Netruk44/uesp-wiki-content huggingface dataset:
Online:Crafting Motif 63: Dremora Helmets

When possible variations in physical appearance are unlimited, it is an act of supreme will and discipline to confine oneself to a uniform semblance. For we proud Dremora, who regard all other Daedra with well-earned disdain, self-expression is nothing but vulgar self-indulgence. Heed these regulations, kynfolk, and don't disgrace your clanmates with unauthorized variations—or it's the scathe-rings for you, and don't think otherwise.  

HELMETS 

We wear, forged in metal, horrific horned visages of resolution and terror, designed to paralyze our enemies into fear and indecision. Frozen, they gasp, "What nightmare is this that confronts me?" as our weapons, unheeded, scythe them down, a harvest of death we offer to the Prince of Domination.
Online:Crafting Motif 63: Dremora Gloves

When possible variations in physical appearance are unlimited, it is an act of supreme will and discipline to confine oneself to a uniform semblance. For we proud Dremora, who regard all other Daedra with well-earned disdain, self-expression is nothing but vulgar self-indulgence. Heed these regulations, kynfolk, and don't disgrace your clanmates with unauthorized variations—or it's the scathe-rings for you, and don't think otherwise.  

GLOVES 

We wear the gauntlets of warriors, battle gloves of mortalhide under curved plates and lames of metal, all embossed with symbols of chaotic creatia, to protect our forearms and weapon-gripping hands from the ill-aimed blows of our pathetic opponents. Dread Lord, with these we raise our fists to salute you!
Online:Crafting Motif 63: Dremora Shields

When possible variations in physical appearance are unlimited, it is an act of supreme will and discipline to confine oneself to a uniform semblance. For we proud Dremora, who regard all other Daedra with well-earned disdain, self-expression is nothing but vulgar self-indulgence. Heed these regulations, kynfolk, and don't disgrace your clanmates with unauthorized variations—or it's the scathe-rings for you, and don't think otherwise.  

SHIELDS 

Dremora shields are of heavy metal, for we are strong, and replete with sharp points, for we are dangerous. Embossed symbols depict the flow of chaotic creatia as it appears before Daedric will imposes order upon it.
Tes5Mod:The Forgotten City/Cassia's Plea

"Riches beyond imagining"


I found these words inscribed in ancient Dwarven ruins in the Reach. I believe they mark the entrance to a forgotten city. My brother went in a few days ago and hasn't returned. I need someone I can count on to go in after him and bring him back alive. I've heard great things about you, which is why I'm asking for your help. 

I'll be waiting for you in the ruins. Please hurry!

And remember: "Riches beyond imagining."

Cassia
Online:Crafting Motif 63: Dremora Axes

When possible variations in physical appearance are unlimited, it is an act of supreme will and discipline to confine oneself to a uniform semblance. For we proud Dremora, who regard all other Daedra with well-earned disdain, self-expression is nothing but vulgar self-indulgence. Heed these regulations, kynfolk, and don't disgrace your clanmates with unauthorized variations—or it's the scathe-rings for you, and don't think otherwise.  

AXES 

Like all weaponry of those who proudly serve the Prince of Domination, our axes evoke Molag Bal's physical presence, echoing his dread features and extravagant ridged horns. It's said that after the mace, our Prince's favorite weapon is the axe, since it is the tool of the headsman. Perhaps it is so; who would dare ask?
Tes5Mod:The Forgotten City

The Forgotten City is a quest mod for Skyrim and Skyrim Special Edition set in the eponymous Forgotten City. Its questline is begun by the delivery of a letter by way of Courier at level 5 or independent discovery of the ruins. Once inside, you will solve a murder mystery to find your way back to the surface.

Gameplay Information
 
 
 

Quests
Online:Crafting Motif 63: Dremora Belts

When possible variations in physical appearance are unlimited, it is an act of supreme will and discipline to confine oneself to a uniform semblance. For we proud Dremora, who regard all other Daedra with well-earned disdain, self-expression is nothing but vulgar self-indulgence. Heed these regulations, kynfolk, and don't disgrace your clanmates with unauthorized variations—or it's the scathe-rings for you, and don't think otherwise.  

