Hey everyone! I just wanted to share a list of mods I use that, I believe, greatly enhance the Telvanni experience in Morrowind. Although there is a similar list out there, it has not been updated in years. I plan on updating this list with links when I get home from work, but most of them are available on MMH or Morrowind Nexus. I did not create any of these mods; I'm just listing them here for people interested in starting a Telvanni character. Not all of these mods are directly related to the house necessarily, but deal with things a House Telvanni character might do, care about, or find useful/interesting.
(1) Building Up Uvirith's Legacy--->this mod allows you to build a town around your tower, complete with city walls, a silt strider port, mining office (from which you can collect profits) and many other services. It is lore-correct and allows you to customize your stronghold in a manner that reflects your faction allegiances. The npcs don't have much personality (though I'm thinking of making an addon to address this), but they otherwise fit right in and have fairly balanced vendor stats. You can also earn a set of camping equipment in this mod for use in the wilderness. The new buildings are not NoM-compatible, but why would you sleep in the inn when you have a whole NoM-compatible tower to yourself anyway?
(2) Uvirith's Legacy-->This completely overhauls and expands upon the Tel Uvirith stronghold and Archmagister experience. Furthermore, it comes with addons that enhance and ensure compatibility with other mods in this list, such as Tamriel Rebuilt and Rise of House Telvanni. It adds more quests (for both Fast Eddie and the Archmagister), adds a fourth stage of construction and a bloat mine to manage, is compatible with NoM and the Bathing mod, adds several great companions, and overall is just a fantastic experience to play. If you're a Telvanni fan, this is an absolute must-have. Also adds a balanced way to create more powerful enchantments for your items.
(3) Rise of House Telvanni-->Adds a small Archmagister's office and many quests that allow you to recover powerful artifacts and spells, and slowly work to expand Telvanni influence over Vvardenfell. Even better, you can completely customize the experience (i.e., you can skip taking over the mages guild, but decide to uphold slavery, for example). The mod is lore-breaking to the extent that it sends you to engage in several provacative acts that, common sense-wise, would trigger military intervention from the Empire, but that don't actually have negative consequences in the mod. I never felt this detracted from the mod's fun, however, so I still recommend it strongly.
(4) LGNPC Tel Uvirith-->Expands upon the default Telvanni stronghold experience (i.e., what's already there). Adds more quests, dialogue and other improvements to the retainers already around your tower. Also lets you speak to Eddie through a crystal in your tower, which is convenient for mods that give him more quests. Lore-correct, balanced, and lots of fun!
(5) Tamriel Rebuilt-->Adds an immense amount of content to the game in the form of Mainland Morrowind. The first two maps cover House Telvanni's holdings and expand upon the Telvanni experience. Just don't expect to be treated as head of House Telvanni on the Mainland, as it is somewhat of a separate faction. They'll recognize you, but you won't be as highly ranked as the Archmagister there.
(6) A Lord's Men Mercenaries-->This allows you to buy more lore-correct guards, mercenaries and retainers for your stronghold if (like me) you feel Uvirith's Grave should increase in population over time (especially after you build the town in Building Up Uvirith's Legacy)
(7) Books of Vvardenfell-->Adds many interesting books to the game, all of which fit in with the lore nicely. Compatible with all of the mods here (and by the same author as Uvirith's Legacy). If you're like me and enjoy having an enormous library as a high level mage, this is a must have.
(8) Better Books: Grimoires-->Adds books to the game that provide a minor increase to skills and do some other cool things when you read them. For example, one book allows you to have a skeletal minion.
(9) Rincewind's Luggage-->Adds a "living chest" companion to follow you around, defend you and store your stuff. I like to have it keep me company in my study. Note that, per the character it's based upon, it may teleport to you and follow even after you have told it to wait!
(10) Fligg's Slave Mod-->Allows you to buy more slaves to place around your tower and the surrounding area (I usually buy some to put by the silt strider port Building Up Uvirith's Legacy Adds). Also provides a means of increasing disposition with your slaves.
(11) Village of Mora Uvirith-->Builds another town not too far away from Tel Uvirith that extends out to the water. If you want to feel like you're colonizing the region, this one's for you. Just make sure you get the clean version from Morrowind Modding History. Note that this mod has no associated construction quest; the town just springs up. Thus, I'd wait to load it until you believe Tel Uvirith has become large/populous enough for another small village to spring up near it.
