Netruk44/uesp-wiki-content huggingface dataset:
Lore:The Song of Pelinal, v 5

t is a solid truth that Morihaus was the son of Kyne, but whether or not   was indeed the Shezarr ne is best left unsaid (for once Plontinu, who favored the short sword, said it, and that night he was smothered by moths). It is famous, though, that the two talked of each other as family, with Morihaus as the lesser, and that Pelinal loved him and called him nephew, but these could be merely the fancies of immortals. Never did Pelinal counsel Morihaus in time of war, for the man-bull fought magnificently, and led men well, and never resorted to Madness, but the Whitestrake did warn against the growing love with Perrif. "We are ada, Mor, and change things through love. We must take care lest we beget more monsters on this earth. If you do not desist, she will take to you, and you will transform all Cyrod if you do this." And to this the bull became shy, for he was a bull, and he felt his form too ugly for the   at all times, especially when she disrobed for him. He snorted, though, and shook his nose-hoop into the light of the Secunda moon and said, "She is like this shine on my nose-hoop here: an accident sometimes, but whenever I move my head at night, she is there. And so you know what you ask is impossible."
Lore:The Song of Pelinal, v 6

nd it is  said that he emerged into the world like a Padomaic, that is, borne by Sithis and all the forces of change therein. Still others, like Fifd of New Teed, say that beneath the  's star-armor was a chest that gaped open to show no heart, only a  , singing like a mindless  , and that this was proof that he was a myth-echo, and that where he trod were shapes of the first urging. Pelinal cared for none of this and killed any who would speak god-logic, except for fair Perrif, who he said, "enacts, rather than talks, as language without exertion is dead witness." When those soldiers who heard him say this stared blankly, he laughed and swung his sword, running into the rain of Kyne to slaughter their Ayleid captives, screaming, "O Aka, for our shared madness I do this! I watch you watching me watching back!   dares call us out, for that is how we made him!"  And it was during  these fits of anger and nonsense that Pelinal would fall into the Madness, where whole swaths of lands were devoured in divine rampage to become Void, and Alessia would have to pray to the Gods for their succor, and they would reach down as one mind and soothe the Whitestrake until he no longer had the will to kill the earth in whole. And Garid of the   once saw such a Madness from afar and maneuvered, after it had abated, to drink together with Pelinal, and he asked what such an affliction felt like, to which Pelinal could only answer, "Like when the dream no longer needs its dreamer."
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Lore:The Song of Pelinal, v 7

And so after many battles with   's allies, where dead  s lay like candlelight around the throne, the   became surrounded by the last   sorcerer-kings and their  , each one heavy with varliance. The Whitestrake cracked the floor with his mace and they withdrew, and he said, "Bring me Umaril that called me out!" ...  And  while mighty in his aspect and wicked, deathless-golden Umaril favored ruin-from-afar over close combat and so he tarried in the shadows of the   before coming forth. More soldiers were sent against Pelinal to die, and yet they managed to pierce his armor with axes and arrows, for Umaril had wrought each one by long varliance, which he had been hoarding since his first issue  of challenge. ...  Presently  the  alf-Elf  showed himself  bathed in   n light  ... and he listed his bloodline in the Ayleidoon and spoke of his father, a god of the  previous kalpa's  World-River and taking great delight in the heavy-breathing of Pelinal who had finally bled...  Text lost  ...  And  Umaril was laid low, the angel face of his helm dented into an ugliness which made Pelinal laugh,  and his  unfeathered wings broken off with sword strokes delivered while Pelinal stood  frothing ... above him insulting his ancestry and anyone else that took ship from Old Ehlnofey,  which  angered the other Elvish kings and drove them to a madness of their own...  and they  fell on him  speaking  to their weapons... cutting the Pelinal into eighths while he roared in confusion  which even  the Council of Skiffs  could hear ...  Text lost  ...ran when Mor shook the whole of the tower with mighty bashing from his horns  the next morning , and some were slain-in-overabundance in the Taking, and Men looked for more Ayleids to kill but Pelinal had left none save those kings and demons that had already begun to flee... It was Morihaus who found the Whitestrake's head, which the kings had left to prove their deeds and they spoke and Pelinal said things of regrets... but the rebellion had turned anyway...  and more  words were said between these immortals that even the Paravant would not deign to hear.
Lore:The Song of Pelinal, v 8

nd left you to gather sinew with my other half, who will bring light thereby to that mortal idea that brings  the Gods  great joy, that is, freedom, which even the Heavens do not truly know,  which is  why our Father, the...  Text lost ... in those first  days/spirits/swirls  before Convention... that which we echoed in our earthly madness.  Let us  now take you Up. We will  show  our true faces...  which eat  one another in amnesia each Age."
Morrowind:Baradras

