Netruk44/uesp-wiki-content huggingface dataset:
Oblivion:Sedor

Related Quests

Notes
This ruin can be entered and fully explored before the related quest. While the Ogres will be present, the Stone of St. Alessia won't. After the quest, the ruin is uninhabited.
Background information on Sedor is available at the lore article.
Sedor also appears in ESO.

 
Exterior

The exterior is located at coordinates: Tamriel 21, 32
This location's map marker (M on map) is named Sedor (editor name SedorMapMarker). The entrance door is NNW of the marker, 50 feet away.
1-2 Campsite Bandits (each 50% probability melee Bandit, 25% archer Bandit, 12.5% Bandit Hedge Wizard, 12.5% dog) are near the entrance
The following ingredients can be found near the entrance: 1 Boar Meat and 2 samples of Bonemeal
3 bedrolls are at locations b on map

 
Zone 1:
thumb|right|390px|Sedor
thumb|right|The Stone of St. Alessia

Upon entering, loot the nearby chest and follow the winding corridors until you reach a corridor on your left. The room beyond it contains an Ogre, a minor loot chest and 4 Welkynd stones on pedestals. Track back and you will arrive on the upper level of a large room, with two Ogres below you. Snipe at them or head left, leading to another room with an Ogre and a minor loot chest. 

Head back to the northeast and press on past the large room, up and down a set of stairs to reach another room with an Ogre and chest. Turning right down the stairs, and then right again leads to a room with an Ogre. Heading left brings you to the large room with the two Ogres and a minor loot chest. The tunnel to the northwest is initially blocked by the gate at C, but make sure you step on the pressure plate nearby, as this opens the gate at D.

Head west and loot the chest in the alcove to the south before pressing on. Fight another Ogre before passing through gate D and reaching the push block (cyan dot on map) which opens gate C. Jump down and retrieve the Stone of St. Alessia at S.

Occupants:
7 Savage Ogres (quest-specific leveled variety; non-respawning)
Treasure:
1 Stone of St. Alessia at location S on map
1 Ayleid Cask 01 (locked)
5 Ayleid Casks 02 (2 locked)
1 Chest 04
4 Welkynd Stones
Doors and Gates:
There is one door (at Out) in/out of this zone, leading outside
2 Iron Gates (opened remotely) at C and D
Lore:Books S

{| class=wikitable width=100%
! Title !! Author !! Description !! Game(s)
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
{[Lore Book Entry|Song of Alkosh's Champion}}
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
|}
Lore:Books I

This article lists all of the books that have appeared in the Elder Scrolls games that begin with the letter "I". For the novel published in November 2009, see The Infernal City.
----
Oblivion:Fort Dirich

Related Quests


 
Exterior

The exterior is located at coordinates: Tamriel -22, 10
This location's map marker (M on map) is named Fort Dirich (editor name FortDirichMapMarker). The entrance door is SSW of the marker, 10 feet away.
1 chest is above the entrance; it can be reached with even a low Acrobatics skill by going around to the outer wall.
0-2 Undead Enemies (each 83% probability Undead, 17% Rat) are near the entrance
1 Wilderness Creature (Highlands variety) is near the entrance
The following plants can be found near the entrance: 24 Motherwort plants

 
Zone 1:
thumb|right|265px|Fort Dirich
Even though it is relatively small, this dungeon contains two boss-level chests as well as a chest containing Shadowbanish Wine needed for the related quest. Just to the right of the entrance is a small room containing a minor loot chest. At the next intersect, heading left will lead you to a major chamber with a boss coffin (B) and a boss-level undead at A guarding it. Behind another coffin is a chest with two Shadowbanish Wine bottles (W).

Heading straight at the intersect will lead you through a room to the second boss chest. This room contains up to two enemies and six Dart traps (T) which you may use to your advantage in combat. The boss chest (B) is found in the western corner.

Occupants:
1 boss-level Undead at location A on map
1 Undead (always best possible level)
3-5 Undead Enemies (each 83% probability Undead, 17% Rat)
0-1 Nuisance Animal
Treasure:
1 Wooden Chest containing 2 Shadowbanish Wine at location W on map
1 boss-level Chest (Undead variety; locked) at B (at the far west corner of the zone)
1 boss-level Coffin (Undead variety) at B (in the southern room of the zone)
1 Chest 01 (locked)
1 Chest 03
2 Chests 04
Traps:
6 Darts traps at location T on map
Doors and Gates:
There is one door (at Out) in/out of this zone, leading outside
Morrowind:Silt Strider

thumb|right|The Silt Strider at Seyda Neen
Silt Striders are used primarily as a means of civilian transport in an elaborate network stretching between various cities on the island of Vvardenfell in Morrowind. Having no natural cavities in which passengers may safely repose, a compartment is hollowed from the creature's chitinous shell, wherein both passengers and their luggage are loaded. The Silt Strider itself is then moved by direct manipulation of exposed organs and tissues by its driver, commonly known as a caravaner.

