Netruk44/uesp-wiki-content huggingface dataset:
Skyrim:Ancestor Moth Wing

Ancestor Moth Wings can be acquired by catching Ancestor Moths which have landed on the surface of various flora around Ancestor Glade. Swarms of flying Ancestor Moths can be found throughout the glade, but cannot be harvested.

Harvestable moths can be found near Canticle Trees at the top of the cavern after the quest Unseen Visions. The glade must be reloaded before they show up. They are typically found in groups of three around flowers a few feet away from the base of the tree, often off small ledges.

Combinations
In terms of combinations of two ingredients, Ancestor Moth Wing can be combined with 41 other ingredients.

4 Effects


2 Effects


1 Effect


Notes
Ancestor moth wings have the same alchemical properties as a blue butterfly wing and chaurus hunter antennae. Combining it with either of the two ingredients will therefore result in all four effects being discovered at once.
Skyrim:Poison Bloom

Poison Bloom is picked from the poison bloom plants found exclusively in Darkfall Passage. If you approach the plant, but do not immediately pick it, it releases a gas that inflicts 15 poison damage for 6 seconds.

Combinations
In terms of combinations of two ingredients, Poison Bloom can be combined with 53 other ingredients.

3 Effects


2 Effects


1 Effect


Plants
All 12 poison bloom plants are found in Darkfall Passage (Forgotten Vale). From the entrance to the last cavern before the wayshrine, where you open the trapped gate, there is a single waterfall. Walk towards the waterfall and turn right, and you will see a small patch of flora with the first poison bloom. From there, follow the path through one cluster of giant mushrooms, then a second one. Just past that second one, when you see rocks with three silvery-white veins, the path splits. Take the right-hand path and you will come across a cluster of three poison blooms at the end of it. Go back to the split and follow the left-hand path until you're down near the water.

There is one plant on the circular platform. This one may already have been opened by the local wildlife. There are two branches off of the platform. If you follow the one to the west, you will see three blooms in a cluster on the path leading upwards. Return to the previous platform.

Follow the path south, which ultimately leads you to the wayshrine. There will be a bloom in the small area where the path turns slightly eastward. After that, you will come to a cavern with a Vale Sabre Cat and the path turns to the northwest. Continue following the path up until you come to a giant mushroom on a platform with the final three blooms.

Notes
Poison Bloom shares a similar name to a spell in Morrowind, and several items included with the Area Effect Arrows add-on, all of which inflict poison damage.

Bugs
Skyrim:Yellow Mountain Flower

Yellow Mountain Flower is harvested from the rare yellow-flowered variety of mountain flower. Other varieties of mountain flower yield blue mountain flowers, purple mountain flowers, and red mountain flowers, but the four flowers have different alchemical properties.

Combinations
In terms of combinations of two ingredients, Yellow Mountain Flowers can be combined with 40 other ingredients.

2 Effects


1 Effect


Ingredients
3 guaranteed samples can be found in the following location:
3 samples in the Forgotten Vale's Inner Sanctum

Plants
29 yellow mountain flower plants (or 57 with Special Edition) can be found in 2 different locations:
27 plants (55 with Special Edition) in the Ancestor Glade, east of Falkreath
2 plants in Volkihar Courtyard after it is replanted

Notes
Unlike the other three types of mountain flowers, the yellow mountain flower cannot be planted at player-built homes.
Skyrim:Traveling Bard

This Traveling Bard can be encountered during radiant side quests for the vampires if you ally with them when playing Dawnguard. Their appearance as a traveling bard is a disguise to cover their true nature as a vampire hunter. They wear a set of merchant clothes, boots, and hat. They carry a Dawnguard War Axe, an enchanted crossbow, three steel bolts, and an enchanted ring.

 
 
This Traveling Bard can be encountered during radiant side quests for the faction you ally with when playing Dawnguard. His appearance as a traveling bard is a disguise to cover his true nature as a vampire. He wears merchant clothes and boots, and he carries an enchanted ring and an enchanted dagger.
 
