Netruk44/uesp-wiki-content huggingface dataset:
Oblivion:Msirae Faythung

Msirae Faythung is a Nord warrior added by the Mehrunes' Razor official plug-in. He was Mehrunes Dagon's champion, but failed Mehrunes while trying to accomplish some unknown task.  As punishment, "The Kyn" (Dremora) carved his chest open with Mehrunes' Razor and doomed him to stand statue-like in the Nefarivigum and guard Mehrunes' Razor. He will awaken when anyone attempts to retrieve Mehrunes' Razor and must be defeated.

The most notable item on Msirae is his beating heart. One way to retrieve Mehrunes' Razor is to take the beating heart from Msirae and eat it (which will increase your Infamy by four points, infect you with the diseases Porphyric Hemophilia and Cannibal's Prion, and awaken Msirae). If you choose this option (as opposed to prying apart the bars guarding the Razor), Msirae is weakened by the fact that he no longer has a heart, and will eventually die without any action by you (although he will be attacking the whole time, so killing him more rapidly may be advisable).

He is equipped with a leveled Daedric war axe (leveled to do less damage than a standard Daedric war axe below level 20); the war axe can not be looted because the minute you try to pick it up it "crumbles to dust in your hands". He is wearing mostly Dremora armor except for his gauntlets, which are Daedric (but not lootable due to his entire body disappearing upon death). He also carries a total of six potions or poisons. Msirae knows one summon daedra spell and can heal minor wounds. He also possesses a unique ability, Dagonic Cast, that surrounds his body in a red aura and allows him to resist normal weapons by 20%, magic by 20%, and poison by 100%.

Once Msirae is dead, you are free to take Mehrunes Razor and complete the related quest.

Related Quests


Notes
The container with the beating heart is actually a fleshy pod, similar to the ones in Oblivion realms, positioned outside the playable area - activating Msirae opens it via a script. If you   to the fleshy pod, it is labelled "Pulsating Sac".

Bugs
Oblivion:The Bloated Float Inn

thumb|right|The Bloated Float

 The first time you sleep on The Bloated Float, the quest An Unexpected Voyage will begin. This is unavoidable and must be completed before you can return to the Imperial City.  

Related Quests
 

Notes
The first time you sleep on The Bloated Float, the quest An Unexpected Voyage will begin. This is unavoidable and must be completed before you can return to the Imperial City.
The flags hanging from the rigging represent the symbols "1", "H" and "U" in the International Code of Signals.
The Dark Brotherhood quest A Knife in the Dark will not occur when sleeping in The Bloated Float Inn before An Unexpected Voyage is completed.
The Bloated Float exterior during "An Unexpected Voyage" is a different worldspace (editor ID  ), containing 9 cells, one of which contains the ship (editor ID  ).
Bloodmoon:The Missing Missionary

Quick Walkthrough
# Speak to Jeleen in the Imperial Cult Shrine.
# Go to Thirsk and speak with Brynjolfr about Mirisa (if you complete The Mead Hall Massacre quest first, she will be in a cave called Solvjord north of Fort Frostmoth).
# Go upstairs and unlock the door with the level 50 lock.
# Talk to Mirisa, then escort her back to the Cult Shrine in Fort Frostmoth.

Detailed Walkthrough
Speak to Jeleen in the Imperial Cult Shrine who has an important cult matter to attend to. It seems that last month Mirisa left the shrine to go and preach the doctrine of the Imperial Cult to the local savages (as he puts it). Unfortunately, she has not returned or sent word and he is worried that something has happened to her. Inquire further to learn that she headed north toward Lake Fjalding the last time anyone saw her.

Head up towards the lake and have a look around, though you won't have too much luck. None of the caves near the lake seem to have any evidence of Mirisa, dead or alive (including the Lair of the Udyrfrykte). Since Thirsk is nearby, east of Lake Fjalding, it might be a good idea to ask around to see if anyone there has seen her. Speak with Brynjolfr outside (who also offers to make you Snow Bear and Snow Wolf armor), and he will tell you that Mirisa had 'annoyed' Erich the Unworthy with her preaching and he has imprisoned her in his room.

Head into the mead hall and seek out Erich. If this is your first time there, just ignore the mess and ask Svenja downstairs or find Erich on your own. There are four doors upstairs and only one is  . Inside the locked room you will find Mirisa, none the worse for wear (though she is barefoot, which is unusual in a freezing place like Solstheim) but a little peeved at being locked in by the barbarians. She will ask you to escort her back to the Cult Shrine in Fort Frostmoth. She has no weapons and is rather weak, but still insists on attacking everything in sight.