Baradras is a Wood Elf scout and an Apprentice of the Fighters Guild. He can be found in the entrance hall of the Ald'ruhn Guild of Fighters, where he offers minor training in Sneak, Block, and Medium Armor to all visitors.

He may offer a donation for the Buckmoth fund.

Baradras wears a Native Gah-Julan bonemold helm along with a Gah-Julan bonemold cuirass, bonemold greaves, a bonemold shield, and a common shirt with matching pants and shoes. He also carries an iron broadsword. Aside from his natural resistance to disease, and the ability to command animals, he knows no spells. 
 
Related Quests


Dialogue
alms for the poor:
:(Disposition at least 30) ''"You're right. We all must do our part. Here. It's not much, but it's all I can spare." (Disposition up by 10) (You receive 10 gold)
:(Disposition at least 70) "Of course. I'm happy to donate for such a worthy cause." (Disposition up by 10) (You receive 20 gold)
:"You have my contribution."''
Oblivion:Lord Vlindrel's Tower

It only appears after you have installed the Knights of the Nine official download and does not have any type of map marker. The tower consists only of surface ruins; there is no dungeon. Among the ruins are two undead, and a chest with gold and other leveled loot.
 

Notes
It may have been originally intended as the site for the quest The Sword of the Crusader, as Lord Vlindrel is the one who took the sword.

Bugs
Morrowind:Ergnir

Ergnir is a Nord smith and an Apprentice of the Fighters Guild. Ergnir can be found on the lower level of the Ald'ruhn Guild of Fighters, next to a forge.

He wears a common shirt with matching pants and shoes. Aside from his natural resistance to shock, immunity to frost, ability to shield himself, and a natural frost damage spell, he knows no spells.
 
Wares
 

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Morrowind:Tralan

Tralan is a Redguard master-at-arms and an Apprentice of the Fighters Guild. Tralan stays at the Ald'ruhn Guild of Fighters in the training room located in the northwest corner of the middle level. To find him, go down the first flight of stairs from the entrance hall, turn around 180 degrees, and head up the stairs to the left or right just before reaching Ergnir's Smithy. He offers medium training in Long Blade, and minor training in Blunt Weapon and Axe.

Tralan wears a netch leather cuirass with matching pauldrons, greaves, gauntlets, boots, and shield. He also wears a common shirt with matching pants and belt and carries an iron longsword. Like all Redguards, he has a natural resistance to poison and disease, and can boost his health, strength, agility and endurance for a short period of time. Otherwise, he knows no spells.
Morrowind:Anarenen

Anarenen is a High Elf alchemist and an Associate of the Guild of Mages. Anarenen can be found on the lower level of the Ald'ruhn Mages Guild, on the southern side of the twin stairs. He is a restocking vendor of the following ingredients: bloat, bonemeal, comberry, crab meat, diamond, fire salts, heather, and vampire dust. He also offers medium training in Alchemy, Conjuration, and Enchant.

His outfit consists of a common robe with matching shoes, and he carries an assortment of his apparatus wares. Aside from his natural weaknesses to fire, frost, shock and magicka, his natural bonus to magicka, and resistance to disease, he knows no spells.
 
Related Quests


Notes
Anarenen's Devil Tanto, which is the object of the Loot the Mages Guild quest, only appears if you agree to Aengoth the Jeweler's proposal to steal it. Otherwise the locked chest only contains some gold.

Wares
 

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Oblivion:Sundercliff Watch

Underwater exit|thumb|right The location is added with the Unearthing Mehrunes Razor official download, and houses the eponymous artifact.