Related Quests
Skyrim:Traveling Merchant

The Traveling Merchant can be encountered during radiant side quests for the vampires if you ally with them when playing Dawnguard. Their appearance as a traveling merchant is a disguise to cover their true nature as a vampire hunter. They wear a set of merchant clothes, boots, and hat. They carry a Dawnguard War Axe, an enchanted crossbow, three steel bolts, and an enchanted ring.

If you ask to see their stock, they'll reply ''"My wares? I, uh... Oh so sorry, I'm all sold out." Accusing them of being disguised will result in an offended "I beg your pardon. I don't know what you're getting at, but whatever it is, it's not appreciated."

Related Quests
 

 
 
The Traveling Merchant''' can be encountered during radiant side quests for the faction you ally with when playing Dawnguard. His appearance as a traveling merchant is a disguise to cover his true nature as a vampire. He wears a set of merchant clothes, boots, and hat. He carries an enchanted ring and an enchanted dagger.

If you ask to see his stock, he'll reply ''"My wares? I, uh... Oh so sorry, I'm all sold out." Accusing him of being disguised will result in an offended "I beg your pardon. I don't know what you're getting at, but whatever it is, it's not appreciated."''
Skyrim:Traveling Pilgrim

The Traveling Pilgrim can be encountered during radiant side quests for the vampires if you ally with them when playing Dawnguard. Their appearance as a traveling pilgrim is a disguise to cover their true nature as a vampire hunter. They wear a set of ragged robes, boots, and cap. They carry a Dawnguard War Axe, an enchanted crossbow, three steel bolts, and an enchanted ring.

If you ask which shrine they're traveling to, they'll reply ''"Which shrine? Well, I... I'm going to them all. Yes. One at a time. Until I've visited all the shrines to all the gods in Skyrim." Accusing them of being disguised will result in an offended "I beg your pardon. I don't know what you're getting at, but whatever it is, it's not appreciated."

Related Quests
 

 
 
The Traveling Pilgrim''' can be encountered during radiant side quests for the faction you ally with when playing Dawnguard. His appearance as a traveling pilgrim is a disguise to cover his true nature as a vampire. He wears a set of ragged robes, boots, and cap. He carries an enchanted ring and an enchanted dagger, and drops Vampire Dust and some random potions when he dies.

If you ask which shrine they're traveling to, they'll reply ''"Which shrine? Well, I... I'm going to them all. Yes. One at a time. Until I've visited all the shrines to all the gods in Skyrim." Accusing him of being disguised will result in an offended "I beg your pardon. I don't know what you're getting at, but whatever it is, it's not appreciated."''

Related Quests
Skyrim:Wrathman

Wrathmen are draugr-like skeletal undead found in the Soul Cairn. Compared to the other Soul Cairn enemies such as the bonemen and mistmen, wrathmen are much more warrior-like, wearing non-lootable ancient Nord armor and wielding leveled two-handed weaponry. The Conjuration spell tome Conjure Wrathman can be found in the Soul Cairn, which summons a two-handed dragonbone weapon-wielding wrathman for 60 seconds.

 
Notes
Wrathmen have the highest health of any summoned creature.
Skyrim:Dwarven Haul

Hands off the dwarven haul until we know who wants this stuff. Word's gone out to find a buyer. Until then, anyone caught snooping around in here will get his hands cut off.
Skyrim:Locket of Saint Jiub

The Locket of Saint Jiub is given to you by Jiub for completing the Soul Cairn quest Impatience of a Saint. It is unusual in that it is one of only two amulets in the game to provide an armor bonus, the other being the Amulet of Articulation.
Skyrim:Soul Cairn Summon

Soul Cairn Summon is a shout unique to Durnehviir, and therefore cannot be learned by the player aside from using console commands. It summons one Boneman, one Mistman, and one Wrathman with each consecutive word, summoning one of each with all three words. When Durnehviir is summoned he will often use this shout while in combat, making these the only times the shout is used in-game.

