Netruk44/uesp-wiki-content huggingface dataset:
UESPWiki:News/Oblivion is coming to the PS3 and PSP

Oblivion is coming to the PS3 and PSP
Months of rumors and speculation can finally be put at rest. It has been confirmed by Bethesda that Oblivion will find it's way onto the PlayStation 3 in November 2006 and on the PlayStation Portable in Spring 2007 in North America and Europe.These versions will have new content and enhancements, and 1Up's coverage even mentions a new faction called The Knights of the Nine, a name that was discovered a few weeks back. Whether this faction will also be available to PC and Xbox 360 players is as yet unknown. For now, you can drool over [ the first screenshots and listen to the podcast. (Sources: [
UESPWiki:News/"Knights of the White Stallion" Confirmed Fake

"Knights of the White Stallion" Confirmed Fake
Pete Hines, Bethesda's marketing V.P., was asked by gaming site GamersReports about the truth behind the GameStop listinghe had this to say:
:"''There's no expansion in development called Knights of the White Stallion. That's the name of a quest in Oblivion. Right now we have no announced plans for any new content, add-ons, or expansions. If that changes, we'll let folks know.''"[
Note that he only denies this one name; GamersReports neglected to ask about the other two potential names, meaning they could still be the names of expansions.
UESPWiki:News/Possible Expansion Packs?

Possible Expansion Packs?
On August 17th, ZeniMax Media Inc. applied for registration on the trademarks "Shivering Isles" and "Knights of the Nine". Bethesda Softworks has neither confirmed nor denied that they are developing expansion packs for Oblivion, so it could be possible that they are developing expansion packs by these names. Alternatively, these could be the names of two unrelated projects. Let the speculation begin! (Search for these US trademarks here.)

A member of the official forums has argued that the wording of these two trademarks indicates that these titles will instead be Elder Scrolls Travels games. [ In brief, the four core TES games and their expansion packs are all registered under "Computer game programs", while Shadowkey and Oblivion Mobile as well as these two unused names all use the wider description "Computer game programs; computer game programs offered via handheld computers, wireless telephones and wireless devices."

Knights of the Nine is now known as an upcoming official mod/plug-in, albeit one that will be released as a boxed set including all the previous official plug-ins, meaning that it can be viewed as an "expansion" of sorts. Some speculate that "Shivering Isles" will take place in .
Morrowind:Cavern of the Incarnate

thumb|right|Statue of Azura inside the Cavern
The cavern is the resting place of previous failed Incarnates (Nerevarines), and the location of a statue of Azura and the Moon-and-Star, an artifact necessary to the Main Quest line. It is located in the Valley of the Wind, a J-shaped foyada in the northeast section of the Ashlands.

As a holy place dedicated to the Princess of Dawn and Dusk, the cavern can only be entered when Azura's Star is visible (dawn and dusk).

 
People
 
All of the following NPCs are ghosts with 65535 health, making it nearly impossible to kill any of them.


Related Quests
Main Quest
 

Notes
In the unpatched version of the game, it is possible to enter the cavern from the start, effectively allowing a newly-made character to acquire the Moon-and-Star, and continue with the main questline as if you had completed the Path of the Incarnate quest.
If you attempt to gain entry to the cavern at any time other than dawn and dusk, Azura's disembodied voice will say to you, "The door is locked, and will not open. The star is the key."
A pair of unused GMSTs refer to the Cavern of the Incarnate as the starting cell. If this was for testing or part of an earlier version of the story is unknown.

Maps
Lore:Gods G

The
 

The Greedy Man
An aspect of the Adversary. The Greedy Man is a devil-figure to the Skaal tribes in Solstheim. The Adversary is the antithesis of the All-Maker.  Unlike the All-Maker, his aspects are given a specific name, and a gender. It is said that the Adversary has taken many forms over the years. Perhaps he was once a man, before the Adversary entered into the Greedy Man, but he is credited for bringing ruin onto the Skaal, by stealing the gifts of The All-Maker.
Lore:Artifacts

thumb|right| , a well-known Daedric artifact
Artifacts are ancient items of significant power, fame, and historic relevance. Many artifacts appear to have a mind of their own, changing form and dispersing across   at random, never staying with one owner for long. The   of   are known to create artifacts from their own essences   and gift these artifacts to mortals, spreading the princes' influence in return for their power; an example of such an artifact is  . Artifacts related to Daedric Princes often possess a corrupting influence. Such artifacts (such as the Mysterium Xarxes) may cause those who possess them to feel a sense of discomfort  or have strange dreams. 

