Netruk44/uesp-wiki-content huggingface dataset:
Daggerfall:More Trouble with Orcs

Quick Walkthrough
# Talk to the Quester of your Knightly Order.
# Head to the specified dungeon.
# Find and kill the orc sergeant.
# Report back to the Quester within the time limit.

Detailed Walkthrough
Orcs on the Horizon
Speak to the Quester, who says:

:''"Let me introduce myself. I am (Quester's name) of (faction). Seems there is a bandit band of orcs holed up around here. The glory of (region) will go to whomever wipes them out. Can I count on you, (player's first name)?"
or
:"The orcs are moving into fair (region), befouling the land as they progress. Will you help us in this purgation?"

Accept
The Quester goes on:

:"You don't need to kill every single orc in the band. Just get a decent number of them and be sure to kill their leader, (orc leader's name). I happen to know that they are holed up in (dungeon). If you're not back in (time limit) days, I'll sing your praises at the funeral ceremony."

Decline
The Quester answers:

:"You're my fourth rejection today. Seems like nobody wants to tackle orcs any more."

Bust the Band of Bandits
thumb|right|The wily Orc brought along some hounds to hunt you down
 
Head to and enter the dungeon named by the Quester. Seek out and slay the leader of the orcs, who appears an orc sergeant. When the target creature is slain, a notification appears:

:You have killed (orc leader's name). Without a leader, these orcs will never be more than a nuisance.

Once the Orc is dead, return to the Order.

Reward
Upon reporting back, the Quester says:

:"Good show! The merchants are already telling me how happy they are with the orcs gone. You are a credit to the Order."

Reputation Gain/Loss
 

Enemies
Random dungeon monsters
Quest Target: One Orc Sergeant

Additional Dialogue
After you have accepted this quest, NPCs may say when asked for any news:
"The orcs of (dungeon) are all but destroying normal caravan routes."
"The (dungeon) orcs used to be fairly peaceful. They sure ain't anymore."
If you fail the quest, NPCs may say when asked for any news:
"The orcs moved on, all on their own. But I bet that they'll be back."
If you successfully complete the quest, NPCs may say when asked for any news:
"The (knightly order) saved (region) from the (dungeon) orcs. The hero was a (player's race) knight."
If you successfully complete the quest, the quest giver may later greet you with:
"I'd be happy to be of service, o Orc Destroyer."
If you failed the quest, the quest giver will greet you with:
"Oh, hello, (player's guild title). I'd be happier to see you if that orc business was successful."''

Quest Log
Daggerfall:Still More Trouble with Orcs

Quick Walkthrough
# Talk to the Quester of your Knightly Order.
# Head to the specified dungeon.
# Find and kill the Orc warlord.
# Return to the Quester within the time limit.

Detailed Walkthrough
Revenge of the Orcs
thumb|right|An Orc warlord conducting a surprise attack from a secret room 
Speak to the Quester of a knightly order, who says:

:''"They call me (Quester's name). I have a quest for you, if you are feeling up to it. A powerful orc band has been raiding caravans in (region). Someone needs to slay the orc warlord that leads them."

Accept
The Quester goes on:

:"The orcs are using (dungeon) as a base of operations. Kill as many of them as you want, but be sure to cut (orc warlord's name)'s throat. He's their warlord. If I hear from you within (time limit) days, your honor will be untarnished."

Decline
The Quester answers:

:"Wimp."

Slay the Warlord
This is a standard dungeon crawl. Head to the dungeon named by the Quester and find the Orc warlord within. When the orc is slain, you will receive a message saying:

:(Orc warlord's name) is dead. The orcs will no longer be a threat to (region)."

Reward
Return to the Quester after the Orc warlord is dead and he will say:

:"The orc menace has been   from (region). All hail (player's name)!"

Reputation Gain/Loss
 

Enemies
Random dungeon monsters
Quest target: One orc warlord

Additional Dialogue
After you have accepted this quest, NPCs may say when asked for any news:
"The orcs of (dungeon) are making life for the merchants of (current town) difficult."
If you fail the quest, NPCs may say when asked for any news:
"The orcs of (dungeon) went to plunder someone else. But for how long?"
If you successfully complete the quest, NPCs may say when asked for any news:
"(Dungeon) has been cleared of orcs, thanks to a brave (player's race)."''

Quest Log
Daggerfall:Killing a Giant

Quick Walkthrough
# Talk to the Quester of your Knightly Order.
# Head to the specified dungeon.
# Find and kill the giant.
# Return to the Quester within the time limit.

