Netruk44/uesp-wiki-content huggingface dataset:
Morrowind:A Man and His Guar

Quick Walkthrough
#Meet Teris Raledran north of Vivec.
#Escort him and his guar to a safe spot.
#Escort Teris to Agrippina Herennia's Clothing Shop.

Detailed Walkthrough

A Man and His Guar
North of Vivec, along the road north of the Gro-Bagrat Plantation, you will come across Teris Raledran and his guar Rollie. Teris and company are in need of an escort to Agrippina Herennia's clothing shop in Vivec's Foreign Quarter, Canalworks level.

A Safe Spot For Rollie
The catch here is that you don't need to actually escort both Teris and the guar the entire way. For some reason, guar are not permitted inside Vivec's city limits. Instead of trying to cross the bridge west into Vivec, head further south and Teris should pipe up, commenting that here would be a good spot to leave Rollie.

Entering the City
You can now head into the city and on to Agrippina's without trouble. Once you reach the shop's front door, Teris will reward you with 200 gold (or just 100 gold if you accidentally or intentionally killed his guar).

Notes
After completing this quest, Teris will just stay by the store, and Rollie the Guar will be left all by himself near the bridge indefinitely. You can reunite them by casting Command Humanoid or Command Creature on one of them to make one go to the other.

Quest Stages
Morrowind:The Angry Trader

Quick Walkthrough
#Meet Tinos Drothan just to the north of the Telvanni Canton.
#Travel to the cave Beshara.
#For maximum reward, kill Alvur Hleran and Dondir.
#Return the ten pieces of Raw Glass to the trader.

Detailed Walkthrough

The Angry Trader
Tinos Drothan can be found just north of Vivec's Telvanni Canton. Drothan is reluctant to yield anything useful at first, but raise his disposition to 50 and he'll tell you that his two "escorts" have stolen his shipment of Raw Glass. Of course, he asks you if you'd like to help and retrieve it. 

Find the Thieves
The two escorts, Alvur Hleran and Dondir, ran southeast towards the cave Beshara. The cave actually houses a number of people of ill repute, including the two in question. 

Retrieve the Contraband
The glass itself can be found in a locked chest at the very end of the cave. Pick the lock or get the key from Alvur (by any means necessary). When you return to Drothan with the 10 pieces of glass, you'll receive a bonus to your Mercantile skill. If you kill both thieves, you will get a 5-point bonus.  Killing only one of them nets you 3 points, and if you don't kill either of them, you'll only get a 2-point bonus.  Note that you can't cheat and give him 10 pieces of Raw Glass from somewhere else.  Only the 10 in the chest in the cave will do, as they have a unique ID:  .

Notes
If Mercantile is one of your Major or Minor Skills, the Mercantile bonus points from this quest will not count towards the ten-points requirement for a level up. This effectively decreases your normal maximum level obtainable (without going to jail to reduce skills, and other tricks.)
The Mercantile bonus will not count toward a Personality increase multiplier when you level up.
The Mercantile bonus cannot raise your skill above the 100-point maximum. If your Mercantile is already maxed, you have no practical incentive to turn over the Raw Glass.
A roguish trick is to complete the quest, then taunt Drothan into a fight and legally kill him to take back the Raw Glass.
This Raw Glass can used as an (inefficient) alchemical ingredient, and can be used in conjunction with regular Raw Glass in the same formula since it has a different ID and thus counts as a different ingredient with the same properties.
The Raw Glass from this quest cannot be given to Bols Indalen in Mournhold to create custom armor. 
Quest stage 30 is never set.

Quest Stages
Oblivion:Stendarr's Mercy

Quick Walkthrough
This quest only becomes available once you have downloaded the Knights of the Nine official plug-in.
# Talk to Sir Casimir to find out what happened to the Gauntlets of the Crusader.
# Travel to the Chapel of Stendarr in Chorrol; talk with Areldur and Kellen to find out what they know.
# Lift the curse from Kellen, and retrieve the Gauntlets of the Crusader.

Detailed Walkthrough
The Chapel of Stendarr
At the Priory of the Nine, Sir Casimir tells you that to retrieve the Gauntlets of the Crusader you should speak to the priests in Chorrol's Chapel of Stendarr.

