Netruk44/uesp-wiki-content huggingface dataset:
Skyrim:Forgotten Vale Cave

Walkthrough
Exterior
The entrance of the cave can be found upon entering the first section of the Forgotten Vale by heading down the valley and following the eastern wall. The entrance is guarded by a Falmer and there is a gleamblossom plant to the left of the entrance.

Forgotten Vale Cave
The entrance leads directly into a chamber with bone chimes hanging from the ceiling and an pen with an unlocked gate containing a chaurus and a chaurus hunter, as well as two inactive chaurus cocoons, several chaurus egg sacs and glowing mushrooms on the cave wall. To the west the path splits with the left-hand side rising along a ledge to a rope release that opens a concealed door in the northwestern corner. While the right-hand side descending past a Falmer chest to the cavern floor. Around the walls are several Falmer hives, some contain chaurus hunters, others are empty. On the chamber floor there are four cocoons, but only one contains a hunter. On the north side of the chamber is an earthen ramp leading up to a series of raised ledges around the outer cave wall, at the far end is one more inactive chaurus cocoon. 

The passage behind the concealed door leads down into another chamber containing another rope release that operates the door, a few glowing mushrooms, an inactive cocoon and one of the rare shellbugs. These creatures need to be mined with a pickaxe for their chitin (not attacked and looted). They also do not show up using the detect life spell.

Bugs
 

Maps
thumb|left|Forgotten Vale Cave
Skyrim:Sharpslope Cave

It is the location of one of the rare shellbugs

This cave is quite dark, so be sure to bring some source of light if you don't have a form of night vision.

 
Related Quests
 

Walkthrough
Exterior
The exterior to this cave is Forgotten Vale. There are two entrances to the cave. The upper entrance is found by heading north from the Wayshrine of Resolution until you reach a small settlement containing two tents, then following the path to the right, up and across several bridges and past several Falmer settlements. The lower entrance is found from the same small settlement, but continuing along the shore heading southwest until you reach a group of five chaurus cocoons, two of which are occupied. There are also two orichalcum ore veins among them. A short distance further is the entrance. There are four more orichalcum ore veins starting immediately to the left of the entrance and five more chaurus cocoons, three of which are occupied. The last of the ore veins is in the corner on the opposite shore.

Sharpslope Cave
Upon entering the upper part of the cave, you'll find yourself in a dimly lit passage heading west, south and west again as it descends. At the bottom, there is a glowing mushroom on the wall by a turn to the north. The ramp then winds down around the outer wall of the cave in a spiral. There are many Falmer hives within this cave, but most appear unoccupied. There are two Falmer, one a magic-user patrolling the upper part of the ramp. Between the first and second Falmer hives, there is a narrow opening on the outer wall, which leads to a chamber containing a rare shellbug. These creatures need to be mined with a pickaxe for their chitin, not attacked and looted. A short distance further down, you pass an empty alcove. There is a central column of rock surrounded by scaffolding. At the bottom, the path passes into a second chamber. Off to the left, beyond more scaffolding, you will run into a chaurus hunter flying around and a chaurus on the ground, as well as a high-level Falmer inside a tent, above. There is a Falmer chest against a thin rock pillar on the ground level. An earthen ramp to the right leads up to a walkway and terrace against the southeastern wall. There are upper ledges on each side of the cavern, but both are empty. To the east is the lower entrance.

Bugs
 
 

Maps
Arena:Black Marsh

thumb|left|A typical landscape in Black Marsh
thumb|right|350px|Map of Black Marsh
thumb|right|350px|Black Marsh with all settlements labeled
Black Marsh is one of the nine provinces you can visit in Arena and the starting location for Argonian characters. It is a swampy region, situated in the southeast corner of Tamriel. It borders Morrowind to the north and the Imperial Province to the northwest.

During the Main Quest, you will travel to the Vaults of Gemin, as well as locate the seventh piece of the Staff of Chaos in Murkwood.
 

City-States









Towns









Villages
Skyrim:Dawnguard NPCs

Over 80 new NPCs have been added by the Dawnguard add-on, including six followers, five trainers, and also three ferrymen who can be hired to take you between certain cities by boat. Many of the new NPCs are aligned with either the Dawnguard or the Volkihar vampire clan, but some do not have a "side". Certain NPCs can be found in their main location immediately after installing the add-on, while others can only be encountered during certain quests.

