Netruk44/uesp-wiki-content huggingface dataset:
Shadowkey:Scythe

Scythe resides in the Thieves' Guild in the northeast of Dragonstar East and is the guild trainer.

He offers training to stealth-related classes:
Assassins — improves their Lethal Strike skill.
Nightblades — improves the Night Magic skill.
Thieves — improves their Thief Lore.

Training costs 1,000 gold for members of the guild and 1,500 gold for non-members.

If you don't want training, he says he doesn't want you breathing his air.
 
Dialogue
:"I am Scythe. Are you here for training or just breathing my air?"

::'''I'll breath elsewhere.
::(Ends conversation)

::Let's train.
::"I improve the natural advantages of your class. I can train Assassins, Nightblades and Thieves. I charge 1,000 gold for guild members, 1,500 for outsiders."
::Let's go.

If you are not one of the three mentioned classes:
:"I am sorry, I told you I cannot train your class. Perhaps you will hear better if I lop off your ear."''

If you are one of the three mentioned classes:
: 

Notes
Scythe shares a character model with Gravel Trothgar, Lieutenant Breser, and Volstok Violet.
Shadowkey:Dominus

Dominus can be found in Dragonstar East and is the head of the Fighters Guild. He will sign you up to the guild for a small fee.
 
Dialogue
:"I am Dominus. When not hacking the Skyrim interlopers to bits, I am Guildmaster here. Do you wish to join the ranks of the toughest guild in Draongstar?"
:Not today, thanks.

:Yes, absolutely.

If already part of the Thieves' Guild and you want to join:
:''"You must leave the Thieves' guild before joining ours."

::Not today.
::(Conversation ends.)

::Leave Thieves' Guild.'''
::(You have left the Thieves' Guild.)

When not in the Thieves' Guild and wishing to join:
:"There is a one-time fee as long as you stay loyal to the guild."
:Yes, absolutely.
:"Good move, brave move. Check with Giradda if you really want to improve your fighting technique."
Shadowkey:Find Azra Nightwielder

Quick Walkthrough
# Defeat a powerful opponent in Lakvan's Stronghold.
# Find a crystal in Fearfrost Caverns.
# Meet a new-found friend to advance your quest.

Detailed Walkthrough
Lakvan's Mentor
In a large room to the southwest of Lakvan's Stronghold is a teleporter pad that takes you to a room in the northeast, containing Pergan Asuul who will challenge you to combat.

Asuul is quite happy to be killed. His last words are "That nemesis Azra still lingers beneath Fearfrost while I near triumph."

Crystal Prison
In the northeastern corner of Fearfrost II is a large crystal. On approach, the crystal splits apart to reveal a mysterious mage. He asks you to keep an eye out for any information you might find about his identity. Armed with your new-found knowledge you are able to provide this immediately. Azra Nightwielder tells you to meet him in the crater outside Azra's Crossing.

In the Crater
Azra will be waiting for you by the waterfall in the crater. He will thank you for returning his memory and reward you with a Star Tooth, but also suggest that Skelos Undriel is wrong that there are five such teeth. He tells you that there are seven teeth and that confronting the Umbra' Keth with fewer than that would be fatal. Azra suggests you retrieve any teeth you have given to Skelos and search out the rest.

Notes
This quest is mutually exclusive with Mage's Identity.
The quest completes the moment Azra recovers his identity, but the third section is relevant enough to be included here.
UESPWiki:IRC/Bans

This page should be used to detail the current bans from our IRC channel. The reason for creating it on UESP is that no facility exists in IRC for giving an explanation for a ban. Only IRC operators and half-ops should edit this page.

Times should be recorded in EST.
Morrowind:Elven Nations Cornerclub

Related Quests
House Redoran

Morag Tong


Thieves Guild


Miscellaneous

People


Maps
thumb|left|600px|The Elven Nations Cornerclub is marked by a green dot.
Morrowind:No Name Club

It is situated on the plaza across from the Hlaalu Weaponsmith. The publican Brathus Dals sells food and drinks, and even Moon Sugar.

Though there is not much of note on the first floor, behind a locked door you can find a trapdoor that leads to the lower level. Unlocking this door is not considered a crime. Downstairs hosts a number of trainers and merchants, and also a few chests and crates holding weapons and miscellaneous items. thumb|right|The bar in the No Name Club

 
People
Morrowind:The Pilgrim's Rest

If you enter Molag Mar's waistworks from the southern door and take a left turn, The Pilgrim's Rest will be the first door on your left. The walls are decorated with burgundy tapestries. The candle stands lighting this room hold red candles; there are two of these stands near the bar, on in front of the tavern's entrance, and one in the dining area. Blue paper lanterns are strung up on the ceiling.

The first person you'll see is Dunel Saryon, who is standing in front of the bar. The tavern's proprietor, Selkirnemus, is working behind the bar. There are two stools on the long side of the counter where customers can sit. There are seven bottles, three goblets and two tankards on the bar. There are also two candles which you cannot pick up lighting the bar. Several containers are sitting against the southwestern corner behind the counter. There are two urns containing food, two sacks containing cheap food, and a crate full of dishes. A shelf sitting above these containers holds seventeen bottles.

