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

Agata, a Nord mage, is an Evoker of the Mages Guild who sells spells and offers recharging services at the Leyawiin Guild Hall. She has lately taken up the de facto leadership of the chapter after the former head has been having some problems. During the recommendation quest, you will be directed to her to find out more about Dagail's visions.

She lives a relaxed lifestyle devoid of responsibility. She sleeps in a bed in the second floor West Wing from 2am until 9am and will then spend most of her day wandering around the guild building. At midday and at 6pm she will break off for a two-hour lunch and dinner in the ground floor dining room. 

She wears the standard mage's robe and a pair of thick cowhide shoes. Her only other possession is a leveled amount of gold. 

She doesn't wield any weapons, relying instead on a set of medium-higher level Mysticism spells. These are also the same spells that you can buy off her cheaply, since her Mercantile is a mere 6. She will offer her services when not eating or sleeping.

The first time you meet her, she will introduce herself by saying: ''"My name is Agata. I'm responsible for enchanted item recharge for the Guild here in Leyawiin." If you are not yet a member of the Mages Guild, she will strongly recommend you become one: "There's no place like it in Cyrodiil; it's truly one-of-a-kind. You should think about joining. Dagail can make you a member, if you like." When asked about her home town, she will fill you in on her "other" function in the guild hall: "I take care of what little administrative work there is. Dagail isn't interested. I do it because it has to be done, and no one else wants to do it." She will also provide you with a tip: "You may need to ask around, but training in all the schools of magic can be found at our various guild halls." On the subject of Dagail, she sorrowfully states that "She's led such a troubled life. I just do what I can to make it easier on her."''

Her fellow guild members are grateful for her work and will comment about it frequently. S'drassa will tell you: ''"She's been a great help to all of us in the guild. Without her, I think Dagail would be lost at times." Alves Uvenim shares a similar opinion: "Agata is the first person I go to when I need something. Maybe I should talk to Dagail instead, but I just don't feel comfortable doing that." Even Dagail will be thankful: "She may be young, but her heart is old and wise. It guides her well through these troubled times." Kalthar will also express his gratitude, although with a point of poignancy: "She's the one you want to talk to if you actually need something to get done around here. I don't even know why Dagail is still around."

 
Related Quests


Spells
She sells the following spells:
Oblivion:Druja

Druja, an Argonian battlemage, is an Apprentice of the Mages Guild who offers basic Mysticism training and sells spells at the Skingrad Guildhall.

She lives a relatively drab existence, eating lunch from midday to 2pm, dinner from 6pm to 8pm and sleeping in her room on the ground floor from midnight to 6am. She will spend the rest of the day wandering around the Guild building. Her only remarkable task is that of locking, and subsequently unlocking, the main door. She carries it out dutifully every day at respectively at 8pm and 8am.

When you meet her for the first time, she will greet you in her own special way: ''"What? Who are you? Oh... who cares. I'm Druja. You want something? Or you just practicing your Cyrodilic?" She is a bit indifferent about Skingrad: "It's a town, like any other. Well, go outside, and there's the mountains and wines and sheep. Here in town, though, nothing special."'' If you aren't already a member of the Mages Guild, she will tell you that ''"Adrienne can make you a member of the guild, if you can convince her to take her nose out of whatever book she's reading"'', but she's more excited about Adrienne's skill as a spell teacher, even though she agrees with her fellow members that Adrienne isn't the best chapter head: ''"Adrienne may read too much, but you should see the Summon spell she taught Vigge. He might teach you, if you're skilled enough."'' She probably refers to the Summon Storm Atronach spell, which you can indeed learn from him.

Druja's selection of novice and apprentice spells is well regarded all over Cyrodiil. All the way down south in Leyawiin, guild member Alves Uvenim will have the following to say: ''"Druja has a wide variety of spells for sale, if there's something you need. Most of them are simple, but they're a good starting point." The residents of Skingrad are less effusive, but still admire her ability with the skill, commenting that "If you don't know much about Mysticism, Druja is a good person to talk to. She's at the Mages Guild" and "If I were in the Mages Guild, I think I'd study Mysticism. Druja was telling me a bit about it, and it sounds interesting."''

During the Recommendation quest she will point out Bleak Flats Cave to you on your map and comment about Adrienne's carelessness in forgetting its location.

