Netruk44/uesp-wiki-content huggingface dataset:
Tribunal:Meralyn Othan

Meralyn Othan is a Dark Elf commoner who can be found in the Great Bazaar. She is mourning the death of her brother, Sevil. Almalexia asks you to investigate the cult that convinced Sevil to kill himself, and tells you to ask Meralyn for information. Whether Almalexia is doing this out of charity or for a show of power is debatable.
She wears a common shirt with matching skirt, shoes, and pants. Aside from her natural resistance to fire and the sanctuary provided by her ancestors, she knows no spells.
 

Related Quests
Main Quest


Dialogue
Greetings:
"Greetings. How may I help you?"

----

beliefs:
"They preach that the Tribunal have lost their powers, and that this is a signal that the apocalypse is near. Eno Romari teaches his followers that our time in Tamriel is at an end, and the gates of Oblivion will soon open and the daedra will walk the land. Only the ancestors who have already left this world will remain once the daedric scourge covers the earth. And so he promotes what he calls "the Cleansing."
End of Times:
''"They are a suicide cult, plain and simple. Their beliefs are destructive, heretical, and frightening to me. I don't know how my brother ever got involved with them! I'm beginning to see them all over the city, but you'll most often find them in Godsreach, outside the Winged Guar."
Eno Romari:
"A lunatic, %PCName. You'll often find him outside the Winged Guar, spouting his nonsense to passersby, and to the drunks stumbling out of the tavern."
found dead:
"Yes, my brother was found dead not long ago. I think it was poison, probably given to him by Eno Romari and those sick End of Times lunatics."
Meralyn Othan:
"I am she."
Sevil:
"You've heard about my brother? It's hard to imagine he's gone. All would be well if he hadn't fallen in with Eno Romari and those End of Times lunatics. Sevil was a lonely man, a bit lost, but he was hardly stupid. It was that cult that caused his death!"
the Cleansing:
"It is a ritual suicide, %PCName. My brother was no fool, but he was a trusting person, always looking for someone or something to believe in. He thought he had found that in the End of Times."''
Tribunal:Roner Arano

Roner Arano is a Dark Elf pawnbroker who runs an outdoor shop in the Great Bazaar. He wears a common shirt with common pants and shoes. Aside from his natural resistance to fire and the sanctuary provided by his ancestors, he knows no spells.
 
Wares
 

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Notes
Roner Arano is a part of the Arano family, which has their own ancestral tomb.
Tribunal:Daron

Daron is a Redguard smith who runs an outdoor shop in the Great Bazaar in Mournhold. He wears a common shirt with matching pants and shoes, and he carries a restocking supply of both apprentice's and journeyman's armorer's hammers. Like all Redguards, he has a natural resistance to poison and disease, and can boost his health, strength, agility and endurance for a short period of time, but otherwise knows no spells.

 
Wares
 

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Tribunal:Fonari Indaren

Fonari Indaren is a Dark Elf apothecary who runs a small shop outside in the Great Bazaar. Her stock consists of only relatively cheap potions. 

She wears a common shirt, skirt, pants, and shoes. Aside from her natural resistance to fire and the sanctuary provided by her ancestors, she knows the spells Toxic Cloud, Zenithar's Gospel, Masterful Red Wisdom, Poet's Whim, Vivec's Mercy, Orc Strength, Powerwell, Feet of Notorgo, Masterful Sublime Wisdom, Blood Despair, Drain Blood, Dire Weakness to Frost, Dire Weakness to Fire, Drain Alchemy, Drain Destruction, Wild Distraction, and Wild Clumsiness. 

 
Wares
 

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Notes
Fonari is a part of the Indaren family, which has their own ancestral tomb.
Tribunal:Suldreni Salandas

Suldreni Salandas is a Dark Elf noble who can be found in the Great Bazaar. A man named Dovor Oren wants her amulet and mace.

She cannot be engaged in conversation, saying only ''"Pardon me, friend.  But I'm not feeling very talkative right now.  Perhaps some other time?"'', which automatically ends the discussion.

She wears an exquisite shirt with matching skirt and shoes, as well as a matching pair of extravagant gloves and her personal amulet. She also wears an Imperial chain cuirass with matching pauldrons. She wields her own enchanted mace. Aside from her natural resistance to fire and the sanctuary provided by her ancestors, she knows the following spells: Feet of Notorgo, Masterful Denial, Masterful Fleetness, Masterful Swiftblade, and Zenithar's Gospel.
 