Apart from the transportation of passengers, Silt Striders are also employed in the shipment of trade goods. To that end, certain cities&mdash;most notably Gnisis and Molag Mar&mdash;have constructed Silt Strider docks to aid in the loading and unloading of cargo.

Desiccated remains of Silt Striders can be found in various parts of the Ashlands.

Civilian Transportation
Most commonly employed in the southern and western parts of Vvardenfell, Silt Striders travel inland in the Ascadian Isles, West Gash, and Ashlands regions. Dependent upon the desired destination, passage to the following cities may be obtained for a set price from the point of origin. Each Silt Strider has a driver, or caravaner, that navigates the Silt Strider to its destination. All caravaners in Morrowind are Dark Elves.



Caravaners are often good first resources of information about their cities as well. Be sure you explore all topics of conversation with them. Additionally, increasing their disposition towards you will reduce travel costs from their station to others. You can bribe them for a guaranteed disposition increase, but this partially offsets the gains of lower fares.
Oblivion:Fort Vlastarus

Related Quests


Notes
This fort contains 3 Wisp Stalk plants.
Fort Vlastarus appears in ESO as Vlastarus Towers. A nearby town is also called Vlastarus.

 

Exterior

The exterior is located at coordinates: Tamriel -9, 1
This location's map marker (M on map) is named Fort Vlastarus (editor name FortVlastarusMapMarker). The entrance door is W of the marker, 70 feet away.
1 Chest (contains 1 Potion of the Sea; non-respawning) is near the entrance
The following potions can be found near the entrance: 2 Potions of Detect Life
The following plants can be found near the entrance: 28 Alkanet plants, 1 Blackberry bush, 6 Columbine plants, 33 Flax plants, 1 Fly Amanita plant, 9 Motherwort plants, 4 Peony plants, 1 Strawberry bush, and 14 Viper's Bugloss plants

 
Zone 1:
thumb|right|289px|Fort Vlastarus
Due to its many Vampire inhabitants, Fort Vlastarus might cause you to contract Porphyric Hemophilia, but the huge amount of valuables makes it worth exploring. Not too far into the fort you will come across a couple of vampire beasts. It is advisable to dispose of them before being noticed by the Vampire lurking around the corner. Loot the two chests and the coffin in this area. You will now face a choice: you can go through the gate to the northeast, or through the hall to the southwest. The most effective and profitable path is heading through the gate to the northeast.

You will end up on one balcony of a room with an altar in the middle and bodies dangling from the ceiling, two of them set on fire. Dispose of the patrolling Vampire, loot the coffin and, if you have high enough Acrobatics, jump onto the other balcony above the tunnel for a bit of extra loot. Take the tunnel leading northwest and you will find the Wooden Chest containing Shadowbanish Wine (W) and an occupant guarding it. Past the locked gate is the boss-level chest (B), and a sleeping slab (b). Head through the gate and you will end up in a tomb-like structure with at least two enemies and several coffins; only the coffin next to the tunnel on the northeast side of the room contains minor loot. Proceed forward. Take one of the two tunnels leading back to the first intersection and exit the fort through door Out.

Occupants:
4-5 Vampire Beasts (level-dependent Rat, Wolf, or Timber Wolf)
1 Vampire
3 Vampire Enemies (each 50% probability Vampire, 33% Undead, 17% Vampire Beast)
Treasure:
1 Wooden Chest containing 2 Shadowbanish Wine at location W on map
1 boss-level Chest (Vampire variety; locked) at B
1 Chest 01
1 Chest 02 (locked)
1 Chest 03
1 Chest 04
1 Coffin 01
2 Coffins 02
The following plants will always be found: 3 Wisp Stalk plants
Doors and Gates:
There is one door (at Out) in/out of this zone, leading outside
1 Gate at C (locked)
Other:
1 sleeping slab at location b on map
Morrowind:South Wall Cornerclub

It is owned by Bacola Closcius and is the base of operations for the Thieves Guild. Those who wish to join can speak with Sugar-Lips Habasi, who stands near a copy of Honor Among Thieves. Guild members can get Phane Rielle downstairs to remove their bounty. Bacola upstairs can give you directions to where Caius Cosades lives. 

