Netruk44/uesp-wiki-content huggingface dataset:
Oblivion:Hrota Cave

Related Quests

Notes
The cave is abandoned before its related quest and contains monsters when the quest is completed.
This cave contains 7 Cairn Bolete plants and 2 Wisp Stalk plants.
Hrota Cave also appears in ESO.

 
Exterior

The exterior is located at coordinates: Tamriel -48, -5
This location's map marker (M on map) is named Hrota Cave (editor name HrotaCaveMapMarker).  The entrance door is NNW of the marker, 40 feet away.
1 Road Creature (Highlands variety) is near the entrance
The following plants can be found near the entrance: 7 Arrowroot plants, 9 Bergamot plants, and 2 Corn plants

 
Zone 1:
thumb|right|450px|Hrota Cave
Upon entering, carry on past the first tunnel to your right; it only leads to a dead end with a cave in trap (D). Head left at the next opportunity to loot a chest. The rock wall at H will slide down as you approach, and you will be faced with Dennilwen and Githriian (C). The room also contains a minor loot chest and a bedroll (b). 

In the next corridor, try to lure Thiirchel (C) towards you to avoid fighting three thieves at the same time. Loot the chest near the door and head into the next room, where Nedhelfin and Thrangirfin (C) await. They are also guarding a minor loot chest and a bedroll (b). 

Avoid the swinging mace trap at G and head into the final room. Here Niraegaer and Cingaer (C) are guarding two minor loot chests, Newheim the Portly's family heirloom (on the table at q) and a Shepherd's Pie. In a small room to the northwest you will find Idrolian and another chest.

After the related quest, the cave is populated by monsters. They are evenly spaced out among the rooms, so you shouldn't ever face more than one at a time. The boss (A) is found in the final room.

Occupants:
8 Thieves (Cingaer, Dennilwen, Githriian, Idrolian, Nedhelfin, Niraegaer, Thiirchel, and Thrangirfin; targets of the related quest; non-respawning) at locations C on map
After Quest Completed:
1 boss-level Monster at A
7 Monsters
Treasure:
1 Newheim's Heirloom at location q on map (during the quest)
1 Chest 01
3 Chests 02 (1 locked)
3 Chests 03
1 Chest 04
The following ingredients will always be found: 1 Shepherd's Pie
The following plants will always be found: 7 Cairn Bolete plants and 2 Wisp Stalk plants
Traps:
1 Cave In trap at location D on map
5 Rotten Plank traps at F
1 Swinging Mace trap at G
1 Tripwire trigger at E
Doors and Gates:
There is one door (at Out) in/out of this zone, leading outside
1 Rock Wall (opened by activating it) at H
Other:
2 bedrolls at locations b on map
Lore:Azura's Coast

The   region consisted mainly of the numerous islands to the south and east of  . It included all of the southern islands east of the Daedric ruin of  , extended north to include the islands up the eastern coast and  , and three small peninsulas on the southeastern corner of Vvardenfell where a Shrine of Azura could be found.

The area was fairly desolate, and most of the territory was claimed by  . It included the towns and towers of  ,  ,  ,  , and  . It was also home to numerous wizards, sorcerers, necromancers, and   Mabrigashes. Many of these were based in old Velothi remnants or caves, rather than wizard towers. By no means were all magic-workers in the area Telvanni, but the dominance of the Telvanni did mean that there was little objection to their activities.

As the area was dominated by the Telvanni, it was one of the least subject to the power of either the Empire or the Tribunal, though both had enclaves in the House capital, Sadrith Mora. Since Telvanni lords were usually over a thousand years old and very powerful, they tended to see the "gods" of the Tribunal as peers rather than supreme beings.

Although the area received regular rain, the rocky terrain limited the region's agriculture. However, there were Ashlander camps scattered throughout the region. The area was full of ancestral tombs, and there were several significant Daedric Shrines on the islands. Many bandits preyed on unwary travelers.
Lore:Nerevarine Cult

The Nerevarine Cult, associated with the Urshilaku Ashlanders, believes that the Tribunal--the three god-kings Vivec, Almalexia and Sotha Sil--are false gods whose power is stolen from the Heart of Lorkhan. Instead of worshipping the Tribunal, the cult is devoted to a mortal leader who died of his wounds after victory in the Battle of Red Mountain: Lord Indoril Nerevar. Vivec was his lieutenant, Almalexia was his queen, and Sotha Sil was his wizardly advisor. The cult also believes that, in the end, Nerevar will return in a new incarnation (the Nerevarine or Incarnate) to reunite the Dunmer and bring down the gods they see to be false.
Lore:Places D