She wears the standard mage's robe and a pair of quilted shoes, as well as carrying a small amount of gold.

She doesn't carry any weapons, relying instead on a set of basic spells from all of the magical schools. These are also the same spells that you can buy from her for a cheap price, since her Mercantile is only 6. She will always be available for training when not sleeping or eating. 

 
Related Quests


Spells
She sells the following spells:
Oblivion:Ring of Khajiiti

obtained from Meridia after you finish her quest.
Tes4Mod:Programmers

While TESCS for Oblivion CS4 is quite powerful, there are a number of times when it's desirable to go outside CS4's limitations and deal more directly with the data files that Oblivion depends on. This page is focused on information and programs related to this effort. While regular users may find this page interesting for following WIPs and locating tools, the page is primarily geared to support the programmers working on the issues.

Projects


Programmers
Oblivion:Ring of Namira

The Ring of Namira is a Daedric artifact that can be obtained as a reward for successfully completing '''Namira's Daedric Quest'''.
Oblivion:No Stone Unturned

Quick Walkthrough
# Lithnilian in the Imperial Bridge Inn will ask you to retrieve his notes from Bramblepoint Cave.
# Fight your way through the cave and recover his notes in the third level.
# Return to Lithnilian to be rewarded with 3-9 level-dependent potions.

Detailed Walkthrough
Imperial Bridge Inn
To get the quest, travel to the Imperial Bridge Inn; it's just north of the first 'S' in the word 'Silverfish River' on your map. Inside the inn, you will meet an Altmer Sorcerer, Lithnilian, who proceeds to tell you about his research into natural growing Welkynd Stones in Bramblepoint Cave, and how he was disrupted by creatures and forced to flee, leaving his precious notes behind.

Bramblepoint Cave
Bramblepoint Cave is west of the inn on the north bank of the Silverfish River, near its mouth, just north-northeast of Cadlew Chapel. Bramblepoint Cave has three levels, and ''Lithnilian's Research Notes'' can be found in the last one. Guarding them are up to three standard enemies and a boss-level monster, so the fight may be challenging. You will find the notes in a chest next to his bedroll; also close by are a boss chest and the living Welkynd formations. Grab the notes and head off back to the Imperial Bridge Inn for your reward.

Leveled Reward
Consult the following chart for your level-dependent reward. If the chart says three potions, you will receive three identical potions. If it says six potions, you will get three of one type, and three of a second type. However, the message on the screen will only inform you of one set of three; you need to check your inventory to find out about the other three. Similarly, if the chart says nine potions, you will receive three different types of potions, but you will only be told about one type.



Journal Entries
Oblivion:Goldbrand

The Daedric artifact Goldbrand is a one-handed katana. Goldbrand is obtained by completing a daedric quest for Boethia.  The blade is similar to the version found in Morrowind.  See the book Tamrielic Lore for background on this item.
Bloodmoon:Hvitkald Peak

Forming the start of the Moesring Mountains on the northwestern side of Solstheim, Hvitkald Peak is the only location where the wolfsbane flower naturally grows. 
 
The mountain overlooks the frozen Mortrag Glacier, the Isinfier Plains, and the other Moesring Mountains that curve towards the northeast. Hvitkald Peak, like most of the northwestern region of Solstheim, is frequently assaulted by major blizzards that can last up to two days.

Hvitkald Peak is the highest point in Solstheim, second only to Red Mountain in all of Vvardenfell. The ascent is difficult without levitation and dangerous due to the riekling raiders that can overwhelm even the most experienced.

 
Related Quests
 

Notes
The name of the place is basically two Norwegian words put together: Hvit (Which means: White) and Kald (Which means: Cold).
Lore:Isinfier Plains

The Isinfier Plains are the central tundra on the island of Solstheim that stretches from   in the west to the eastern coast, between Thirsk and the Hirstaang Forest. The Moesring Mountains, Lake Fjalding and the Isild River form the northern border and  ,   and the   form the southern border. Most of the Isinfier Plains are covered in snow and frequently endure savage blizzards especially to the north, near the Moesring Mountains.  

Flora in the region is diverse and includes Belladonna, Holly, Solstheim Pine trees and several species of shrub just to name a few. However, it is the fauna in the region that is what makes the Isinfier Plains an excellent hunting ground. Various species include the common grizzly bear, snow bear, common wolf, snow wolf, tusked bristleback, grahl, white horker, draugr, ravens and Rieklings. 