Key Players
There are a few NPCs who play a major role in the adventures you embark on during the add-on's main questline. You will encounter them throughout the storyline regardless of your choices in gameplay.

 
 
 
 
 
 
 

Static NPCs
This table lists all static NPCs added by the Dawnguard add-on, sorted by their locations. The table does not include generic NPCs whose locations and actions are both radiant and dependent on quests (e.g., Visiting Advisor). For a category listing of all NPCs added by the Dawnguard add-on sorted alphabetically, see this page. The "key players" listed above are also included in this table.

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Other NPCs
This is a list of NPCs not included in the above table, for reasons given below.

These NPCs only appear during radiant side quests:





These NPCs are added to regular leveled lists for enemies:



These NPCs are encountered as enemies if you are allied with the opposite faction:
Dawnguard (NPC)



Notes
With the Dawnguard add-on, you will encounter Snow Elves for the first time, and learn some of their history.
Game data for the NPCs Dawnguard Hunter, Rogen, and Thaer was added by the add-on, but they do not appear in-game.
Skyrim:Dawnguard Magic

This page lists all of the new magic (blessings, spells, and dragon shouts) made available to the player by the Dawnguard add-on. In addition, new features have been added to Lycanthropy and general Vampirism, while the Vampire Lord form is entirely new. Only minimal description information is provided on this page; details can be found by following the links provided. 

Blessings
 
 
 

Dragon Shouts
 
 
 

Spells
Conjuration Spells
 
 
 
 

Restoration Spells
 
 
 
 
 

Lycanthropy & Vampirism
Lycanthropy — A description of the added features of Lycanthropy. 
Vampire Lord — A description of the new features added with the Vampire Lord form.
With the addition of Vampire Lords, Skyrim's NPCs will no longer react with hostility toward any regular vampires, only toward Vampire Lords.

If the player is a werewolf and becomes a Vampire Lord, the player's lycanthropy will be cured. Later, however, the player can give up being a Vampire Lord and return to being a werewolf if desired.
Skyrim:Dawnguard Places

29 new places have been added by the Dawnguard add-on, though none appear on the map immediately after installation. Some places may not be entered until the related quests have been started, and many new quests will send the player to places that already existed in the original version of the game.

 
 
 
 
 
 
 
 

 
 
 
 
  Contains a word wall which teaches part of the Drain Vitality shout.
 
  Contains a word wall which teaches part of the Drain Vitality shout.
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Notes
Several leveled lists for creatures have been modified with the add-on, so it is possible to encounter new creatures in many places which existed in the original version of the game.
The following changes are also made to these specific places which exist in the original game:
Arcwind Point has an added word wall which teaches part of the Drain Vitality shout.
The Ruins of Bthalft area allows access to the Aetherium Forge with use of the four Aetherium Shards found during Lost to the Ages.
The Hall of the Vigilant is destroyed if you are above level 10. (Otherwise it is destroyed upon completion of the Dawnguard quest.)
Skyrim:Dawnguard Quests

39 new quests are added by the Dawnguard add-on, with both a main questline and multiple side and miscellaneous quests. There is no quest immediately added to the quest journal when you first install the add-on; the first quest in the main questline is started by hearing about vampire hunters from an NPC. Side quests can be started by interacting with certain NPCs at key times, or by interacting with new items (e.g. reading a new book). Some quests have radiant components, and some quests are repeatable. 

Main Quests
 
  (18px 20 points/Bronze)
 
Join the Dawnguard.
 
 
Join the Vampires.
 
 
 
 
 
  (18px 20 points/Bronze)
 
 
  (18px 40 points/Silver)

Faction Quests
Dawnguard Quests
 
 
 
 
 
 
 
 
 

Vampire Quests
 
 
 
 
 
 
 
 
 
 

Side Quests
 
  (18px 30 points/Silver)

Miscellaneous Quests
 
 
 
  (18px 20 points/Bronze)
Skyrim:Dawnguard Creatures

Dawnguard Creatures

This article lists all of the new creatures introduced by the Dawnguard add-on. 46 creatures are added by the add-on, but many are simply variants of creatures already present in the original version of the game. 5 new creatures can become followers. 

New Creature Types
 
 
 


 

New Named Creatures
 
 
 
 
  
 
 
 
 
 

New Creature Variants
Animals
 
 
 
 
Daedra
 
Dwarven Automatons
 
 
 
 
Monsters
Chaurus Variants




Dragon Variants



Falmer Variants







Troll Variants



Spriggan Variant


Passive Creatures
 
 

Undead
These new undead creatures are known as the Soul Guard, guardians of the Soul Cairn.
 
