Netruk44/uesp-wiki-content huggingface dataset:
Morrowind:Vivec Temple

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The Temple Canton is considered the holiest place in all of Vvardenfell by the Dunmer. It is the headquarters of the Tribunal Temple and home of the man-god Vivec, and is visited by hundreds of tourists and pilgrims daily. The High Fane is the largest Tribunal Temple on Vvardenfell and is presided over by the Archcanon, along with a large staff of priests, healers, and monks. The Hall of Wisdom and Hall of Justice contain the executive, administrative, judicial and martial operations of the Tribunal Temple, while the Ministry of Truth, a moon suspended by Vivec's power above the Canton, provides a prison and re-education center operated by the Temple Ordinators for the correction of heretics.

Library of Vivec
Mehra Milo is a Dissident Priest working in the Library of Vivec under cover and your first contact with the group. You'll find many common books here along with a Land Deed.

Hall of Justice
In the Office of the Watch you'll find two ranking Ordinators, Tarer Braryn and Elam Andas, who have some jobs for you. A hidden   leads to the Secret Library of Vivec, which contains many interesting books, among them Progress of Truth, ''Galur Rithari's Papers, and Vampires of Vvardenfell, v II''.

Hall of Wisdom
The Hall of Wisdom is where many Temple staff have their sleeping quarters and their offices.

Hall Underworks
At the base of the canton lies a typical underworks, inhabited by rats and slaughterfish. It can be accessed through the Halls of Justice or Wisdom, or through underwater grates to the northwest, northeast and southeast of the canton.

High Fane
Tholer Saryoni is the Patriarch and Archcanon of the Tribunal Temple, located in his offices behind a locked door. Endryn Llethan is a Quest giver for the Temple as well. There are a great number of shrines giving blessings to the faithful.

Ministry of Truth
The Ministry of Truth is a hollow moon floating above the Temple Canton, which functions as a prison and re-education center for Temple dissidents. When you visit it during the Main Quest, Alvela Saram will provide you with a key to get in.

Notable Figures
Archcanon Tholer Saryoni, Temple Quest giver Endryn Llethan, and Dissident Priest Mehra Milo.

Getting there & around
Two bridges north connect to the St. Delyn and St. Olms Cantons. A bridge south leads to the Palace of Vivec. The Gondola on the west side provides transportation to the Arena, Hlaalu and Telvanni Cantons.

Notes
Just outside the High Fane, Danso Indules sells Cheap Rising Force potions to use for the Shrine of Daring (a.k.a Shrine of the Moon).
This canton is one of the most heavily guarded places in Vvardenfell after the Imperial Legion forts. If you have done anything to annoy the Ordinators, it is advisable to avoid visiting here until required to by the Main Quest.

Services


Related Quests
Main Quest




House Hlaalu


Imperial Legion


Mages Guild


Thieves Guild



Tribunal Temple











Vampiric


Miscellaneous



People


Maps
Temple
thumb|left|600px|Services in the High Fane and around the Temple
Oblivion:Border Watch

It is a Leyawiin-styled settlement occupied entirely by Khajiit who have a superstitious belief in the "K'Sharra Prophecy". The Border Watch Inn can be found in the southwest of the town and is famed for its large collection of cheese, including the rare Olroy Cheese. Many houses and their surroundings are in complete disarray, with furniture knocked over, various items littering the floor, and pictures hanging in unusual locations.
 
NPCs Living Here
 

Related Quests


Notes
The village's sheep will need to be killed during the related quest.
Several of the burning dogs that fall from the sky during the related quest may survive the ordeal, and will aimlessly wander the town afterwards.
Border Watch also appears in ESO.

Maps
Lore:Lake Rumare

Lake Rumare is a large lake completely surrounding City Isle and the Imperial City. It is primarily inhabited by a dangerous variety of Slaughterfish known as  .  The lake also gives its name to the  , a type of fish native to Cyrodiil. 

Many phrases in the local vernacular refer to Lake Rumare, such as "throwing money into Lake Rumare" to save time instead of "visiting that dump (the Imperial City)". 

In  , a veteran of the Great War recounts that "Their fires lit up the night. All across Lake Rumare. Like stars come to earth. It was beautiful, really." No further details are given as to precisely what this means, but it can be inferred that the Thalmor may have launched some sort of naval attack on the city. 
 

Notes
"Rumare" is also an Altmeri given name. 

See Also
For more information, see the Oblivion and ESO articles.

References
Oblivion:Knights of the White Stallion (faction)

The Knights of the White Stallion is a chivalric order based in and around Leyawiin, and is chartered by the Count of Leyawiin. 