If you have the Entertainers mod installed, a copy of ''The Balladeer's Fakebook'' can be found here. thumb|right|Thieves Guild and others in the South Wall Cornerclub

 
Related Quests
Main Quest

Thieves Guild






Fighters Guild


Mages Guild

Imperial Cult


 
People
Morrowind:Odai River

It lies in the southernmost reaches of the West Gash region of Vvardenfell. Originating just north of Balmora, the Odai River runs south through Balmora to the Odai Plateau, and empties into the Inner Sea at the eastern edge of the Bitter Coast region, just south-southeast of Hla Oad. The terrain surrounding the Odai River is mountainous in nature, and dotted with mines and plants.

 
Maps
left|thumb|Map of Odai River
Oblivion:Shadeleaf Copse

It is the place where Sinderion sends you on the Seeking Your Roots quest and you can find three Nirnroot here. The copse consists of a small pool with trees around it and a large black rock at the center of the pool.

 
Related Quests
Oblivion:Fort Chalman

Notes
You have a 10% chance of meeting an Orc Adventurer here.
Fort Chalman appears in ESO as Chalman Keep.

 
Exterior

The exterior is located at coordinates: Tamriel 15, 24
This location's map marker (M on map) is named Fort Chalman (editor name FortChalmanMapMarker). The entrance door is E of the marker, 140 feet away.
1 Skeleton Archer is near the entrance
2 Wilderness Creatures (Hills variety) are near the entrance
1 Chest (contains 10 repair hammers) is near the entrance
1 Chest 02 is near the entrance
1 Wilderness Chest (non-respawning) is near the entrance
The other following items can be found near the entrance: 1 empty common soul gem
The following plants can be found near the entrance: 4 Columbine plants, 4 Elf Cup plants, 10 Flax plants, and 1 Morning Glory plant

 
Zone 1:
thumb|right|245px|Fort Chalman
This is a fairly linear, unremarkable, and easy ruin. The first few hallways are easy because there is a large distance between the enemies, permitting you to pick on one at a time. When you arrive at the second bridge, beware of the three Swinging Mace at T. The hall below you has one undead and the possibility of an Orc Adventurer at O. From there, head south towards the biggest challenge of the ruin, behind the door. The undead boss (A) is waiting in the next room and there is the possibility of two other enemies in the hall as well; however, three chests, including the boss chest at B, are also located in here.

Occupants:
1 boss-level Undead at location A on map
1 Orc Adventurer (10% chance of appearing) at O
1-3 Undead
3 Undead Enemies (each 83% probability Undead, 17% Rat)
Treasure:
1 boss-level Chest (Undead variety) at location B on map
1 Chest 01 (locked)
1 Chest 02 (locked)
1 Chest 03
3 Chests 04
Traps:
3 Swinging Mace traps at location T on map
Doors and Gates:
There is one door (at Out) in/out of this zone, leading outside
Bloodmoon:Airship Captain's Journal

Journal of Captain Roberto Jodoin 
Commander, Beauchamp Expedition 
 
Entry 1:  Today is the day!  Beauchamp's airship seems sturdy enough, and the crew is ready to set sail.  We'll travel north-northwest until we reach the island of Solstheim.  According to Beauchamp, the Hrothmund's Bane wolf formation is somewhere near the Moesring Mountains.  The barrow we're set to explore is located at the wolf's eye.  We'll get Beauchamp's precious magic item and be back at the Guild of Mages in a few days.  What could possibly go wrong? 
 
Entry 4: Damn conjurers, sorcerers, inventors, scientists and all   academic ilk!  Beauchamp promised me his airship would hold together, promised me it could be sailed just like a sea-bound craft.  All lies!  This monstrosity is barely holding together -- we've been trailing bits and pieces of it ever since we left  !  Just an hour ago we lost one of the Dwemer cogs from the main engine!  If this were a frigate or sloop I'd be holding her together just fine, but alas, trying to control an airship is like setting to sea in a barrel with a spoon for an oar. 
 
Entry 6:  Land ho! 
 