Daenia
 

Daggerfall
 

Dagon Fel
 

Dak'fron
 

Dark Fissure
 

Darkarn River
 

Darkwater Crossing
 

Darkwater River
 

Dasek Moor
 

Dawnstar
 

Dead Men's Respite
 

The Deadlands
 

Deadlight
 

Deepscorn Hollow
 

Deepmire
 

Deepwoods
 

Dellese Isles
 

Delodiil
 

Dementia
 

Desert Wind Adeptorium
 

Deshaan
 

Detritus
 
Direfrost Keep
 
Direnni Tower
 
Diss
 

Dive Rock
 

Dragon Bridge
 
Dragon's Teeth Mountains
 

Dragonhold
 

Dragonstar
 

Dragonstar Arena
 

Dragontail Mountains
 

Drajkmyr Marsh
 

Drakelowe
 

Dranil Kir
 

Dread Vullain
 
Druadach Mountains
 
Dunbarrow
 
Dune
 

Dunlain Falls
 

Dunmeth Pass
 

Dunstad Grove
 

Dusk
 

Dwynnen
 

Dyzera's Realm
 
 -->
Lore:Zafirbel Bay

Zafirbel Bay is a small but significant part of the Azura's Coast region. The region itself includes the islands and offshore area all along the eastern coast of Vvardenfell. Zafirbel Bay is located roughly in the center of the coast. Like most of the region, the islands tend to be covered with Muckspunge, with Saltrice and Marshmerrow on the coasts. The waters teem with Slaughterfish and there is a thriving but disorganized pearl trade from the many kollop beds in the inter-island shallows. The ubiquitous   have rookeries on most of the high points of the islands.

There are about 35 islands in the area of the Bay, some little more than exposed rocks, some far more substantial. Some of the larger islands have crypts or caves, many have camps of itinerant fisherman or occasional bandits, and a handful have Telvanni wizard towers. The only really substantial island is the one on which Sadrith Mora is built.
Lore:Places Z

Zafirbel Bay
 
Zainab Camp
Lore:Places U

Ul'vor Kus
'''Ul'vor Kus''' is the undersea kingdom ruled by the  . Very little is known about the mysterious kingdom, but it's believed to be located somewhere in the  . 
Ularradallaku
 
Underpall Cave
 
Urshilaku Camp
 
Urvaius
 
Ustengrav
 

References
Oblivion:A Kiss Before Dying

Quick Walkthrough
# Find the next dead drop.
# Learn of your new target, Ungolim.
# Kill Ungolim.

Detailed Walkthrough
Finding the Dead Drop
The dead drop for this quest is located just inside the Ayleid ruin of Nornal. Go around the first set of semi-circular steps, and off to the right is a half submerged gate. Pick the lock, jump the gate, or search the ruins for A Rusty Key; the dead drop is in an underwater area behind the gate. A copy of the key can also be found in the Leyawiin Mages Guild, on the second floor.

The Target
Your 7th Dead Drop Order involves the assassination of a Wood Elf named Ungolim in Bravil. He visits a certain statue there - the statue of the Lucky Old Lady - every night between 5pm and 1am. During the day he can be found in his house, however the door is locked and can only be opened with the key, which he carries. Although difficult, you can pickpocket the key from him before the quest begins. He is expecting trouble, and he has paid off the guards so that they will not interfere whenever things get nasty.

Make the Attack
The moment you set foot in Bravil at night, Ungolim will attack you on sight with his bow. You do not have to worry about getting a large bounty or getting into additional fights with the Bravil guards due to Ungolim's bribe. Simply kill Ungolim however you see fit to complete the contract. If you are having trouble with Ungolim pelting you from afar, simply run over to the main gate and stand behind one of the guards - due to the way the AI follows you with a bow, it's no problem to just sidestep behind a guard right as Ungolim fires, sending the arrow into the guard. Despite the bribe, this will still cause all of the Bravil guard to attack Ungolim. As soon as the kill is made, Lucien Lachance will appear and approach you.

Bugs
 
 You can fix this problem by putting   into the console; it's then possible to jump down to where Lucien is, speak with him and continue.