The unique river systems and sheltered bays of the Isinfier Plains makes the region an excellent place for various smuggling operations and camps for reavers, berserkers,  s and hunting parties of the Skaal and Thirsk. Many people call the dozens of ice caves in the Isinfier Plains home. The area also includes magnificent tombs like the  . The   is located in the north of the Isinfier Plains, on the banks of the Harstrad River. 

After the Red Mountain erupted in  , Isinfier Plains became the border between the southern ashlands and the northern, intact part of the island. In  , the reconstruction of the Temple of Miraak began in the region, but was left incomplete after the defeat of Miraak by the Last Dragonborn.  
 
See Also
For game-specific information, see the Bloodmoon article.

References
Bloodmoon:Isinfier Plains

The Isinfier Plains are the central tundra on the island of Solstheim that stretches from Thormoor's Watch in the west to the eastern coast, between Thirsk and the Hirstaang Forest. The Moesring Mountains, Lake Fjalding and the Isild River form the northern border and Bloodskal Barrow, Brodir Grove and the Sun Stone form the southern border. Most of the Isinfier Plains are covered in snow and frequently endure savage blizzards especially to the north, near the Moesring Mountains. 

Flora in the region is diverse and includes Belladonna, Holly, Solstheim Pine trees and several species of shrub just to name a few. However, it is the fauna in the region that is what makes the Isinfier Plains an excellent hunting ground. Various species include the common grizzly bear, snow bear, common wolf, snow wolf, tusked bristleback, grahl, white horker, draugr, ravens and Rieklings.

The unique river systems and sheltered bays of the Isinfier Plains makes the region an excellent place for various smuggling operations and camps for reavers, berserkers, Fryse Hags and hunting parties of the Skaal and Thirsk. Many people call the dozens of ice caves in the Isinfier Plains home. The area also includes magnificent tombs like the Jolgeirr Barrow. The Altar of Thrond is located in the north of the Isinfier Plains, on the banks of the Harstrad River.

Just west of that is the crash site of an air ship that is part of The Patchwork Airship quest. Unfortunately, only one person survived the crash and was later killed by a snow wolf.  Also located here is the Wind Stone, where the Harstrad River and the Isild River meet, as well as the Cave of Hidden Music.

 
Places
Barrows & Tombs






Caves






Homes




Landmarks







Related Quests
Lore:Plaza Brindisi Dorom

The Plaza Brindisi Dorom occupies the southernmost quadrant of Mournhold. It is a public garden dominated by a great statue at its center.

The plaza is named after Indoril Brindisi Dorom, the duke of Mournhold who was killed when Mehrunes Dagon destroyed the city in  .

The southwest gate leads to Godsreach, the southeast gate to the Great Bazaar, and the Gates of Symmachus to the outside world. 

In  , both the Fighters Guild and the   had their guildhalls on the Plaza. 

In  , after the events that occur during the Fabricants assault on the Plaza, the statue of   and Mehrunes Dagon in the center of the square is torn asunder, revealing an entrance to the Dwemer Ruins of Bamz-Amschend.  
 
See Also
For game-specific information, see the Tribunal Plaza Brindisi Dorom article.

References
Bloodmoon:Brodir Grove

thumb|Brodir Grove after Ulfgar joins his companions
It is a small, sheltered clearing famous for the mysterious circle of large rocks, fabled to once have been great Nordic warriors who were betrayed by a companion.

Ulfgar the Unending's Dwelling is just to the north. Inside is Ulfgar, who was once the companion of the Nords now cursed to be pillars of Brodir Grove.  Ulfgar slew the traitor, but was still somewhat afflicted by the spell: he is over 500 years old, and has seen all four corners of the Empire in his search for Sovngarde. 
 
