irrational) of the Telvanni Mage Lords. Because Therana was certainly eccentric, perhaps unbalanced, the Telvanni code would generally have seen her disposed of, unless she was capable of adequately defending herself. However, she obviously held great importance to the Council, or she would not have existed as a Master. 

In the late Third Era Tel Branora was easily reached by ship from Castle Ebonheart, Vivec,   or Sadrith Mora. Reaching it by other means required a long walk south, likely starting from Molag Mar, followed by a long swim.

The docks were about half a league from the tower and surrounding community. There were a few hovels near the docks themselves, but the main community was up at the tower. While the tower had a range of magic related services, the town itself had nothing but a   and an adequate public house.

Although the town survived the   of Red Mountain, it was sacked by Argonians inflicting their revenge for centuries of slavery.
Bloodmoon:Gandrung Caverns

The entrance can be difficult to spot as it is in some rocks at the north end of a harbor just to the northeast of the fort. Once inside you'll encounter no immediate resistance other than a few rats, but you will soon be attacked by Mus Roscius—a target of The Frostmoth Smugglers quest—be wary, as he can be tough even for high levels. 

Most opponents in the cave have a paralysis weapon, so ranged attacks or lots of Cure Paralyzation potions are a must. There are five total smugglers in this cave, including their leader, Gualtierus Spurius, who will offer you a Nordic Axe of Paralysis if you let him go. At the north end of the cave you will find a piece of Raw Stalhrim which can be mined and used to create new armor or weapons.
 
People
 



Related Quests
 

Notes
Several chests and crates hold random loot.
Despite nearly all of them wearing the uniform armor of the Imperial Legion, the smugglers inside the Caverns do not identify themselves as current or former Legionnaires if you manage to use Calm Humanoid or Chameleon to speak to them.

Maps
thumb|left|Map of Gandrung Caverns
Oblivion:Umbra (sword)

''The Umbra Sword was enchanted by the ancient witch Naenra Waerr, and its sole purpose was the entrapment of souls. Used in conjunction with a soul gem, the Sword allows the wielder the opportunity to imprison an enemy's soul in the gem. Naenra was executed for her evil creation, but not before she was able to hide the Sword. The Umbra Sword is very choosy when it comes to owners and therefore remains hidden until a worthy one is found. —Yagrum Bagarn, Tamrielic Lore

The artifact Umbra is an enchanted sword obtained by slaying its wielder, as in Morrowind. This time, however, it is a one handed weapon carried by Umbra, a female Bosmer  located in Vindasel. She and the sword are encountered during the Clavicus Vile Daedric quest. Although this sword is associated with a Daedric quest, it is not''' considered a Daedric Artifact for the quest Blood of the Daedra or for your character's statistics page.
Oblivion:Umbra

Umbra may refer to two things:
Umbra (sword), a powerful sword found in the Clavicus Vile quest
Umbra (person), the Bosmer woman carrying said sword
UESPWiki:Deletion Review/Tamriel:Bestiary

:The result of this discussion is keep''': the page has been improved and it's purpose clarified. --Nephele 13:10, 22 September 2006 (EDT)

  The purpose of this page is not clear: what needs to be said about creatures that is not game-specific? See also my comments at Tamriel Bestiary --Nephele 13:05, 18 September 2006 (EDT)
Tes4Mod:Oblivion Compiler

Creating a compiler for Oblivion is a good example for writing a relatively simple compiler system.

