Ahemmusa Camp "The Ashlander Ahemmusa tribe has a permanent settlement at Ahemmusa camp on a rocky promontory at the northeastern tip of the Vvardenfell mainland in the Azura's Coast region. Here. Let me mark it on your map."
Alchemy "The alchemy discipline is the processing and refinement of ingredients and materials through arcane processes to elicit and preserve their subtle, hidden magical effects in the alchemical potions. Alchemical potions can provide a broad spectrum of long-lasting magical effects, from healing and curing disease to water-walking, magical shields, and fortification of bodily attributes."
Ald Redaynia "Ald Redaynia is the site of an ancient ruined wizard's tower on the northern coast of Vvardenfell, on the western tip of a large island west of Sheogorad."
Ald Sotha "Ald Sotha is a splendid Daedric ruin within sight of Vivec City. Though exotic and picturesque, it is a dangerous site, haunted by old magics, dark cultists, and their Daedric summonings, and not recommended for sightseers."
Ald Velothi "Ald Velothi is a tiny fishing village on the northern coast of the West Gash."
Ald'ruhn "Ald'ruhn is the district seat of House Redoran, and a large settlement. The Redoran Council chambers are located inside the shell of an ancient extinct giant crab. Tracks lead north to Maar Gan and Gnisis villages and south to Balmora."
Aldmeri "Aldmeri -- the Imperial usage is 'Elves' -- are long-lived, culturally conservative humanoids distinct from Tamriel's 'manish' races of the north and 'beast people' races of the southeast. By contrast with the manish tribes, Elven nations are neither economically expansive nor militarily adventurous. Elves are conditionally fertile -- that is, they only conceive when population pressure is low -- so expanding populations do not force them to explore or war with neighbors. The arts, literature, sorceries, technology and theology that have flourished within ancient Elven cultures have profoundly shaped the development of the Empire's manish and beast races."
Altmer "Altmer are the light-skinned, tall Elven peoples of the Summerset Isles. 'High' is taken to mean variously 'tall,' 'proud,' and 'culturally snobbish.' In the Empire, 'High Elves' is the common usage. They consider themselves the most civilised culture of Tamriel, and, in truth, the common tongue of the Empire, Tamrielic, is based on their speech and writing, and most of the Empire's arts, crafts, and sciences are derived from High Elven traditions."
Ancestors "The Dunmer believe the spirits of the dead live on in our world. They can know and affect the future, and can speak with other spirits, and work great magic, so the Dunmer honor and gift them, and ask them for aid and protection. Strong spirits of heroes and wise women preserve the wisdom and honor of the race. The worst spirits are evil and harmful, called ghosts, and devils, and daemons. The older and greatest ancestor spirits are the Daedra. They are powerful, but dangerous, and hard to understand."
Argonian "We are the People of the Root, called 'Argonians' by the warmbloods. We go where we will, wet or dry, and the currents of blood magic run swift in our veins. In our native land, we hunt to live, masters of the marshes. Hunted and enslaved by softskinned enemies, we snare and slay them by stealth, spell, and steel."
Armorer "The armorer discipline is the maintenance of weapons and armor at top efficiency. Worn weapons do less damage. Worn armor protects less against attacks. As wear increase, the dimishing effectiveness of weapons and armor is dramatic."
Ascadian Isles "The Ascadian Isles is the lush, green, well-watered lowlands in the south where most of Vvardenfell's agriculture is found. The area includes Pelagiad, Suran, Vivec City, and Ald Sotha along with the inland lakes and waterways of the Ascadian Isles proper. The urban areas of Vivec and Ebonheart of the southern coast are densely populated, the inland Ascadian Isles are dotted with small farms and large plantations. The climate is temperate and comfortable, with moderate rainfall."
Ashlander challenges "When challenged for sport, it is acceptable to decline. When challenged for honor, it is shameful to decline. Honor challenges come from offense given in speech or action, or may represent customary formal challenges of status or ritual."
Ashlander courtesy "Ashlanders may challenge a stranger who enters a yurt without invitation. Customs differ with different tribes, but leave when requested, and you may be forgiven. Be particularly careful about ashkhans -- tribal chiefs -- and wise women -- tribal seers and counselors. Some are welcoming, some are hostile. Be courteous, and leave if requested. If offended, they may attack."
Ashlander customs "Take care when visiting an Ashlander camp. Among clan and kin, Ashlander courtesy is very proper and polite, but you are a stranger, so remember that Ashlanders hate foreigners. Ashlander challenges are very solemn and serious things; do not make a challenge lightly. And know the customs of Ashlander gifts; they are not offended by gifts of money, and take them as tokens of deference and respect. And among outcast Ashlanders, beware of the mabrigash, renegade witch-warrior women who practice dark magics."
Ashlander gifts "Among Ashlanders, a gift is a token of courtesy among strangers, and affection among friends. When coming first among strangers, a thoughtful gift is a sign that you are cautious, and considerate, and aware of the other's wants and needs. Such is particularly useful for traders and travelers. Among friends, it is a private thing, and subtle, with great risks, for the test of the gift is how well it is tailored to the receiver."
Ashlanders "Ashlanders are the nomadic Dunmer barbarians of the Morrowind wastelands. They live in camps of small, mobile huts, herding guar and hunting wildlife for meat and hides. By tradition, Ashlanders claim the right to raid other Ashlander tribes -- and non-Ashlander settlements -- for booty and slaves. The Ashlanders worship their ancestors. Ashlander tribes are led by their ashkhan war chiefs, and guided by the wisdom and prophecies of their wise women. If you plan to visit them, you should know something of Ashlander customs."
Ashlanders hate foreigners "Most Ashlanders wish all foreigners and their false gods could be driven from Morrowind. At the very least, Ashlanders wish the foreign devil would leave them in peace. Ashlanders think it shameful to attack unarmed persons, but they will kill without hesitation an armed person who offends them or their clan laws. No Ashlander is fool enough to make war against the Empire. However, if such a war might be won, many Ashlanders might cheerfully give their lives to win such a war."
Ashlands "The Ashlands are the dry, inhospitable wastelands surrounding the lower slopes of Red Mountain. The Ashlands extend to the Sea of Ghosts to the north, and elsewhere form a wide margin between the blighted Red Mountain region and other geographic regions. The towns of Ald'ruhn and the village of Maar Gan are the only sizable permanent Ashlands settlements. Ashlanders hunt for game here, and their herds find sparse grazing. It rains rarely, and suffers frequent ash storms."
Azura's Coast "The rugged coast and islands of northern and eastern Vvardenfell are called Azura's Coast. The region is rocky, infertile, and largely uninhabited, except for the outpost at Molag Mar, the Telvanni settlements at Sadrith Mora, the wizard towers at Tel Aruhn, Tel Mora, and Tel Branora, and Ahemussa camp and the remote fishing village of Ald Redaynia and Dagon Fell on the north coast. There are no roads; most travel is by boat. Despite the rocky terrain, a variety of plants thrive on the regular rainfall."