Not all artifacts are Daedric in nature or origin. Some, such as the  , date back to the creation of  . Others, like  , were created by mortals. A few form naturally, such as the seven  . Several artifacts, such as  , were originally created by mortals before they fell under Daedric influence. 

Artifacts are near-impossible to permanently destroy, and usually resurface in several years, a notable exception being  . Most artifacts possess powerful enchantments, superior craftsmanship, or both. Artifacts come in many forms, including weapons, armor, rings, books, and mundane items. They often go by several names, and are well-known to the people of Tamriel. Daedric artifacts are predominantly made of  . Doom-driven   are known to come into contact with many artifacts, and the prophecies of the   sometimes relate to a specific artifact.

See Also
Game-specific artifacts pages: Arena • Daggerfall • Morrowind • Tribunal • Bloodmoon • Oblivion • Shivering Isles • Skyrim • ESO • Blades

References
Oblivion:Helm of Oreyn Bearclaw

The Helm of Oreyn Bearclaw is an artifact given to you by Modryn Oreyn as a reward for completing the Fighters Guild quests, at the end of The Hist.  In addition to its enchantments, this helmet is also notable for its extremely high health (for comparison, a daedric helmet has only 1350) and its unique design.

Morrowind players might recognize this as a reference to that game, being that it was the reward for a Daedric Quest where the player was to eliminate the Oreyn bloodline and retrieve the helm.  If you ask Modryn about the helm, he will tell you that it was retrieved by Malacath after the Daedra Prince mistakenly believed the Oreyn line to have ended but was later returned to the Oreyn family by a stranger. See the book Tamrielic Lore for more background on this item.
Morrowind:Tel Uvirith

left|thumb|Tel Uvirith after completionthumb|right|Tel Uvirith, with details of roots making up the Tower

This is an article on player housing. For more information, see the associated Houses page.

Tel Uvirith is a Telvanni stronghold in the Molag Amur region, located on the site of Uvirith's Grave. Players who advance to the House Telvanni rank of Mouth will be able to construct it by undertaking the related questline. 

Tel Uvirith differs from the other two Great House strongholds in that it consists of a single tower arrayed with pods for the NPC dwellings and lacks a defensive wall. Dwemer Centurions are provided for fortification instead.  

Tel Uvirith is the least populated of the Great House strongholds and is the only one to lack NPC trainers. It is moderately spacious but features little storage in the way of containers. Notably, however, there is a permanent corpse in the tower dungeon that has an unlimited inventory.  

There are four merchants located at Tel Uvirith, two of which offer additional services in enchanting and spellmaking. Travel and other services are available at Sadrith Mora and Wolverine Hall to the east (accessible via Divine Intervention), and Molag Mar to the west (via Almsivi Intervention).    

 

Notes
Tel Uvirith will not exist until you have begun the stronghold questline for your faction of choice.

Related Quests
House Hlaalu


House Redoran


House Telvanni


People


Maps
UESPWiki:Deletion Review/Morrowind:Altar

===
This page is now orphaned because I moved the only existing link to this page to Morrowind:Imperial Cult Altar.  The content of this page is slightly different from ,but I propose that it be deleted because it is no longer necessary. --Hoggwild5 21:38, 4 October 2006 (EDT)

:This page has been deleted because it is redundant of . --Aristeo 10:22, 12 October 2006 (EDT)

 
Delete. I only saw one useful fact in the Morrowind:Altar that could be incorperated into the  page, and it can be done without merging. --Aristeo 00:59, 5 October 2006 (EDT)
Delete: For reason noted above. -- Booyah boy 02:06, 5 October 2006 (EDT)
Delete: Same reasons. Moved content to . --DrPhoton 04:36, 5 October 2006 (EDT)
UESPWiki:Deletion Review/Oblivion:Weynon Priory

All links to this page have been removed; it has served its purpose and is no longer needed --Hoggwild5 22:46, 4 October 2006 (EDT)

:This page has been kept and no action has been taken. --Aristeo 10:19, 12 October 2006 (EDT)