BELTS 

Our belts are layered of several straps and strands, overlapped to provide reliable support for our many tassets, faulds, weapon loops, scabbards, and tool pouches.  By preference our cinctures are made of thrice-tanned human hide, but the pelts of other mortals are an acceptable substitute if manskin is unavailable.
Online:Crafting Motif 63: Dremora Bows

When possible variations in physical appearance are unlimited, it is an act of supreme will and discipline to confine oneself to a uniform semblance. For we proud Dremora, who regard all other Daedra with well-earned disdain, self-expression is nothing but vulgar self-indulgence. Heed these regulations, kynfolk, and don't disgrace your clanmates with unauthorized variations—or it's the scathe-rings for you, and don't think otherwise.  

BOWS 

The Coldharbour Dremora's bow is a composite weapon assembled from horn from various sources, including the prongs and spurs of our own honored dead. Quivers are adorned with motifs that evoke the Prince of Domination.
Aanthirin

:''Crossed by Veloth, who tamed its tumbling river, and rift by the creation of the Inner Sea, which shattered its mountains and linked the river to the Sea of Ghosts, Aanthirin has always had a central role in Morrowind's history. So too now that its status as Morrowind's crossroad has made it the focus of a bitter trade and territorial dispute between the dominant House Indoril and ascendant House Hlaalu. Divided between those houses, linked by Imperial trade interests and Temple authority, one thing is clear: though its river now flows gently and farms are abundant, Aanthirin itself has yet to be tamed. A Temple stronghold, Almas Thirr, sits in the middle of the region and regulates most of the province's trade. — Tamriel Rebuilt
  thumb|left|Aanthirin 
thumb|325px|Map of the Aanthirin region
Aanthirin''' is   It contains Morrowind's largest lake,  , and is divided by the   as it flows out to the  .

Its largest settlement is the city of  , though   and   are the largest settlements in the "true" region (see notes). As the central region of Morrowind, Aanthirin has many borders; from north going clockwise to south they are: Azura's Coast,  ,  , and  . From south going clockwise to north they are:  ,  ,  ,  , and Ascadian Isles.

The majority of the region is officially released, with the exception of the landmass near Hlan Oek and around southern and eastern Lake Andaram.
 

Places
A list of places found in the Aanthirin region.

Settlements
Metropolises (Tier I)



Towns (Tier III)


Villages (Tier IV)





Outposts (Tier V)




Hamlets (Tier VI)

















Dwellings







Caves






















Ancient Indoril Ruins


Daedric Ruins




Dwemer Ruins



Grottoes












Mines








Ships









Tombs
















Velothi Towers




Unreleased Places
These places are planned, in development, or partially complete and available through TR_Preview. Due to the ever-changing nature of unreleased content, only major locations on the concept map are listed here.

Settlements
Towns (Tier III)
Hlan Oek

Villages (Tier IV)
Idathren

Hamlets (Tier VI)
Hlaalu Ferry

Daedric Ruins
Andarannipal
Varashimmus

Dunmer Strongholds
Black Gate
 
Notes
Technically, Old Ebonheart is in its own region to allow unique regional sound effects, but in all other ways it is part of Aanthirin and so is listed here.
This region was originally called Thirr River Valley. Before being renamed to Aanthirin, the name was almost changed to Middle Thirr instead.

See Also
For more background information, see Tamriel Rebuilt's planning document for Aanthirin.
Arnesian Jungle

:The Arnesian Jungle is the shifting, deceptive northern reaches of Black Marsh. Thirty years ago, the Arnesian War resulted in the addition of this territory to the lands of House Dres. — Tamriel Rebuilt
  thumb|left|Concept art of the Arnesian Jungle by Kaziem 
thumb|325px|Map of the Arnesian Jungle region
The Arnesian Jungle is  

Its largest settlement is  . The region borders   to the west, the   to the north, and the   to the east.

