Netruk44/uesp-wiki-content huggingface dataset:
Bloodmoon:Hidar

Hidar is a Nord barbarian located outside Graring's House  at a river fork north of the Fort. After finishing Discovery in the Mine, Hidar can make you a variety of Stalhrim weapons out of Raw Stalhrim. Though, you need one piece of Stalhrim per weapon.

She wears a common robe with matching shoes. Aside from her natural resistance to shock, immunity to frost, ability to shield herself, and a natural frost damage spell, she knows no spells.
 
Related Quests
East Empire Company

Dialogue
If spoken to before Discovery in the Mine:
:"You have no business being here, stranger. Leave now."

If Falco was chosen instead of Carnius:
"Speak to Graring."

If spoken to after Discovery in the Mine:
:"Have you come for Stalhrim weapons, friend?"
:Stalhrim weapons
:"I can forge certain weapons for you, but you have to provide the Stalhrim. What would you like me to create for you?"
::Stalhrim War Axe
::Stalhrim Dagger
::Stalhrim Longsword
::Stalhrim Mace
:::''"I'll get started on a   for you. Come back in two days, and it'll be ready."''

If you don't have enough stahlrim she will instead say:
:''"You don't have enough raw Stalhrim for me to forge you a  ."

If asked again before it has been two days:
:"Your   isn't ready yet. I need more time to finish it."

After it has been two days:
:"Here's your  , %PCName. Use it well."''
Bloodmoon:Graring

Graring is a Nord barbarian located outside his house at a river fork far north of Fort Frostmoth. He and his two friends have discovered Raw Stalhrim and Carnius is not too happy about it. If you have sided with Falco, you can gain the Nords' trust by helping them dispatch an attacker, Coventina Celata. Graring has the Ancient Nordic Pick Axe necessary to harvest the mineral, as well as a Stalhrim Mace.
 
Related Quests
East Empire Company


Dialogue
Greetings:
"You... you are not here to hurt us? Then perhaps you are different from the rest. You seek knowledge of the Stalhrim, yes?"
sacred: "The Skaal consider the Stalhrim to be holy. During the great war with the Dark Elves, many heroes fell in battle. Some could not be returned to Skyrim, and were buried here. Great magicks were worked on their tombs to protect their belongings from grave robbers, and their corpses from worse things. Energy was drawn from the land itself, and our heroes were encased in tombs of ice. That ice is Stalhrim."
Stalhrim: "You are not the first to seek it. Outsiders like this woman have been here before: always demanding, always offering payment that is useless to us. But they get nothing. The Skaal give them nothing because they call it sacred: we give them nothing because we know they would misuse it."
Tes4Mod:Cobl/Modding/Static Alchemy Equipment/Pre-v1.48

The resources for Static Alchemy Equipment are a bit unusual as they are (as of now) just a pair of scripts. To make the resource easier to describe, I'm going to pretend that you've made the necessary models and objects for the scripts.

Most static equipment mods magically upgrade as the player's alchemy skill increases. This one has been designed for realism, so if the player wants better equipment they'll need to have it first. Every time the player uses the static set it will search through their inventory. If the player has better equipment, the old equipment will be returned to the player and the new equipment will be used instead.

Update note
All of the script names have been edited to "...Old".

Basic Setup
There are three necessary parts:
#A container to store the equipment
#*This container should be made "Persistent", "Initially Disabled", owned by the player, given a Reference EditorID you'll remember, and placed in the same cell as the Static Alchemy Equipment (I know it's suggested to place it in a remote cell in the script. Sorry about that - ignore it). It will be disabled, so you can place anywhere in the cell you want - it will never show up, the player can't run into it, activate it or even see the Activate icon. If you want to, you can place it outside the cell-proper (like the Merchant containers).
#*It might be a good idea to include some Novice equipment in the container. This will be the equipment that the player first sees before they have a chance to use it. 
#A burner that will start up the Alchemy menu
#*When the player activates this, it will look through their inventory for better equipment, store the best equipment in the container, return the rest to the player, and start the Alchemy menu.
#*Attach the script "cobStaticAppOS" to this object, make the container its Parent Reference, and mark "Set Enable State to Opposite of Parent".
#A set of alchemy equipment that are really activators
#*When the player activates this, their equipment will be returned to them, just as if it was an item (well... set of items).
#*Attach the script "cobStaticAppReturnOS" to this object make the container its Parent Reference, and mark "Set Enable State to Opposite of Parent".