Count Marius Caro offers to bestow the rank of "Knight-Errant" in the Knights of the White Stallion upon you and Mazoga if you kill Black Brugo during the Knights of the White Stallion quest.
The Count offers 100 septims for any black bows brought to him by faction members, as proof of the death of a Black Bow Bandit.
You are also given a Leyawiin Shield and a key to the White Stallion Lodge, north of Leyawiin.

Related Quests
Oblivion:Smuggler's Cave

If the Thieves Den official download has been installed, an interior set of caves appears within Smuggler's Cave. These additional areas are all described at Dunbarrow Cove. In addition, a map marker is added for the cave with the label "Dunbarrow Cove". The following sections describe the zone of Smuggler's Cave that is accessible even if the download has not been installed.

 
Related Quests
 

Notes
From within Smuggler's Cave, the door leading to Anvil Castle (C) is locked and requires the Smuggler's Key to be opened (from either side).
The only known way to acquire the key is from the Thieves Den download, at which point the key will appear in a chest at the foot of the Captains Quarters bed, after purchasing the Personal Quarters Upgrade.
When you acquire the key, this door provides access to the Anvil Castle Dining Hall and Royal Quarters, via a set of dusty tunnels and some secret doors. The secret doors are all concealed in alcoves; the door is activated by using a Movable Pillar (coming from the cave, the pillar is on the left side; coming from the castle, the pillar is on the right side).
The secret door to the Royal Quarters opens up in the eastern corner of the royal bedroom. Entering the royal bedroom is trespassing.

Exterior

The exterior is located at coordinates: Tamriel -46, -11
1 Nirnroot is at location N on map
The following plants can be found near the entrance: 2 Flax plants, 3 Foxglove plants, 4 Morning Glory plants, 3 Sacred Lotus plants, and 5 Water Hyacinth plants

 
Zone 1: ''Smuggler's Cave''

There are two entrances to this cave, one from the ocean shore (Out), and one from inside Anvil Castle (C). The cave consists of a single small room, with three main areas containing various chests, crates and barrels with illegal merchandise. In the southeastern area you will find a bedroll (b), a boss chest (B) and a copy of Followers of the Gray Fox. In the small lower section of the cave is a Nirnroot (N).

Treasure:
1 Nirnroot at location N on map
1 Chest containing 1 Security Skill Book, The Locked Room at B
The following books will always be found: 1 Followers of the Gray Fox
Doors and Gates:
There are two doors in/out of this zone (without installing the Thieves Den download)
1 (Out) leads outside
1 (C) leads to Anvil Castle (locked, opened by the Smuggler's Key)
Other:
1 bedroll at location b on map
Oblivion:White Stallion Lodge

It is the safehouse of the Knights of the White Stallion.  You gain access to the lodge after being named a Knight of the White Stallion upon completing the Knights of the White Stallion quest for the Count of Leyawiin.

The lodge contains several weapons, two beds, and some barrels/crates, although nothing particularly useful or valuable is stored here. Food and other peripherals are also scattered throughout the lodge.

After completing the Knights of the White Stallion quest, the White Stallion Lodge is a safe and free house. The containers do not respawn and your friendly Orc roommate only eats the food.
 

Notes
White Stallion Lodge appears in ESO as White Stallion Inn.
Lore:Song of the Alchemists

:When King Maraneon's   had to leave his station
:After a laboratory experiment that yielded detonation,
:The word went out that the King did want
:A new savant
:To mix his   and brews.
:But he declared he would only choose
:A fellow who knew the tricks and the tools.
:The King refused to hire on more fools. 
:After much deliberation, discussions, and debates,
:The King picked two well-learned candidates.
:Ianthippus Minthurk and Umphatic Faer,
:An ambitious pair,
:Vied to prove which one was the best.
:Said the King, "There will be a test."
:They went to a large chamber with herbs, gems, tomes,
:Pots, measuring cups, all under high crystalline domes. 
:"Make me a tonic that will make me invisible,"
:Laughed the King in a tone some would call risible.
:So Umphatic Faer and Ianthippus Minthurk
:Began to work,
:Mincing herbs, mashing metal, refining strange oils,
:Cautiously setting their cauldrons to burbling boils,
:Each on his own, sending mixing bowls mixing,
:Sometimes peeking to see what the other was fixing. 
:After they had worked for nearly three-quarters an hour,
:Both Ianthippus Minthurk and Umphatic Faer
:Winked at the other, certain he won.
:Said King Maraneon,
:"Now you must taste the potions you've wrought,
:Take a spoon and sample it right from your pot."
:Minthurk vanished as his lips touched his brew,
:But Faer tasted his and remained apparent in view. 
:"You think you mixed silver, blue diamonds, and yellow grass!"
:The King laughed, "Look up, Faer, up to the ceiling glass.
:The light falling makes the ingredients you choose
:Quite different hues."
:"What do you get," asked the floating voice, bold,
:"Of a potion of red diamonds, blue grass, and gold?"
:"By [Dwemer God]," said Faer, his face in a wince,
:"I've made a potion to fortify my own intelligence."
Lore:Calcinator Treatise