 
Keep: This is a disambiguation page, and should be kept to help people find pages related to Weynon Priory. --Nephele 23:46, 4 October 2006 (EDT)
Keep. The purpose of this page and other disambiguation pages is to provide links to articles that would normally share the same title. The need for this page is to resolve ambiguity, as we cannot put multiple pages in the same location. --Aristeo 01:11, 5 October 2006 (EDT)
UESPWiki:Deletion Review/Morrowind:Vivec

All links to this page have been moved and it has served its purpose.  It is no longer needed --Hoggwild5 23:11, 4 October 2006 (EDT)

:This page has been kept and no action has been taken. --Aristeo 10:19, 12 October 2006 (EDT)

 
Keep: This is a disambiguation page, and should be kept to help people find pages related to Vivec. --Nephele 23:45, 4 October 2006 (EDT)
Keep. The purpose of this page and other disambiguation pages is to provide links to articles that would normally share the same title. The need for this page is to resolve ambiguity, as we cannot put multiple pages in the same location. --Aristeo 01:11, 5 October 2006 (EDT)
Keep. Disambiguation pages shouldn't be deleted. --DrPhoton 04:33, 5 October 2006 (EDT)
UESPWiki:Deletion Review/Oblivion:Arena

All links to this page have been moved and it has served its purpose.  It is no longer needed --Hoggwild5 23:15, 4 October 2006 (EDT)

:This page has been kept and no action has been taken. --Aristeo 10:19, 12 October 2006 (EDT)

 
Keep: This is a disambiguation page, and should be kept to help people find pages related to the Arena. --Nephele 23:44, 4 October 2006 (EDT)
Keep. The purpose of this page and other disambiguation pages is to provide links to articles that would normally share the same title. The need for this page is to resolve ambiguity, as we cannot put multiple pages in the same location. --Aristeo 01:11, 5 October 2006 (EDT)
UESPWiki:Deletion Review/Morrowind:Places:Dagoth Ur

===
This page had been marked as nominated for deletion by someone else, but it was orphaned and no one was looking at it, so I'm placing it here for review. --Hoggwild5 23:18, 4 October 2006 (EDT)

:''Withdrawn by administrator, and allowing the page to continue to undergo proposed deletion procedures. --Aristeo 01:26, 5 October 2006 (EDT)

 
Delete: Orphaned redirect from page reorganization, more than five months old; was already proposed for deletion --Nephele 01:04, 5 October 2006 (EDT)
Delete''': Same reasons. --DrPhoton 04:34, 5 October 2006 (EDT)
UESPWiki:Deletion Review/Tamriel:Atronach (Daedra)

===
This paged was marked as proposed for deletion by someone else, but I found it out in orphaned cyberspace, so I'm placing it here for review --Hoggwild5 23:27, 4 October 2006 (EDT)

:''Withdrawn by administrator, and allowing the page to continue to undergo proposed deletion procedures. --Aristeo 01:25, 5 October 2006 (EDT)

 
Delete''': I had nominated it for proposed deletion, so to repeat the reasons I gave there: unneeded page, redundant with  and other bestiary entries --Nephele 01:06, 5 October 2006 (EDT)
UESPWiki:Deletion Review/Oblivion:Azani Blackheart

All links to this page have been moved; it has served its purpose and is no longer needed --Hoggwild5 23:33, 4 October 2006 (EDT)

:This page has been kept and no action has been taken. --Aristeo 10:19, 12 October 2006 (EDT)

 
Keep: This is a disambiguation page, and should be kept to help people find pages related to Azani Blackheart. --Nephele 23:42, 4 October 2006 (EDT)
Keep. The purpose of this page and other disambiguation pages is to provide links to articles that would normally share the same title. The need for this page is to resolve ambiguity, as we cannot put multiple pages in the same location. --Aristeo 01:12, 5 October 2006 (EDT)
UESPWiki:Deletion Review/Tamriel:Cammona Tong

This page was proposed for deletion by someone else; it was orphaned and I'm placing it here for review. --Hoggwild5 23:38, 4 October 2006 (EDT)

:''Withdrawn by administrator, and allowing the page to continue to undergo proposed deletion procedures. --Aristeo 01:24, 5 October 2006 (EDT)
:This page now redirects to . --Aristeo 10:24, 12 October 2006 (EDT)

 
Delete: This page was already proposed for deletion because it was misspelled --Nephele 01:09, 5 October 2006 (EDT)
Delete''': I already went through and fixed all instances of "Cammona Tong", so this shouldn't be needed anymore. --TheRealLurlock 00:47, 5 October 2006 (EDT)

