Netruk44/uesp-wiki-content huggingface dataset:
Morrowind:Alof's Farmhouse

The farmhouse is just a humble hut. Its owner, Alof the Easterner, has some information on the Orcs that have been troubling the neighborhood. 
thumb|right|The interior of the farmhouse
 

People
 


Related Quests
Fighters Guild
Morrowind:Ashamanu Camp

Three Ashlander Mabrigash have killed Arlowe, an Imperial who carries 
the unique BanHammer on its corpse. One can only speculate what happened here.

 
People
Morrowind:Elanius Camp

There are three hostile outcast Ashlanders here, one of them inside the single yurt.  Zainat Ahalkalun outside the yurt may offer training if you can Calm him down enough to talk to him.  There is little of value either inside or outside the yurt, and there are no quests related to this camp or its occupants.
 
People
Morrowind:Imperial Prison Ship

It can only be found during the first stage of the game.
thumb|left|Lower level of the ship
After you enter the Census and Excise offices, the ship disappears.

There are several crates onboard, some of which have items in them, but since you are not able to look inside containers at the beginning of the game, you cannot acquire these items (at any rate, there's nothing of any real value). At the stern of the ship there is a door which would normally lead to a captain's cabin on most ships, but in this case is  . The ship's railings and gangplank are also surrounded by invisible barriers, preventing you from jumping into the water and escaping without going through the Census and Excise offices first.
 
People
 

3 Guards (2 Imperials and 1 Redguard)

Related Quests
Main Quest


Notes
There is no cell for the ship's cabin.  If the door to the cabin is unlocked using the console and then opened it simply swings open, revealing empty space behind it.
Morrowind:Llirala's Shack

The shack is located right next to the Sanctus Shrine, which is marked on your map. 

Llirala offers medium training services for  ,  , and  .

 
People


Notes
The key to Archcanon Saryoni's Private Quarters can be found on the monk.
The Ancient Chest in this shack contains the original Saryoni's Sermons Manuscript, notable as the most valuable book in the game (50000 gold). It's not locked, but Llirala won't be happy if you take it, and you'll probably be kicked out of the Temple if you're caught.
Morrowind:Mamshar-Disamus Camp

Three desperate Ashlander outcasts reside here, two outside and one inside the yurt. They are all hostile.

 
People
Morrowind:Massahanud Camp

thumb|right|Inside Sargon's Yurt
This camp consists of a single yurt, the home of Sargon Santumatus. The Ashlanders outside are friendly and one is a trainer. There is little of value at this camp.
 
People
Morrowind:Prelude Shipwreck

It contains three interior zones: Prelude Shipwreck, Cabin, Prelude Shipwreck, Upper Level, and Prelude Shipwreck, Lower Level.
 
Related Quests
House Hlaalu

Walkthrough
 
Zone 1:
The only things of interest are a cloth sack with 100 gold and a loose bottle of skooma.
Zone 2:
There is a skeleton just as you enter. Behind the stairway is a rat and several crates, one of them containing two bottles of skooma. The southern room is partially submerged in water. There is a cloth sack with five gold pieces in it and four more scattered around it, as well as a trapdoor to the lower level. Behind the trapdoor lies a barrel filled with random ingredients, along with a crate containing two samples of moon sugar.
Zone 3:
Upon entering you will find yourself in a small pool of water. The area is guarded by a hostile ancestor ghost, nearby which lies the ship captain's body holding a simple key, which opens the cabin door. There is a trapped wooden chest containing guaranteed 100 gold, up to 200 additional gold (60% chance each), a leveled potion and a piece of armor, and the Daedric Wakizashi related to a House Hlaalu quest. The crate closest to the chest contains two bottles of skooma.
 
People
 


Notes
This weapon has lower damage than a regular Daedric Wakizashi.

Bugs
Morrowind:Salit Camp

The camp is just a few paces inland from the waterfront of Azura's Coast. The five Ashlander residents are all hostile and only have some basic supplies and weapons. Zelay Sobbinisun is a minor trainer in  ,  , and   if you can sneak up or calm him long enough to speak with him. He can be found inside his yurt. The yurts provide a safe haven from the dangerous daedra that roam the Grazelands.