Related Quests


Dialogue
Voiced Greetings:
"Excuse me, please."
Tribunal:Drathas Reyas

Drathas Reyas is a Dark Elf acrobat who can be found in the Great Bazaar. He has some information about a wizard who recently arrived. He is wearing an extravagant shirt and a pair of common pants. Aside from his natural resistance to fire and the sanctuary provided by his ancestors, he knows no spells.
 

Related Quests


Dialogue
Greetings:
''"Greetings, %PCRace. Perhaps you'd like to hear the latest rumors?"
"I saw your fight with that wizard, %PCName. That certainly was interesting. I expected, with all the rumors of how powerful and evil he was, that he would be tougher than he appeared. Hmm. He did say his name was Velas, right? There's a Velas manor in Godsreach. Perhaps checking it out would shed some much needed light on this mystery."
"So there was ANOTHER Velas wizard living in the Velas Manor, eh, %PCName? Brother of the weedy one you killed. And a tough wizard, from what I hear. It's a funny old world, isn't it?"
latest rumors:
"Have you heard? A terribly powerful and evil wizard -- 'something-or-other Velas'. I think they said --  has taken up residence nearby?  At the bar the other night, they were talking of the strange lights and sinister laughter late at night. I'd be on my toes if I were you. I'd bet this wizard will try to make a display of his power soon."''
Tribunal:Dravil Indrano

Dravil Indrano is a Dark Elf assassin, sent by the Morag Tong to assassinate the actor Tarvus Beleth. He can be found in the Great Bazaar, waiting for the play to start. Dravil is a bit of a novice at his job, and might attack anyone that almost looks like Tarvus Beleth.

Dravil wears a common shirt, pants, and shoes, and he may wield a Daedric wakizashi (see notes). Aside from his natural resistance to fire and the sanctuary provided by his ancestors, he knows no spells.
 

Related Quests


Dialogue
voiced greeting:
"The show is late. I wonder why."

Notes
Dravil is equipped with a Daedric wakizashi by a script only after you've said your final line in the play. It will not be in his inventory if you fight him or kill him before this.
Shadowkey:The Arena Pit

Quick Walkthrough
# Find Tekin in the Arena Pit in the Warehouse District of Dragonstar East.
# Fight and kill five opponents in gladiatorial matches to the death.
# Tekin will reward you with gold after each match you win.
# After defeating the fifth opponent you are named Tekin's Champion.

Detailed Walkthrough
Finding Tekin
The Arena Pit is in the northeast quarter of Dragonstar East, situated upon the main road through the city.

Tekin will point out you look like you have fighting skills and will ask you if you want to fight in the pit. He mentions that he thinks of himself as an entertainer and there is a gold purse reward for the winner. He then explains that the rules of the Arena Pit are simple, fights are to the death and there are no rules.

Fight One
 
Melee opponent. Reward is 95 gold.

 
Fight Two
 
Melee opponent. Reward is 150 gold.

 
Fight Three
 
Melee opponent. Reward is 225 gold. After this fight Tekin will tell you that you are becoming quite the favorite with the audience.

 
Fight Four
 
Melee opponent. Reward is 350 gold. After this fight, Tekin tells you that you have gained many fans and no-one wishes to challenge you, apart from Tekin's Champion.

 
Fight Five
 
Melee opponent. Reward is 1500 gold. After defeating the champion there is no one left willing to fight you.
 

Notes
Tekin takes great care to inform you that his champion is undefeated. As all fights are to the death you would assume that everyone fighting had also won all their prior matches.
In many ways this is a simpler version of the Arena Quest in Oblivion, although obviously much shorter.
This isn't a standard quest - it does not appear in the list of quests on your character sheet.
The XP value for the fourth opponent is clearly too low, but the value stated here is accurate.
Shadowkey:Rat Quest

Quick Walkthrough
# Find Gravel Trothgar outside his store in Azra's Crossing.
# Find and kill eight rats.
# Return to Gravel Trothgar.

Detailed Walkthrough
Finding Gravel Trothgar
Gravel Trothgar runs the Azra's Crossing General Store, and he is the only other person (apart from the Temple and yourself) that held off bandits during their raid. However he is still unhappy as the bandit's rats have infested his shop, and he will not open it.