It has not been officially released.
 
 
Unreleased Places
These places are planned, in development, or partially complete and available through TR_Preview. Due to the ever-changing nature of unreleased content, only major locations on the concept map are listed here.

Settlements
Villages (Tier IV)
'''Taj'Xa'thaxi

Ruined Imperial Forts
Fort Arnesia'''
Deshaan Plains

:The Deshaan Plains are flat, salty, and hostile. House Dres claims this territory as their homeland, from which they extend their influence east and north. The plains are riddled with crevasses and sinkoles and home to vicious skyrenders and xenophobic Dres. This region produces the majority of the saltrice consumed in Morrowind. — Tamriel Rebuilt
  thumb|325px|Map of the Deshaan Plains region
Deshaan Plains is  

Its largest settlement is  . The region borders   to the northwest, the   to the west,   to the southwest, the   to the south, the   to the east, and   and   to the north.

It has not been officially released.
 
 
 
Unreleased Places
These places are planned, in development, or partially complete and available through TR_Preview. Due to the ever-changing nature of unreleased content, only major locations on the concept map are listed here.

Settlements
Cities (Tier II)
Dres Horak

Outposts (Tier V)
Dres Bashipal
Dres Felyon
Dres Hairab
Dres Lhendal
Dres Silnim
Dres Sul
 
Notes
The climate of the region is not at all consistent with the fertile river valleys and plains of Deshaan described in Morrowind and the Pocket Guide; this description is more fitting for the Thirr Valley.
See Also
For more background information, see Tamriel Rebuilt's planning document for Deshaan Plains.
Mudflats

:The Mudflats are where the salty Deshaan Plains crumble into the sea. The local plants and animals are well-adapted to tidal changes in the landscape and the shifting mud and sandbars. — Tamriel Rebuilt
  thumb|left|Concept art of Mudflats by Kaziem 
thumb|325px|Map of the Mudflats region
The Mudflats are  

Its largest settlement is  . The region borders the  ,  , and   to the west, and   to the north.

It has not been officially released.
 
 
Unreleased Places
These places are planned, in development, or partially complete and available through TR_Preview. Due to the ever-changing nature of unreleased content, only major locations on the concept map are listed here.

Settlements
Metropolises (Tier I)
Tear

Outposts (Tier V)
Acrea Legion Fort
Fort Lutemoth

Hamlets (Tier VI)
Alavel
Rathendas
Salt Marsh

:The southern edge of the Deshaan Plains descends into the Arnesian Jungle. The treacherous border between the two is known as the Salt Marsh, which is home to the salt animals of the Deshaan as well as the jungle creatures of the Black Marsh. This borderland is as dangerous as the regions on either side. — Tamriel Rebuilt
  thumb|left|Concept art of Salt Marsh by Kaziem 
thumb|325px|Map of the Salt Marsh region
Salt Marsh is  

Its largest settlement is  . The region borders the Deshaan Plains to the north,   to the west, the Arnesian Jungle to the south, and the   to the east.

It has not been officially released.
 
 
Unreleased Places
These places are planned, in development, or partially complete and available through TR_Preview. Due to the ever-changing nature of unreleased content, only major locations on the concept map are listed here.

Settlements
Outposts (Tier V)
Dres Yengrith
Othreleth Woods

:The western highlands are the heartlands of House Hlaalu. If the Aanthirin is spring and the Thirr Valley is summer, the Othreleth Woods are autumn. The sun seems to eternally set over great mushroom forests and the downpour of the Kanit River. — Tamriel Rebuilt
  thumb|left|Concept art of Othreleth Woods by Myzel 
thumb|325px|Map of the Othreleth Woods region
Othreleth Woods is   Many tributaries of the  , including the  , flow south and east to meet it at   in the  .

Its largest settlement is   in the northwest. The region borders the   to the north, the   to the northwest,   to the south, and the   to the east.

It has not been officially released.
 