Sundercliff Watch is the largest dungeon in the game, containing a mixture of caves, buildings and Ayleid ruins. The location consists of 23 zones in total. The nine main zones are Sundercliff Watch, Sundercliff Village, Sundercliff Commune, Sundercliff Forge, Sundercliff Mines, Excavated Ruin, Varsa Baalim, Nefarivigum, and Forgotten Tunnels.  Three smaller zones, Cava Arpenia, Cava Beldameld and Cava Marspanga link different areas of Varsa Baalim together, and in addition, there are multiple houses, side rooms and tents.

Sundercliff Watch served as a waystation in the time of the Reman Dynasty but has long been forgotten.
 
Related Quests
 

People
 

 

Zone 1:
thumb|right|333px|Sundercliff Watch
Occupants:
Treasure:
Doors and Gates:
 

Zone 2:
thumb|right|334px|Sundercliff VillageSundercliff Village|thumb|right
Occupants:
Treasure:
Doors and Gates:
 

Zone 3:
thumb|right|452px|Sundercliff CommuneSundercliff Commune|thumb|right
Occupants:
Treasure:
Doors and Gates:
 

Zone 4:
thumb|right|309px|Sundercliff Mines
Occupants:
Treasure:
Doors and Gates:
 
 

Zone 5:
thumb|right|332px|Sundercliff Forge
Occupants:
Treasure:
Doors and Gates:
 
 

Zone 6:
thumb|right|420px|Excavated Ruin
Occupants:
Treasure:
Doors and Gates:
 

Zone 7:
thumb|right|476px|Varsa BaalimVarsa Baalim|thumb|right
Occupants:
Treasure:
Doors and Gates:
 

Zone 8:
thumb|right|104px|Cava Arpenia
Occupants:
Treasure:
Doors and Gates:
 

Zone 9:
thumb|right|117px|Cava Beldameld
Occupants:
Treasure:
Doors and Gates:
 

Zone 10:
thumb|right|141px|Cava Marspanga
Occupants:
Treasure:
Doors and Gates:
 

Zone 11:
thumb|right|132px|The Nefarivigum
Occupants:
Treasure:
Doors and Gates:
 
 

Zone 12:
thumb|right|222px|Forgotten TunnelsForgotten Tunnels|thumb|right
Occupants:
Treasure:
Doors and Gates:
 

Notes
In the Excavated Ruin, you can see a vampire and a Drothmeri member through a window you cannot go through. If you   through the window, you can find a hidden door to an area identified in the game as "UNUSED CELL" (editor ID  ), which is just an Ayleid floor and door floating in a grey void. Entering the cell will show the message "You should not be here" until you leave it. The room's script is set to show the message to the player and all essential characters and to disable any non-essential characters.
Sundercliff Watch also appears in ESO as Fort Sundercliff, named for the surrounding town of Sundercliff.
Morrowind:Zainsipilu

thumb|right|The interior of the cave
The cave is situated across the Odai River, on the west side of the mountains that follow the road.

It has two branches of tunnels that lead to three major areas, the first being the slave den, second is the warehouse, and third is the bandits' quarters. 

In the third phase of building your House Hlaalu Stronghold, Dondos Driler asks you to eliminate the eight bandits in order to secure the safety of your egg mine. 

 
Related Quests
House Hlaalu


People
 


Notes
Various crates are strewn about the cave, many with leveled enchanted items, gold, leveled weapons and armor, and alchemy ingredients.
It's possible to get soul gems from the randomly generated items in the crates of this cave.
Unlocked chests typically contain potions and other leveled items.
The highest lock level for chests is level eight.
There is a hidden thief ring below the hanging bridge where the ladder runs into the water. It is situated on top of a rock that has one of the bridge's supports going through it with a few gold coins scattered around the ring.

Maps
thumb|left|Zainsipilu, interior map
Morrowind:Erranil

Erranil, a High Elf guild guide, is an Apprentice of the Mages Guild. Erranil can be found on the middle level of the Ald'ruhn Guild of Mages, in the southwestern corner. She may provide a small donation for the Buckmoth fund.

She is wearing an expensive robe and matching shoes. Aside from her natural weaknesses to fire, frost, shock and magicka, her natural bonus to magicka, and resistance to disease, she knows no spells.
 