Advanced
With the above, the equipment will always be visible, even if the player's taken all of it. You can make the equipment disappear when the player takes it, and even make each piece disappear and reappear as necessary, but you will have to copy the script and make a few alterations.
All of the Equipment as one piece
 
 
 
 
 
  

Equipment as individual objects
 
 
 
 
 
 
 
 Edit the Burner - make it "Persistent", make the container its Parent Ref, and give it a Reference EditorID.
 
 
  
Changing the Model too
You can also change the model of each Equipment piece to match the one in the container. I don't have any experience in this area, so you'll have to play with it. If you do, please post a short guide here!
Bloodmoon:Lukesturm Barrow

thumb|right|Interior
This barrow contains up to nine leveled undead, comprising greater skeleton champions, draugr and bonewolves, that guard one piece of raw stalhrim. The other treasure consists of four chests containing a mixture of random loot.

 
Maps
thumb|left|Map of Lukesturm Barrow|upright
Bloodmoon:Kelsedolk Barrow

This tiny barrow has only one container - a tomb containing one Raw Stalhrim, although there are the permanent corpses of two dead adventurers.

There can be up to five inhabitants: anything from a single Bonewolf at level one through to Draugr and Greater Skeleton Champions from level 10, the former becoming more common after level 20.

 
Maps
thumb|left|Map of Kelsedolk Barrow
Shivering:Count Cirion

Count Cirion was an Altmer noble and the ruler of Vitharn. He was killed during the assault on the city, and his body entombed in the mausoleum along with that of his wife.

He was buried in aqua silk robes and a matching hood but also has a red velvet outfit in his inventory, as well as a jeweled necklace and an ebony diamond ring.

Despite being dead, the Count has a limited schedule. He was to find you at one point during the Ghosts of Vitharn quest, then sit on the throne for much of the rest of it. Of course, neither package has an effect, and seem to have been copied directly from the AI for his ghost.
 

Notes
His coffin is labeled as belonging to Count Vitraen, the founder of Vitharn. The actual NPC being named "Count Cirion" is most likely a developer oversight.
The only way of reaching the Count's corpse is to use the Console command  . Even if you do this, however, there is no way of taking anything from his inventory as a script prevents his corpse from being activated. You can bypass the script by opening the console, clicking on his corpse and typing  , which will open his inventory menu.
Oblivion:Bosmer Thief

This Altmer thief will be found dead in The Painted World during the quest A Brush with Death. After stealing the Brush of Truepaint from  famous  painter Rythe Lythandas, the thief leapt into the painting and used the brush to paint a bunch of trolls to protect him inside, causing his own untimely demise. 

The thief wore a mixture of lower-class clothing and light armor, a leather cuirass with laced leather pants and huntsman moccasins. Although it did not prevent his fate, he was armed with a steel dagger. He carries a spare collared shirt, the Brush of Truepaint and a small amount of gold.

When you meet Rythe Lythandas inside the painting, he will tell you that you are stuck in the Painted World because of the thief's unwary use of the Brush: ''"Sorry to break it to you like that, but if it wasn't for that annoying thief, we wouldn't be in this predicament." He will then proceed to tell you what happened: "I was in my studio, when a Bosmer wearing dark clothing accosted me. Before I could call for help, he knocked me unconscious. When I came to, I found that the door to my studio was still locked, and that the thief had snatched my paintbrush. That's when I saw it. There was something on the canvas of my painting that I hadn't put there. It looked somewhat like a troll but it was badly done. Then it hit me. The Bosmer must have leapt into the painting, then painted guardians inside to protect himself using the Brush of Truepaint."'' He will then elaborate on the trolls that caused the thief's demise: ''"The trolls that the thief painted seem to have turned on their creator and killed him. He didn't know the Brush had its risks. The creatures are now loose all over the forest and in the clearing where I was still working. The Brush is on the body of the Bosmer thief there."''
 
Related Quests

Bugs
Bloodmoon:Kjolver's Dwelling

This small ice cave is the primitive home of Kjolver. The upset woman has had enough of her husband Brandr's infidelity, and she is willing to take drastic measures.

On a small wooden plateau is her bedroll, table, chairs, and an ancient wooden chest containing gold and a silver longsword. Barrels hold minor ingredients.

 
Related Quests
Bloodmoon:Kolfinna's Dwelling

Located straight east from Raven Rock, it is the home of Kolfinna. She wants retribution for the death of her husband.