Finding the Rats
Gravel doesn't actually want you to kill the rats in his shop, indeed he will not let you in at all. Instead he wants you to find and kill eight rats from outside of it. He's not actually very picky about where the rats come from at all, although the ones you have killed so far in town do not count.

Returning
Once you have killed eight rats, you get a message to return to Gravel:
:"You have slain 8 rats, enough to let some traffic through to Trothgar. Meet the merchant in his shop to collect your reward."
:To his shop!

When you return you will find he has opened his shop and he will buy and sell Armor, Weapons and other items. He will also give you 400 gold and you receive 400 XP for finishing the quest.

Notes
As Gravel doesn't care where the rats come from, you can either kill them in town or continue with the main quest and return to town later.
Killing enough rats before receiving the quest will result in the message "You seem to have thinned the swarm of rats surrounding Azra's Crossing".
There is a small bug in the scripting for this quest. The target is eight "Azra Rats" - rats present in Azra's Crossing - or fifteen other rats. If seven normal rats are killed, however, the first Azra Rat killed will complete the quest.
Shadowkey:Herb Quest

Quick Walkthrough
# Speak to Acolyte Menlin.
# Hunt down the herbs stolen during the attack.
# Return to the Temple in the town.

Detailed Walkthrough
Receiving the quest
You talk to Acolyte Menlin in the Town Temple, and she tells you that the bandits stole some important herbs, which they packed on their rats and transported away. They were seen leaving town and following the river.

Finding the Rat
You have to leave town a little way to find the rat responsible for carrying the herbs Menlin wants. Exit Azra's Crossing by the main gate, north of your house, then turn left and head towards the Crater. Once there head south along the river. Just past the bridge over the river (don't cross it) you should find the rat you are after next to the town wall.

Killing the Rat
The rat should not present significant difficulty to you, being much the same as its kin. Upon killing it you get a message:
:"You have found the herbs! Return quickly to Menlin."

If you did not get the quest from Menlin prior to killing the rat you will get a message saying:
:"You find a bundle of strange herbs. Perhaps you should take them to the temple."

Return to Menlin, who will thank you and ask you to talk to Priestess Almathea.

Notes
Yes, the bandits use rats as beasts of burden to carry those heavy heavy herbs...
If you talk to Priestess Almathea during this quest she will wish you luck.
The herbs in this quest do not show up in your inventory.
Shadowkey:Disgruntled Thief

Quick Walkthrough
# Talk to Blanden Grizzle the Bandit.
# Find Bervez Juice.
# Return for a cash reward.

Detailed Walkthrough
An Old Large Thief
While exploring Delfran's Hideout there is a room to the southwest containing Blanden Grizzle, a Bandit who starts conversation rather than attacking. He expresses regret for the raid on Azra's Crossing and mentions that he could be bribed to not help Delfran fight you if you fetch him some Bervez Juice from the kitchen.

Finding the Kitchen
To the east you can find the kitchen, staffed by the Chef who will not attack you. Bervez Juice can be found here.

Return to Blanden
Returning to Blanden with the juice grants you your reward: 125 Experience, and a pouch containing 117 Gold.

Notes
Blanden has one of the coolest bits of reward text in the game "He moves to a pot on the floor and taps it quickly with his foot. A dart flies up into the ceiling and a pouch is propelled upward. He catches the pouch and tosses it to her."
Blanden doesn't join up with Delfran whether you do this quest or not.
Shadowkey:Prisoner Locket

Quick Walkthrough
# Talk to Heather, a prisoner in  Delfran's Hideout.
# Find her silver locket.
# Return it to her for a hug.

Detailed Walkthrough
Finding Heather
Heather is one of the prisoners you must free during the Rescue Prisoners Quest. She can be found in the cells. She will tell you that a family heirloom, a silver locket made by her father, was taken by the bandits to practice on.

Finding the Locket
The Locket is located in the training room, which is to the south of the infirmary. It contains two rooms, one of which has a female prisoner (again, part of the Rescue Prisoners Quest) and some chests. The chest on the far right contains the silver locket.

Return the Locket
If you found the locket before speaking to Heather, you can simply give it to her when you talk to her. Otherwise she will have returned to Azra's Crossing and you will have to return there to complete this quest.
Shadowkey:Spells

}
This is a list of spells available in Shadowkey.