 

Unreleased Places
These places are planned, in development, or partially complete and available through TR_Preview. Due to the ever-changing nature of unreleased content, only major locations on the concept map are listed here.

Settlements
Cities (Tier II)
Kragen Mar

Towns (Tier III)
Saint Seryn

Villages (Tier IV)
Ilaanam
Narun
Uneyn

Outposts (Tier V)
Narusa Winery
Shipal-Shin

:''The red canyons of Shipal-Shin rise up far to the south adjoining the Valus Mountains, lowering their heights and forming a natural border both with Cyrodiil and Black Marsh. Isolated Hlaalu settlements can be found in the canyons, with inhabitants tilling the red soil and tending the sparse foliage. The most prominent city of Shipal-Shin is Narsis, the capital of House Hlaalu, grown grand and decadent from the wealth gained by supplying the Empire's failing Black Marsh settlements. Nearly all supplies that pass on through Stormhold pass through Narsis first and the Hlaalu are sure to take their pound of meat. — Tamriel Rebuilt
  thumb|left|Concept art of Shipal-Shin by Kaziem 
thumb|325px|Map of the Shipal-Shin region
Shipal-Shin is  

Its largest settlement is the city of  . The region stretches wide along the border with Cyrodiil and Black Marsh. Within Morrowind, Shipal-Shin borders the  ,  , and   to the north, the   to the northeast, and the   and   to the east.

It has not been officially released.
 
 
Unreleased Places
These places are planned, in development, or partially complete and available through TR_Preview. Due to the ever-changing nature of unreleased content, only major locations on the concept map are listed here.

Settlements
Metropolises (Tier I)
Narsis

Villages (Tier IV)
Hlarud
Shipal-Sharai

Hamlets (Tier VI)
Adavrin Netch Ranch

Outposts (Tier V)
Septim's Gate Pass
Stormgate Pass'''
Thirr Valley

:''The Thirr Valley is situated in a great canyon surrounding the Thirr River as it makes its way north. Mushroom mangroves dominate the river banks and the landscape slowly shifts from the Aanthirin's orange-green to Shipal-Shin's red. Caught in politics and business, Hlaalu villages dot the landscape, and House Redoran has its furthest outposts here, keeping a wary eye on boat travel. — Tamriel Rebuilt
  thumb|left|Thirr Valley 
thumb|325px|Map of the Thirr Valley region
Thirr Valley is     is centered in the valley, and the   flows north from its start in  .

Its largest settlements are   and  . The region borders   to the north, the   to the northwest, the   to the west,   to the south, and the   to the east.

A single cell of the region northwest of   has been officially released.
 

Places
A list of places found in the Thirr Valley region.

Tombs


Unreleased Places
These places are planned, in development, or partially complete and available through TR_Preview. Due to the ever-changing nature of unreleased content, only major locations on the concept map are listed here.

Settlements
Towns (Tier III)
Hlan Oek*
Othmura
Ud Hleryn

Villages (Tier IV)
Sadrathim

Hamlets (Tier VI)
Ald Iuval
Ald Marak
Thavas Plantation

Daedric Ruins
Bessarnamidan

Dunmer Strongholds
Othrano
Vandirelyon'''
  This place is primarily in   but a significant portion is in Thirr Valley as well.
 
Gallery
 

See Also
For more background information, see Tamriel Rebuilt's planning document for Thirr Valley.
Armun Ashlands

:''The Armun Ashlands are the largest region on the mainland of Morrowind to sport ash, and its inhabitants each have a different story as to why it alone has the ash to rival Vvardenfell's. — Tamriel Rebuilt
  thumb|left|Armun Ashlands 
thumb|325px|Map of the Armun Ashlands region
The Armun Ashlands is  

Its largest settlement is  . The region borders   to the north, the   to the west,   and   to the south, and   to the east.

Three cells of the region west of   have been officially released.
 
 
Unreleased Places
These places are planned, in development, or partially complete and available through TR_Preview. Due to the ever-changing nature of unreleased content, only major locations on the concept map are listed here.