There is little of interest in the cave. ''Gustav's Chest'' holds the reward for Kolfinna's quest and three barrels contain 250 iron arrows each. Five coins and some eating utensils make up the rest of the treasure. Kolfinna is the only inhabitant.

 
thumb|right|Kolfinna has been wronged...
Related Quests
Bloodmoon:Connorflenge Barrow

The barrow contains two dead adventurers and a skeletal corpse along with other bones. You can find one piece of raw stalhrim here. There are four type 1 barrow chests (all with level 50 locks) and two type 2 barrow chests (one with a level 70 lock and one with a level 80 lock). The barrow itself has a level 95 trapped lock on its door.

There is an 80% chance of encountering the cave's only inhabitant: a Confused Lunatic during the day or werewolf at night.

 
Maps
thumb|left|Map of Connorflenge Barrow
Bloodmoon:Domme

Located just south of the coastal inlet, the medium ice cave is a major base for Fryse Hags. In a hall across from the entrance, you'll find three Fryse Hags guarding a   with random minor loot. A tunnel leading west reveals two more groups of three, and to the south, two hags guard     with gold and better loot. At the eastern end is yet another group, guarding barrels with ingredients.

 
Maps
thumb|left|Map of Domme
Bloodmoon:Varstaad Caves

If you follow the western coast you should easily see the Varstaad Caves entrance. Some huntsmen perished in this cave and left behind various treasures and potions. Three leveled creatures roam deeper in the cave.

The Water Stone is on the hill directly south of the entrance .
 
Notes
In the first hall is a Exclusive Restore Health and a Quality Potion of Fortify Speed.
At the southwestern dead-end is a corpse with a Nordic weapon, armor and potions, next to a locked (60) chest with random, minor loot.
At the furthest point southwest is another corpse, with random armor, a Nordic Silver Longsword, and potions. 
Under a stone bridge (south-center) are two chests (50, 70) with Nordic armor, weapon, and potions, next to a third corpse.
At the northwestern dead-end is a chest (60) with random weapon, armor and potions. On top of the chest are 100 gold and a potion.

Maps
thumb|left|Map of Varstaad Caves
Bloodmoon:Fryse Hag

:The Fryse Hags are mages dedicated to the teachings of Kyne, the widow of the god Shor. Each is a powerful sorceress skilled in the use of frost-based magicka. — Reinhardt Red-Spear

Fryse Hags are respawning female Nord NPCs, powerful and savage witch spell casters that are randomly placed in the wilderness. They can drain your Strength, often summon an Ancestor Ghost or Greater Bonewalker and wield an enchanted weapon. All in all, this versatility can make them an annoying, if not quite deadly opponent.

There are three variants in existence on Solstheim.

Equipment
Fryse hags share most of their equipment with Smugglers, but of particular note is the Winterwound Dagger, carried by types 2 and 3, which does 100 pts Frost Damage.
 

|

|}

Powers and Abilities
Fryse Hags are all Nords and so have the standard Nord abilities:
Power: Thunder Fist -   25pts on Touch
Power: Woad -   30pts for 60sec on Self
Ability:   50%
Ability:   100%

Notes
Fryse means to freeze in Danish and Norwegian; a hag is a witch, especially one in the form of an ugly old woman. "Fryse hag", thus, means something along the lines of "frost witch".
If you play as a Werewolf, Fryse Hags make accessible, respawning prey.

Statistics
First Variant

 
 
Spells


 
Second Variant
 
 
Spells


 
Third Variant
 
 
Spells
Lore:Totambu

is an inland fiefdom of  , south of the  .  It was named after  , the ruling class of   and progenitors of the Hammerfell   faction. 

Totambu borders   to the northwest,   to the north,   to the northeast, the   to the south, and   to the west.  The main deity of this  -dominated region is  . The military force of Totambu is the  . They also served as the official guard for the royal family of Totambu, based in the city of Totambu. The   clan is the predominant   bloodline in the region. 

After the  , Totambu came under the dominion of the Kingdom of   ruled by the   faction.   Later, however, it became a site of a   rebellion against   of Sentinel. Totambu declared independence from Sentinel and pledged allegiance to the Crown leader  , High Prophet of  . Even though Lhotun's kingdom surrounded Totambu on all four sides, its people kept holding their resistance.  The Knights of the Scarab remained a military force in the region even after the Warp.  
 