:*Oblivion Grammar -- Defining the grammar for the Oblivion script language.
:*Scan Source -- An abstract class for defining the text source of a script to be compiled.
:*Tokenizer -- Converting the script text into a series of tokens.
Tes4Mod:Oblivion Scan Source

Rather than just accessing the script's text data directly we'll create a simple abstraction which will allow us to easily use different sources (eg: string, file, raw data, etc...). This will be used by the tokenizer of the compiler which turns the script text into a series of tokens ready for parsing.


sourcepos_t
A simple type used to specify a specific line and character position in the source.

   struct sourcepos_t {   
      dword LinePos;
      dword CharPos;
   }


CScanSource
This is the abstract base class that specific scan source implementations will be derived from.

   class CScanSource {
 
           /* Current line/character position in the source */
      sourcepos_t m_Position;
 
           /* Are we at the end of the source */
      virtual bool IsEOF (void) = 0;
 
           /* Access a character */
      virtual char LookAhead (void) = 0;
      virtual char GetChar   (void) = 0;
 
          /* Move the start location */
      virtual void MoveToStart (void) = 0;
   }


CScanSourceString
This class is the standard implementation of the CScanSource interface using a string buffer as the text source.


Using a Scan Source
The following simple example defines a string scan string and iterates through it one character at a time.

   CScanSource* ScanSource = new CScanSourceString("Some script text...");
   char         ParseChar;
 
   ScanSource->MoveToStart();
 
   while (!ScanSource->IsEOF()) {
      ParseChar = ScanSource->GetChar();
   }

By using the CScanSource interface abstraction this piece of sample code will work regardless of the exact implementation used.
Tes4Mod:Oblivion Character Classes

The CCharClass class is used to define a single custom class of characters which will be used by the tokenizer when converting the stream of text characters to a stream of tokens. Since Oblivion uses simple ASCII characters we don't need to worry about the complexities of UNICODE or other multi-byte character systems.


CCharClass
The relevant members and methods of the CCharClass are given below:

   class CCharClass {
      bool   m_CharTable[256];   /* Defines which characters match for this class */
      string m_Name;             /* Identifies the character class */
 
           /* Does a character match this class? */
      bool DoesMatch (const char Value) { return m_CharTable[(byte)Value]; }
   };



Data File Format
A character class is defined by data loaded from a text file. The format of this file is:

    CharClasses
        [ClassName] = [ClassDef1] ... [ClassDefN]
        ...
    End

Each character class is held on a single line and is defined by multiple definitions separated by spaces. Class definitions can be any of the following:
:* [Single Character] -- The given character matches.
:* [StartChar]..[EndChar] -- A range of matching characters including the start and end.
:* ![ClassDef] -- An exclamation point before a character class means that characters will not match that class. 
:* any -- All characters will match.
:* space -- Match the space character.
:* null -- Match the null \0 character.
:* \t -- Match the tab character.
:* \n -- Match the carriage return character.
:* \r -- Match the linefeed character.
:* \! -- Match the exclamation point character (needed since the ! also negates a class match).

Class definition examples:
    Alpha       = a..z A..Z
    Digit       = 0..9
    Whitespace  = \t \n \r space
    StartString = "
    EndString   = any !\n !"
    NotLower    = any !a..z


Oblivion Character Classes
The following character class definitions are used for Oblivion scripts:

   CharClasses
      Digit      = 0..9
      Alpha      = a..z A..Z
      EndLine    = \n NULL
      Comment    = ;
      WhiteSpace = space \t \r
      Quote      = "
      IDStart    = a..z A..Z _
      ID         = a..z A..Z 0..9 _
      Bracket    = ( )
      EndString  = any !\n !" !NULL
      EndLine    = \n
      Equal      = =
      Decimal    = .
      AddOp      = + -
      MultOp     = * / %
      RelOp	 = =   \!
      Comma      = ,
   End


Notes:
:* Lines can either end normally with a linefeed (\n) or be at the very end of a scan source (null).
:* Classes that match only a single character are not absolutely needed but will make it easier to change in the future if required.
:* The CS compiler seems to allow identifiers starting with or containing the underscore (_) character.
Tes4Mod:Oblivion Token Types

The CTokenType class holds a single custom token definition as loaded from a text file. These definitions will be used to create tokens by the tokenizer for use in the parser.