Settlements
Villages (Tier IV)
Arvud

Outposts (Tier V)
Ishanuran
Obainat

Hamlets (Tier VI)
Hlaalu Outpost
Malawius

Daedric Ruins
Ald Balaal
Bapatipi
Balititashpi
Essurnartes
Dwemer Ruins
Barzamthuand
Khadumzunch
Mzarfth
Velothi Towers
Arvs-Shadan
Piransulit
Ramaniran
Udai'''
Ascadian Bluffs

:The Ascadian Bluffs are a narrow coastal region that boasts only one town. It is a largely friendly region and serves as a gateway to the less hospitable regions to the south. — Tamriel Rebuilt
  thumb|left|Ascadian Bluffs 
thumb|325px|Map of the Ascadian Bluffs region
The Ascadian Bluffs is  

Its largest settlement is  . The region borders the Ascadian Isles and Bitter Coast to the north and wraps around the island of Firemoth.   makes up most of the southern border, and   has a border in the southeast.

The southeastern end of the region has been officially released.
 

Places
A list of places found in the Ascadian Bluffs region.

Settlements
Hamlets (Tier VI)


Dwellings



Caves


Grottoes


Ships


Tombs



Unreleased Places
These places are planned, in development, or partially complete and available through TR_Preview. Due to the ever-changing nature of unreleased content, only major locations on the concept map are listed here.

Settlements
Cities (Tier II)
Andothren*

Villages (Tier IV)
Teyn

Outposts (Tier V)
Fort Ancylis

Dwemer Ruins
Bthuangthuv
Mudan
  This place is primarily in   but a significant portion is in Ascadian Bluffs as well.
 

Notes
This region was originally called Askkaedh Coast.
Clambering Moor

:A hilly region, the Clambering Moor is a unique mixture of the strange and familiar, both to Dunmer and Outlander eyes. Plants sprout in patches in between the rocky hills. — Tamriel Rebuilt
  thumb|left|Clambering Moor 
thumb|325px|Map of the Clambering Moor region
Clambering Moor is  

Its largest settlement is  . The region borders   and the   to the south, the   to the north, and the waters of the Bitter Coast to the east.

It has not been officially released.
 
 
Unreleased Places
These places are planned, in development, or partially complete and available through TR_Preview. Due to the ever-changing nature of unreleased content, only major locations on the concept map are listed here.

Settlements
Towns (Tier III)
Verarchen

Villages (Tier IV)
Kogomar
Rhanim

Hamlets (Tier VI)
Orothi Clanstead
 
Notes
Clambering Moor was originally part of the Velothi Mountains region.
Grey Meadows

:An ash swamp, filled with mushrooms found nowhere else in Morrowind. Some waters run pure, others are fouled by ash, and everywhere there is quiet. — Tamriel Rebuilt
  thumb|left|Grey Meadows 
thumb|325px|Map of the Grey Meadows region
The Grey Meadows is  

Its largest settlement is  . The region borders   to the south, the   to the southwest,   and   to the north, and the waters of the West Gash and Bitter Coast to the east.

It has not been officially released.
 
 
Unreleased Places
These places are planned, in development, or partially complete and available through TR_Preview. Due to the ever-changing nature of unreleased content, only major locations on the concept map are listed here.

Settlements
Cities (Tier II)
Kogotel

Villages (Tier IV)
Rhun Huk
 
Notes
This region was originally called Ash Swamp. Strangled Fen was considered as a possible rename, and the change is implemented by a  .
Julan-Shar

:Redoran cities dot the heavily forested landscape of Julan-Shar, where jagged rocks mix with coniferous trees to form a unique combination. — Tamriel Rebuilt
  thumb|left|Julan-Shar 
thumb|325px|Map of the Julan-Shar region
Julan-Shar is  

Its largest settlement is  . Across the eastern waters is the West Gash and across northern waters, Solstheim's Hirstaang Forest. On the mainland, the region borders   to the west and the   to the south.

It has not been officially released.
 