Gallery
 

Notes
The city of Na-Totambu in the   was named after the old   capital on the island of  . 

See Also
For game-specific information, see the Daggerfall articles on Totambu and the city of Totambu.

References
Bloodmoon:Iggnir River

It runs south from the frozen Lake Fjalding until its mouth empties into the Inner Sea in the South, just east of Fort Frostmoth. Iggnir River forms the eastern border of the Hirstaang Forest region and divides it from the Isinfier Plains.

Kolfinna's Dwelling is right off its west bank, northeast of Fort Frostmoth. Frosselmane Barrow is located between the mouth of the Iggnir River and the inlet to its west. The pirate cave Himmelhost Barrow with the unique saber Seasplitter is at the southeastern tip of Solstheim, just to the east of the river.
Bloodmoon:Isild River

It runs northwest from the frozen Lake Fjalding until it merges with Harstrad River at the foot of the Moesring Mountains. Isild River then continues to its mouth on the icy Felsaad Coast, west of Skaal Village.

The cave Benkongerike holding the artifact Whitewalker is on the north coast, just about midway between the Mortrag Glacier and the large inlet that forms the Isild River. 

 
Notes
Isild River means Ice-fire River in Danish and Norwegian. Is means Ice, ild means Fire.
Bloodmoon:Landmarks

* 








Sacred Stones
Bloodmoon:Harstrad River

It merges with the Isild River in the Isinfier Plains. The Wind Stone is located on its western shore.

If you are looking for evidence of Snow Elves, go to Jolgeirr Barrow located at the very end of the Harstrad River. Snow Wolves spawn in a narrow passage through the Moesring Mountains that leads from the Harstrad River toward Hrothmund's Barrow.
Bloodmoon:Water Stone

It is located between Hvitkald Peak and Thormoor's Watch. Northwest from the stone is a small island with a Black Horker, The Swimmer, in the center of it. It is one of the six All-Maker stones sacred to the Skaal.

To complete The Ritual of Water, the Waters of Life must be brought to this stone.

 
Related Quests
Main Quest
 
 

Notes
This location makes an appearance in the Dragonborn expansion to Skyrim.
Bloodmoon:Earth Stone

Far south of the Water Stone, the Earth Stone pillar is barely visible from the shore line and is on the top of a small hill in the forest. It is one of the six All-Maker Stones sacred to the Skaal and is involved in The Ritual of Earth.
 

Related Quests
Main Quest
 
 

Notes
There is a small chance that a Gibbering Lunatic – a male level 88 Breton barbarian – will spawn just north of the Earth Stone. He turns into a werewolf between 9pm and 6am.
This location makes an appearance in the Dragonborn expansion of Skyrim, although southwest of Raven Rock instead of northwest.
Bloodmoon:Beast Stone

If you follow the east bank of Lake Fjalding and continue north you should shortly run into or see the spire of the stone. The Beast Stone is one of the six All-Maker stones sacred to the Skaal and is involved in The Ritual of Beasts. The Good Beast, a snow bear, can be found south of here being attacked by a pack of rieklings.

 
Related Quests
Main Quest
 
 

Notes
This location makes an appearance in the Dragonborn expansion of Skyrim.
Bloodmoon:Sun Stone

If you follow the Iggnir River south until it bends towards to the east, and then head uphill towards the northeast, the Sun Stone is on the top of a large snowy hill. The Sun Stone is one of the six All-Maker Stones sacred to the Skaal and is involved in The Ritual of the Sun.

 
Related Quests
Main Quest
 
 

Notes
There is a small chance that an Insane Wanderer—a female level 65 Nord barbarian—spawns east of the Sun Stone. She is located close to the shore, on the grass between two patches of flat stone ground. The Insane Wanderer turns into a werewolf between 9pm and 6am.
This location makes an appearance in the Dragonborn expansion of Skyrim.
Bloodmoon:Wind Stone

The spire is east of the Moesring Mountains, southwest of Skaal Village, near the Y where the Hastrad joins the Isild River. It is one of the six All-Maker Stones sacred to the Skaal.

 
Related Quests
Main Quest
 
 

Notes
This location makes an appearance in the Dragonborn expansion to Skyrim.
Bloodmoon:Tree Stone

It is one of the six All-Maker Stones sacred to the Skaal and an ancient monument to the flora of Solstheim involved in The Ritual of Trees.