rgonian alchemists of the Black Marsh have long held that the phases of the moon dictate the precise positioning of the Calcinator. During the full moon, the Calcinator should face due South, aligned with the Southron pole star. It is well known that the Southron pole star is slightly offset from true south. The diligent Alchemist will refer to star charts for the specific day and time to more precisely align the Calcinator.

For each night of the phases of the moon after full, the Calcinator should be rotated clockwise one twenty-eighth of a circle. If the Alchemist is closer to the Southron pole star than the Northern Sisters, he should rotate it counter-clockwise instead. Set the device where the moonlight is shining on half of it. Of course, if it is a new moon, the Calcinator should be fully exposed instead.

Proper alignment of the Calcinator will create one part in forty-seven more purity of the distillate. Obviously this is a highly desired attribute, even though the effect may not be that noticeable.
Oblivion:Wenderbek Cave

Exterior

The exterior is located at coordinates: Tamriel 26, 8
This location's map marker (M on map) is named Wenderbek Cave (editor name WenderbekCaveMapMarker).  The entrance door is W of the marker, 40 feet away.
2 Skull Breaker Goblin Skirmishers are near the entrance
1 Wilderness Creature (Valley variety) is near the entrance
The following plants can be found near the entrance: 1 Alkanet plant, 5 Bergamot plants, 1 Columbine plant, 2 Ginseng plants, 1 Lady's Smock plant, 17 Lavender plants, 10 Monkshood plants, and 3 Peony plants

 
Zone 1:
thumb|right|275px|Wenderbek Cavethumb|right|Wenderbek Cave interiorthumb|right|The goblin totem at C
The lair of the Skull Breaker Tribe is rather small and contains a worthwhile amount of loot. Upon entering, everything appears quiet as the small tribe lives deeper within the cave, most of them guarding their totem staff. Take a left at the first fork in the tunnel for some minor treasure then head northwest to the intersection. Patrolling goblins may already detect you from the large western chamber and since the northern rooms contain nothing but bedrolls (b) and some minor loot, proceed headfirst into the large room and fight the opposition, including the War Chief at A. Pick up the loot from the chests and the totem staff in the large tent at C, then proceed north through the narrow tunnel for the boss-leveled chest at B. Finally, pay a visit to the northern rooms for the last chest and some rat meat, then exit the cave through door Out.  

Occupants:
1 Skull Breaker Goblin War Chief at location A on map
1 Skull Breaker Goblin Berserker
1 Skull Breaker Goblin Shaman (non-respawning)
1 Skull Breaker Goblin Skirmisher
5 standard Skull Breaker Goblins
Treasure:
1 boss-level Chest 02 (Goblin variety) at location B on map
1 Goblin Totem Staff at C
1 Chest 01
3 Chests 02
Doors and Gates:
There is one door (at Out) in/out of this zone, leading outside
Other:
7 bedrolls at locations b on map
Oblivion:Fort Flecia

Exterior

The exterior is located at coordinates: Tamriel 33, -5
This location's map marker (M on map) is named Fort Flecia (editor name FortFleciaMapMarker). The entrance door is N of the marker, 10 feet away.
1 Wilderness Creature (Forested Mountains variety) is near the entrance
The following plants can be found near the entrance: 4 Foxglove plants, 6 Monkshood plants, and 11 Summer Bolete plants

 
Zone 1:
thumb|right|236px|Fort Flecia
Upon entering from door Out, you are confronted with an intersection and a decision to make; either explore Fort Flecia clockwise or counter-clockwise. To avoid the only trap in the fort, the latter is preferable, so proceed north and dispose of the two Goblins in the first large room. Head to the northernmost room and prepare for a fight against the boss-leveled Goblin at A. Claim the minor loot from the two chests and proceed east until you reach a large room with an elevated platform in the middle. Nothing is up there, so fight the patrolling Goblin and loot the two chests on ground level. Finally, head up the stairs leading west and watch the Falling Logs at D drop down behind you. Follow the path, which will net you another fight and a minor loot chest before reaching the initial intersection.