Journal Entries
Lore:Seyda Neen

The port of Seyda Neen, known as the "Gateway to Vvardenfell" (as well as the less flattering epithet "Swamp Fever Capital of the World"),  was a small village in the southern Bitter Coast region, bordering the Ascadian Isles. Much of the town was built by the   in the years prior to the Three Banners War in the mid-Second Era,  though it was administered and protected by House Hlaalu. 

By  , House Hlaalu still governed Seyda Neen,  but the Imperial Legion guarded the seaport.  Its native population was small, though it was a common stop for Imperial travelers going to and from Vvardenfell. The Grand Pharos was a unique lighthouse at the harbor mouth renowned for guiding mariners throughout the Inner Sea. Most visitors were processed through the Census and Excise Office, part of the Empire's Coastguard station at the harbor. Imperial cutters used the dock as a restocking point to control smugglers and pirates running the waters off the Bitter Coast.   s provided convenient travel to Gnisis, Balmora, Vivec, and Suran. Wildlife in the surrounding area included cliff racers, Scribs, Rats, Netch and Slaughterfish. There were also Dreugh not far off shore.    

Following the Red Year of   that devastated Vvardenfell and much of mainland Morrowind, nothing is known of Seyda Neen's fate. As it was located near Vivec City, which received the full brunt of Baar Dau's impact, and settlements across the island were destroyed by the resulting eruption of Red Mountain,  it is unlikely Seyda Neen survived the calamity intact.
 

Gallery
 

See Also
For game-specific information, see the Morrowind and ESO articles.

References
Daggerfall:Diseases

The Iliac Bay is a very dangerous place. In addition to the various creatures you will encounter during your adventures, there are also the invisible dangers that can be even deadlier. These are the various known diseases, some of which are capable of wiping out entire cities in no time. Diseases can be contracted from various foes, mostly animals and the undead. 

As in real life, you will not recognize instantly if you have contracted a disease, but must wait until the incubation time has passed, which can take many hours. The time necessary to diagnose a disease depends on your Medical skill. Once the incubation time has passed, the disease from which you suffer will be visible on the status screen. Entering fast-travel under such circumstances is very dangerous and you will get a warning if you try to do this, saying that you will most likely not survive the journey.

As soon as you know that you suffer from a disease, you should cure yourself as soon as possible using a potion or a spell. In many cases, it may already be too late to seek out a temple healer. If you are lucky enough to survive the journey to a temple, its healer will cure you of all diseases, provided you have the sufficient amount of gold for the cure. The costs of such a cure depend on how many and which diseases you have contracted, however on some special holidays the temple healers will cure everybody for free or for only a marginal amount of gold.

A list of all known diseases and their symptoms can be seen below. The descriptions were taken from the TEXT.RSC file in the ARENA2 directory; Vampirism and Lycanthropy are not listed.



See Also
Poison
Oblivion:Artifacts

An artifact is a unique and unusually powerful magical item. Many of the artifacts in Oblivion have appeared in previous Elder Scrolls games, as listed at the Lore article on Artifacts.

This is a list of artifacts that were added in the base game for Oblivion. For artifacts added by the Shivering Isles expansion, see its artifact page.

Artifact Definition
The definition used for artifacts on this article is that the item must meet all three of the following requirements:
Be unique in appearance.
Only appear once in the game.
Have a unique and/or useful enchantment.

Many of the artifacts are of Daedric origin. These items are formed from the essence of a Daedric Prince, providing the items with their power. Fifteen Daedric Artifacts in particular are identified by Martin, one for each of the fifteen Daedric quests.  These artifacts are listed at Daedric Quests, and are the only artifacts that will be accepted by Martin for the Blood of the Daedra quest, even though other artifacts in the game may also be associated with Daedric Princes and therefore may be considered Daedric artifacts. These are also the only artifacts that count toward the "Artifacts Found" on your character's statistics pages.

Other artifacts are formed from the essence of an Aedra; these artifacts are known as Aedric artifacts.

In addition to the artifacts listed on this page, there are a few other items encountered in the game which could be considered artifacts, except that the items do not have an enchantment that can be used by the player. Therefore, from a gameplay perspective these items are not valuable, and their statistics are not detailed in this article. These items include:
Amulet of Kings: Aedric artifact associated with Akatosh (and Saint Alessia)
Brush of Truepaint: Aedric artifact associated with Dibella
Eye of Nocturnal: Daedric artifact associated with Nocturnal
Great Welkynd Stone: Ayleid artifact
Statuette of a Dog: Daedric artifact associated with Clavicus Vile
Orb of Vaermina: Daedric artifact associated with Vaermina

Items that only appear once in-game but only fulfill one of the other two criteria for artifacts can be found at Unique Items.