If you head past the bar, you'll come into the dining area. Miniel is the first person you'll pass by on your way into the dining room. There's a wooden dining table with two benches to sit on behind her. Each long side of the table has a goblet, a tankard and a folded cloth at it. Three bottles and a jug are also placed here. Nilioniel is standing by the western wall, near a round table that seats four. There are four tankards and four bottles on the table. A smaller round table that seats two is located in the southeast corner of the dining room. There are two bottles and an unmovable candle on top of it.

A wooden door on the eastern wall leads to a hallway where you'll find the tavern's rented rooms. Ales Julalanie inhabits the room on the left, while the room on the right is available for you to rent from Selkirnemus. Each inn room contains a bed with one pillow and red covers, an empty chest, and a side table with an unmovable candle. The empty room's side table has two bottles and a goblet sitting atop it. Ales's side table holds three bottles, a goblet and sixteen gold pieces.
 thumb|The main room of the tavern

People
Morrowind:Druegh-jigger's Rest

thumb|right|The interior of the hut
This dilapidated hut is actually a foothold for operatives of the Thieves Guild, trying to get into the smuggling action on the Bitter Coast. There are some bedrolls you can use if you're in the Guild and Hinald offers a few wares.
Wadarkhu, one of the two Master Trainers for Sneak, can be found here.  There is little else here of interest.
 
Notes
The name of this place is misspelled in the game.  The correct spelling should be "Dreugh-jigger's Rest", as all other uses of the word dreugh are spelled.

 
People
Shadowkey:Birgitta

Birgitta is one of the villagers from Azra's Crossing who was captured and taken to Delfran's Hideout. Her fellow prisoners are particularly worried, as she was singled out and taken to a special room - which turns out to be Delfran's throne room. After her rescue she will head to the temple and can be found next to Acolyte Menlin.

 
Related Quests
 
Quest-Related Events
If spoken to before freeing all the prisoners:
 

If spoken to after freeing all the prisoners:
:"You have freed the captured villagers! Return to Almathea in Azra for a reward."

When spoken to at the temple:
:"Thank you so much for saving me!"
:My pleasure.

Dialogue
Once the Umbra' Keth has been defeated:
:''"Trothgar is making a fortune! All this new business is trickling down into Azra's Crossing as well. I've never seen this town so prosperous."
:That's great!'''

Notes
From the name of her scripting file, it seems Birgitta's original name was Birgidda.
Birgitta shares a character model with Teresa Clothgen.
Shadowkey:Sgt. Grell

Sgt. Grell is an elderly bandit who just wants to retire. He has the key to Delfran's treasure room and will swap it for a new identity and letters of introduction that may be found in a chest Delfran warded against him.
 
Related Quests
 
Quest-Related Events
When first approached:
:(Steely-eyed, a veteran thief takes stock of you.)
:''"Delfran can continue this savagery on his own. I was just thinking of leaving Delfran and retiring. You help, you don't have to deal with me."

::No help for you. (He will attack you)

::Help you how?
::"There are two rooms southeast of here where Delfran's men practice disarming traps. One of the chests Delfran had specifically warded against me. There are papers in the chest which will... help me retire. In exchange I will give you the key to Delfran's treasury just east of here."

:::No dice, bandit. (He will attack you)

:::You have a deal.

If spoken to again before getting the papers:
:"Delfran won't drink ALL night. Please get those papers."
:I will find them.

Once you return with the papers:
:I have your papers.
:"My men and I will take our leave."'' 
:(Grell hands you Delfran's treasure key then leaves.)
Morrowind:Hodlismod: Armorer

Hodlismod is one of the best armorers out there. He has his own desk for bartering with and shelves for looking at his goods. Also, there are crates upon crates of stuff. The great thing about this place is that there is also a downstairs which leads you to an equally large room with table, bed, and wardrobe.
 

People
Morrowind:Guild of Fighters (Balmora)

Those who wish to join the Fighters Guild can speak with Eydis Fire-Eye on the top floor, who also hands out orders and can train those of Protector rank and higher. Wayn on the ground floor sells equipment and tools for fighters, and also has a number of poisoned weapons for sale. An informant for the Blades, Hasphat Antabolis, can be found on the bottom floor of the guild. All of the members here are trainers.

Members can stock up from the equipment chest on the ground floor, and can also take a rest in the room with free beds downstairs. Crates with random weapons and equipment can be found behind Wayn, though taking anything from these crates counts as stealing. A locked door on the bottom floor contains a trap door behind it, which leads to a storage area. thumb|right|Main hall of Balmora's Guild of Fighters thumb|right|Sparring room

Quests
Main Quest


Fighters Guild










Mages Guild


Thieves Guild


People
Morrowind:Guild of Fighters (Ald'ruhn)

Those who wish to join the guild from this location can speak to the old guildmaster, Percius Mercius, though he won't give you any quests until you progress in the guild. While this is a fairly large guildhall in total area, there are few notable services here. Ergnir will repair your weapons, and Baradras and Tralan are both trainers.

Because the new Fighters Guild Master, Sjoring Hard-Heart is heavily tied with the Camonna Tong, many of the quests you will get are questionable in morality. Percius Mercius will comment about quests you get, telling you the noble way to complete them. thumb|right|Main hall of Ald'ruhn's Guild of Fighters thumb|right|Ergnir at his forge

 
Quests
Fighters Guild






Thieves Guild

House Redoran


People
Morrowind:