Occupants:
1 boss-level Goblin at location A on map
3 Goblins
1-3 Goblin Enemies (each 80% probability Goblin, 13% Rat, 7% Mud Crab)
Treasure:
2 Chests 01 (both locked)
1 Chest 02 (locked)
1 Chest 03
2 Chests 04
Traps:
2 Falling Log traps at location D on map
1 Tripwire trigger at C
Doors and Gates:
There is one door (at Out) in/out of this zone, leading outside
Oblivion:Fort Sutch

It contains only one zone, Fort Sutch. 
Related Quests



Notes
right|thumb|300px|Unused Oblivion credits menu background, with the old map featuring Sutch (center-left of the image)
Before the related quest the fort is populated by 6 nameless mercenaries, similar to Marauders. Roderick's bed is empty, the medicine cabinet is absent and gates J and G are locked. After the quest, any named mercenaries you spared will remain, along with the cabinet. Roderick himself will disappear. 
 
A city named Sutch located in Hammerfell is mentioned in the book Thief of Virtue.
 

 

Exterior

The exterior is located at coordinates: Tamriel -48, 3
This location's map marker (M on map) is named Fort Sutch (editor name FortSutchMapMarker). The entrance door is SE of the marker, 190 feet away.
Fort Sutch covers a large area. In addition to  ,  ,   and   cover the castle grounds.

 
Zone 1:
thumb|right|300px|Fort Sutch
thumb|right|Roderick's Medicine Cabinet
Your navigation through this zone depends on whether or not you take Teinaava's advice to enter the fort through the trapdoor in the ruins of the old abbey. If you do, you will enter from door D into the sewers, with knee-deep water and two chests underwater. Laenafil is found patrolling the tunnels up to the water's edge so wait for her to turn round before moving. 

If you manage to pickpocket the Fort Sutch Gate Key from her, you will be able to unlock gates G and J, giving you access to the central area's upper level. Alternatively, you'll have to make you way down the tunnel, into the lower level of the next room and make you way up from the other side. Either way, loot the two chests in the corridor by the gates. The second option also lets you loot another chest behind the locked door at E.

If you chose to come from the front entrance (door C) you will find Gerard Melie and the lever-activated gate at F blocking your way. Your alternative to attack is to pick the gates at H and I, which lead to the upper level of the central room.

There is another chest on a table just before the corridor leading to Roderick's bed chambers. Use the shadows in the corridor to sneak past Ulmug gro-Cromgog and make your way to the cabinet (Q) in northern corner. There is a chest to be looted on the way, and if you're feeling brave another lies close to the bed and to Neesha.

Occupants:
Roderick (non-respawning)
6 Mercenaries
4 Named Mercenaries (Gerard Melie, Laenafil, Neesha, and Ulmug gro-Cromgog; non-respawning)
Treasure:
3 Chests 01 (1 locked)
1 Chest 02
1 Chest 03 (locked)
2 Chests 04
1 Medicine Cabinet (target in related quest; non-respawning) at location Q on map
The following weapons will always be found: 1 Silver Dagger
Doors and Gates:
There are two doors (at C and D) in/out of this zone, both leading outside
1 Ancient Wooden Door at E (locked)
4 Gates at G, H, I, and J (all locked, G and J key required, opened by Fort Sutch Gate Key)
1 Portcullis Gate at F
Other:
2 beds at locations b on map
Lore:Mundus

The  , also called the Gray Maybe  or the Mundex Terrene,  is the plane or realm of existence that comprises Nirn, the mortal planet. Mundus is a collaborative construct created by many divine beings. It was first conceptualized by Lorkhan, who then convinced other et'Ada — specifically the Anuic et'Ada, who became known as the Aedra, and not the Padomaic et'Ada, i.e., the Daedra — to assist him in its construction. Of these et'Ada, Magnus became the Architect and drew up the plans for Mundus. 

Some of the et'Ada gave parts of themselves entirely to the creation of Mundus. These became the eight planets seen in the night sky of Mundus; they are also identified as the Eight Divines.  Soon after the planets had formed, Magnus became disgusted at what Mundus was, and so left for Aetherius, his passage ripping a hole in Oblivion (the realm of the Daedra, which surrounds Mundus and separates it from Aetherius). This rip is viewed as the sun, and is responsible for much of Mundus' magical energy. Others known as the Magna Ge soon followed after Magnus; these et'Ada left smaller holes, which became the stars. A number of the et'Ada chose to stay with their creation so that it would not die,  and became the Earthbones that established the laws of nature  and formed the substance and life of Nirn.  Still others of the et'Ada, now mortal, gave birth to new generations, leading to the rise of the mortal races.  