Related Quests
Miscellaneous Quests


Notes
This location makes an appearance in the Dragonborn expansion to Skyrim.
There's a valley just northeast of Brodir Grove, which includes the Tree Stone and Fjell ice caves, home to the infamous thieves' stash of Solstheim. The grove is relatively quiet with the occasional Fryse Hag or wolf prowling about.
Information on Sovngarde can be found in the book Sovngarde, a Reexamination.
There is a small chance that a Wandering Lunatic – a male level 55 Nord Barbarian – spawns north of the circle of stones and slightly east of Ulfgar the Unending's Dwelling. Between 9pm and 6 am, he turns into a Werewolf.
The name 'Brodir Grove' probably comes from the Icelandic word bróðir, meaning 'brother'. The letter 'ð' is often anglicised as 'd'.
In Skyrim, the warriors can be encountered in Sovngarde.
Bloodmoon:Fjell

thumb|right|The treasure marker
thumb|right|Jacques' final resting place
The cave that holds the infamous thieves' stash of Solstheim. If one talks to some of the inhabitants of Solstheim about a little secret, many will tell you that there is a thieves' stash hidden somewhere on the island but it is guarded by several Fearsome Grahl. The thieves stash they are talking about is the very same stash in Fjell.

As the people say, the cave is guarded by several Grahl that serve as guardians for the treasure. It is also the final resting place of Jacques, the thief who buried the treasure and was later killed by the very grahl he used as treasure guardians on his way out. A note to Lucian, a fellow thief says that Jacques would meet up with Lucian in Cyrodiil.
 
Notes
After slaying the five or so Grahl in the cave, there will be a single chest filled with treasure. After a brief scan of the cave, all but the most wary will believe that that is all the treasure there is, however, look very closely at the walls to see a well hidden yet obvious once seen arrow of diamonds pointing down. Follow the arrow to a hollowed out chunk of ice to find the real thieves' stash. Of course this doesn't mean you can't grab the marker on the wall. Don't forget to take a very good look at Jacques on your way out.
Despite their rather intimidating name, the Fearsome Grahl in this cave are the weakest variety of Grahl in the game, and one of the weakest enemies on Solstheim.
"Fjell" is the Norwegian word for mountain(s).

Maps
thumb|left|Map of Fjell
Oblivion:Skull of Corruption

The Daedric artifact Skull of Corruption is a staff given as a reward for completing '''Vaermina's Daedric Quest'''.
It creates an identical clone, including any equipment, of (almost) any NPC you hit with it.  The target NPC will usually be immediately hostile to their double.  Firing the staff at a friendly NPC is considered an assault, even though it doesn't actually hurt the NPC; however, if the clone kills the NPC this will not count as a murder by you. What follows is the target NPC fighting with his/her clone, and maybe with you too. The clone then disappears after thirty seconds.

The staff can only be used on NPCs (not creatures).  It will not work on anyone who is considered to be a guard, defined as those classes with the "guard" flag set: Dark04 Prison Guard, Guard, Guard Archer, and Guard Battlemage (also includes Dark Seducer and Golden Saint if Shivering Isles is installed).
  


 
Notes
If used on an essential NPC, the clone created will also be considered essential and thus, cannot be killed. The clone will still disappear after thirty seconds.
The clone will have duplicates of all of the target's equipment with only a few exceptions, namely the Skull of Corruption, Umbra, and Wabbajack. These three artifacts are explicitly removed from the clone's equipment.
Items can be duplicated using the Skull.
It is possible to clone yourself permanently using the Skull of Corruption.
If the clone is summoned unarmed, any weapons it picks up from the ground will be gone for good when it disappears. Therefore, you should pick up any valuable weapons from the ground prior to summoning the clone.
The spell is subject to both spell reflection and spell absorption. If the spell is reflected back on you, it does not create a clone of you. Therefore, it is safe to use the staff on NPCs that reflect spells (unless you accidentally drop it before it hits the target, in which case it will duplicate you).
A new clone cannot be created until the last one is gone.
The script for the skull's enchantment contains commented-out commands indicating that instead of duplicating the target, it was at one point intended to move an NPC called "Corrupted Clone" from the cell  , based on the race and sex of the target, and give it all of the target's items (plus stage 4 vampirism if the target was a vampire), returning the clone to the Daedric Holding Pen at the end of the spell or if it died and removing all the target's items from it. The cell is an empty black void containing 20 "Corrupted Clone" NPCs, one for each playable race and sex, and Casta Flavus.
Oblivion:Sanguine Rose

The Daedric artifact Sanguine Rose is a staff awarded at the end of '''Sanguine's Daedric quest'''. It looks like a normal staff with a rose made of wood at the top and with thorns coming from the base. 