Spells

 
Notes
Saving and loading will get rid of any status effects you have, buffs or debuffs, this can be exploited when facing tough enemies that can cast magic. Loading will also remove any status effects on enemies too, however. 

Gallery
Morrowind:Gro-Bagrat Plantation

It is the home of the Camonna Tong thug Gurak gro-Bagrat. Five guards are on the premises, though there are no farmers in sight.

The main crop on the plantation is the shrub Willow Anther, and there is a Skooma factory in the basement.

 

Related Quests
Imperial Cult


People


Gallery
Morrowind:Arvel Plantation

The plantation is the home of Hlaalu nobleman Rovone Arvel, and it is the source of his wealth and influence. Affairs appear to be going well judging by the amount of exquisite clothing on display by the nobles. Slaves work the fields, where one of the primary crops is corkbulb root.

Since there is no key, there is no direct way to free these slaves. You can use the spell Command Humanoid on the slaves and lead them to a place where a key exists, then free them. Nearby Dren Plantation comes to mind.

 
Related Quests
right|thumb|Arvel Plantation Manor
Imperial Cult


House Hlaalu




People
Shadowkey:Sergeant Deal

Quick Walkthrough
# Talk to Sgt. Grell the Bandit.
# Find the papers he is looking for.
# Return and receive the Treasury key.

Detailed Walkthrough
A guarded elderly thief
In a room West of the Infirmary, on the North side, you will find a room where several bandits are guarding an elderly thief. Dispatching the guards will allow him to enter dialog with you. The thief will identify himself as Sgt. Grell, and explain that he wishes to retire, however Delfran has locked away some papers in a room he cannot access. He offers to give you the key to the bandit's treasury if you get the papers for him.
Finding the Papers
The papers are located in the Bandit Training rooms, to the South of the Infirmary. In the room with only two chests, the chest on the right contains a letter of introduction and a new forged identity for Grell. Unfortunately it also has a 1/3 chance of being trapped.

If you are lucky and don't trigger the trap, the message "A dazzling light shines from the chest, and a pair of ethereal hands rise, touch your shoulder, slides over your shoulder blade, down to your shadow. The hands move around your shadow, feeling, searching. A flash, then hands and light are gone. The chest opens." appears.

If you are unlucky, the message reads "A dazzling light shines from the chest, then shimmers, pulses. Your shadow twists into sharp shapes, shapes which stab you with searing pain. The light stops, and the chest opens. Inside is some worn parchment" and you lose six points of health.

In either case, the chest opens to reveal the required documents.

Return to Grell and finding the Treasury
The trip back to Grell is uneventful and handing him the papers gets you the Key as promised and finishes the quest.  However, you will probably want to actually use the key to the Treasury, which is located to the left of the Infirmary behind a featureless door and contains several chests of loot.

Notes
The Ethereal Hands are one of the first mentions of Shadowmagic in the game.
Morrowind:Asha-Ahhe Egg Mine

Just inside the entrance are two non-hostile egg miners who won't give their names. Neither will go any deeper into the mine because they are afraid of Thelsa. If you talk to them after dealing with the witch, the miners will thank you for getting rid of her.

The first room southwest of the entrance on the map below appears to be a large room connecting to both the queen's chamber and a passage around the west side of the mine; this is actually a corridor above and to the west of a large room. Jumping off the ledge and into this large room can provide a shortcut to Thelsa, but it also exposes you to fire from multiple Kwama, which may include Kwama Warriors. It is much safer to stay to the right, moving counterclockwise around the map and clearing as you go.

Thelsa can be found near the back of the mine, guarded by Gulena Girith and Haakon.

Aside from a single box of random loot and what you find on the bodies of Thelsa Dral and her guards, there is little loot in this egg mine.

 
People
 

Two nameless miners are also found here

Related Quests
Imperial Cult


Maps
thumb|left|574px|Interior Map of Asha-Ahhe Egg Mine
Morrowind:Fire Shield

This effect does two different things. First, it provides M% Resist Fire, thus reducing Fire Damage by M%. Secondly, enemies next to the casting character will be damaged at 1 point elemental damage per 10 points spell strength each time they successfully hit the caster with melee attacks.

Formula
According to the OpenMW code, the formula is quite a bit complex and includes a spell resistance check, elemental resistance and is further modified by the difficulty scaling.