NOTE: If you complete The Mead Hall Massacre quest first, Mirisa is not in Erich's chamber anymore. She will be found in a cave called Solvjord, north of Fort Frostmoth.

Once you've escorted Mirisa back into the Cult Shrine, she'll stop following you. Talk to Jeleen who will thank you and give you 300 gold as your reward.

Notes
If Mirisa dies during this quest, Jeleen will commit suicide after hearing the news, and you'll get only 100 gold as a reward (though you can still take the other 200 gold, along with his suicide note, off his corpse later).
Note that Jeleen's disposition is set to 100 if you complete the quest, not raised by 100.

Quest Stages
Bloodmoon:In Search of the Falmer

Quick Walkthrough
# Talk to Athellor at the Bar in Raven Rock.
# Travel to Jolgeirr Barrow, southwest of the Altar of Thrond. 
# Return the book Fall of the Snow Prince to Athellor.

Detailed Walkthrough
The Scholar
Talk to the Altmer Athellor at the Bar in Raven Rock to start (you must have finished the Raven Rock quest to start). He will talk to you about a lost race of Elves over a little alcohol. These Elves are known as Falmer or Snow Elves and he will eventually ask to hire you to help him. Accept and you'll get 200 gold up front. Now for the hard part... where to find this evidence?

The Mysterious Snow Elves
You can find proof in the Jolgeirr Barrow, southwest of the Altar of Thrond which is roughly in the center of the Island. Among several items there you will find the Spear of the Snow Prince, an almost complete set of Ancient Steel Armor and a book, the Fall of the Snow Prince. 

The Proof
Take everything, including the book, which is the proof that Athellor wants. The  book Fall of the Snow Prince is an account by Lokheim of a glorious battle between Nord and Elf at the foot of the Moesring Mountains, the Snow Prince's death and his unusual burial in this very cave. After reading the book, you'll get a journal entry, then return it to Athellor and receive 800 gold in reward. Fortunately, you can keep all the items you found, except for the book which Athellor takes. 

Notes
If you search underneath Lake Fjalding near Thirsk, you will find a corpse with an Old, Wet Note. Reading it will reveal that thieves tried to steal the Snow Prince's armor and weapon from his burial cavern. The deceased's guards managed to drive them off, but the thieves got away with the helmet. The note will lead you to their hideout, the ice cave Frykte.
After you give the book to Athellor, he says he plans on shortly leaving for Skyrim. If you are an avid book collector, you may wish to take Fall of the Snow Prince back from him. To do this, however, you must either pickpocket it, or kill him and take it from his corpse.
If you refuse Athellor's quest, his disposition towards you drops by twenty points.

Bugs
If you find the barrow and book before receiving the quest (which is likely, given the obscurity of the quest and NPC, the size of Solstheim, and the amount of ground you cover there, looking in barrows in particular), you may never get quest stage 60, and Anthellor may not recognize that you are carrying the book he is looking for. This is fixed by setting quest stage 60 manually, and (if necessary) stage 100 as well. If you have to (or choose to) do the latter, you will not actually get the gold reward, but you'll keep the book.

Quest Stages
Bloodmoon:Mead Hall Business

Quick Walkthrough
# Talk to Svenja Snow-Song again about "mead hall business".
# Wait a week.
# Profit.

Detailed Walkthrough
Mead Hall Business
Once you've become the new chieftain of Thirsk, you can start a mead hall business and maintain it. Talk to Svenja Snow-Song about "mead hall business" for a couple of options: send out hunters to collect Snow Bear and Snow Wolf Pelts, or order mead from Skyrim. Each of them will take about a week and you can order them at the same time, but sadly you can only do each one once. 

Collecting Profits
When the hunters return, they'll bring back five pelts from each animal. The mead arrives in some crates upstairs in your room, and you'll be able to collect the weekly profit (50 gold) from its sale. Don't forget, there is always a good cheer to be had along with some rousty Nord drinking songs lead by Bathmar.

Notes
Technically, this page has two separate quests, "A Shipment of Mead" and "Thirsk Hunters".  Since they can both be done at once, and neither really requires any effort on your part, they are shown here combined for your convenience.

Quest Stages
Bloodmoon:Betrayal at Brodir Grove

Quick Walkthrough
# Talk to Ulfgar the Unending in his home in Brodir Grove.
# Go to Thirsk and obtain the book Sovngarde, a Reexamination from  Bereditte Jastal.
# Return to Ulfgar and slay him to grant him access to Sovngarde.
# Activate the (now four) stones for an Attribute increase.