 
People
 


Bugs
Morrowind:Sanabi

The first group of bandits guard typical loot. The crates contain common clothing and jewelry, the barrels have random bandit loot, and a steel battle axe is placed on a bed-rest. A trapped door opens up to the second room which has a mage that summons Greater Bonewalkers. There is better leveled loot here: gems, booze, drugs, and soul gems. One barrel contains 250 iron arrows.

 
People
 


Maps
thumb|left|Sanabi
Morrowind:Shashmanu Camp

The camp is home to three hostile outcast Ashlanders, two outside and Anit inside his yurt. Minisun Ulirbabi outside is a trainer if you can calm him long enough to speak with him, although this is not particularly useful since he trains no higher than 49 in his three skills. Unlike most initially hostile NPCs, Anit actually owns the stuff inside his yurt.
 
People
Morrowind:Sobitbael Camp

This camp is the humble home for three hostile outcast Ashlanders; two outside and Mal Mibishanit on the inside. Subenend is a trainer if you can calm him long enough to talk to him. There is little of value inside or outside the yurt, and none of the occupants are involved in any quests.

 
People
Morrowind:Yakaridan Camp

This camp is the simple home of the hostile outcast Ashlander Kitbael and his two friends, northeast of Zainab Camp. Two men are outside and one inside the yurt. Nind Dudnebisun outside is a trainer if you can calm him long enough to talk to him. A few simple weapons, armor, and alchemy ingredients can be found here. Like much of the Grazelands, the camp is thickly covered with wickwheat. These outcasts are blocking the south road from Tel Vos to the Zainab Camp.

 
People
Daggerfall:Wild Animal

Quick Walkthrough
# Talk to the Fighter Quester of a Fighters Guild.
# Head to the building mentioned to you.
# Kill the wild creature.
# Return to the Fighter Quester within the time limit and collect your reward.

Detailed Walkthrough
thumb|right|Open doors can let in dangerous pests, like an angry bear...
thumb|right|...a ravenous sabertooth tiger...
thumb|right|...a giant spider...
thumb|right|...or a wretched harpy
 
Animal House
Speak to a Fighter Quester, who says:

:''"I am (Fighter Quester's name). We have a request from a local citizen. It seems a wild animal has gotten into his place. We need someone to go kill the thing. The guild will pay (random gold) gold. Do you want it (player's name)?"

Accept
The Fighter Quester goes on:

:"OK, (player's first name). Get over to (building) here in town. Get it done in one day. Nobody wants an animal left roaming around in their place. Come back here when the beast is dead and I'll have your pay waiting for you."

:(Fighter Quester's name) calls out, "Hey, what kind of animal is it in (building)?"

:You hear a voice call out from an upper floor, "It's a (monster)."

Decline
The Fighter Quester answers:

:"I'm sure someone else will be willing to take care of this nuisance."''

When Animals Attack
This is a very simple and short quest. Find the client's home by asking around until you know the building's location; it will not always be a house. The beast can be a grizzly bear, a sabertooth tiger, a spider, or a harpy. Enter the building, kill the creature, and return to the guild. Remember that if the target is a harpy, you will need Dwarven-quality weapons or higher to harm it, or you can use Destruction magic.

Reward
Return to the Fighter Quester, who will say:

:''"Well done, (player's first name). Here's your (random gold) gold."
If you receive a dungeon map, he will add:
:"By the way, since you seemed to have so much fun with that beast, here's a map to (random dungeon). Knock yourself out."

Reputation Gain/Loss
 

Enemies
Any of the following:
One Grizzly Bear
One Sabertooth Tiger
One Spider
One Harpy





Additional Dialogue
After you have accepted this quest, NPCs may say when asked for any news:
"Did you hear? An animal got into a building in town. I hope they kill it soon."
If you fail the quest, NPCs may say when asked for any news:
"That creature mauled some woman before being chased out of town. What a pity."
If you successfully complete the quest, NPCs may say when asked for any news:
"The Fighter's Guild killed that bear that got into (building).   a good thing we have them around."
If you successfully complete the quest, the quest giver may later greet you with:
"Good job killin' that beast. What can I do for you?"
If you failed the quest, the quest giver will greet you with:
"I hear that a critter ate the guy that owned the house. Gave us a bad rep. Try to do better next time."''