CTokenType
This class is very simple and is mainly composed of three members:

   class CTokenType {
      dword   m_ID;       /* Unique ID for this token */
      string  m_Name;     /* Token name */
      dword   m_Flags;    /* Token flags */
   };

The flags member is a bit field with the possible values:
:* Keep: Store token value when tokenizing (used for strings, identifiers, etc...).
:* Simple: Do not store the token value (most tokens).
:* Ignore: Ignore token (not saved to the token stream, like comments).
:* TrimFirst: Remove the first character in the token value (for quoted strings).
:* TrimLast: Remove the last character in the token value (for quoted strings).
:* EndToken: Identifies the token that ends a token sequence (stops parsing).


Data File Format
Custom tokens are defined from a text file with the following format:

   Tokens
      [TokenName] = [ID], [Option1], ... [OptionN]
      ...
   End

The [TokenName] is a unique string identifying the token. [ID] is a unique integer value which can also be used to identify the token. Multiple options can be specified after the ID and can be any of:
:* keep
:* simple
:* ignore
:* trimlast
:* trimfirst
:* endtoken


Oblivion Token File
The following token definitions can be used for Oblivion scripts:

   Tokens
      Unknown      = 0, keep
      LBracket     = 1, simple
      RBracket     = 2, simple
      AddOp        = 3, keep
      MultOp       = 4, keep
      RelOp        = 5, keep
      BoolOp       = 6, keep
      Comma        = 7, ignore
      String       = 16, keep, trimfirst, trimlast
      Identifier   = 17, keep
      If           = 18, simple
      Elseif       = 19, simple
      Else         = 20, simple
      Endif        = 21, simple
      Set          = 22, simple
      Scriptname   = 23, simple
      Begin        = 24, simple
      End          = 25, simple
      Comment      = 26, ignore
      EndLine      = 27, simple	
      Integer      = 28, keep
      Float        = 29, keep
      EndofProgram = 30, simple, endtoken
   End
Lore:Guide to Ald'ruhn

center
Districts of Ald'ruhn

  is the district seat of  , and one of the largest settlements on  . The three principal districts are Ald'ruhn town, Ald'ruhn-under-Skar, and Buckmoth Fort.

Ald'ruhn town is a large settlement in the Redoran village style, built of local materials, with organic curves and undecorated exteriors inspired by the landscape and by the shells of giant native insects. Most guildhalls, cornerclubs, and merchants are sited in the southwest corner of town, convenient to West Gate and the strider port, while the Temple is located on high ground to the east, and surrounded by a residential section.

  is the most distinctive architectural feature of Ald'ruhn -- a manor and council district sheltered beneath the shell of an ancient extinct giant crab. The large carapace encloses a central dome, from which radiate the entrances to the   chambers, the manors of the Redoran councilors, and shops of a few upscale merchants.

  is the Imperial legion garrison for the district. The strong walls and towers of this Western fortress lies a short distance to the south of Ald'ruhn town, through South Gate behind the  .

Services

House Redoran services are in the Council House and Councilor's Manors of Ald'ruhn-Under-Skar. The   on the east side of town provides service for Temple worshipers. Buckmoth Fort offers services to the   and devotees of the  , including an Imperial cult altar. The guildhalls of the   and Mages Guild are near the South Gate. Pricy but high-quality clothier, alchemist, and enchanter shops are under Skar as well. Commodities at reasonable prices, but with smaller selections, are available from the smith, clothier, trader, pawnbroker, and bookseller near the entrance to Ald'ruhn-Under-Skar. The   and the   cornerclub are found to the west, near West Gate and the silt strider port.   cornerclub is in south Ald'ruhn, near the guildhalls.

Notable figures

All six Redoran councilors,  ,  ,  ,  ,  , and  , have manor residences in Ald'ruhn-Under-Skar.   is the Mages Guild steward, and   has recently become the Fighters Guild steward. Old   is an eminent Temple priest and scholar.   is commandant of Buckmoth Fort, but   is the chapter steward. The   Hean is priest of the Imperial cult.   is the guild steward of the  , whose guildhall is found in Ald'ruhn-Under-Skar.