Detailed Walkthrough
Giant on a Rampage
thumb|right|Sometimes the giant works alone...
thumb|right|...other times it has friends
 
Speak to the Quester, who says:

:''"I've just gotten word of a Giant raiding farms and devouring cattle. My name? A thousand apologies (player's first name). I am (Quester's name). Will you go slay the Giant?"

Accept
The Quester goes on:

:"The Giant has made a den out of (dungeon). Go there and kill him. You might find other Giants there. Kill them if you must, but be sure to get the one with the bear claw branded on his arm. I can only give you (time limit) days."

Decline
The Quester answers:

:"Where are the noble knights? Have they all vanished from (region)? Begone (player's name)."

Toppling the Giant
Head to the dungeon named by the Quester and find the giant within. Depending on your level and the dungeon you are sent to, there may be multiple giants within. However, you must find and slay a specific monster to complete the quest. When you kill the correct one, the following message appears:

:A bear claw brand is clearly visible on the upper arm of the giant. This must be the one (Quester's name) spoke of.

Reward
Return to the Quester after killing the giant, and he will say:

:"Now you are a true giant killer, (player's first name)! And to think I got to shake your hand."

Reputation Gain/Loss
 

Enemies
Random dungeon monsters
Quest target: One giant

 

Notes
This quest is similar to the earlier Knightly Order quest The Hunter and the Fighters Guild quest Giant Killing.

Additional Dialogue
After you have accepted this quest, NPCs may say when asked for any news:
"Giants are not generally all that aggressive. But the one in (dungeon) sure is."
If you fail the quest, NPCs may say when asked for any news:
"I hear the (dungeon) giant moved down south. They must be cursing us there."
If you successfully complete the quest, NPCs may say when asked for any news:
"The (knightly order) saved (region) again. A (player's race) of their order killed the (dungeon) giant."
If you successfully complete the quest, the quest giver may later greet you with:
"Hullo, (player's first name) the Giant-Killer. What can I do for you?"
If you failed the quest, the quest giver will greet you with:
"Come back when you know how to slay one lousy giant, (player's first name).

Quest Log
Daggerfall:The Exorcism

Quick Walkthrough
# Talk to the Quester of your Knightly Order.
# Head to the specified dungeon.
# Find and kill the evil spirit within.
# Report back to the Quester within the time limit.

Detailed Walkthrough
Free Spirits
thumb|right|A wraith rising from the campfire smoke
Speak to the Quester, who says:

:''"I am (Quester's name). One of the local nobles, (noble's name), has just gotten the deed to an abandoned piece of property. Too late, (he/she) found out it is haunted. Someone needs to go out and banish the ghost that haunts it. Are you willing to take up this quest?"

Accept
The Quester goes on:

:"(Noble's name) wants to begin rebuilding within (time limit) days. (He/She) has the deed to (dungeon), where you'll find the spirit."

Decline
The Quester answers:

:"Ghosts are normally the temple's problem. Maybe I'll turn this one over to them."''

Exorcise the Spectre
Head to the haunted dungeon. Once inside, find and kill the spectre that is terrorizing the noble's property. The target may be either a ghost or a wraith; the chances for each are 50%. There may be more than one spirit within the dungeon, but when you kill the target a message appears:

:''The ghost has been laid to rest. (Noble's name) can now rebuild (dungeon).

Report back to the Order after the task is done.

Reward
Upon your return, the Quester says:

:(Noble's name) will be quite pleased. (He/She) has even offered to dedicate a fountain in your name."

Reputation Gain/Loss
 

Enemies
Random dungeon monsters
Quest Target: any of the followings
One Ghost
One Wraith



Additional Dialogue
After you have accepted this quest, NPCs may say when asked for any news:
"(Noble's name) was crazy to accept the deed to (dungeon). Crazy or stupid."
If you fail the quest, NPCs may say when asked for any news:
"Poor (noble's name) appealed to (knightly order) to exorcise (dungeon), but they failed."
If you successfully complete the quest, NPCs may say when asked for any news:
"(Dungeon) can be made into a warehouse or a summer home, thanks to (knightly order)."
If you successfully complete the quest, the quest giver may later greet you with:
"Greetings, (player's first name). After helping us with (noble's name), what can I do for you?"
If you failed the quest, the quest giver will greet you with:
"You failed (knightly order) when you failed (noble's name), (player's first name). A grave disappointment."''