Quest Log
Daggerfall:Hunt for a Daedroth

Quick Walkthrough
# Talk to the Fighter Quester of a Fighters Guild.
# Head to the dungeon the Fighter Quester mentions to you.
# Find the Daedroth within the dungeon and kill it.
# Return to the Fighter Quester within the time limit for your reward.

Detailed Walkthrough
From Oblivion
thumb|right|Daedroths are powerful foes
The Fighter Quester says:

:''"Something's come up. I don't know who else could handle it but you, (player's first name). There's this bad critter in (dungeon), a Daedroth. Now, I ain't lying -- no one knows why it's there, but everyone wants it gone. For (random gold) gold, you think you could handle it, (player's first name)?"

Accept
The Fighter Quester goes on:

:"Hey, alright, your funeral, (player's first name). Listen, knock off that Daedroth and get back here in (time limit) days for your reward. I don't know how long that thing's gonna be around, so you're gonna want to move your ass. And listen to me on this, (player's first name) -- go prepared for a hell of a fight."

Decline
The Fighter Quester answers:

:"I don't blame you, (player's first name). I wouldn't wanna take on a Daedroth either."

Mean Green Monster
Prepare yourself before embarking on this quest, do not forget that you need mithril weapons or better to harm a daedroth. Travel to the dungeon the Fighter Quester mentioned and slay the creature. There may be more than one daedroth depending on your level and the dungeon. When the correct daedroth is slain, you will receive the following message:

The Daedroth is dead.

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

:"Hey, you're a better (player's race) than me, (player's first name). Daedroth-killer. I like it. Here's your gold."

There is a 50% chance he will also give you a random dungeon map, adding:

:"Since you didn't even blink at offing a Daedroth, take this map to (random dungeon). Plenty of fun for a (player's guild rank) like you."

Reputation Gain/Loss
 

Enemies
Random dungeon monsters
Quest Target: One Daedroth


Additional Dialogue
After you have accepted this quest, NPCs may say when asked for any news:
"I don't know what that big lizard thing is in (dungeon), but I don't like it."
"Everyone's talking about that big, nasty thing over in (dungeon)."
If you fail the quest, NPCs may say when asked for any news:
"I don't know what happened to that Daedroth. It's still around here somewhere."
"Liked it best when I knew where the Daedroth was. I don't know where's safe."
If you successfully complete the quest, NPCs may say when asked for any news:
"Thank (god's name) the Fighters Guild is around to take care of Daedroths."
"I wonder what that big nasty lizard thing was anyway."
If you successfully complete the quest, the quest giver may later greet you with:
"You're the (player's race) that slew the Daedroth in (dungeon) for me. Let me shake your hand."
If you failed the quest, the quest giver will greet you with:
"Failure is not taken lightly in the Fighter's Guild. If you couldn't handle a Daedroth, you shouldn't have taken the job. I've got better things to do than waste my time talking to you."''

Quest Log
Morrowind:Viatrix Petilia

Viatrix Petilia is an Imperial pilgrim of the Tribunal Temple who is seeking an escort to the Shrine of Pride just inside the Ghostfence, north of Ghostgate. She may be found just outside Ald'ruhn's south gate. She is incredibly rude and impatient, and stingy to boot.

Viatrix wears an expensive shirt with matching skirt, gloves, shoes, and ring. She carries 500 gold. Aside from her natural charm and ability to absorb fatigue from others, she knows the following spells: Variable Resist Poison, Variable Resist Magicka, Variable Resist Frost, Variable Resist Fire, and Variable Resist Common Disease.   

 
Related Quests


Quest-Related Events
When first spoken to:
:''"You there! Yes, you. I'm in need of an escort. You'll do in a pinch."
:Escort
::"I need an escort to Ghostgate Shrine, and I need to be there in two days' time. I'll give you a tip when you get me there safely. I haven't got all day. Shall we go?"

::I will escort you there if I must.
::"Good. Let's go. And be quick about it."

::I don't have the time to take you there.
::"Hmmmph. I should have expected as much from the likes of you."

If spoken to again after refusing to help her:
:"You've wasted enough of my time. I'll find some other commoner to help."

She can be asked about the Ghostgate whilst you escort her:
:Ghostgate
:"The Shrine at Ghostgate is a symbol of Almsivi's indomitable will and power. Something you wouldn't understand. It is located within the Ghostfence. We'll pass through the Ghostgate and head northeast. Here, I'll mark Ghostgate on your map, so even an idiot can't get lost."