 
 
 

Unused Creatures
Main article: Unused Creatures
 
 

Notes
Although there are no ''new Werewolf types added by the add-on, the game data for race files has been updated for werewolf variants, along with some loot and outfit changes. In addition, werewolves can now be encountered in the wild and along roads, instead of just in Silver Hand bases. 
A second Wounded Frostbite Spider''' can be found in Dimhollow Crypt, previously a unique creature in the original version of the game.
Abandoned Egg Mine

Other than the usual Kwama Eggs, the only things worthy of note are in a flooded section of the mine which seems to have uncovered a buried Dunmer ruin. On top of an exposed pillar of this ruin there is a Gold Dagger. And a skeleton at the bottom of the lake holds a Dreugh Club and a Pearl.
 

Maps
thumb|left|Abandoned Egg Mine
Enravel Egg Mine

People


Maps
thumb|left|Enravel Egg Mine
Hassat-Nirram Egg Mine

People
Kodasha Egg Mine

There are no Kwama here and no NPCs or creatures inside apart from a few slaughterfish.
Pilnusibi Egg Mine

People
Rurvyn Egg Mine

It is presumably owned by Bereldas Rurvyn, resident of Rurvyn Manor and Indoril Concordant Minister, in nearby   to the north. Journeying south along the road sprouting from that town is the easiest way to reach this place. The entrance is past  , at the end of a little path that branches off to the east. Slaves work the mines here, watched by Indoril guards. A member of the Rurvyn family, Ervona, is seemingly overseeing operations, assisted by Garer Rothril.
 
People
Silkun-Tirlo Egg Mine

People
Harrumat Diamond Mine (place)

The many veins in the area with the miners contain a wealth of diamonds, but be careful not to be spotted, as taking the diamonds from these will be seen as a crime. Despite this, none of the miners move much, which makes taking the diamonds on the wooden platform above Aanem Tirith a simple endeavour.

Talking to Gena Mansenat in the first chamber will reveal that a Nord miner named Erdwulf seems to have lost his mind, and begin the Harrumat Diamond Mine quest. Erdwulf himself is standing in a flooded passage. The dry tunnel at the far eastern end contains more diamonds in a minecart.

The flooded passage itself contains a door that cannot be opened without the key. This can be found under the wooden platform on which Gena stands, being just about visible between the planks next to the stairs onto that platform.

Beyond the door lies a large flooded chamber, and the entrance to the Daedric Shrine of Ashinanibibi, dedicated to Sheogorath. Expect to find a Golden Saint here bearing a Daedric Shield, and cursed gems that summon Dremora Lords - said Saint will need to be killed to complete the Harrumat quest.

 
Related Quests


Bugs
The use of ranged magic on the Golden Saint will cause both player and saint to freeze in place.

People
Yanimmu Iron Mine

People
Balvel Ancestral Tomb

Empty of enemies unless   is active, the small chest at the end of this tiny tomb contains 50 gold. If Save a Prayer is active however, ancestor ghosts and rats populate this place, although only the rats will be hostile.
 
Related Quests
Bethrimo Ancestral Tomb

When you go a distance in, rocks fall trapping you inside. This tomb is very confined and in essence a maze. The loot is not particularly good with the highlights being a full set of Gah'Rogo Bonemold scattered across the tomb.
Darethran Ancestral Tomb

Notable treasure is an Ebony Mace and an Indoril Helm.
Gilnyth Ancestral Tomb

Follow the road running west from   to reach the entrance to this tomb, which sits upon it. Undead populate this place, including a Bonelord immediately behind the first locked door. A Feather Belt, Amulet of Health and Amulet of Rest can be found on a chest in the northern chamber, while a Scroll of Hellfire can be found on one of the ashpits on the top level.
Lloram Ancestral Tomb

People
Moril Ancestral Tomb

You can find the entrance to this tomb by proceeding directly east of the signpost obelisk at the south end of the shack town of  .

On entering, you will find that the entry passageway branches into a left passage (ending in a pitfall) and a right one. The right one has two locked doors, but both lead to the same place, so focus your efforts on unlocking the lower-level lock. There is an exquisite ring at the bottom of the pitfall, along with the Security skill book, Chance's Folly. An exclusive rising force potion is present in the flooded portion of the pitfall bottom, allowing escape.