Weapon Artifacts
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Armor Artifacts
Oblivion:More Unfinished Business

Quick Walkthrough
# Talk to Modryn Oreyn.
# Find Maglir and question him about the defaulted contract.
# Obtain ten samples of imp gall for Aryarie.
# Return to Aryarie and Modryn for your rewards.

Detailed Walkthrough
Receiving the Quest
Speak with Modryn Oreyn to find out that your old friend Maglir has defaulted on yet another contract, this time in Bravil. You are to find out why once again.

...You Have To Do It Yourself
Travel to Bravil and ask around town or in the local Fighters Guild about Maglir and you'll be directed to The Lonely Suitor Lodge in town. Once you locate Maglir and speak with him, he'll reveal he's defected to the Blackwood Company for work (as if his new armor wasn't a dead giveaway).

How the next part of this quest plays out is affected by the actions you took in Unfinished Business:
If you covered for Maglir before, he'll tell you about Aryarie directly.
If you dutifully told Modryn Oreyn the truth about Maglir's first defaulted contract he'll get quite upset with you, calling you a rat and refusing to speak with you any further. At this stage you can either return to Modryn Oreyn, who will tell you to talk to Aryarie, or speak directly with her in the Bravil Mages Guild for details on completing the contract.

Robber's Glen Cave
Aryarie needs ten samples of imp gall for her research and doesn't trust the Blackwood Company to do the job. She suggests Robber's Glen Cave as a likely place to find imps and marks the cave's location on your map.

Robber's Glen Cave is one of the few places in the game where imps are always guaranteed to appear. You will find at least twelve imps in the cave, making it straightforward to fill Aryarie's request. As a monster dungeon, it also has good quality treasure and may be worth exploring even if you do not need the imp gall. It is located north of Bravil on the Green Road.

However, you do not need to visit Robber's Glen Cave to complete this quest, as any imp gall will suffice. If you already have ten samples in your inventory, you can immediately give them to Aryarie. Or you can visit any of the other places detailed on the relevant article to obtain the necessary samples. If you are the Arch-Mage and already have a sample, you can use the enchanted chest in the Arch-Mage's quarters to quickly get ten.

Reward
Return to Aryarie to receive a leveled Ring of Aegis, which has a constant Shield enchantment. These rings are available at a much lower level (4 levels lower) than anywhere else in the game.


Return to Modryn Oreyn for the rest of your reward: a standard level-dependent gold reward, one Fame point, and advancement to the rank of Defender. Now that you have finally earned some of Modryn's respect, he will suggest it's time to talk about the Blackwood Company, which leads to your next Fighters Guild quest for him - Azani Blackheart.

Journal Entries
Oblivion:The Fugitives

Quick Walkthrough
# Speak with Burz gro-Khash to receive this contract.
# Travel to Bravil and ask anyone about Fugitives to learn about their hideout&mdash;Bloodmayne Cave.
# Travel northwest to the cave and begin the hunt.
# Return to Burz gro-Khash for your reward and further instructions.

Detailed Walkthrough
Prison Break
Speak with Burz gro-Khash in Cheydinhal to learn about a prison escape in Bravil where four fugitives are terrorizing the locals. You are sent to Bravil to round up the fugitives and show them the error of their ways. Travel to Bravil and speak to the locals about the fugitives. You will probably find that most of them are reluctant to speak to you due to their instilled fear. Most likely, you will have to be a bit persuasive. After persuading the locals to loosen their tongues, you will learn that the four fugitives are hiding out in Bloodmayne Cave, located northwest of Bravil near the Larsius River. The location of the fugitives' hideout will be conveniently marked on your map.

Bounty Hunter
Travel to Bloodmayne Cave and proceed inside. Two of the fugitives&mdash;Ashanta and Hlofgar&mdash;are found in the cave's first zone. The other pair of fugitives&mdash;Dreet-Lai and Enrion&mdash;are in the second zone, Bloodmayne Cave Labyrinth. Despite Burz's mention of possible surrender, no one within seems inclined to do so. Locate and kill the fugitives.

Return to Burz for the standard level-dependent gold reward and one Fame point. If you have already completed The Wandering Scholar, Burz will promote you to the rank of Guardian and send you to Modryn Oreyn in Chorrol for your next quest&mdash;Trolls of Forsaken Mine. Otherwise, you will first need to talk to Azzan in Anvil about The Wandering Scholar.