Her greeting will change depending on how long into the quest you are:

Six in-game hours into the escort: 
:"What's taking so long? I need to be there in the next day and a half. Hurry up, would you?"

One day into the escort: 
:"Do you even know where you're leading me? I'm not a woman accustomed to waiting. You've got one more day to get me there."

One and a half days into the escort:
:"Do you have any idea where you're going at all? Have you ever even been to Ghostgate? I'm in a hurry, and you're as slow as a three-legged guar."

If you fail to get there in time:
:"I should have expected as much from the likes of you. I'll be on my way now."
:"You've wasted enough of my time."

Once you arrive at the Ghostgate:
:"Well, we've arrived...surprisingly enough. Here's your tip. Now leave me."''
Morrowind:Abishpulu Shand

Abishpulu Shand is a Dark Elf farmer who lives in Gnisis. He has a muckspunge patch outside his hut, from which he invites you to take a few samples during the Gathering Muck quest for the Imperial Cult. It is not necessary to talk to him during the quest or at any other time, however.

He is wearing a common shirt with matching pants and shoes and a leveled ring. Aside from his natural resistance to fire and the sanctuary provided by his ancestors, he knows no spells.
 
Related Quests
Imperial Cult


Dialogue
Gathering Muck
Greeting:
(Disposition ≥ 30): "Yes. You come from Sera Synnolian, yes? For muck? You know the muckspunge, yes? Outside my door, fat, whitish bulbs, like big pots, yes? You get for yourself, take what you need, no problem."
Morrowind:Alof the Easterner

Alof the Easterner is a Nord farmer who is having trouble with some Orcs from a nearby shrine.  You may be asked  to deal with them during a quest for the Fighters Guild.

He is wearing a common shirt with matching pants, shoes, and amulet. He is carrying a small amount of gold. Aside from his natural resistance to shock, immunity to frost, ability to shield himself, and a natural frost damage spell, he knows no spells.
 

Related Quests
Fighters Guild


Dialogue
Background: "I am Alof the Easterner, Farmer."
Orcs at a Daedric ruin:
''"The Orcs come from what the local Dunmer call Ashunartes. It's a Daedric ruin northeast of here and just west of an old Dunmer stronghold. I heard these Orcs are led by the Barbarian Burub gra-Bamog. If you kill the leader, the rest of them might leave us farmers in peace." (before Burub dies)
"I'm glad you got rid of those Orcs, %PCName. You better report back to Eydis Fire-Eye before she decides to keep the contract money for herself."'' (after Burub dies)
Morrowind:Alvura Othrenim

Alvura Othrenim is a Dark Elf commoner who lives in the Arena Canton in Vivec. She is a sleeper for the Sixth House, and if you spot her at night, she will greet you with a message from Dagoth Ur. If you slay Dagoth Hlevul in Assemanu, she will awaken from her trance. Ask her about "Sixth House" and you will earn a point of Reputation.

She is wearing a common shirt with matching skirt and shoes and carries 5 gold. Aside from her natural resistance to fire and the sanctuary provided by her ancestors, she knows no spells.
 
Related Quests
Morrowind:Ano Vando

Ano Vando is a Dark Elf vampire hunter who you'll be asked to make an example out of during The Vampire Hunter quest for the Aundae Clan.

He wears a complete set of iron armor, except for the helmet. He wields the unique Light of Day mace and Darksun Shield, both valuable items, although they are lethal to vampires. You'll need to wait until after you've been cured of the disease before attempting to use them.

Ano Vando also possesses some unique dialogue when asked about his trade: ''"I am a vampire hunter. It is my life's work as it was my father's and his father before him. I seek out the dark ones wherever they may hide. With Light of Day in my hand and Darksun on my arm, I kill them, that they may no longer   upon the innocent people of Tamriel. Fear these creatures, outlander. Destroy them if you can, run if you must, but never let their disease flow through your veins. Or I will find you."''