Quest Log
Daggerfall:The Haunted House

Quick Walkthrough
# Talk to the quest giver of your Temple.
# Head to the town the quest giver points you to.
# Enter the haunted house and kill the undead creature inside.
# Return to the quest giver within the time limit and collect your reward.

Detailed Walkthrough
thumb|right|A zombie haunting the dining area
thumb|right|A skeletal warrior roaming the halls
thumb|right|A ghost in the attic
 
Old Haunts
Speak to a quest giver, who says:

:"A house over in (town) is being haunted by some sort of undead. We need someone to exorcise the spirit. Are you up to it? It pays (random gold) gold pieces."

Accept
The quest giver goes on:

:''"Remember, if the haunt is too tough for you to handle yourself, just get out of there. No one will blame you for saving your skin. The place is called (residence) and it's in (town). You have (time limit) days or we send someone else out to do the job."

Decline
The quest giver answers:

:"No shame in that. I'll keep an eye open for jobs more to your liking."

Exorcise the Undead
Head to town and ask around until you have the location of the house. Sometimes the building is locked, so you either need to pick the lock or have an Open spell available. Once you are inside look for the undead, which can be a ghost, skeletal warrior, wraith, or zombie; each has a 25% chance of appearing. The undead can often be found in the attic; where else should an undead be? Sometimes the door to the attic is locked too, therefore you may need some assistance for this door as well. Upon hitting the undead for the first time it moans:

:"I am the ancestor of the builder of this house. It now belongs to the dead. Let all living creatures shun this place."

Kill it and head back to your quest giver.

Reward
When you come for your reward the quest giver says:

:"So the haunt is no more. I will burn incense at the altar for its spirit. Here is your temple fee."

Reputation Gain/Loss
 

Enemies
One of the following (25% chance of each):
Ghost
Skeletal Warrior
Wraith
Zombie





Notes
This quest is nearly identical to The Spook, but this version is only available if you have joined the Temple.

Additional Dialogue
After you have accepted this quest, NPCs may say when asked for any news:
"The ghost of (residence) cannot be killed, they say."
If you fail the quest, NPCs may say when asked for any news:
"The ghost of (residence) will keep coming back."
"The spirits of (residence) are still not at rest."
If you successfully complete the quest, NPCs may say when asked for any news:
"(Residence) is clean at last."
"The spirits of (residence) are at last at rest."
If you successfully complete the quest, the quest giver may later greet you with:
"How may I help you, o exorciser of (residence)?"
If you failed the quest, the quest giver will greet you with:
"(Residence) is still haunted, and I should speak with thee?"''

Quest Log
Lore:Knights of the Nine

The Order of the Knights of the Nine was founded in   with the ambitious intent of recovering the lost Relics of the Divine Crusader, Pelinal Whitestrake, who was killed while fighting the forces of the Ayleid king, Umaril the Unfeathered. The order was founded by Sir Amiel Lannus, a hero of the War of the Isle. He named his order the Knights of the Nine after the Nine Divines, and set up base at the Priory of the Nine in the West Weald. The original members of the order were Sir Amiel and his friends, Sir Caius and Sir Torolf.
Daggerfall:The Army of Undead

Quick Walkthrough
# Talk to the Quester of your Knightly Order.
# Head to the specified dungeon.
# Find and kill the lich.
# Report back to the Quester within the time limit.

Detailed Walkthrough
The Coming Horde
thumb|right|Chrysamere can be obtained in this quest
Speak to the Quester, who says:

:''"I am (Quester's name) of (Questers). I have a most dangerous quest (player's name). You are one of the few that could possibly take it on. A lich is raising an army of undead. We need someone to go in and put a stop to it."

Accept
The Quester goes on:

:"You are brave indeed. The lich has made (dungeon) into its lair. Go there and destroy the foul thing. In (time limit) days we will send out someone else, should you not return."

Decline
The Quester answers:

:"I understand, (player's name). This is too dangerous even for you. There are one or two other heroes that might be able to pull this one off. I'll go ask them."

Destroy the Lich
thumb|right|A caged Ancient Lich is still a deadly foe
 
Head to the dungeon named by the Quester. Enter it, then find and destroy the lich within. Beware, as there is a 33% chance that you will come up against an even more dangerous Ancient Lich. Regardless of its type, when the lich is destroyed a message pops up saying:

:The lich is dead. Without his magical support, the army of undead will return to the grave.

Reward
Upon reporting back the Quester, he heralds:

:"Hail to the hero, (player's name)! Well done! You name will be recorded in all the histories."