In Chorrol's chapel, you will find the gauntlets on the floor surrounded by candles, too heavy to lift. Speak to Areldur, who should be standing nearby, and tell him you'd like to know the story of the gauntlets. He tells you that the curse that makes the gauntlets too heavy to lift is also killing Kellen, a descendant of Sir Casimir, who was cursed here.

Kellen's Curse
Kellen is staying at the chapel, and can be found in a bedroom in the Chapel Hall. If you talk to Kellen about the curse, he claims that Areldur acts as if he is withholding information. Return to Areldur, who will now admit that he knows that the only way for him to free Kellen of the curse would be to take it on himself, but is afraid to do so. He asks if you know of someone who would pray to Stendarr and take on Kellen's curse.

Activate the Altar of the Nine in the Chapel, and you will be asked whether you wish to take the curse. Accept and you will receive a quest update telling you that you can now Lay Hands on Kellen to free him of the curse. This will give you the Lesser Power Lay Hands. Go to Kellen and use the power on him, freeing him and the gauntlets of the curse. In exchange, you are afflicted with the Curse of the Consumed, which constantly damages your fatigue by 5 points. The only way to rid yourself of the curse is to continue with the quest line: upon receiving The Blessing of Talos, the curse will be removed.

Return to the main level and you can now pick up the Gauntlets of the Crusader. This quest is complete and the Priory of the Nine quest is updated with the information that you have found another artifact.

Notes
Your fatigue normally regenerates by 10 points per second, so the Curse on its own will not stop you from regenerating to full if you stand or walk. Running consumes up to 8 fatigue per second, though, so it's possible to run down your fatigue that way, in addition to the other ways any character could expend fatigue. If you're a Journeyman or higher of Athletics, your running fatigue consumption is reduced to the point that you will regenerate fatigue slowly even while running with the Curse.

Journal Entries
Oblivion:Priory of the Nine

Priory of the Nine may refer to two things:
, an abandoned priory located in the West Weald
, the quest involving the priory
Oblivion:The Faithful Squire

Quick Walkthrough
This quest only becomes available once you have downloaded the Knights of the Nine official plug-in.

#Return to the Priory of the Nine, and hear Lathon's news.
#Receive the Greaves of the Crusader and discover how to receive the Sword of the Crusader.
#Arrive at Underpall Cave to complete the quest.

Detailed Walkthrough
Greaves of the Crusader
Proceed to the Priory of the Nine to find it cleaned up and decorated.  Lathon, Sir Roderic's squire, approaches you, informs you of Sir Roderic's death and Sir Berich's resurrection, and gives you the Greaves of the Crusader.

A Tainted Blade
Lathon will also request to become a Knight of the Nine during your conversation. Eventually, you will have to accept Lathon to restore the full Knights Order, however, if you accept him at this point he will insist on following you to Underpall Cave and helping avenge the death of Sir Roderic during the next quest.  He will also inform you that the Wraith of Lord Berich Vlindrel now has the Sword of the Crusader in Underpall Cave, having found it along with the Greaves of the Crusader when he was a knight before turning to evil. Sir Roderic went to his burial place in Underpall Cave to find them. But he was attacked by its terrible guardian - none other than the wraith of Lord Vlindrel - Sir Berich. He used the Sword to kill Sir Roderic.  Sir Roderic believed that the Sword was corrupted somehow.

Simply travel to Underpall Cave to complete the quest and automatically start the next.

Notes
Accepting Lathon prior to the completion of the next quest could either help or hurt the player depending on character type and level.  Denying Lathon's acceptance until a further point does not have any negative side effects on either of the quests and he will simply wait at the Priory of the Nine until you do accept him.  As such it is suggested to make a conscious decision as to what method will be used to recover the sword before leaving the Priory.

Bugs
 
 One solution is to use the console commands   and   (  should be replaced by the mod number used for Knights of the Nine (if you have installed all of the plugins,   is likely to be the correct number). See Formids for Players for more information).

Journal Entries
Oblivion:The Blessing of Talos

Quick Walkthrough
This quest only becomes available once you have downloaded the Knights of the Nine official plug-in.
#Discover that the Prophet has come to the Priory of the Nine.
#Hear the Prophet's sermon and speak with him when he is finished.
#Receive the Blessing of Talos and find out how Umaril can be permanently defeated.

