Ok, but when or How did they become a race in Morrowind?
By the time that
Redguard was made in 1998, gamesas, which had already started to change leadership, more or less decided to re-write the lore there. That's also how Tiber Septim (Talos) was added as a ninth divine.
I also went into a random dungeon, didnt know it was a dungeon, and went in (Good music, getting juggy with it lol) I went in and there were 2 rooms, a hallway connecting them. 3 rats in the entire thing, and a coffin at the last room, couldnt do anything with it. I tried clicking stuff, etc. Is that for a mission, or is it common for dungeons to be this small? ( No secret doors either )
That was a "graveyard" dungeon; on the fast-travel map, they are represented as a dark orange color. When you start, those are the ONLY dungeons that are on your map. That's what all of them are like. Other types are castles/towers, represented as a medium orange, and all other dungeons, which are represented with a light orange color. Well, there's also a rare and secret type of location classified as "dungeon" that shows up as a black dot, but I won't spoil it for you.
Technically, the only difference between castles and dungeons is what the structure looks like aboveground; castles tend to have multiple entrance doors, though I should note that ALL of them will take you to the exact same starting door inside the dungeon. Once inside, there is no difference between those types of dungeon.
For reference on size,
Daggerfall's dungeons are made by assembling a number of large, pre-built "modules." Privateer's Hold is based off of ONE such module. Most dungeons in the game consist of 2-4 of these modules; some of them are far more complex than Privateer's hold; a few annoying modules are effectively a tangle of spaghetti-like tunnels, ugh. Some, though, are mostly filled up with a large, cavernous chamber.
Only a few dungeons in the game are related to the MAIN quest. All other dungeons that aren't graveyards can be called up for random quests (the game has nearly 200 different quests, each of which can have the destination, objective, and reward randomized and/or scaled and hence replayed infinitely) When you recieve a quest that sends you to a location, it'll be added to your map. Also, finding a "map" item in a dungeon will add the location of another dungeon.
Do not worry about ruining quests before you get them; because of the game's randomized nature, quest targets (be they creatures, NPCs, items, etc.) don't even EXIST until you receive the quest. It's largely because of all this randomization that
Daggerfall is said to incorporate a lot of "
Rogue-like" elements.