Reputation Gain/Loss
 

Enemies
Random dungeon monsters
Quest Target. Any of the following:
One Lich
One Ancient Lich



Notes
This quest was used as the basis for The Lost Artifact, a Knightly Orders quest included in the CompUSA Special Edition patch.

Additional Dialogue
After you have accepted this quest, NPCs may say when asked for any news:
"The Great Lich of (dungeon) is awake again."
If you fail the quest, NPCs may say when asked for any news:
"The Lich of (dungeon) went across the Bay, I hear."
"The Lich is gathering forces outside of (region)."
If you successfully complete the quest, NPCs may say when asked for any news:
"Thank (random god) for (Questers). They saved us all."
"A (player's race) from (Questers) destroyed the Lich of (dungeon)."
If you successfully complete the quest, the quest giver may later greet you with:
"I would be honored to help you in any way, hero."
If you failed the quest, the quest giver will greet you with:
"After the (dungeon) debacle, you have a lot of nerve returning."
"I trusted you to slay that lich. Think of my situation!"''

Quest Log
Bloodmoon:Potions

thumb|right|Nord Mead
Only one potion is added by Bloodmoon. For a list of all potions in the game, see this list.

 
Beverages
Lore:Lake Amaya (Vvardenfell)

Lake Amaya is a large body of water found in the temperate lowlands of Vvardenfell, in the province of Morrowind. Situated on the northern crown of the Ascadian Isles, it is found deep in the countryside from roaring cities like Vivec and villages like Pelagiad and Suran. Throughout the shores are small private estates and farmhouses, often owned by nobles of House Hlaalu. The northern shores contain the  , the idyllic site of the Shrine of Humility, one of the   which pilgrims of the   often visited.  
 

Further Information
Lake Amaya is found on the northern edge of the region, not far from where the   begin. There have been several private properties around the lake, such as the Amaya Lake Lodge, which was built in an earlier, more expansive era in Morrowind's history.  Even then, some businesses flourished on Lake Amaya. Most of the time, it is plantations owned by powerful Hlaalu nobles, such is the case throughout the Ascadian Isles. More specifically, the   family have lived in a   on the lake for many years, as early as Mistress   in the  ,  to as far as   in the late  . 

There is a myriad of fauna and flora that lives in and around Lake Amaya. From the typical   to the rare  , as well as other varieties such as the   and the  , as well as the   mollusks, which are found at the bottom of the lake. There are also several plants like the   and   trees, as well as the   and the   mushroom. The   of Lake Amaya are used by vintners to make the wine called the  , some of the finest wine in the province. 

On the north-central point of the lakeshore lies the Shrine of Humility, one of the  . Here,   met a poor farmer whose   had died. The farmer could not harvest his   without his guar, so the Warrior-Poet took off his fancy regalia and toiled in the earth to help the farmer and his village until it was all harvested. On that day, he showed humility and so the shrine was built in his honor. Pilgrims would leave muck there as a memento. 

See Also
For game-specific information, see the Morrowind article.

References
Lore:Artaeum

The Isle of    is the third largest island of the  , located off the southwest coast of  ,  south of the   village of   and west of the mainland village of  . Artaeum is the home of the  , the oldest monastic group of  .  It has a tendency to vanish from  , being placed in a pocket realm for centuries at a time. 

The Isle of Artaeum has idyllic orchards and clear pastures, still and silent lagoons, misty woodlands, and the unique Psijic architecture that seems to be as natural as its surroundings. The Ceporah Tower is a relic from a civilization that predates the High Elves by several hundred years.  It is the location of the Dreaming Cavern, which Sotha Sil once used as some sort of portal into the realms of Oblivion,  but which has since been sealed off by the Psijics.  The Isle of Artaeum was once removed from the world in a similar fashion to Umbriel,  but reappeared about 500 years later. The Isle of Artaeum once again disappeared around 100 years before the civil war in  , and has not been seen since. 

The Isle of Artaeum was home to Mannimarco, the leader of Necromancy in Tamriel.  
 
Gallery
 

References
Lore:Firewatch

Firewatch is one of the eight major cities on the mainland of Morrowind,  found on the northern tip of the Telvanni Peninsula, on the shores of the Sea of Ghosts. The city acquires its name because it is the closest city to the giant volcano of Red Mountain on the mainland. It provides a grand vista from the safety of its walls, but not without its own inner dangers. Firewatch is neighbored by several settlements, including   to the east and   to the southeast.  
 

History
A witch of   once made an assassination attempt on the heir of Firewatch using poison, but this ended in failure.  During the   in the late  , Firewatch was ruled by Queen Vaynth and had a rivalry with  . 