 
Unreleased Places
These places are planned, in development, or partially complete and available through TR_Preview. Due to the ever-changing nature of unreleased content, only major locations on the concept map are listed here.

Settlements
Metropolises (Tier I)
Baan Malur

Towns (Tier III)
Cormar

Villages (Tier IV)
Valenhal

Hamlets (Tier VI)
Menyaan
Sunmul
Ystralond

Dwemer Ruins
Kherakah
Raled-Makei
 
Notes
Julan-Shar was originally part of a larger region called Northern Velothi Mountains, along with all of Uld Vraech and about half of the current Velothi Mountains region.
Roth Roryn

:A rocky, canyon region with plenty of hills, as well as a few scattered settlements and farms. — Tamriel Rebuilt
  thumb|left|Roth Roryn 
thumb|325px|Map of the Roth Roryn region
Roth Roryn is  

Its largest settlements are   and  , both on the northern border with the  . Other borders include   to the north, the   to the west, the   to the south, and   to the east. It also has a small border with the waters of the Bitter Coast to the north.

A small section of the eastern end of the region, around  , has been officially released.
 

Places
A list of places found in the Roth Roryn region.

Settlements
Outposts (Tier V)


Dwellings


Caves


Grottoes


Unreleased Places
These places are planned, in development, or partially complete and available through TR_Preview. Due to the ever-changing nature of unreleased content, only major locations on the concept map are listed here.

Settlements
Cities (Tier II)
Andothren
Kartur

Villages (Tier IV)
Bodrem
Menaan
Omaynis

Hamlets (Tier VI)
Illiath
Inuibbisa
St. Aralor Monastery

Daedric Ruins
Ossurnashalit
Veranazaris
Zaelbalmiran

Dwemer Ruins
Leftunch
Mvelthngth-Schel
Ngelfltingth

Velothi Towers
Ald Virak
Shalmurat
Uld Vraech

:Uld Vraech is the snowiest part of Morrowind and is not recommended for the faint of heart. Snow blows constantly, and dangerous creatures prowl the icy fields. — Tamriel Rebuilt
  thumb|left|Uld Vraech 
thumb|325px|Map of the Uld Vraech region
Uld Vraech is  

Its largest settlements are   and  . The region borders   to the east, and the   and   to the south. It also has a sea border with Solstheim's Hirstaang Forest and Isinfier Plains.

It has not been officially released.
 
 
Unreleased Places
These places are planned, in development, or partially complete and available through TR_Preview. Due to the ever-changing nature of unreleased content, only major locations on the concept map are listed here.

Settlements
Towns (Tier III)
Dunkreath
Gargen Huul

Villages (Tier IV)
Askareth
Mandul
Soluthis

Outposts (Tier V)
Dunmereth Pass
Kushimmu

Hamlets (Tier VI)
Kuhn Mar

Dunmer Strongholds
Althandas
Hlimaseth

Dwemer Ruins
Bthulzand
Mkalzand

Nordic Barrows
Hjolfrstad
 
Notes
Technically, Soluthis is in its own region to disable rain within its cavern, but in all other ways it is part of Uld Vraech and so is listed here.
Uld Vraech was originally part of a larger region called Northern Velothi Mountains, along with all of Julan-Shar and about half of the current Velothi Mountains region.
Velothi Mountains

:The Velothi Mountains form the border between Morrowind and Skyrim and are riddled with dangerous passes, only a few of which actually serve as passage between the two provinces. — Tamriel Rebuilt
  thumb|left|The Velothi Mountains 
thumb|325px|Map of the Velothi Mountains region
Velothi Mountains is  

There are no significant settlements in the mountains, apart from three outposts guarding the passes. The region borders   in the very north, the   and   below that,   and the   below that, and the   and   in the south.

It has not been officially released.
 
 
Unreleased Places
Settlements
Outposts (Tier V)
'''Knocker's Neck Pass
Rift Pass
Shadowgate Pass

Daedric Ruins
Ushapipi

Dwemer Ruins
Hendor-Stardumz
Nchantmntz
Ngelfltingth'''