Travel and Transportation

Roads lead northwest to   and   villages and by a circuitous western route to  ,  , and points south. The road to Balmora swings northwest to avoid the barren wastes, and curves around towards the west until it heads south again to Caldera. Between Ald'ruhn and Caldera are many sidepaths; watch for signposts, or you'll get lost. The silt strider port is along the western town wall, north of West Gate. Silt strider service goes from Ald'ruhn to Balmora, Gnisis,  , or Maar Gan.. Guild guides at the Mages Guild teleport you to Balmora,  , Caldera, and   for a modest fee.   is a LONG and exceptionally unpleasant walk west to the coast and then south; there are no trails or marked routes. Casual travelers ill-equipped for the attacks of wild beasts and brigands should keep to the roads and travel services.
Lore:Guide to Balmora

center

  is the district seat of  , and the largest settlement on   after   City. Balmora's four districts are High Town, the Commercial District, Labor Town, and  . High Town, on the hill to the west, has the  , Hlaalu Council Hall, rich manors, better shops, and the   guildhall. The Commercial District, just west of the river, is centered on the large plaza north of South Gate, with the   port along the south wall, east of South Gate. The   and  , and most of Balmora's shops and inns, are located along the streets of the Commercial District. Labor Town, east of the river, where the commoners and poor live, has several modest cornerclubs and a few merchants. Fort Moonmoth, a long walk southeast of town, houses the   garrison and the  .

Services

House Hlaalu services are available at Hlaalu Council Manor in High Town. Temple faithful seek solace and services at the Balmora Temple in the southeast. Outlanders must travel outside the town walls, through South Gate and east along well-marked roads to Fort Moonmoth for Imperial Legion and the Imperial cult services. The guildhalls of the Fighters Guild and Mages Guild are on the street north from the plaza in the Commercial District. Morag Tong services are available at their guildhall in the extreme northwest of High Town. Better shops are in High Town on the hill, with numerous merchants in the Commercial District, west of the river, and a few traders in Labor Town, east of the river.

Notable Figures

None of the Hlaalu counselors live in Balmora.   at the Council Hall is the ranking Hlaalu local. At the Fighters Guild,   is the steward.   is the Mages Guild steward.   is the Morag Tong steward.   is the ranking cleric of the Balmora Tribunal Temple. The colorful  , a freelance facilitator of no fixed address, is often rumored to be the local boss of the  .

Transportation

A good road leads south to  ,  ,  , and Vivec. A rugged wilderness track leads southwest along the   to the fishing village of  . Improved roads head north to   and  . The silt strider port is on the west side of the river near South Gate. Silt strider service goes to Ald'ruhn,  , Ald'ruhn, and Seyda Neen. Guild guides at the Mages Guild can teleport you to Ald'ruhn, Vivec, Caldera, and   for a fee. Hla Oad is southwest on the coast. An unimproved trail leads northeast up the ravines of   to  ; the path is easy to follow, but dangerous beasts threaten pilgrims who travel this route to Ghostgate shrine.
Lore:Guide to Sadrith Mora

center

  is the district seat of  , and home of the Telvanni Council, though only one Telvanni councilor actually lives in Sadrith Mora. Sadrith Mora is an island settlement, and accessible only by sea and  . The town is large, with many craftsmen, traders, and trainers, but it is open only to Telvanni retainers; outsiders should confine themselves to the  , and to  , the Imperial quarters of the   garrison and guilds. The docks are in a sheltered bay on the western side of the island, and a trail leads up from the docks to the Gateway Inn. Beyond the Gateway Inn is the Great Market, with numerous craftsmen and traders, and a small slave market. North of the Great Market is the  , a large orb supported by giant mushroom stalks. To the east of the Great Market is  , the towering wizard-tower residence of Telvanni Councilor Mage-Lord Master  .