 
Related Quests
Aundae Clan
Morrowind:Arius Rulician

Arius Rulician is an Imperial warrior who belongs to a splinter group of the Imperial Legion called the Talos Cult. He may be hostile if confronted about the subject, though if you have first spoken with Oritius Maro (the only other known member of the Cult), he may be more friendly with you. However, if you discover the Cult's plans to assassinate the Emperor, the two of them will attack you in order to keep the plot secret.

He wears common pants, an Imperial chain cuirass, chain coif, chain greaves, and netch leather boots. He defends himself with an Imperial shortsword.

Aside from his natural charm and ability to absorb fatigue from others, he knows no spells.
 
Related Quests
Imperial Legion


Dialogue
Greeting:
:"What are you doing here? This is for Talos Cult members only."
Talos Cult:
:"Ahhh...you have spoken to Oritius, then? Excellent. We are always interested in meeting those who sympathize with our cause. Feel free to look and around and hear of our plans." (Disposition up by 25)
::"We are those who worship the true following of the Legions. Protecting the Glory of Tiber Septim, Talos, the Dragonborn."
Morrowind:Arsyn Salas

Arsyn Salas is one of the two Morag Tong assassins (along with Gragus Lleran) sent to kill Athyn Sarethi of House Redoran in his manor in Ald'ruhn. You may be sent by Neminda to guard him against this attack.

He wears a common shirt and pants, cloth bracers, a netch leather cuirass, and netch leather boots, and he wields a steel tanto. Aside from his natural resistance to fire and the sanctuary provided by his ancestors, he knows no spells.
 
Related Quests
House Redoran
Morrowind:Gragus Lleran

Gragus Lleran is one of the two Morag Tong assassins (along with Arsyn Salas) sent to kill Athyn Sarethi of House Redoran in his manor in Ald'ruhn. You may be sent by Neminda to guard him against this attack.

He wears a common shirt and pants, cloth bracers, a netch leather cuirass, and netch leather boots, and he wields a steel tanto. Aside from his natural resistance to fire and the sanctuary provided by his ancestors, he knows no spells.
 
Related Quests
House Redoran
Morrowind:Aryni Orethi

Aryni Orethi is a Dark Elf commoner living in Ald'ruhn. She wanders around the street in front of her house. You may be able to convince her to move to Indarys Manor in order to help the men there find wives during the construction of your Stronghold.

She is wearing a common shirt with matching pants and shoes and carries a key to her chest. Aside from her natural resistance to fire and the sanctuary provided by her ancestors, she knows no spells.

Journal entries for the unused House Redoran "Velsa Orethi" quest note that Velsa Orethi is her sister.
 
Related Quests
House Redoran


Quest-Related Dialogue
need wives:
If you ask without trying to persuade her first, she will respond negatively and her Disposition will drop 10 points:
:''"Do you think I'd marry just anyone?"
You must raise her Dispositions for her to express any interest in the offer:
:(Disposition at least 60) "I must admit I'm interested in   offer. But not quite interested enough to accept."
:(Disposition at least 90) "Okay. I might as well try looking around Indarys Manor. There certainly aren't any real men around here."
Speaking to her further will get the response:
:"You've convinced me, %PCName. I'm moving to Indarys Manor."
She will go to the Manor, and you can speak to her again there:
:"Yes, I have   chosen my husband yet, but I think I will settle down here at Indarys Manor."''

Notes
Aryni Orethi is a part of the Orethi family, which has their own ancestral tomb.
Morrowind:Assaba-Bentus

Assaba-Bentus is a renowned Dark Elf hunter of the Erabenimsun Ashlander tribe. You may need to enlist his "aid" in order to rescue Jocien Ancois from a mabrigash living outside the camp.

He wears a netch leather cuirass with a matching right gauntlet and a common shirt with matching pants. He carries a chitin spear and a chitin short bow with twenty chitin arrows. Aside from his natural resistance to fire and the sanctuary provided by his ancestors, he knows the  spells Veloth's Benison and Veloth's Gift.

 
Related Quests
Imperial Legion

Dialogue
mabrigash:
"What? You want me to go live with the witch-women? Do you think I am a fool like Jocien? Do you think I would fall for their charms? I am a hunter of the  . I have proven my bravery many times against the war-loving Erabinimsun who think all the peace-lovers are cowards. I will show you that I am not afraid of any witch-woman. I will follow you to the mabrigash camp."

Notes
It may be possible to recruit him as a permanent follower; see the related quest page.