Detailed Walkthrough
A Sad Tale
When searching Brodir Grove, you'll find an old Nord called Ulfgar the Unending in his dwelling. Inquire about his sad tale and you'll  learn about him and his three friends. Their quest was to find the entrance to Sovngarde, the name of the fortress erected by the god Shor as a gift to the valiant. The legend goes that any Nord who finds the entrance to Sovngarde can dwell in its mead-filled halls forever. While on their quest, his three friends were turned to stone by the sorcerer Grimkell. Ulfgar managed to slay Grimkell but was too late to save his friends, who were condemned to stand watch in Brodir Grove. Ulfgar continued the seach for Sovngarde for over 500 years, but unfortunately, he has failed. 
thumb|right|Ulfgar is still searching...

An Ancient Nord's Request
Ulfgar asks you to help him, but offers no hint as to where Sovngarde might be. The three stone pillars named Erlendr, Nikulas, and Hunroor are just southeast from Ulfgar's cave, but lead you no further either. You may want to just continue on with other things until you happen to run across information about it. 

Detective Work
You will not find any cave or dungeon with the name of Sovngarde in the game and no one seems to be able to help you in your search of it. The only place to get any information is from the book Sovngarde, a Reexamination written and sold by Bereditte Jastal in the upstairs of Thirsk mead hall East of Lake Fjalding (for a measly 75 gold). The book basically states that Sovngarde can't be physically found and that Nords can reach it by being killed in battle. You'll receive a journal entry once you read the book. 

Ticket to Sovngarde
Return to Ulfgar with the book who will take it from you and ask for you to kill him in armed combat. He's tougher than most things around the Island so be cautious, especially if you are a lower level. He'll thank you in his dying breath once you land the killing blow. Be sure to get the Stormfang weapon from his corpse. Also, remember to visit the three stones (now four) close by, as the ghost of Ulfgar will contact you there. Afterwards, the stones provide an increase in  attributes.

Blessings of the Stones


 

Notes
Ulfgar and his friends' souls did find their way to Sovngarde. They can be found residing in the Hall of Valor in The Elder Scrolls V: Skyrim.

Quest Stages
Bloodmoon:The Sad Seer

Quick Walkthrough
# Talk to Geilir the Mumbling in his home, south of Thormoor's Watch.
# Travel southeast to Kolbjorn Barrow.
# Return Oddfrid to Geilir.

Detailed Walkthrough
thumb|right|Draugr took Oddfrid...
A missing Friend
You'll come across Geilir the Mumbling in his dwelling on the western shore of the Solstheim south of Thormoor's Watch. He'll tell you that his only friend, Oddfrid White-Lip has been taken by Draugr to Kolbjorn Barrow, and asks you to rescue her.

Looking for Oddfrid
Kolbjorn Barrow is located to the southeast, slightly west from Fort Frostmoth. The barrow is small with a few Draugrs inside, but no immediate sign of anyone named Oddfrid. On a more careful inspection, you find a single skull on the altar in the center of the three Stalhrim named Oddfrid. Either Geilir forgot to tell you something or Oddfrid was killed. 

A strange Prophecy 
When you return to Geilir with Oddfrid the skull, he is elated and thanks you but offers no reward other than to tell your future. If you have finished the Main Quest, Oddfrid mentions something cryptic about "when the dragon dies, the Empire dies", which refers to what happens in Oblivion (see the Easter Eggs). Otherwise, she says "the time for the hunt is near. You are both hunter and hunted..." which refers to Hircine's Hunt, the final scene of the Main Quest.
 

Quest Stages
 
 
  This journal entry is just a cute little joke by the developers, since every journal entry which occurred from this point on would be below this one, thus giving a detailed chronicle of your "future" from the point at which you received the journal entry.  Unfortunately, however, the quest never advances past the 110 index, so this entry will never be seen.
Bloodmoon:The Cursed Captain

Quick Walkthrough
# Talk to Thormoor Gray-Wave at his lookout on the western coast. 
# Talk to the seer Geilir in his cave just to the southeast.
# (Optional) Do a favor for Geilir and find his friend Oddfrid.
# Speak to Geilir about eternal wakefulness.
# Return to Thormoor.
# Meet Thormoor in Thirsk to learn about a treasure cave.

Detailed Walkthrough
A sleepless Captain
You'll find Thormoor Gray-Wave standing alone looking out to sea on the western coast of the Island (about half-way up the western coast at Thormoor's Watch). He'll tell you the sad tale of how he fell asleep at the rudder of a ship, causing it to crash and kill almost everyone on board. A seer who survived the wreck cursed Thormoor with eternal wakefulness and he hasn't been able to sleep in six months. The seer's name is Geilir the Mumbling and Thormoor asks if you could convince Geilir to lift his curse.