Since the number of summoned creatures is normally limited to one, the shout requires the Multiple Summon perk to function correctly.
Skyrim:Moldering Ruins

The place consists of a small camp above ground and a cave underground. 

 
Related Quests
 
 
 

Walkthrough
Exterior
The camp consists of two small tents (each with a bedroll), a campfire, and one large tent. Several enemies will be around the camp, either death hounds and/or thralls. Inside the large tent there are several random items on a table, including a poison, a potion, an iron dagger, some arrows and a bow. Underneath the table is an unlocked chest. Against the rear of the tent are several crates and barrels, a couple of food sacks and a coffin, with a trapdoor at the southern end of the tent. It leads down into the cave section of Moldering Ruins.

Moldering Ruins
Upon using the trapdoor you enter into a small circular room with a tunnel in front of you descending a flight of stairs to the south. There are five hanging mosses growing in this first room. At the bottom of the stairs you enter a badly damaged room with rubble all around. A vampire's thrall and a leveled vampire boss will attack as soon as you are detected.

There is a stone table on your left in an alcove against the east wall with two draugr, a salt pile, a skeever tail and a burial urn on top, and a second burial urn underneath. There are a couple of empty coffins, a few more hanging mosses and several opened sarcophagi along both the east and west side walls; some of the draugr may get raised during the fight. There are a couple of large urns along the east wall and halfway along the west wall is a set of shelves holding a bowl of troll fat, a salt pile, and a burial urn. There is another burial urn and partially buried dead draugr at the rear of the room against the south wall, on a ledge above the floor that can be reached by following either of the side walls and then climbing the rubble until you reach the end. Stairs descend on either side of a large carved piece of stone to a lower level with a bedroll on the left-hand side and further to the rear on the right-hand side over a gap is a barrel containing ingredients and a couple of food sacks along with a few unusable barrels and a unique but worthless bloody tankard. At the very bottom is a campfire in a brazier with a cooking pot balanced on the edge. To the south of the fire is a partially buried unlocked chest between a partially buried dead draugr and another large urn.

Notes
Moldering Ruins does not appear to have been created for a specific purpose. The only reason anything else added by Dawnguard will send you here is because the ruin was added to the preexisting random-selection lists. 

Maps
Lore:The Sultry Argonian Bard, v1

Act VI, Scene II, continued

Croon-Tail: My lady, I could never perform your request!

Ellya Erdain: Oh? Is it too fast for you?

Croon-Tail: I fear that it might damage my instrument.

Ellya Erdain: Ah. But you seem to handle your instrument so well, my darling.

Croon-Tail: You flatter me, my lady.

Ellya Erdain: Yes, well it is such a large and magnificent piece. May I hold it?

Croon-Tail: Goodness  no! The innkeeper would never approve of such a public display.

Ellya Erdain: Then may I suggest a private performance? Perhaps, away from the noise of the inn where we both may enjoy your tremendous talent.

Croon-Tail: Surely you don't mean for me to accompany you to your room?

Ellya Erdain: Indeed I do, my sweet. Indeed I do.

END OF ACT VI, SCENE II
Skyrim:Lost Relic

Quick Walkthrough
# Speak to Florentius Baenius.
# Retrieve the artifact requested.
# Return to Florentius.

Detailed Walkthrough
The Lost Relics
thumb|right|''"I've been   over some of the tomes left here in the keep."''
Speak to Florentius Baenius after you have completed the first Ancient Technology quest and a number of either Gunmar's or Isran's side quests. Florentius, guided by the wishes of Arkay as usual, will inform you: ''"I've been   over some of the tomes left here in the keep. Interesting stories, indeed. Seems the previous incarnation of the Dawnguard had, at one time, some interesting toys. Arkay and I think it could be a great advantage for us. You should look into retrieving it." There are three parts to this quest, each appearing as a new quest of the same name in your journal. Florentius will recite what was written in the old tomes for each of the three artifacts: 
Dawnguard Rune Hammer: "A powerful warhammer imbued with magic that places warding runes on the ground to obliterate   wielder's foes." 
Dawnguard Rune Shield: "A magical shield that when blocked with, surrounds   wielder with a holy aura that harms the undead." 
Dawnguard Rune Axe: "An axe imbued with magic fueled by the destruction of the unholy. With every victorious blow against an undead creature, its power grows."''