(12) Scripted Spells-->adds a lot of cool spells to cast that are fitting of a master mage. Transform into animals, steal spells from enemies, build walls of fire, etc. It can be a little buggy sometimes, but for the most part works correctly. Requires MWSE
(13) Living Armors by Antares-->Allows you to create golems of living armor. Balanced because you have to actually collect all the requisite pieces of armor first, and because the means of creating the golem requires skill and does not always succeed.
(14) Living Sword by Antares-->adds a quest to obtain a sword that, when placed on the ground, will fight for you! The sword is quite powerful, so the mod is a little unbalancing, but the idea is really cool. Plus it's a nifty artifact just to have as a high level wizard.
(15) Blasphemous Revanants by Fliggerty-->This lets you become a Necromancer and allows you to create your own undead army through mechanisms described in the vanilla books. I wish there was some way to move it closer to the tower instead of operating another location, but you can just consider it a separate base. Lore correct and balanced. Requires MWSE.
(16) Jiub Companion by jimbob-->Just for kicks. I leave him in the Inn that Building Up Uvirith's Legacy creates to keep an eye on what's going on in the area around my tower. Given the lore added to Jiub in Skyrim: Dawnguard, this mod is lore-breaking in the strictest sense, but I've never really cared.
(17) Galleon Mod-->Gives you a large ship that you can sail around the world in real time (I dock it near Mora Uvirith). The NCPs on the boat are not Telvanni-related, but it's still awesome.
(18) Vampiric Embrace-->If you go the vampire route, this is a must have. Uvirith's Legacy is compatible with it (in fact, if you also have this mod running additional content in Uvirith's Legacy gets unlocked).
(19) Kateri's Julan Companion-->A must have companion. Period. There's some Telvanni-related dialog, you can train him as a mage if you want, and he gains additional skills once you become Archmagister. His story follows the main quest though, so you won't be able to use him if you've already completed most of it, and you can't make him a member of House Telvanni (not that he'd ever be seriously inclined to join).
(20) Morrowind Comes alive 7.1-->adds some additional companions (including daedric ones) and causes some npcs to spawn around your tower to make it feel more like a settlement.
(21) NoM 3.0-->not strictly Telvanni related, but still enhances the experience. Adds sources of water around the Telvanni settlements and adds requirements to eat, drink and sleep. Just be aware that with the latest new rock meshes/textures the small water source it adds outside Tel Uvirith gets covered up and blocked. This isn't a big deal considering there are plenty of water sources in your tower if you have Uvirith's Legacy installed, but I'm pointing it out anyway.
(22) Bathing Mod 3.0-->again not Telvanni related, but compatible with many of the mods here. Adds requirements to bathe every now and then, and gives you bonuses if you bathe in specialized baths. For example, using the bath in Telvanni settlements (including your tower if you're playing Uvirith's Legacy), will give you some minor bonuses to magicka for awhile.
(23) Deus Ex Machina by Trainwiz-->Adds a separate cyberpunk adventure where you can explore both magic and technology. Basically adds elements of Arcanum and Planescape: Torment to Morrowind. If you're looking for things to do as an "epic level" Telvanni mage, this is a great mod. It is, however, taxing on your computer, so if you have a really old PC it may cause crashes.
(24) Clockwork City Expanded by Trainwiz--> Effectively doubles the size of the Tribunal expansion by turning Sotha Sil into the full fledged dungeon crawl and magical experience that it was meant to be. Also adds a town, dozens of interesting npcs, quests, artifacts, and much more. A true masterpiece.
(25) Antares Big Mod-->Allows you to command the rank and file Telvanni in vanilla Morrowind. Have alchemists and apothecaries create potions for you. Send members of the House on quests to gather ingredients. Get guards or mercenaries to follow you around. Buy slaves to go shopping for you. Promote or expel members from your house. The possibilities are endless!! Just make sure you only use these functions on the npcs in vanilla Morrowind (it can cause crashes otherwise). That being said, it IS compatible with the apprentice in Uvirith's Legacy.
(26) Advanced Pack Guar-->Adds a packguar with MWSE scripting to carry your stuff. Looks great by the silt strider port Building Up Uvirith's Legacy adds.