'''Attacker's Magic Resistance Test:
   = (  + 0.2   + 0.1  ) * 1.25 *   /   -  

Attacker's Total Resistance
   = max(100,   +   )

Fire Shield Damage'''
   =   *   *   * (1 - 0.01 *  );

The Attacker's Magic Resistance test checks attacker's own skill of destruction, together with Willpower and Luck, against a random roll. This value is then added to attacker's own elemental resistance.

The  DifficultyModifier  modifier is always in disadvantage of the player.

With the default value of   being 0.01, we get back to the above value of 1 point of elemental damage per 10 points magnitude, but with attacker's own destruction skill and elemental resistance helping reduce the damage.



Notes
While the color of the icon for this effect is red, implying that it is a Destruction spell, it is indeed Alteration.
Unlike in Oblivion, elemental shield spells in Morrowind will not increase a character's armor rating. By using magic, increasing armor rating is achieved with either the Shield or Bound Armor spell. You may also fortify a character's armor skill through Restoration.

Related Effects
Fire Damage, Resist Fire, Weakness to Fire
Shield, Frost Shield, Lightning Shield

Alchemy Ingredients
The following alchemy ingredients can be used to make a potion of Fire Shield.
Comberry
Fire Salts
Raw Glass
Sload Soap
Morrowind:Frost Shield

This effect does two different things. First, it provides M% Resist Frost, thus reducing Frost Damage by M%. Secondly, enemies next to the casting character will be damaged at 1 point elemental damage per 10 points spell strength each time they successfully hit the caster with melee attacks.


Notes
Unlike in Oblivion, elemental shield spells in Morrowind will not increase a character's armor rating. By using magic, increasing armor rating is achieved with either the Shield or Bound Armor spell. You may also fortify a character's armor skill through Restoration.

Related Effects
Frost Damage, Resist Frost, Weakness to Frost
Shield, Fire Shield, Lightning Shield

Alchemy Ingredients
The following alchemy ingredients can be used to create a potion of Frost Shield:
Frost Salts
Holly Berries 
Large Kwama Egg
Raw Ebony
Willow Anther
Morrowind:Lightning Shield

This effect does two different things. First, it provides M% Resist Shock, thus reducing Shock Damage by M%. Secondly, enemies next to the casting character will be damaged at 1 point elemental damage per 10 points spell strength each time they successfully hit the caster with melee attacks.

Notes
All other effects relating to Shock Damage use the word "Shock" instead of "Lightning". Therefore, this effect's name is unique due to the fact that all Fire, Frost, and Poison effects use the same word in all of their effect names.
Unlike in Oblivion, elemental shield spells in Morrowind will not increase a character's armor rating. By using magic, increasing armor rating is achieved with either the Shield or Bound Armor spell. You may also fortify a character's armor skill through Restoration.

Related Effects
Shock Damage, Resist Shock, Weakness to Shock
Shield, Fire Shield, Frost Shield

Alchemy Ingredients
The following ingredients can be used to create a potion of Lightning Shield:
Corkbulb Root
Crab Meat
Scrap Metal
Morrowind:Water Walking

Allows the target to walk on water.  You can walk or run at your normal speed, just as if it were solid ground.  This is a great way to avoid enemies, as underwater creatures cannot reach you, and few flying creatures are often seen over water.

The only downside of this spell is that you generally cannot swim under the surface of the water while the spell is active, which is problematic as some treasures and vital areas can only be reached by swimming under water. Thus it is not a good idea to have this spell running permanently (either by creating very long duration potions via alchemy exploits, or using other glitches which give you permanent magic effects).

Notes
In some cases, you can still force yourself under the surface of the water if there is a sloping ceiling above the surface that leads down into the water, which happens in a few caves.  Normally however, this is a rare occurrence.
If you fall from a high enough place and land on water, activating this spell effect during your fall will cause you to take fall damage. Moreover, after you land on water, activating this spell effect will still cause you to take delayed fall damage.
Casting a spell or drinking a potion with this effect while deep under water causes the message "You cannot cast this effect at the moment".

Related Effects
Water Breathing

Alchemy Ingredients
The following alchemy ingredients can be used to create a potion of Water Walking:
Ampoule Pod*
Kwama Cuttle
Scales
Violet Coprinus*
  These are both first-effect ingredients, so you can eat them raw to get a short duration of the effect.