For each version of this quest you will be told to go to a random dungeon from the table below, where you'll find the artifact in the boss chest. When you return each artifact to Florentius, he will allow you to keep it: ''"Well done! I said you'd return victorious, Arkay wasn't so sure. Wield it bravely."''

Possible Locations


Notes
 
The number of quests you need to do between each version of this quest is semi-random. Dawnguard radiant quests come in cycles of up to seven (excluding Ancient Technology and Bolstering the Ranks). Each quest, including this one, will appear at most once per cycle, with A Jarl's Justice being an exception that may not occur in any given cycle. Therefore, there could be as few as five other quests between the first and last versions of this one, or as many as eighteen.

Quest Stages
Skyrim:Assassin's Writ

By order of the Patriarch of  , you are to hunt down and slay the Dawnguard agent  .
Skyrim:Darkfall Cave Note

Sister, I know that you'll come find me, but it will be too late. If you find this letter, get out of this forsaken cave as soon as possible. We were fools to think we could live so close to such creatures and live peacefully.
I should've headed back to camp with you after we placed the torches down here. I thought these trolls would be different, that they would somehow understand that we didn't want to hurt them.
I am now cornered and it's only a matter of time before one of the trolls decides to finish me off. I hope it is a quick death.
Farewell, my dear sister.
Skyrim:Darkfall Passage Note I

I made it farther than I  thought, but I'm afraid I can't go on.  I choose not to.

I am content to die here, in this quiet little room, alone with my thoughts. The creatures won't follow me here. No more danger. The silence is welcoming.
Skyrim:Darkfall Passage Note II

Strange why the cursed have set up so many traps near this stone barrier.

Going to rest for a bit, not take any chances. They set up those traps for a reason and I'm not about to go rushing in to find out why.

Just going to sit here, regain my strength and possibly try and use the traps to my advantage.
Skyrim:Dawnguard Orders - Hakar

Novice Hakar,

Your repeated failures are an embarrassment to our entire order. Are you truly so inept you cannot even complete a simple courier mission?

You have one last chance to redeem yourself. We recently established a number of wilderness caches to supply our agents in the field. You are to restock the chests listed below, then report back for further orders.

Our caches in Whiterun Hold are located:
::* In Rorikstead, in the pasture behind Frostfruit Inn.
::* Near Stendarr's Shrine in the center of the tundra.
::* South of Whiterun's Western Watchtower.

You have one week. Return successful, or not at all.
Skyrim:Dawnguard Orders - Lynoit

Lynoit,

We've received word of an increase in Vampire activity in western Skyrim. In the coming weeks, we plan to dispatch several more agents to the region, and need to establish a network of wilderness supply drops to support them.

You are to plant caches in the following locations: 
::*On the small island south of Solitude Sawmill.
::*Due east of the entrance to the ruin Volskygge.
::*On the east side of Karthwasten Bridge.
 
If these reports are to be believed, the situation may be far more dangerous than you realize. Be cautious.
Skyrim:Dawnguard Orders - Saliah

Saliah,

In the past several weeks, all of the couriers sent to replenish our supply caches in the northern reaches have gone missing. These drops must be made within the week to ensure our operatives have the provisions they need.

You are to restock the following caches:
::*In Morthal, on the islet due east of the mill.
::*Outside Nightgate Inn, at the foot of the pier.
::*Near Winterhold, under the great arch.
 
Take care. Too many of our agents have been lost on this task already.
Skyrim:Discovering Ruunvald, Vol. IV

I have found my muse and her name is Minorne. Reading back over old journals, I realize she has called to me from deep inside Ruunvald.  She is the voice I've been hearing, the one who has called me ever downwards into the mountain.  The Vigilants, the workers, they hear her too!  What joy to learn that I am not alone in her love!  Oh, Minorne, how would we have ever found this place without you!  As I write this we are digging out the last bit of rock to get to you. Those without tools have started using their hands! I cannot write anymore, I must get back to work. Ruunvald awaits!