The scroll Prayer to Azura is present in the room with the waterfalls, on a sarcophagus adjacent to the balcony. This teaches the spell Azura's Light.

Expect bonewalkers, ancestor ghosts and skeletons throughout.
Onosi Ancestral Tomb

To reach it, strike out northeast from   until you reach  , and then journey east until you find the road rising up into the hills. The entrance to the tomb is on this hill.

It is a small tomb, with a Shrine of the Tribunal in the southern room that can heal most ailments. The northern room hosts a single enemy - a Skeleton Champion, and a number of locked chests, containing leveled loot.
Salvarys Ancestral Tomb

It can be found facing north on an island north of  . Removing the dagger from the skeleton allows the ghostfence to be opened to a small cave. In this cave there is a tough Lich. There is also a full set of master alchemy gear and some very expensive filled soul gems right behind the lich.

Past the Lich there is door to the shrine, inside this shrine the main loot is an Adamantium Dagger and a Dwemer Helm.
Sarnat Ancestral Tomb

If the Temple quest,   is active, there will be five sealed urns of ashes present in this tomb. Otherwise, these are replaced with normal jars. There is no loot of note in this tomb, but a pearl can be found as an offering before the Shrine of Almalexia's Mercy in the southern room. There are five Dreugh, with one of those being a slightly tougher Hungry Dreugh.

Related Quests:
Selas Ancestral Tomb

It is quite small. The only notable loot are a few Spinels on the left as you enter.
Sevenas Ancestral Tomb

Skeleton Champions guard this place, and for good reason, as it holds an example of the valuable shield, Spirit of Indoril in the lower chamber. It can be reached by following the riverside north from Dreynim, and looking for the bridge across the river, towards the Indoril settlement-stronghold of  . The entrance to the tomb is directly west of this bridge,
Teriviel Ancestral Tomb

There is very little treasure here except a chest with a few gems in an alcove in the largest room.
Thelaro Ancestral Tomb

There is a full set of Adamantium Armor as well as several Adamantium weapons inside the tomb.
Vaerin Ancestral Tomb

There is a series of notes containing riddles for you to reveal the ultimate treasure of the tomb - powerful   with constant effect enchantment boosting your Alteration, Conjuration, Destruction, Illusion and Mysticism by 5. To solve a riddle, you need to summon a certain type of daedra creature on the nearby platform found just near the note. As soon as you summon correct daedra, the wall will open and allow you to proceed to the next riddle. The correct order of summons is: 
 - Dremora
 - Daedroth
 - Hunger
 - Winged Twilight
Virith Ancestral Tomb

There are a few leveled undead and very little else.
Mugan Crypt

You can get here by journeying to the town of  , and following the road north from that town. When the road forks, take the left path, until you reach  .   is directly west of this. While the crypt is actually closer to   (directly to the northwest) than Sailen, the tricky and twisting terrain of the   make direct access near-impossible without levitation.

The crypt itself uses bone textures - rare enough to be remarkable by themselves, and is occupied by a breakaway vampire clan that form the subject of the Akamora Mages Guild quest,  . The vampires themselves, including their leader,  , will only appear if that quest is active however - otherwise, the usual array of undead typical to an ancestral tomb can be found here. Shrines to each of the Tribunal can be found within.

The urn in the northeastern chamber contains a selection of randomized scrolls. Otherwise, there is little loot of note.
 
Related Quests
Haddadalmalu

Aside from the dead body of the missing scout, which you need to inspect for the quest  , and some leveled weapons, there's nothing really worthy deep in the shrine. Gems and items on the shrine are not cursed.

There's a non-hostile scamp, which is much smaller than regular scamp, inside the shrine near the entry, called Krieps, who will be scared of you and run away as you get closer. You can use Calm Creature spell on him and talk, and he will offer you some powerful item if you won't hurt him. He will, however, require some time, about 3-4 hours (your journal will be updated). As you return to Krieps, he will tell that the item is too powerful for you and attack, using said item against you. This is quite a decent enchanted ring   with 15-40 poison damage on use.