Detailed Walkthrough
The Prophet
When you arrive back at the Priory of the Nine, Sir Thedret will approach you and tell you that the Prophet has come to the Priory to see you.  He had predicted you'd be returning any time and is currently in the Priory Chapel giving a sermon to the new Knights of the Nine.

The Ninth Element
Make your way into the chapel and listen to the Prophet talk. He will speak with you after he is finished. He says that Tiber Septim has ascended and become Talos, and as such he can now grant you the power that Pelinal Whitestrake never had: the ninth Crusader's Relic, the Blessing of Talos. He goes on explaining that it will allow you to follow Umaril after his earthly death and defeat him permanently in the spirit realm. You must travel to Garlas Malatar, at the edge of the Gold Coast overlooking The Abecean Sea, and defeat Umaril forever.

After speaking with the Prophet, the quest will be officially complete and the next quest will have automatically started. All of the named NPCs that came to the Priory to join the Knights of the Nine will be in the Chapel listening to the Prophet when you arrive, and ones you have accepted into the order will immediately head for Garlas Malatar. Others will stay behind, and you can choose to accept them now. The more Knights you have later in the quest, the easier certain parts are. You can still accept them after the battle. If any die, they will later be replaced by unnamed NPCs.

The Spell
The Blessing of Talos is a 0 magicka cost lesser power, i.e. you can cast it multiple times per day.  The effects are:
Drain Speed and Drain Agility 15 pts for 60 seconds on self.
Fortify Strength and Fortify Endurance 20 pts for 60 seconds on self.
A "Blessing of Talos" script effect that takes the player to the spirit realm if Umaril is dead.
Because this spell includes a Drain Attribute component, it is one of the few ways to gain access to that spell at the Spellmaking Altar.  This spell remains available even after you have completed the Knights of the Nine questline.

Notes
After the Prophet has spoken with you, if you head inside the Priory Undercroft you will find that Sir Berich (Lord Vlindrel) has joined the circle of ghostly knights, completing the holy order in death as it should have been.  Speak to Sir Berich to learn that you redeemed his soul and accomplished a legendary task.
Once you receive The Blessing of Talos, the fatigue curse you took on for Kellen in the previous quest Stendarr's Mercy will be removed.

Journal Entries
Morrowind:Ring of Sanguine Sublime Wisdom (quest)

Quick Walkthrough
# Talk to Eno Hlaalu at the Morag Tong headquarters in the Hidden Area of the Vivec Arena for special duties.
# Travel to Yasammidan to wrest the Ring of Sanguine Sublime Wisdom from its current owner, Anel Rethelas.
# Find Anel in the shrine and kill him or rob him.
# Return to Eno to complete the quest.

Detailed Walkthrough
Special Duties
Eno Hlaalu at the Morag Tong headquarters in the Hidden Area of the Vivec Arena will send you to the Daedric shrine of Yasammidan, west of Ald Velothi, to wrest the Ring of Sanguine Sublime Wisdom from its current owner, Anel Rethelas.

Ring of Sanguine Sublime Wisdom
Yasammidan is on the furthest northwestern coast of Vvardenfell, northwest of Gnisis. Anel can be found inside and you will have to kill him or rob him to retrieve the ring.

Return to Eno with the ring to complete the quest.

Notes
Rethelas's companion, Mindeli Saren, also happens to be wearing another Sanguine item, the Belt of Sanguine Stolid Armor.
Sometimes when you go to give Eno Hlaalu the ring, he will say that you have given it to him yet it will remain in your inventory.
There's no official name for this quest and its journal entries cannot be found in the journal's quest list.

Quest Stages
Morrowind:Belt of Sanguine Fleetness (quest)

Quick Walkthrough
# Talk to Eno Hlaalu at the Morag Tong headquarters in the Hidden Area of the Vivec Arena for special duties.
# Travel to Pelagiad to retrieve the Belt of Sanguine Fleetness, currently owned by Hrordis.
# Find Hrordis in the Halfway Tavern and kill her to get the belt.
# Return to Eno to complete the quest.

Detailed Walkthrough
Special Duties
The second of Eno Hlaalu's special duties is to bring back the Belt of Sanguine Fleetness, currently owned by Hrordis in Pelagiad, who is a Dark Brotherhood member.