M. Sidrey
Skyrim:Journal Fragment

Not good enough to live in their stupid keep, am I? Stupid sods don't realize I've moved into the undercroft and started taking control of their own death hounds. I'll get my revenge.
Skyrim:Letter from Harkon

The prophesied time has come. I have reclaimed   lost Elder Scrolls, and now I must have a Moth Priest to read it. For the one who brings me a Moth Priest, I promise a high place in my court and the gift of my potent blood.


Go forth and find me a Moth Priest. This is my command.


Lord Harkon
Skyrim:Scrap of Paper

::::3    
     2
Skyrim:Unknown Book, Vol. IV

Unknown Book, Volume IV Unknown Book, Volume IV
Skyrim:Writ of Dawn

By order of the Dawnguard, the     is hereby condemned to death for the crime of Vampirism. By our authority, and with the Jarl's implicit consent, the bearer of this writ is hereby commissioned to exact justice upon the condemned wheresoever   may run.
Skyrim:Incriminating Letter (DG)

Citizens of  . The slain personage before you is a suspected creature of the night. Thus the Dawnguard have slain him.

Let this be a lesson to all men and women demonstrating unholy powers and those who would protect them.

We are watching!

--The Dawnguard
Skyrim:Orders (DG)

Sojourn awhile in  . Infiltrate the court of  . If you can, gently guide the Jarl toward our best interests. If that proves impossible, invite   or a member of   court into the family. It's far easier to direct those sharing the blood thirst towards our shared interests.
Skyrim:Prophet

Prophet may refer to two different things:
Prophet (Dawnguard), the Dawnguard version of the quest
Prophet (Vampire), the Vampire version of the quest
Lore:Skeever

The Skeever is a large rat-like creature that is commonly found in Skyrim,  but can be found all throughout Tamriel. Unlike the common rat, the skeever is more feral and are prone to carry more diseases, such as Ataxia. But while they are known as pests, the skeever is actually one of the largest-known food sources for the entire continent. It is a popular prey for larger creatures but it is very common to find cooked skeever in a campfire.  The skeever's tail is a common alchemical recipe for poisons, all the while, a charred skeever's hide provides all sorts of solutions for a potion, such as the ability to cure diseases. The skeever is the namesake of the   order, a classification for rodents in Tamriel. Other known members of this category include the common rat and the  .  

Further Information
left|Healthy and diseased skeevers|thumb
Although the skeever are more common in Skyrim, they can be found as far as the   and  . This is because traders from the far north travel across the continent, inadvertently bringing skeevers with them. They tend to live in a variety of places.  Most of them can be found out in the wilderness, where they will build nests deep in the forests,  but they can also be found in  .  However, they can also burrow in beaches, and when the tide rolls in, so do the burrowed skeevers. They are often found in packs, roaming the area and when provoked, they can jump like small  s and the catch the unprepared off guard.  

There have been times where the skeever can be house-trained and kept as pets, but over time, they eventually became too large to warrant such an idea.  In  ic mythology, it is believed that the Goddess of Storms,   relinquishes the spirits of skeevers to the   of Pestilence,  , after they have been killed.  Not to mention that Peryite can often manifest himself in the form of several skeevers, as they are vermin that spread disease en masse. 

While the hide is used for alchemical purposes, it can be used in other practical ways. For example, rendered skeever skins can be used to make adhesive glue.  One of the most well-known ways to trap a skeever is with the iconic mousetrap, by simply putting a block of refined cheese on the contraption.  It is said that the   King,   of   carried a lucky skeever's foot with him during his civil war against the  . It was in circulation through Tamriel's criminal underground sometime around  . 
 

Gallery
 

Notes
For game-specific information, see the Skyrim, ESO, and Blades articles, and the Legends card.

References