Entry 7:  It's normal for a crewmember to get edgy, but the Argonian finally went berserk.  I told him repeatedly before we left Ald'Ruhn that an airship sails in the sky, and not on the water.  He told me he understood, but his fear of heights must have finally taken sway.  In a frenzied state he grabbed the wheel and almost forced us into the sea.  I had no choice but to run him through.  Swims-In-Swells was his name, and a good crewmember he was before this unfortunate incident.  I would have preferred a burial at sea, but considering our current situation we had no choice but to toss his body overboard.  We aimed for the ocean, but by that time the airship had drifted over Solstheim.  Alas, I fear we missed, and his corpse landed somewhere on the southeastern shore. 
 
Entry 9:  We've located Hrothmund's Bane!  At least Beauchamp was right about something.  The wolf formation runs from west to east, with the head -- and eye -- toward the eastern end.  We'll look for a place to set down and then explore Hrothmund's Barrow -- assuming THAT is where Beauchamp said it would be.  I must also note that the going is slower than I'd like.  There's a fell chill in the air, and I don't trust the dark clouds that have gathered over the mountains.... 
 
Entry 11:  We have been assailed by a blizzard, the likes of which I have never seen!  I feared a storm, but could never have imagined anything like this.  Beauchamp's contraption is coming apart at the seams, and I don't think we can hold altitude.  There's nowhere to land, but land we must! 
 
Entry 12:  Dead.  All of them  .  Most of the crew were   instantly when the   went down.    few that made it soon   to the cold.  I   survived.  Need to make a camp.  Snow is blocking my way into the ship's hold.  I go to the barrow in the  .  I can   write.  My hands   nearly  . 
 
Entry 13:    cold so cold.  So  ...madness   me I can  .  I see eyes night eyes wolf  .    them...so hungry. Eye of   coming! White wolf! So  ...
Bloodmoon:A Blood-Stained Note

S,

Here is the equipment I told you about. Remember, the weak deserve no mercy.

-- E
Bloodmoon:Bloody Note (Fjell)

Lucian,


Here's the loot from the jeweler heist. Like my marker? I figured that would get your attention. The grahl make great guards, and I knew you'd be able to slip past them. I've paid off the crew and given the Guild its cut. I'll see you in Cyrodiil at that inn we talked about.

The museum should be an easy haul. Security is light, and there's a broken window in the basement. But we can talk more about that later.


Jacques
Bloodmoon:Bloody Note (Frossel)

Borogon,


Jacques put the stash in the Fjell ice cave, and Lucian has been notified. I got my cut, and am headed back to Summerset Isle. I'll see you there.

One more thing -- do me a favor and forget about your obsession with bristleback meat. Yeah, it probably tastes like pork, but it's not worth it. Those things are deadly, and their creepy little riders are more vicious than they look.


Antoinette
Bloodmoon:Journal of Fryssa

I've done it! The enchantment is now complete. The robe, which I have named Whitewalker, can turn the wearer into the very essence of snow. Kick me out of the Mages Guild, will they? Now I'll show them all!
Bloodmoon:Rogue Necromancer's Journal

Weaklings and cowards! I care not what they think of me, or my pursuit of the dark arts. Who are they to dictate the form of magicka I practice? Vvardenfell holds generations of dead just ripe for the picking, and yet they hoard this resource as if it were "sacred." Such nonsense!

I have been less successful here on Solstheim than I would have hoped. That cursed magic ice protects many of the corpses, and even I have trouble controlling the savage  . Even so, my work continues, and the apprentices are growing more powerful every day.

My latest research has revealed the location of the Mantle of Woe. It lies within the Rimhull ice cave. Soon I will claim its dark power as my own!
Bloodmoon:Settler's Journal

Entry 1: Today we found the perfect place to claim as our new home. It's an ice cave called Legge, and seems to be used by the local bears and wolves as some kind of den. They should be easy enough to get rid of.

Entry 2: We've done it! The bears and wolves have been driven from the cave, and we've already started making ourselves at home. May our children's children enjoy the comfort of Legge!

Entry 3: One of those blasted bears got into the cave today. We drove him out, but he managed to make off with our dinner. It's a good thing I have my grandfather's enchanted ring to keep them at bay.
Bloodmoon:Custom Fur Armor Price List

You call yourself a hunter, now prove it.  Hiding in the wilds of Solstheim are the elusive white snow bears and snow wolves. It is said their fur can protect against the most frigid cold. Kill these beasts, claim their pelts, and you could be the proud owner of...


 CUSTOM FUR ARMOR 


Imagine beautiful light white fur armor, made from the pelts of Solstheim's mysterious snow wolves and snow bears.  Never before have I forged such armor, because nobody has been skilled enough to bring down enough of the beasts. Could you be the first?