Belt of Sanguine Fleetness
Hrordis can be found in an upper room of Pelagiad's Halfway Tavern. Unfortunately, there isn't a writ for Hrordis and she is a non-hostile character who will neither fight nor even talk to you. This makes it impossible to Taunt, Bribe or Intimidate her under normal circumstances. You can pass this by using other methods. Another way to avoid a accumulating a bounty is to sneak up on Hrordis and kill her in one hit. If you cannot murder her in one hit, you'll be reported, and the people in tavern will attack you.

Return to Eno once you have the belt to complete the quest.

Notes
There's no official name for this quest and its journal entries cannot be found in the journal's quest list.
You can talk with Hrordis if you first undress yourself, then it's possible to taunt her to attack you.

Quest Stages
Morrowind:Salmantu

This cave houses some dreamers, leveled ash creatures, and a number of ash statues and corprus hunks. The loot consists of three potions, two scrolls, a couple of chests full of gold and gems, one Grand Soul Gem, and the ubiquitous 6th House Bell Hammer. There is no unique Dagoth here.
 

Maps
Morrowind:Subdun

thumb|left|Subdun thumb|right|Subdun, Shrine
The entrance to Subdun is in the crescent-shaped bay of the tiny island. The shrine is led by the dangerous unique ash ghoul Dagoth Draven, who has been casting his malign influence as far away as Khuul, Ald Velothi, and Maar Gan. Destroying him will free three Sleepers in those towns and stop them from having horrible, obsessive dreams about the Sixth House. The entry area only has a few rats and leveled ash creatures. As you enter the small Shrine room, you're attacked by two dreamers. At the far end is Dagoth Draven.

 
Related Quests
thumb|right|Dagoth Draven
Main Quest


Notes
Killing Dagoth Draven will wake the following Sleepers: Assi Serimilk (Maar Gan), Vireveri Darethran (Ald Velothi), Endris Dilmyn (Khuul). Talk to each of them afterwards for 1 Reputation point.
There is a trapped chest with gems and two urns with scrolls and ingredients on a ledge off the lava chamber to the right of the entrance (only accessible by levitation).
There is a Dead Body in the southeastern end of the entrance area, up a ramp.
There's another chest with a few enchanted arrows on the southwestern end, at the pool with the rats.
Dagoth Draven is a merchant, though he has nothing to sell and no gold with which to buy anything.  However, he does offer repair services at base-cost, which you can take advantage of if you sneak up on him or cast Calm to stop him from attacking you.
In the trough at the shrine is the Sneak skill book 2920, Last Seed, clothing, jewelry, and a few levitation potions. 

Maps
Morrowind:Assemanu

thumb|right|Assemanu thumb|Assemanu, Shrine
Assemanu is home to a large branch of the sinister Sixth House, led by a named Ascended Sleeper called Dagoth Hlevul, which is influencing people in Vivec, Suran, and as far away as the Arano Plantation.

Also in this cave is the Robe of St. Roris, which you may be asked to recover as part of a high-level House Hlaalu quest. The cave is quite dark and has ledges and bridges, levitation and some form of light is helpful here. The doors to the shrine are locked (35-75 pts.), however an Old Key to open them is found on a dead Ordinator. Be careful if you enter the Inner Shrine area through the middle door, four Dreamers will rush you.

The Inner Shrine is locked from the inside, it requires a key to open the doors - and the key is on the body of a dead Ordinator in the cave entry area, up a ramp in the north end. To get around this trap, use a Recall, Almsivi or Divine Intervention to get out of the central shrine. The Robe of St. Roris is in a hard-to-reach locked chest above the bells that may require levitation or extreme Acrobatics skills to get to. It's a useful item to get even if you don't have the above quest. A Rusty Key found on a dreamer here opens the chest. The place is pretty light on treasure otherwise, although a fair amount of Indoril armor - useful quality and sells for a lot of gold - can be found on the three dead Ordinators in the outer cave. Of course, there's the usual Sixth House Bell Hammer, as well as twelve ash statues, and Dagoth Hlevul has his own Sixth House Amulet.

Dagoth Hlevul, an Ascended Sleeper, is located here. Killing him will awake five Sleepers in Vivec, one in Suran, and one in the Arano Plantation.

 
Related Quests
House Hlaalu
 
Miscellaneous
 
Damaged (but repairable) Indoril Armor (which are worth at least 2000 each) is available to pluck from each dead Ordinator.