Dialogue
destination: ''"I can teleport you instantly from our Mages Guild here in Ald'ruhn to the Vivec Mages Guild, or the Balmora Mages Guild, or the Caldera Mages Guild, or the Sadrith Mora Mages Guild."

Related Quests
Imperial Cult


Quest-Related Events
Buckmoth Alms
If her disposition   70:
:alms for the poor
:"You're right. We all must do our part. Here. It's not much, but it's all I can spare."

If brought up again:
:"You have my contribution."''
Morrowind:Heem-La

Heem-La is an Argonian mage and a Conjurer of the Guild of Mages. He sells some unique spells in his private room in the Ald'ruhn Mages Guild, behind a closed door immediately to the left of the entrance.

He is only wearing a common robe. He is carrying a steel flameblade and three random scrolls. Like all Argonians, he is immune to poison, has a resistance to disease, and can breathe underwater. Aside from that, he knows the following spells: Bound Dagger, Bound Gauntlets, Bound Spear, Bound Boots, Summon Ancestral Ghost, Summon Least Bonewalker, Summon Skeletal Minion, Hide, Sleep, Greater Fireball, Greater Frostball, Third Barrier, Second Barrier, Greater Shockball, Armor Eater, Weapon Eater, Weary, Wild Flay Spirit, Wild Levitate, Distraction, Enervate, Light and Spite.
 

Spells
Heem-La teaches the following spells:
Bloodmoon:Stormpfund Barrow

It is guarded by bonewolves, greater skeleton champions, or draugr, depending on your level. It has three treasure chests of loot and one piece of raw stalhrim.

 
Notes
The treasure chests contain miscellaneous random items, including potions and ingredients, armorer's hammers, many magic weapons, items and armor, and possibly a glass longsword.
There a small chance that the Insane Wanderer spawns here. She is a level 99 Dark Elf barbarian that turns into a werewolf between 9 pm and 6 am.

Maps
thumb|left|Map of Stormpfund Barrow
Morrowind:Manis Virmaulese

Manis Virmaulese, a Breton mage, is an Apprentice of the Guild of Mages. He guards the Ald'ruhn Mages Guild as part of the plot in the Thieves Guild quest to steal ''Anarenen's Devil Tanto'', and is only present during this quest. 

He is wearing a common robe, shoes, an extravagant ruby amulet, is wielding a silver dagger, and is carrying up to 30 gold. Aside from his natural bonus and resistance to magicka, and his ability to shield himself for short periods, he knows the following spells: Daedric Bite, Rapid Regenerate, Great Resist Shock, Magickguard, Greater Resist Poison, Great Resist Magicka, Great Resist Frost, Great Resist Fire, Great Resist Common Disease, Poet's Whim, Iron Will, Powerwell, Wisdom, Blood Gift, Absorb Willpower, Absorb Intelligence, Weak Spelldrinker, Reflect, Dire Noise, Far Silence, Hide, Invisibility, Alad's Caliginy, First Barrier, Strong Levitate, Tinur's Hoptoad, Weary, Crushing Burden Touch, and Great Burden of Sin. 

When you break into the guildhall, Manis will be standing near the entrance diligently guarding the area. Rightfully assuming that you are a thief, he will immediately engage you in conversation by asking: "What are you doing here? You must be a thief!" At this point, he will become aggressive and your only option is to exit conversation.  

 
Related Quests
Morrowind:Orrent Geontene

Orrent Geontene is a Breton nightblade and an Apprentice of the Guild of Mages. Geontene is found in the entrance hall of the Ald'ruhn Mages Guild. He wears a common robe and amulet, wields a leveled shortsword (up to Dwarven quality), and carries 40 drakes.
 

Dialogue
If you ask him for the latest rumors he'll say: 
''"Edwinna often complains about how the   of Vvardenfell, Trebonius, doesn't really care about scholarship."''

Spells
Orrent teaches the following spells:
Morrowind:Tanar Llervi

Tanar Llervi, a Dark Elf enchantress, is an Associate of the Mages Guild. Tanar is found in the lowest level of the Ald'ruhn Guildhall, behind the closed door to the west, at the foot of the twin stairs.