Because of Lorkhan's trickery of the other et'Ada, the Aedra met at Direnni Tower (also known as the Adamantine Tower or the Ur-Tower) to discuss the punishment of Lorkhan. Trinimac then ripped the Trickster's heart from his chest, which Auri-El then fired into the sea with his bow.   Its impact rent the earth and created a mighty volcano, now known as  . The creation of the landmass that is modern   can be traced to this event.  Because   remained on Tamriel, it impregnated Nirn with his spirit and "a reasonable amount of his selfishness", while his corpse remained floating above the new planet as the two moons, Masser and Secunda. 

Notes
Mundus is the Latin word for "world" or "universe".
Imperial scholarship refers to the whole of existence as Supermundus. 

References
Oblivion:Aerin's Camp

Located at the foot of the steep slopes of the Jerall Mountains, Aerin's Camp could be quite a challenge to reach, were it not for an unmarked road connecting the campsite with Cheydinhal down the mountain to the south. Although the camp belongs to a woman named Aerin, a master acrobat, she is nowhere to be found. The camp itself is small and barebones, consisting of nothing but a single tent with a bedroll, a lit campfire, and a stool. Inside the tent are copies of Frontier, Conquest and the Guide to the Imperial City, a decorative planter, and a pair of russet felt shoes sitting next to the bedroll.  These things were obviously put there by the camp's only inhabitant, a friendly Nord acrobat named Torbern who has made the camp his own. Here, he lives a lonely existence with regular eating and sleeping times. Additionally, he also happens to be the master trainer in Acrobatics.

A few steps down the unmarked road lies the bandit cave Kingscrest Cavern, and, right next to the entrance, the hollowed rock used by the Camonna Tong Thugs every Fredas for illegal Skooma smuggling. Additionally, just a few feet north of the camp, hidden between two large rocks, lies the dead body of Andre Labouche, an unlucky mountain climber who died while attempting to scale Dive Rock. Due to its snowy location, the camp is not rich in flora, with only two grayish Wormwood plants in close vicinity. The eternal fog surrounding the mountainside makes it hard to see anything from the camp, but a crystal clear day will reveal the impressive mountains of County Cheydinhal to the west and maybe even the rooftop of Lord Rugdumph's Estate to the southwest.

Occupants
Andre Labouche (dead)
Torbern  
Contents
1 bedroll
1 Frontier, Conquest
1 Guide to the Imperial City
Flora
2 Wormwood plants

Related Quests


Notes
A female Bosmer called Aerin can be found in Morrowind. She also offers Acrobatics training, although her real specialty is Light Armor.
Oblivion:Walker Camp

Walker Camp is a semi-large campsite inhabited by two members of the Camonna Tong, the criminal organization of Vvardenfell, and is used primarily for illegal skooma trafficking. Due to its location in the Valus Mountains, the campsite and surrounding area are bold, cold, and with minimal vegetation, with only a few Motherwort sprigs and some fungus scattered around near the pines. The camp consists of two tents with bedrolls and the inhabitants live normal lives with daily routines, meals, and sleeping. An open food grain sack and an additional food sack can be found near one of the two tents, while the adjacent tent contains a locked chest with some upper-level loot; all containers can be emptied without incurring a bounty. A burning fire heats up a cooking pot in the center of the camp and the conveniently placed stool is often used by the thugs for their daily meals. 

thumb|right|Oghash gra-Magul hands over her skooma
Walker Camp plays an important part in the  skooma trade operation performed by the Orum Gang of Cheydinhal; as members of the infamous Camonna Tong, the two inhabitants seemingly couldn't resist the profits of working with the all-Orc gang. As such, while acting innocent towards strangers, the thugs are indeed performing illegal activities from the camp: every Fredas, just after noon, Orum gang courier Oghash gra-Magul shows up at the campsite, carrying the skooma she picked up in the Waterfront District the Tirdas before. Once there, she quickly delivers the skooma to one of the thugs, who hands her a gold reward in exchange. After Oghash has left the camp, both thugs head up the mountain towards Kingscrest Cavern and put the skooma in a well-hidden hollowed rock. They then return to the camp, leaving the skooma to be removed from the rock, presumably by their Vvardenfell employers.
 
Occupants
2 Camonna Tong Thugs (respawning)
Contents
2 bedrolls
1 sack (food)
1 open grain sack (non-respawning)
1 Camp Chest (locked)
Flora
3 Motherwort
15 Clouded Funnel Cap
Notes
Just north of the campsite is a small lake (not shown on your map).  It contains an underwater wilderness chest (minor loot) at its eastern end.
The camp is at the same site as the Sanguine Reveler's Camp in ESO.