(27) Lichcraft 2-->Allows you to become a lich. If you can find them, make sure to get the unofficially patched versions that some authors on this forum have worked on, as the mod is otherwise pretty buggy. Compatible with the most recent version of Uvirith's Legacy!
(28) Daedric Summoning Enhanced-->Allows you to find scrolls in game that give you the power to summon permanent daedra companions. Balanced and lore-friendly.
(29) Mechanized Minions-->Allows you to learn how to build Dwemer Centurion companions from Baladas Demnevanni. Balanced and lore friendly. Probably the closest to a lore-correct golem building mod at the moment.
(30) Telvanni Vaults Expanded-->Expands the guards and treasure in the Telvanni Vault in Vivec. All the new monsters and traps will not recognize you, however, even as the Archmagister. Just be warned!
(31) Grimlock Familiar-->Allows you to buy eggs that hatch into a grimlock familiar. As long as the familiar is alive, it provides a boost to skill. The companion functionality is old (no warping script), but there are mods like Melian's Teleport mod that can fix this issue, and you can turn it back into an egg to carry it at any time. Not lore-correct (I doubt grimlocks actually exist in TES lore), but interesting and fun nonetheless. Morrowind needs some more familiar mods for mages :/
(32) Walx Guenhwyvar-->Allows you to obtain a panther figurine that can temporarily summon a companion based on Drizzt's panther companion in the R.A. Salvatore Novels. It can help you sneak and hunt food for you too! The only thing I don't like about it is that there's no balanced way to obtain it...it's just sitting in Seyda Neen free for the taking.
(33) Jasmine Companion-->Not Telvanni related (nor does she really comment on House Telvanni at all), but still recommended since she's one of the best companion mods out there. She's a scout-type (light-armored warrior). You can also get some skill books through her quests.
(34) Constance Companion--> Also not Telvanni related (nor does she really comment on House Telvanni), but still recommended since she's one of the best companion mods out there. She's a thief. You can also get some nifty items and powers through her quests.
(35) Comes-By-Road Companion-->Also not Telvanni related (and not as much personality as other companion mods), but is one of the best scripted companions out there. He will even heal other companions in your following group!. He's a great healer, but keep him out of direct combat because he's not all that strong.
(36) Melian's Teleport Mod-->Allows you to give warping functionality to most other companions out there, and to summon companions to you with a 0-cost spell if they get stuck/lost. Also allows you to set multiple marks to recall to. Highly useful. I never thought it made sense that a high-level mage could only recall to one location.
(37) Neverhalls series-->Adds a big dungeon crawl mod that heavily expands upon Falmer lore. Lots of fun, and allows you to obtain some new artifacts.
(38) Grow your Own Telvanni towers-->Adds a quest to gain the ability to grow your own Telvanni towers (small), housepods, staircases, and walls. I'm not a fan of the quest to get the book, but the spell is brilliantly scripted. Just make sure you're 100% sure where you want to build your towers, because the ability to remove them is a little buggy. Also, the buildings you create are empty, so you will need some kind of furniture mod to fill them up.
(39) Morrowind Crafting-->not strictly Telvanni related, but adds new skills to masters and is incredibly useful for quests added by some of the other mods here. For example, Uvirith's Legacy adds a request where you will need quills to inscribe special scrolls. If you don't want to steal them, you can use this mod to create your own out of Cliff Racer plumes!
(40) Proplyon Index Quest-->replaces the Master Index Bethesda addon with a more intricate, interesting and longer quest to do roughly the same thing (travel between ancient dunmer strongholds).
I would like to take a moment to thank all the authors of these mods for making such great contributions to an already amazing game and already fun Great House!!
I am happy to look at suggestions for mods to add to this list. In particular, I need suggestions for mods that do any of the following.
--allow you to build your own soul gems in a balanced way
--allow you to travel to other planes of Oblivion/existence
--add "mage's familiar"-type companions
--mods that make it easier to enchant items yourself (i.e. without having to pay)
--mods that add unusual/interesting scripted spells, effects, or equipment geared toward mage characters)
--add House-Telvanni related companions (particularly companions who are members of House Telvanni)
--add absorb magicka/restore magicka enchantment effects in a balanced manner
--mods that further expand the Uvirith's Grave area (including Tel Uvirith), but that are COMPATIBLE with the mods I've listed here.