Tanar wears a common shirt and matching skirt, pants, and shoes. She carries her entire supply of restocking scrolls.
 
Wares
 

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Morrowind:Kora-Dur

It's located in the northern Ashlands just east of Kogoruhn. It is a cave full of powerful Daedra - mostly daedroths, with a storm atronach as well.

Menta Na's master, the Daedra Prince Molag Bal, has a grudge against him and wishes him slain, as you can find out upon visiting the Daedric shrine of Yansirramus, on the western edge of Zafirbel Bay.
 
Related Quests
Daedric
 

Notes
This cave's front door is heavily locked.  However, the key obtained from Molag Bal in the shrine of Yansirramus will open it.
Treasure consists of a Daedric staff, some raw gems and ebony, scrolls, and a large collection of potions including skooma.
There is a secret water tunnel that can help you avoid all of the enemies and get to Menta Na quickly and without a fight.
There is a Grand Soul Gem in the Antechamber.
Kora-Dur returns in ESO as part of the Forgotten Wastes.

Maps
thumb|left|Kora-Dur, interior map
Morrowind:Bensamsi

It is located in the northern Ashlands northeast of Kogoruhn. It contains a mix of ash creatures, undead creatures, several Dreamers and even one random daedra, but no unique monsters and no unique treasure. A couple of gems, a couple of scrolls, a few potions, a couple of small chests full of gold and yet another Sixth House Bell Hammer are pretty much all there is to find here.
 
Maps
thumb|left|Map of Bensamsi
Morrowind:Tin-Ahhe

The cave is directly west from the Dwemer ruin of Nchuleft and southwest over the ridge from the Cavern of the Incarnate. 

There is no easy way here on foot except by using the mountain pass into the Ashlands directly from the Zainab Camp and turning northwards along the gully until it reaches its end.  

Three low-level smugglers guard a fairly large number of crates with random loot.
 
Notes
None of the smugglers are wearing any armor. There is no non-random loot in the cave except for three crates that contain four Moon Sugar each. These crates are a lighter color, and have the logo of the temple healer on the sides.

People
 


Maps
thumb|left|Tin-Ahhe, interior map
Morrowind:Maran-Adon

The cave is a difficult-to-reach Sixth House base directly south of the Cavern of the Incarnate and west of the Nchuleft Dwemer ruin. It contains a fair number of ash creatures and Dreamers, but very little actual treasure and no unique monsters.  There are only two chests, one containing between 250 and 500 gold and the other up to seven gems. There is also one of the nineteen Sixth House Bell Hammers.

 
Maps
thumb|left|600px|Interior map of Maran-Adon
Tribunal:Dwemer Warbots

Quick Walkthrough
#Speak to Ignatius Flaccus in Godsreach.
#Collect 10 pieces of scrap metal.
#Collect 3 Dwemer cogs.
#Bet on the match between the two robots (you can only bet once).

Walkthrough
In the basement of the Ignatius Manor in the Godsreach District you will find Ignatius Flaccus standing next to his Robot Arena. Unfortunately, all his robots are currently broken and he wants you to find 10 pieces of Dwemer scrap metal in order to repair them. If you haven't explored the Dwemer ruins Bamz-Amschend in the Main Quest yet, you can go buy them all from Nalcarya of White Haven in Balmora.

Return to Ignatius with the 10 pieces of scrap metal and he'll ask you for three rusty Dwemer cogs. Head back down to the Dwemer ruins again. In Bamz-Aschend, there are a number of cogs in the northeast corner of the Hall of Winds, just off the entrance to the ruins. They are quite heavy at 50 each, so those weaker characters might need to make a few trips or, better yet, cast Mark at the Robot Arena and grab all the cogs in one fell swoop.

Return to Ignatius with the three cogs and he'll thank you, telling you to return in a little while once he has time to repair the robots. In fact, you can leave and return immediately and the robots will be ready. Speak with Ignatius to start a fight and even bet on the outcome. If you decide to, you may wager 50, 250, or 1000 septims. The steam centurion usually wins, so that's your safest bet. Once the fight is over, you cannot bet again on a new fight.

Quest Stages