:''Resubmittal for discussion on possible redirect. -- Booyah boy 02:12, 5 October 2006 (EDT) 

Redirect: Might be useful as an edit-protected redirect to the appropriate page -  - for new members, or the average passerby, who misspells the name in making use of the search function. -- Booyah boy 02:12, 5 October 2006 (EDT)
Redirect, per Booyah boy. Pronunciation of the word "Camonna" does not give many clues on how many N's and M's there are, so this might help some. --Aristeo 02:29, 5 October 2006 (EDT)
:I don't see how pronunciation even comes to play since the word "Camonna" isn't pronounced once in the game Morrowind, but appears on-screen hundreds of times, and each of the those numerous times that you see it written is a very clear "clue" as to how to spell it, so if you can read, and are not dyslexic or stupid, it should not be a problem. Furthermore, words of this particular structure are usually spelled this way. However, many do seem to have trouble spelling them, so maybe a redirect is in order, or if it was up to me, I'd have a page there asking the person to go to school more... --FMan 21:31, 5 October 2006 (EDT)
:: Then I am grateful, FMan, that it is not up to you. --Aristeo 21:55, 5 October 2006 (EDT)
Redirect: Many people can misspell it. --DrPhoton 04:38, 5 October 2006 (EDT)
UESPWiki:Deletion Review/Oblivion:Knights of the White Stallion

This page has served its purpose and is no longer needed. --Hoggwild5 23:52, 4 October 2006 (EDT)

:This page has been kept and no action has been taken. --Aristeo 10:19, 12 October 2006 (EDT)

 
Keep: This is a disambiguation page, and should be kept to help people find pages related to Knights of the White Stallion. --Nephele 23:44, 4 October 2006 (EDT)
Keep. The purpose of this page and other disambiguation pages is to provide links to articles that would normally share the same title. The need for this page is to resolve ambiguity, as we cannot put multiple pages in the same location. --Aristeo 01:12, 5 October 2006 (EDT)
Morrowind:Indarys Manor

thumb|left|Indarys Manor, the Redoran stronghold after completion
This is an article on player housing. For more information, see the associated Houses page.

Indarys Manor is a Redoran stronghold in the Ashlands region, located on the site of Bal Isra. Players who advance to the House Redoran rank of Kinsman will be able to construct it by undertaking the related questline. Indarys Manor is the most populous stronghold and has the greatest overall storage; for a full comparison of its storage, services, and features, see the article on housing. 

The compound consists of a manor and three NPC buildings enclosed by a stone wall. There are three trainers and three merchants located here, including a spellmaker and blacksmith. The nearest large settlement is Ald'ruhn, although Maar Gan is located a slightly shorter distance to the northeast. 
 

Notes
Indarys Manor will not exist until you have begun the stronghold questline for your faction of choice.
The Indarys surname is shared by two other characters in Morrowind: a Dunmer Battlemage named Brelyn Indarys holed up in Mannammu, and Banden Indarys, who is the namesake of this manor. Two characters of note in Oblivion share the surname as well: Andel Indarys, the count of Cheydinhal, and his son, Farwil Indarys.

Related Quests
House Hlaalu


House Redoran


House Telvanni


People


Maps
UESPWiki:News/The Reference Desk

The Reference Desk
:;October 5, 2006

A Reference Desk has been set up for everyone who needs to ask questions about the :Elder Scrolls or about the operations of our site. If you have a question that you would like our editors to answer, then you should post it there.
Oblivion:Dul gro-Shug

Dul gro-Shug is an Orc rogue living in the southwest section of the Elven Gardens District in the Imperial City. He is a basic trainer in Light Armor, even though he claims to teach Security.

Dul certainly takes it easy in life and spends most of his time relaxing in his house or hanging out with his friends Wumeek and Geem Jasaiin. He wakes up every day at 6am, heads downstairs, and spends the next eleven hours wandering around, offering training to anybody who might stop by. At 5pm, he leaves his house and spends an hour at his favorite bar, The King and Queen Tavern, before heading back home for dinner at 6pm. After two hours of eating, he once again heads for the tavern to meet up with his two buddies, to socialize, and to drink with the other regulars. At 11pm, he heads back home and goes directly to bed.