Find the Seer
thumb|right|The seer's dwelling
You might have already come across Geilir in his cave just a bit to the southeast from Thormoor. You may have to complete The Sad Seer quest before the seer will agree to lift the curse. Once you've done that small task, speak to Geilir about eternal wakefulness and the seer will lift the curse on the captain.

Rest, finally
Return to Thormoor for his thanks and his promise to reward you later when you meet with him in the Thirsk Mead Hall, after he's rested. Over an ale, he'll tell you of Gyldenhul Barrow, a dungeon filled with a fortune, which you can have as your reward. He'll mark the entrance on your map and give you the key, as the door is  .

Notes
Gyldenhul Barrow has 10,110 gold sitting on the floor, two Raw Stalhrim, Ebony and Glass Armor, and other precious items.
It is possible to get into and loot Gyldenhul Barrow without doing this quest. It has a lock level of 100, but anyone skilled enough at Security, can cast a 100pt Open spell or who can find a Scroll of Ekash's Lock Splitter is able to break in.
If you kill Geilir, Thormoor's disposition drops to zero when you return.

 

Quest Stages
Bloodmoon:A Woman Scorned

Quick Walkthrough
# Talk to Kjolver in her home, close to Brodir Grove.
# Go to Erna the Quiet's house, in the Skaal Village and read the note.
# Go on the Isild River and kill Erna the Quiet.
# Return to Kjolver for your reward.

Detailed Walkthrough
A Woman Betrayed
While exploring the wilderness, you may come across Kjolver's Dwelling, just between Brodir Grove and the Cave of Hidden Music. Inside lives a woman named Kjolver, who has had enough of her husband Brandr's infidelity and is willing to take drastic measures. She wants her husband's mistress, Erna the Quiet, killed. If you accept Kjolver's offer to kill her, she'll ask you to bring Erna's ring back as proof of her death. Kjolver also tells you that Erna can probably be found in her house in the Skaal Village.

The Lovers
Go to her house to find out that she isn't home, but there's a note for her lover, Brandr, indicating she was taking a walk down by the river. She can be found on the Isild River, north of Lake Fjalding, near Graring's House. Unfortunately, Brandr has already seen the note and is with Erna on the river, so be careful when killing her, as he will become hostile and you will be forced to kill him as well.

Return with the Proof
Once you have taken care of Erna (and probably Brandr as well), go back to Kjolver with the ring to receive your 1000 gold reward. Killing Brandr will not prevent you from completing the quest, as Kjolver, oblivious to the facts, quietly awaits his return.

Notes
If you speak to Erna after killing Brandr, her Disposition will be set to 0 and she will refuse to speak to you further.
If you speak to Brandr after killing Erna, his Fight will be set to 100 and he will become hostile.
Even if you taunt or use Frenzy spells on Erna, Brandr will still become hostile.
Using Calm or Paralyze spells on Brandr is a viable approach for dealing with him. Be warned that if the spell wears off after you kill Erna, and you are still nearby, he will become hostile and attack you.

Quest Stages
Bloodmoon:Ingmar in a Bind

Quick Walkthrough
# Meet Ingmar out in the wilderness under a large stone arch, next to the Valbrandr Barrow.
# Let Ingmar kill a draugr in a Rite-of-Passage and keep him alive.
# Meet Ingmar in the village for a Belt of Orc's Strength as reward.

Detailed Walkthrough
thumb|right|Killing a Draugr is a Rite-of-Passage...
Meet Ingmar, the challenged Warrior
You'll find the warrior Ingmar out in the wilderness under a large stone arch, next to the Valbrandr Barrow, just north of the Skogsdrake Barrow on the east side of the island. 

Ingmar will ask you to help him kill the draugr in the Valbrandr Barrow, a task that all Skaal adolescents must complete before becoming true men. Unfortunately, Ingmar has had difficulty killing it, and cannot return home until the creature is dead. Agree to help him distract the creature while Ingmar kills it.

Facing the Draugr 
The barrow is very small and you'll meet the draugr right away. Remember to let the draugr attack you (without retaliating) while Ingmar tries to kill it. It doesn't take too long but be ready with some healing magic/potions just in case. A high block skill is also useful. Once the draugr is dead speak to Ingmar again to receive his thanks and permission to take any of the treasure in the tomb (nothing special other than the three Raw Stalhrim). He will also tell you to come visit him at his house, back in the Skaal Village.