 

Related Quests
Main Quest
 
 

Notes
There is a small chance that a Wandering Lunatic – a male level 55 Nord barbarian – will spawn north of the circle of stones and slightly east of Ulfgar the Unending's Dwelling. Between 9pm and 6am, he turns into a werewolf.
This location makes an appearance in the Dragonborn expansion of Skyrim.
Bloodmoon:Supply Ship

Its passengers and crew came under attack by draugr. Aid the survivor, Apronia Alfena, as best you can, and guide her back to civilization. The dead captain, Elberoth, was somewhat of a hero to another skipper, Baro Egnatius. Elberoth's old saber might have some use later on.

 
Related Quests
East Empire Company
 
 
 

Notes
The hull of the ship holds six Miner's Picks, wanted by Falco Galenus for the workers in the Raven Rock mine. He'll reward you with 500 gold for each pick.
Although there is technically just one zone, it is split into two parts; one accessible through a door on deck, the other through a trapdoor.
It is illegal to sleep inside the Supply Ship.
Bloodmoon:NPC Classes

This page lists the new NPC classes added by Bloodmoon. Though NPC classes cannot be directly selected by the player, Custom classes can be created with the same skills, specialization, and attributes. 

For a full list of NPC classes in Morrowind, click here.

Shaman
The shaman relies on his mystical powers drawn from his worship of nature and animal spirits. They are known to be able to summon living creatures to fight by their sides, and are proficient with various weapons.
Specialization: Magic
Attributes: Willpower, Intelligence

List of Shamans
Bloodmoon:Generic Magic Items

Generic items have common, simple enchantments often shared by multiple different items.

Generic Magic Weapons
Note: The "Charge/Cost=Uses" values shown on this page do not take into account your Enchant skill, Intelligence or Luck, all of which will affect the charge cost of using enchanted items.  The values given here assume that you have 0 in each, which is of course impossible, since all skills start with at least 5 points (usually more depending on class/specialty) and all attributes start with at least 30 points.  Additionally, since enchanted items will regenerate their charge over time, it is possible you will get more uses if you don't drain them all at once and allow the items to recharge. 

Axes, One-Hand


Axes, Two-Hand


Blunts, Two-Hand Wide


Long Blades, One-Hand


Long Blades, Two-Hand


Short Blade


Generic Magic Armor
Snow Bear Armor


    These are all Light Armor in German versions of the game, with following weights: Boots 4.0, Cuirass 9.0, Greaves 7.0, Helmet 2.0, Gauntlets 1.5 and Pauldrons 2.4.

 

Snow Wolf Armor
Bloodmoon:Berserker

Berserkers are hostile Nord acrobats that spawn randomly in nine different variants, all over Solstheim. Their "headquarters" is located in Gronn, where their Denmother resides. Another large group is located across the bridge, near the Skaal Village.

Equipment
All Berserkers except the Berserker Denmother carry the same, minimal equipment consisting of a Bear Helmet and Bear Boots, a random berserker weapon and a random drink.

Notes
In Nordic lore, Berserkers were warriors that could go into an uncontrollable rage or battle-trance, believed to come from the consumption of a hallucinogenic drug consisting of fly Amantia. Although the Skyrim word "Berserker" means around the lines of Bare-chested, the real Berserkers got their name from their "serks", simple clothes usually made of bear skin.

 

Statistics

Berserker Denmother
 
The Berserker Denmother is a unique Nord acrobat in Gronn. She is the highest level character in the game and can put up quite a fight.

She carries the same bear boots and random drink as her underlings, but also wears a pair of bear gauntlets. She also wears the unique Helmet of Bearkind and carries 900 gold.

 

First Variant
 
These Berserkers are female Nord acrobats found randomly throughout Solstheim.
 

Second Variant
 
These Berserkers are female Nord acrobats found randomly throughout Solstheim.
 

Third Variant
 
These Berserkers are female Nord acrobats found randomly throughout Solstheim.
 

Fourth Variant
 
These Berserkers are female Nord acrobats found randomly throughout Solstheim.
 

Fifth Variant
 
These Berserkers are male Nord acrobats found randomly throughout Solstheim.
 

Sixth Variant
 
These Berserkers are male Nord acrobats found randomly throughout Solstheim.
 

Seventh Variant
 
These Berserkers are male Nord acrobats found randomly throughout Solstheim.
 

Eighth Variant
 
These Berserkers are male Nord acrobats found randomly throughout Solstheim.