Related Quests
Kisrashallat

People
Narasnabad

thumb|left|The shrine inside of Narasnabad
In the first zone, Narasnabad, it appears to be an empty cave with a few ingredients for the taking. However, a door at the end of the cave leads to the Lost Shrine, a small area with a statue to the Daedric Prince Azura. Apart from the statue, there is nothing of interest here.
Shambalu

The large Daedric shrine houses many treasures, along with quite a few of the deadly  . In the tunnels, items of interest include an  , a Daedric dart, and the unique Webspinner's Blade.
Sirrilas

People
Sirsadrorran

thumb|The shrine to Sheogorath
Upon entry, a   door blocks further passage to the shrine. Beyond this, a scamp guards a split in the path. Taking the path straight ahead leads to a small room with a full set of Journeyman's alchemy equipment,  ,  ,  , human flesh, the note  , and an unowned bedroll. Going down the left path leads to two old gates; one to the left, one to the right. The gate to the right leads to a dead-end tunnel guarded by a skeleton champion. The gate to the left leads to the warlock, Liras Mareluth, and the shrine to Sheogorath. At the shrine is a copy of  , a  , a timsa-come-by flower, a cursed diamond and piece of raw ebony, and 100 gold, as well as multiple violet coprinus, luminous russula, and   mushrooms. Going past these two gates leads to three more     guarded by another scamp. Behind two of these gates are dead bodies.

A Golden Saint can be found at one of the dead ends, and is the questgiver for the short quest,  .

 
Related Quests
 

People
Teknilashashulpi

It can be found on the western side of the region, on the road running through the Sundered Scar area. Simply follow the road east from   to get there, continuing east at each fork until you reach the eastern edge of the black hilly area, where you should turn north.

The ruins sprawl over a large section of the swamp, and are patrolled by both (hostile) cultists and frost atronachs. On the eastern side is a statue to Azura, but no treasure can be found outside of the shrine itself.

The entrance to the shrine is in the middle of the ruins, just above water level. Inside, winged twilights and more cultists (spellcasters all) can be found. The main riches are in front of the statue of Azura, at the very bottom of the complex. An   lies on the altar here, and is the only thing here that can be touched without summoning a Dremora Lord - both gemstone, chest, and pile of gold are cursed to manifest one.

The gems in the preceding chamber are similarly cursed (except the amethyst). A Scroll of Hellfire can be found clasped in the hand of a skeleton, crushed the cave-in in the northeast, while another is in the room to the east of the entrance, along with a rare example of  , which can be used to access  . The room to the west of the entrance contains a copy of the Alteration skill book, Breathing Water and the Enchant skill book, The Wolf Queen, Book VIII, along with the note needed for the   Fighters Guild quest,  .

Related Quests


People
 


Notes
Azura, being one of the 'good Daedra', is an unusual place for hostile cultists, and indeed, the original development plan had plans for a more passive group.
Zalgothrabu

thumb|Inside of Zalgothrabu
 

Related Quests


People
Ardkoz

This ruin contains a puzzle known as the Test of Disorder in its second zone, which involves sustaining a chain reaction of moving blocks for long enough to unlock a door. There are large amounts of treasure behind the puzzle-locked door as well as a small amount in the chamber off to the side, which has an ordinary lock. There are no enemies in this area.
 
Maps
Bazhthum

There is a greater than normal amount of Dwemer enemies and standard Dwemer loot here.
 
Maps
200px|thumb|left|Map of Bazhthum
Chunzefk

A note outside the door warns that entry is illegal, and indeed, the guards inside the ruin will attack any player who wanders in - and reporting them as a criminal for good measure. The ruin itself is intended as a stealth challenge for Thieves Guild members (see the related quest), and many blockages can only be cleared with Dwemer Satchel Packs scattered about the ruins. Locations listed below. Unfortunately, most of the ruin is off limits unless the relevant Thieves Guild quest is active.

Notable Loot
The room with the bulk of the archaeologists contains a wealth of gemstones and coins in the barrels.
The   can be found in the southernmost chamber of the ruins section, which are only accessible as part of the Thieves Guild quest. It is a scarab-headed staff of dwarven metal, with a base value of 5000.
The Dwemer Chest in the east chamber of the Halls will always contain 25 Dwemer coins, and may contain other Dwemer armor and weaponry.

Dwemer Satchel Packs
These handy entities can be used to clear rubble blockages in Chunzefk, and can be found at the following locations - although the blockages themselves are only accessible during the related Thieves Guild quest.
In the ruins, there is one in a level 30 locked chest in the southwest corner of the archaeologists room.
There are two more in the level 35 locked chest in the same corner.
In the tunnels at the southern end of the ruins, there is one on the body of a dead digger, caught between two blocakages.

Related Quests
 (Thieves Guild)

People