Getting the reward
Once you go to Ingmar's house in Skaal, you will find Ingmar inside. Talk again with him, who will thank you again and give you the Belt of Orc's Strength, which was given to him by the Skaal as a reward for defeating the draugr.

Notes
Be sure to remove any equipment/spell effects that damage your attacker (eg. Fire Shield from Fathasa's ring). If the draugr is damaged by its effects then that will count as you attacking it.
If you attack the Valbrandr draugr, Ingmar's disposition immediately drops by 50. If you later visit Ingmar's house, he will be enraged by the disgrace you have caused him, and will immediately attack you. You can retrieve the Belt of Orc's Strength from his corpse.
If you want to trap the Valbrandr draugr's soul (as it is unique), it is possible to use soul trap before Ingmar kills it without any negative consequence. However, Ingmar must do the damage rather than the player or any other NPC. For example, if the player misses the opportunity to soul trap the draugr in the barrow and tries to spawn it at a village or fort using the console, having the guards attack and kill the draugr will still count as the player intervening and result in the corresponding journal entry (even after the quest is finished). To avoid this, it is possible to spawn the draugr and have it attack Ingmar again using the StartCombat console command (remembering to set Ingmar as the target).    
 

Quest Stages
Bloodmoon:A Wife's Retribution

Quick Walkthrough
# Talk to Kolfinna in her dwelling east of Raven Rock.
# Find Sigvatr the Strong southwest of Lake Fjalding.
# Get retribution for the widow, one way or another.
# Return the jewel Pinetear to Kolfinna.

Detailed Walkthrough
The Widow
You will find Kolfinna in her dwelling exactly east of Raven Rock on the western bank of the Iggnir River.

Speak to her and she will mention that you have found her during a terrible time, as her husband Gustav Two-Teeth has been slain by his friend Sigvatr the Strong. Inquire further and she will tell you that she demands wergild ("compensation") from Sigvatr.

She will tell you that he can be found hunting near the Altar of Thrond and that you are to obtain his family heirloom, the gem Pinetear, and return it to her. She tells you that killing him is not required, but that she does not care either way.
thumb|right|Sigvatr the Strong is out hunting, in any weather.

Find the Hunter
You will find him on the western side of the Harstrad River, just south of the Altar of Thrond.

Upon initiating dialogue with him, he will scoff at her request saying that Gustav got what he had coming. If you can raise his disposition to at least 90, selecting the topic wergild will cause him to give you the gem after expressing his remorse; otherwise you will have to kill him.

It is also possible to pickpocket the gem from Sigvatr.

Jewels
Return to Kolfinna, who will be very grateful and welcome you into her family, allowing you to rest in her home whenever you wish. You will also receive the key to Gustav's chest, which contains various items that are now yours, although they are not worth much.

Notes
If you slay Sigvatr the Strong, you get to keep his weapon, the unique war hammer Rammekald.
If you refuse to take Kolfinna's quest, her disposition towards you drops ten points.

Bugs
 

Quest Stages
Morrowind:Abelle Chriditte

Abelle Chriditte is a Breton alchemist who lives in the Propylon Chamber at Valenvaryon.  Abelle is the master trainer of Alchemy, a major trainer in Conjuration and Mysticism, and also sells potions, ingredients and alchemy apparatus, including all of the Grandmaster level apparatus. 

Her outfit consists of a common robe with matching shoes, and she carries an assortment of her apparatus wares. Aside from her natural bonus and resistance to magicka, and her ability to shield herself for short periods, she knows: Burden of Sin, Cruel Weary, Dire Weary, Great Feather, Summon Scamp, Command Beast, Command Creature, Strong Reflect, Strong Spelldrinker, Wild Spelldrinker, Slowfall, Summon Storm Atronach, and Summon Flame Atronach.
 
Wares
 

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Notes
Abelle is mentioned in the book The Cake and the Diamond, a skill book for Alchemy. The book repeatedly refers to her as being visibly quite old, but this is not reflected by her in-game appearance.
Tribunal:Creatures

Tribunal introduces several new types of creature:

;Durzogs: Intelligent, dog-like creatures kept as pets by Goblins.
;Dwemer Constructs: New variants of these fearsome metallic guardians.
;Fabricants: Mechanical creatures engineered by Sotha Sil.
;Goblins: Ferocious, stunted creatures that live beneath Mournhold.
;Undead: Liches, the remnants of powerful wizards, have kept their powers even in death.
;Special: A god, the most fearsome construct ever, and furry helpers.
;Other: Mournhold-specific versions of creatures first met in Morrowind.