Kill the beasts, bring me their pelts and enough gold, and I'll craft the best light armor found on Solstheim or anywhere else.

MATERIALS AND PRICE LIST
SNOW BEAR ARMORS

Snow Bear Cuirass: 5 snow bear pelts and 6000 gold 
Snow Bear Left Pauldron: 2 snow bear pelts and 1000 gold 
Snow Bear Right Pauldron: 2 snow bear pelts and 1000 gold 
Snow Bear Left Gauntlet: 2 snow bear pelts and 1000 gold 
Snow Bear Right Gauntlet: 2 snow bear pelts and 1000 gold 
Snow Bear Greaves: 4 snow bear pelts and 5000 gold 
Snow Bear Boots: 3 snow bear pelts and 3000 gold 
Snow Bear Helm: 2 snow bear pelts and 2000 gold

SNOW WOLF ARMORS
Snow Wolf Cuirass: 5 snow wolf pelts and 6000 gold 
Snow Wolf Left Pauldron: 2 snow wolf pelts and 1000 gold 
Snow Wolf Right Pauldron: 2 snow wolf pelts and 1000 gold 
Snow Wolf Left Gauntlet:2 snow wolf pelts and 1000 gold 
Snow Wolf Right Gauntlet: 2 snow wolf pelts and 1000 gold 
Snow Wolf Greaves: 4 snow wolf pelts and 5000 gold 
Snow Wolf Boots: 3 snow wolf pelts and 3000 gold 
Snow Wolf Helm: 2 snow wolf pelts and 2000 gold
Bloodmoon:EEC Stock Certificate

This certifies that %PCNAME is the owner of


One Hundred


fully paid and non-assessable shares, of the par value of one (1) Septim each, of the common stock of the Raven Rock division of the East Empire Company (hereafter referred to as "the Company"), transferrable on the books of the Company by the Holder himself in person or by duly authorized representative of the Holder upon surrender of this certificate properly endorsed.

This certificate and the shares represented hereby are issued and shall be held subject to all provisions of the Articles of Incorporation and of the by-laws of the Company (copies of which are on file at the Company's main office) to all which by acceptance the holder hereof assents. This certificate is not valid unless undersigned by the Transfer Agent and registered by the Registrar.

In Witness Whereof the Company has caused this certificate to be executed by the facsimile signatures of its duly authorized officers and a facsimile of its corporate seal to be printed hereon.


Signed


C. Magius
Bloodmoon:The Song of Grandfather Frost

He he!  Ha ho! 
To the workshop we will go!

The candy -- so sweet! A yummy winter treat! 
Sugar warmed by the pale hearth light 
Happiness spreads throughout the night!

He he!  Ha ho! 
To the workshop we will go!

Grandfather Frost is coming near 
To spread his candy and his cheer! 
Better than trinkets, better than toys 
So say the little girls and boys!

He he!  Ha ho! 
To the workshop we will go!

Candy, candy -- he makes so much! 
Using the Grandfather's magic touch!

So it's back to the workshop in the snow! 
With lovely lanterns all aglow! 
He he!  Ha ho!  He he he ha ha ho!
Bloodmoon:The Song of Uncle Sweetshare

Compare to The Song of Grandfather Frost, an earlier version not used in the game.
----
:He he!  Ha ho!
:To the workshop he will go!

:My Uncle's candy is so sweet!
:It's such a yummy winter's treat!
:When the sugar is warmed by the pale hearth light
:The happiness spreads throughout the night!

:He he!  Ha ho!
:To the workshop he will go!

:Uncle Sweetshare is coming near
:To spread his candy and his cheer!
:It's better than trinkets, games or toys
:So say all the little girls and boys!

:He he!  Ha ho!
:To the workshop he will go!

:Candy, candy -- he makes so much!
:Uncle Sweetshare has a magic touch!
:So it's back to the workshop in the snow!
:With lovely lanterns all aglow!

:He he!  Ha ho!  He he he ha ha ho!
Morrowind:Pawnbroker

right Pawnbrokers are merchants who will buy almost anything from you, including some miscellaneous goods that nobody else will buy, like plates. This can be very convenient, as you cannot sell stolen pillows to armorers. However, they will pay less for each item. For example: a tan plate is worth 10 gold, but the pawnbroker will only pay about 3-5 gold, depending on your Mercantile skill level. The pawnbroker is a good place to dump your unwanted items, but it should be avoided if there are other options in the immediate area.

List of Pawnbrokers
Here is a list of all pawnbrokers in the game, sorted by the amount of gold with which they can trade.