On the 23rd of each month, he gets out of bed at midnight and begins his long walk towards Skingrad. He crosses the Talos Bridge and heads south on the Red Ring Road, before finally hitting the Gold Road for the rest of the trip. He arrives in Skingrad at 10am the next morning and checks in at the Two Sisters Lodge. Until his departure at midnight on the 25th, he will pay Hammer and Tongs and the owner Agnete the Pickled a visit every day between 8am and midday and spend the rest of his time at the Lodge. During this trip, he will offer training 24 hours a day.

He is equipped with a chainmail cuirass and greaves and wears a pair of thick cowhide shoes. When he's asleep, he will unequip his armor and change into a more comfortable brown shirt and linens. He is armed with an iron war axe and carries around his house key, and a leveled amount of gold. In combat, in addition to his axe, Dul can use a leveled Illusion spell - either Invisibility, Chameleon, or Silence.

When you approach him for the first time, he will politely introduce himself and give you a piece of misleading information: "Dul gro-Shug. I could show you a thing or two about  ... for a small consideration." When asked about the Imperial City, he'll point you towards two other trainers in the same district: ''"You just have to know the right people. Look up Ida Vlinorman and Othrelos in the Elven Gardens. They're the right people."''

The townsfolk of the city often discuss Dul's skills: "If you want to learn more about light armor, you might talk to Dul gro-Shug.", "Dul gro-Shug always seems at ease in light armor. He moves well in it.", ''"Do you know Dul gro-Shug? I understand he's good with light armor." and "Have you ever spoken to Dul gro-Shug about wearing light armor?"''

Bugs
Oblivion:Reman Broder

Reman Broder is an Imperial archer and vineyard worker who resides in the southwest portion of Skingrad. He is an advanced trainer in Marksman and is a member of the Thieves Guild.

He wakes up in his house every day at 6am, and spends the first hour there before leaving for work. His employers are the Surilie Brothers, whose vineyard is located west of Skingrad. Here, Reman will work the land using his hoe until 8pm, only interrupted by a two hour lunch break at 1pm. After a long day's work, he will take his dinner out in the open as well, preferably on the bench near Grateful Pass Stables, while chatting with Tilmo. At 10pm, he heads back home and spends the last couple of hours in his house before finally going to bed at midnight. Similar to all his colleagues in the wine industry, he will stay home during rainy days.

He wears a set of common lower-class clothing coarse linens, a collared shirt, and oiled linen shoes and is armed with a steel bow and arrows as well as a steel war axe. He also carries his key, a rake, a hoe, and a small amount of gold. 

His skills with a bow have not gone unnoticed among the townsfolk of Skingrad and they will recommend you to seek him out: ''"You know, if you need to get better at archery, you should talk to Reman Broder. He's quite a good shot." and "I've heard that Reman is good with a bow. Apparently, he's the best in all of Skingrad." They will also speak ironically of his employment at the vineyard: "Reman Broder is great with a bow. I think he could shoot the grapes off the vines, which is handy, since he works at the vineyard." His fellow vineyard worker Shameer will tell you a bit more: "Reman Broder... he works Surilie's vineyard, I work Tamika's vineyard... Reman spent 20 years in the legion, and he's an advanced Marksman trainer."

The first time you approach him, he will introduce himself and offer his services: "Reman Broder, retired Archer, presently a grape-grower for the Surilies, at your service. Are you looking for advanced training?" When asked about why he chose to settle down in this particular town he will tell you: "I served as a Legion Marksman for twenty years. I retired here to Skingrad, work in the vineyards, and supplement my income as an advanced trainer."

As an advanced trainer, Reman can provide you with the necessary reference for the Marksman master training quest. Once your marksman skill level reaches 70, speak to him, and choose the "training" option. If he responds with, "You know as much as I do about the art of being a Marksman. There is only one person I know of that is more skilled. I'm not sure I trust you enough to reveal any more to you." then he must be persuaded or bribed to raise his disposition to 80 or more. After that, he will be more talkative and trigger the quest pointing you towards master trainer Alawen with the words: "I can teach you no more. But I myself learned a few tricks from a Wood Elf Hunter; I'm sure she could teach you a few things as well. Last time I saw Alawen, she was out in the forest east of Anvil, and south of Kvatch. If you look carefully, you might find her there."''
 
Related Quests

Notes
 
Bugs