Services

Outlanders can find services for the  ,  , and   at Wolverine Hall. Members of the   congregate at  . Telvanni Great House and   services are all housed within the Council Hall; additional Telvanni services are available in the Great Market district and in Tel Naga. The Gateway merchant inn is the only establishment with public beds. Members of the Fighters Guild, Mages Guild, and Imperial cults look for hospitality at Wolverine Hall. Telvanni kin and retainers stay at the Gateway, at Wolverine Hall, at a local cornerclub, or at Tel Naga. The Great Market has many services and tradesmen, and many others are scattered through town. There are two cornerclubs: Dirty Muriel's, for outlanders, and   for local  . Tel Naga is Master Neloth's wizard tower.

Notable Figures

If you're not Telvanni or Telvanni retainers, you'll want to know  , Prefect of Hospitality at the Gateway merchant inn, and  , Gateway's publican. At Wolverine Hall,   the Nord is the Fighters Guild steward,   is Mages Guild steward, and   is the Imperial cult priest.  , the Thieves Guild Boss, makes frequent appearances at Dirty Muriel's Cornerclub. Telvanni wizards and retainers visit the Council Hall to confer with the Telvanni Mouths (Telvanni Mouths are spokesmen for their councilor mage-lords)  ,  ,  ,  ,  , and  , Telvanni Council clerk. Councilor Mage-Lord Master Neloth lives in Tel Naga, the wizard tower in the center of town.

Transportation

Sadrith Mora is an island; there's no road or bridge to the mainland. To visit the mainland, you must either be able to fly, swim, or water-walk, or you must rely on shipmasters at the docks or the guild guide at the Mages Guild.   at the docks offers ship passage to  ,  ,  , or  .   at the Wolverine Hall Mages Guild can teleport you to  ,  ,  , and   for a modest fee.
UESPWiki:Deletion Review/Oblivion:ConsoleSpellCodes/Original spell dump

===
The useful information is all available at Spells, with better formatting --Nephele 03:05, 21 September 2006 (EDT)

:This article has been deleted because it is redundant of . --Aristeo 20:39, 28 September 2006 (EDT)

 
Delete, Seems redundant and of lower quality compared to  Spells. --Aristeo 10:40, 21 September 2006 (EDT)
UESPWiki:Deletion Review/Oblivion:ConsoleSpellCodes

===
This page doesn't really contain any useful info, redundant with  --Nephele 03:07, 21 September 2006 (EDT)

:This article has been deleted because it is redundant of . --Aristeo 20:39, 28 September 2006 (EDT)

 
Delete, Seems redundant and of lower quality than . --Aristeo 10:42, 21 September 2006 (EDT)
Tribunal:Services

right Mournhold boasts a wide range of services in both the Great Bazaar and, to a lesser extent, Godsreach. Of course, there are also travel services offered in the Royal Palace.

See also the page on Blacksmiths.

Inns Inns



Merchants Merchants


The following is a list of merchants added by the Tribunal expansion.
 


Spell Merchants
 

Travel




Trained Rats and Scribs
Rerlas Mon in the Great Bazaar will offer to sell you trained Scribs and Rats. You can purchase a Scrib for 20 gold, or a Rat for 25 and they will follow you and attack anyone who attacks you. Also, you can buy the exclusive Pack Rat for 100 gold which will also follow and fight as well as carry up to 100 lbs of equipment for you. You can increase this temporarily if you cast a strength/feather type spell on the rat. Unfortunately the rat does not seem to want to follow you if you cast any teleport spells, but it can be a useful thing if you have low strength. 

Notes
There are several glitches associated with pack rats, trained scribs, and trained rats. They have been known to get stuck in certain areas of the game.
These pets will not follow you back to Vvardenfell if you leave the city, because the teleportation is a script, rather than a standard transport.  There are mods that fix this oversight.

Mournhold Museum
The Mournhold Museum of Artifacts can be found in Godsreach, opposite The Winged Guar and right next door to the Craftsman's Hall. Inside you'll find you can sell (or donate for a quest) many unique artifacts. The Museum will offer you 50% of the value (up to 30,000 septims) of any artifacts that you are willing to part with.