Notes
In an early concept map of Morrowind, Firewatch is shown to be a territory of  . It is also the only city from Arena to downsize into a smaller one, seemingly replaced by a large city called  . 
Arena was originally conceived as a fighting game featuring a tournament that took the player to each of Tamriel's cities to challenge different gladiatorial teams. According to a file from that stage of development left behind in the final game, Firewatch's gladiatorial team would have been called "the Blood Mages". 

References
UESPWiki:Deletion Review/Oblivion:Roleplaying/Pyromaniac

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Shooting Fireballs at everything isn't roleplaying --Ratwar 00:46, 30 June 2008 (EDT)

 
Delete most of this is'nt even possible you can only torch people, not houses or villages without modding. Lewbot1 13:57, 30 June 2008 (EDT)
UESPWiki:Deletion Review/Oblivion:Roleplaying/Slacker

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Yeah, sitting around in Rosethorn Hall isn't roleplaying --Ratwar 00:48, 30 June 2008 (EDT)

 
Delete -- The ultimate slacker-- don't turn on the game... kidding.--Benould  01:28, 30 June 2008 (EDT)
Delete - Agree with proposal. Also some parts aren't possible (eg "tell her to get out of your room"). –Rpeh  04:06, 30 June 2008 (EDT)
UESPWiki:Deletion Review/Oblivion:Roleplaying/Cannibal

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Yeah, describes being a vampire without being a vampire. --Ratwar 00:49, 30 June 2008 (EDT)

 
Delete --Not "fleshed" out....--Benould  01:32, 30 June 2008 (EDT)
Delete - Given the scarcity of human hearts and skin, you'd have to use the console to play this for long. Also, as Ratwar points out, it's pretty much like being a vampire. –Rpeh  04:05, 30 June 2008 (EDT)
'''Don't Delete - Actually to get more human hearts use the copy glitch. This is different from a Vampire as a Vampire is NORMALLY more of a Dark Figure (Secret Person)to keep everyone from knowing (in this game, since Vampires are just off the beaten path for these guys), and a Cannibal can be any kind of person they can be crazy or just have a thing for blood. I say it should stay but but, have a little more added to it. --Chris
:*Depending on a glitch is no different from depending on the console, really.  Like others said, what else could you possibly add?  My vote is Delete as well. --TheRealLurlock   15:05, 2 July 2008 (EDT)
Delete''' - well i would be willing to give this article a chance but my primary concern is What else could you add? if it was tidied up then great but i really don't think there is much more to add. Lewbot1 12:46, 2 July 2008 (EDT)
UESPWiki:Deletion Review/Oblivion:Roleplaying/Supreme Deity or Daedra

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Straight Console Code "Role-Play". --Ratwar 00:50, 30 June 2008 (EDT)

 
: Delete - Almost none of this is possible without extensive use of the console. –Rpeh  04:10, 30 June 2008 (EDT)
UESPWiki:Deletion Review/Oblivion:Roleplaying/Kleptomaniac

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Repeat of  (and no, I'm not going to nominate that since it is a repeat of Oblivion:Roleplaying/Kleptomaniac) --Ratwar 00:53, 30 June 2008 (EDT)

 
Delete -- Lesser version of Roleplaying/Thief.--Benould  01:18, 30 June 2008 (EDT)
Delete - agree with the proposal. –Rpeh  04:08, 30 June 2008 (EDT)
UESPWiki:Deletion Review/Oblivion:Roleplaying/Serial Killer

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Pretty much contains no sensible suggestions beyond mass slaughter --Volanaro 07:32, 30 June 2008 (EDT)

 

Keep - While... sadistic (as it was probably intended) this article offers some interesting ideas and imaginative gameplay. It follows all of the rules for contributions and adds a good example for other articles (in a professional way). It seems the only problem with this article is its... interesting... ideas.-Puddle  Talk Contribs.  07:49, 30 June 2008 (EDT)
Tribunal:Odd Dwemer Weapon

The seemingly-unimpressive Odd Dwemer Weapon is actually a piece of the artifact Trueflame.  It is carried by Karrod, a guard in the service of King Hlaalu Helseth. You will receive it during The Blade of Nerevar quest, in which you will have it forged into its final form. It is ill-advised to enchant this weapon, as it will prevent you from completing the Main Quest.
 
Notes
This sword is considered a normal weapon and will not affect Daedra or Undead.
When you acquire the weapon from Karrod, the journal reports that it's a deadly shortblade, while it's actually classified as long blade.