It summons a random Daedra who attacks the person or creature targeted by the spell (the spell must hit a person/creature in order to work).  The summon may be any type of Daedra.  If you are lucky enough to summon a Xivilai, it will also summon a Clannfear as soon as it spawns.  After killing all enemies in the area, the Daedra may turn on you, but it only exists for 20 seconds before disappearing, and can be prematurely canceled by using another summoning spell.

 The lore article provides more historical information.
Oblivion:Ebony Blade

The Daedric artifact Ebony Blade is a katana (one-handed blade) that can be obtained by doing Mephala's Daedric Quest.
Lore:Hirstaang Forest

The Hirstaang Forest covered most of the southern half of Solstheim, south of the Isinfier Plains.   and   formed the northern border. The west, south and eastern borders ended at the northern waters of the Inner Sea.  The forest was destroyed following the eruption of Red Mountain in the Red Year of  , leaving only ash wastes in the southern half of Solstheim. 

The Hirstaang Forest was home to numerous barrows and ice caves. There were only two Imperial settlements on the island, both located within the forest: Fort Frostmoth and the mining town of Raven Rock. Barrows like Bloodskal Barrow,  ,  , Kolbjorn Barrow,   and   made the Hirstaang Forest home to the largest concentration of barrows anywhere on Solstheim. The few ice caves in the region, like the  ,   and  , made the Hirstaang Forest as extensive underground as it was above ground. 
 thumb|right|A wolf pack attacks.
Due to the slightly warmer climate of southern Solstheim, the Hirstaang forest, like the Isinfier Plains to the north, boasted a large array of flora and fauna. Various shrubs, holly, belladonna and the Solstheim pine tree provided building materials, firewood, shelter and food. Animals were both unique and amazing but could be quite dangerous, especially in packs. Such animals like tusked bristlebacks, common wolves, grizzly bears, snow bears, horkers, spriggans and rieklings made the Hirstaang Forest an excellent hunting ground for hungry reavers, berserkers, fryse hags, the Skaal, residents of Thirsk and Imperial hunting parties.

The forest was also full of easily recognizable landmarks which helped the lost traveler navigate. To the southwest was the bay of Raven Rock, and the Earth Stone lay to the west, close to Bloodskal Barrow. Brodir Grove lay to the north, just west of the Iggnir River.

Travel in and around the forest was limited mainly to Divine Intervention spells and by boat. Boats docked at Fort Frostmoth and Raven Rock. At Fort Frostmoth, boats traveled to Raven Rock as well as Khuul. Most of the travel on land was restricted to walking or levitating. The Hirstaang Forest did not endure blizzards, so travel was relatively easy regardless of the weather.

The Red Year saw the devastation of the forest, as the blast wave from the Red Mountain eruption obliterated much of the southern half of the island. Fort Frostmoth was completely destroyed, and Raven Rock was heavily damaged. By  , the forest had yet to recover fully, as constant ash fall from the Red Mountain continually covered it. Some smaller, hardier plants such as ash creep clusters had begun to grow, and some invasive species from Morrowind such as Netches took up residence as well. Ash fall resulted in the formation of  , and through unknown, likely magical means, ash spawn roamed the desolate remnant of the forest. Additionally, the Telvanni settlement Tel Mithryn was established on its southeast shore in the aftermath of the Red Year.

See Also
For more information, see the Bloodmoon article.

References
Lore:Khuul

Khuul was a small fishing village in the West Gash region of Vvardenfell, on the island's northern coast.  Aside from a single Redoran-style shell-house, which served as a Tradehouse, the buildings were all rustic huts made of logs, rough planks, and thatch. There was a boat to Solstheim in the village if one had any reason to go. 

The only other legitimate businesses near Khuul were two egg mines–the Panud Egg Mine, just outside town, and the Asha-Ahhe Egg Mine, far to the southwest. There was also a silt strider port just south of town, by the Panud Egg Mine.

The date of Khuul's founding is uncertain. While an area known as Khuul was a stop for   caravaneers around  ,  there was no settlement there besides the nearby  .  Khuul had always been rumored to be a smuggling town, but the residents  never confirmed nor denied this. They were suspicious of strangers asking a lot of questions and didn't like people poking around.  

 
Gallery
 
See Also
For game-specific information, see the Morrowind article.

References
Oblivion:Volendrung

The Daedric artifact Volendrung is a gigantic and powerful two-handed Dwemer warhammer that can be obtained as the reward for '''Malacath's Daedric Quest'''. It is enchanted with Drain Health and Paralyze.