Notes
If you are a member of the Thieves Guild and speak to a fellow member, you will learn more about the fugitives than you will by speaking to other citizens. This can be accomplished without having to exercise your powers of persuasion.
If you want to be sneaky and enter the cave through the rear entrance, you will be unable to exit through the front, as the rock wall will be unopenable. You'll need to leave the way you came.
A Black Bear near the entrance to the Labyrinth from outside may kill Enrion, if he wanders too close. The objective will still be completed and the quest will continue as normal.

Journal Entries
UESPWiki:Bad Addresses

This page contains a list of IP/addresses that have exhibited 'bad behavior' at some point (spamming, sucking bandwidth, exploits, hacking, etc...). Daveh is using it as a reference to know which sites have done what and the actions taken. Users that are currently blocked from editing can be viewed from .



Addresses are checked using DNS Stuff.
Oblivion:SetDebugText

Console Command: SetDebugText  
Going into the Console and entering  SetDebugText    (or  SDT    for short) can give some useful info. After setting the text, use the command TDT to toggle it. You can scroll back to previous console commands with UpArrow on the keyboard. To refresh information on screen, it's useful to clear unnecessary data with going out of Console. The last actual data will remain on screen.  If you want to clear off debug-info from screen, type TDT once more. All data is dynamic, refreshing continuously.  Some items are marked as working with NPCs.  With these, while in the console mode click an NPC (friendly or not) to see information about that NPC instead of your character.  Clicking that NPC a second time will show you your info again.

See Also
 : An  article providing screenshots and more detailed information on the displayed variables.
Oblivion:The Wandering Scholar

Wandering Scholar, The Wandering Scholar, The
 

Quick Walkthrough
# Receive this quest from Azzan in Anvil.
# Protect the scholar Elante of Alinor from the Daedra in Brittlerock Cave.
# Guide the scholar to the shrine within.
# Return to Azzan for your reward.

Detailed Walkthrough
Receive the Quest
Speak with Azzan in Anvil, who tells you that Elante of Alinor wishes to study a Daedric shrine and has contacted the Fighters Guild for protection.  Travel to Brittlerock Cave, northwest of Kvatch and due east of Fort Sutch. Elante will be waiting inside.

Brittlerock Cave
There are basically two possible ways to proceed now.

Speak to Elante and she will begin to walk through the cave. Follow her closely (or stay just far enough ahead of her to be able to react if she turns) and kill any monsters you meet.
This is the riskier option as there is a strong possibility that Elante will be killed, however she can both fight and heal herself so her death is not inevitable. She will walk slowly until she sees an enemy and then run towards it with weapon drawn, so the real danger is her getting in the way of your attacks or spells. Summoning your own ally and/or commanding one of the monsters (or Dremora) to help you will make a big difference.

For a safer experience, don't speak with Elante at all for the moment. Go straight past her and kill all the Daedra in the cave. Note that the cave has a second section, Brittlerock Lower Passages. Elante will not enter that area, so it is not necessary to kill the monsters inside. After the cave is clear, return and talk to Elante and she can proceed unharmed.
Alternatively, Elante will only follow you if you are within a certain distance from her. Even if you start conversation with her and have her leading the way, just run far enough ahead of her and she will stop, allowing you to clear out the areas ahead. 
Reward
Elante will stop when she reaches the shrine, which appears to have been dedicated to Molag Bal. Talk to her again and she will tell you that she wishes to stay at the shrine, but you are free to go. She'll also give you 2920, Morning Star (v1) - a Blade skill book. You cannot retrieve the skill book from her corpse - the only way to get it is if she lives.

Return to Azzan. If Elante survived, Azzan will give you the standard level-dependent gold reward and one Fame point. If she died, you will receive neither the gold nor the fame. If you have already completed The Fugitives, Azzan will promote you to the rank of Guardian and send you to Modryn Oreyn in Chorrol for your next quest - Trolls of Forsaken Mine. Otherwise, you will first need to talk to Burz gro-Khash in Cheydinhal to do The Fugitives.

Bugs
If Elante doesn't talk to you after you arrive at the shrine, enter and exit the Brittlerock Lower Passages. When you exit she will say the right dialogue, allowing you to finish the quest successfully.
If Elante won't follow you after entering the small chamber in the corridor before the one that leads to the shrine, exit the cave, then get back in. She will leave the chamber and head towards the shrine.

Journal Entries