Bugs
 

Maps
thumb|left|Map of Assemanu
Morrowind:Maba-Ilu

The small cave is home to two reclusive, hostile necromancers and one Daedric creature. Treasure includes standard items - food, alchemy ingredients, scrolls, quite a few potions and the Conjuration skill book Feyfolken III. There are also sources of raw glass, ebony and diamonds (one source for each).
 
People
 


Maps
Interior map|thumb|left|600px
Morrowind:Palansour

thumb|right|The carnage inside the cave
The cave is a short way southeast of Ald Velothi, and south of the nearby Daedric shrine of Ashalmawia. 

Outside its partially submerged northwest entrance, there is a dead, viciously clawed smuggler in a boat. There are several sacks and things around him containing treasure.  

A gang of smugglers' experiments here went wrong. Evidently they were dabbling with summoned scamps and an ogrim. However, the summoned creatures got out of control. The book ''Hanin's Wake'', located on a table in the center, hints at what morbid things happened here.

All but one of the smugglers are dead, and the survivor is kept in a small area (look up east in the central room), that can only be reached by levitation. Imprisoned behind a locked gate, Inwold was forced to wear women's clothes for the amusement of his captors.

 
Related Quests


Notes
There are a fair number of crates of generic smuggler loot around, and more stuff on the tables. Booze, skooma, and moon sugar are included among the smuggled goods.
There are at least three levitation potions in the cave, so there's always a way to get the sorcerer out of there.
This cave is the only location for the alchemical ingredient human flesh. The expansion pack Bloodmoon adds three additional samples.
A Worn Key that opens the   with the sorcerer is located on a plate in an alcove, near the hanging skeletons.
This cave is one of the only two locations for the alchemical ingredient poison. The other location is Mudan Grotto.

People
 


Maps
thumb|left|Map of Palansour
Oblivion:Souls

Every soul in Oblivion is one of six possible strengths: Petty, Lesser, Common, Greater, Grand, and Black. More powerful creatures have more powerful souls.  Souls are trapped in soul gems by using a soul trap spell. Trapped souls are used to enchant and recharge items.

Souls Alphabetically
This table provides soul strengths for most of the standard creatures in Oblivion. Unique creatures (like the lich Lorgren Benirus) generally have leveled souls that are not in this table.  See individual creature pages for full details on their souls.

Souls with a superscript (e.g.,  ) are leveled; see the later section for details.  In a few cases (Ogres, Sanctified Spectre) there are several different versions of the creature sharing the same name but having different souls; see those creatures' pages for details.



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Souls by Strength

These lists only include creatures with fixed soul strengths.




NPC souls, as listed above, can only be trapped in black soul gems. This practice is considered akin to necromancy in the Mages Guild questline, and can also be ethically questionable in the roleplaying sense.

Black-soul trapping, however, is one of the only ways to acquire Grand-soul values for enchanting before level 20.

Soul Strengths
There are six possible soul strengths:


A creature's soul strength is determined in one of two ways.

#Most standard creatures have fixed souls. For example, every Flame Atronach will have a common soul, regardless of location or player character's level.
#Most unique creatures and some other creatures have a soul strength based upon the player character's level--either the PC's level or an offset of the PC's level.

Offsets as low as -10 and as high as +10 exist, but the table below illustrates some common offsets:



Examples:
When the PC is level 4, a Bloody Hand Rat Farmer (offset L:-3) will have a petty soul and all other Bloody Hand goblins (offsets L:-1 to L:+2) will have lesser souls.
When the PC is level 5, a Bloody Hand Goblin War Chief (offset L:+2) will have a common soul and all other Bloody Hand goblins (offsets L:-3 to L:+1) will have lesser souls.  


An additional complication is that some creatures have a minimum or maximum level that also caps their soul.

For Instance:
Ghosts have a maximum level of 4--their souls will be at most lesser strength. With an offset of L:-1, ghosts will have petty souls until PC level 3 and lesser souls at PC level 4 and above. This is summarized in the chart by " ".
Ogres have a minimum level of 16--their souls will be at least greater strength. With an offset of L:-3, ogres will have a greater soul until PC level 21 when their souls will be grand.  This is summarized in the chart by ">=Greater "

Creatures with no maximum or minimum soul level (any soul strength is possible) are stated with "leveled" followed by a superscript providing the offset.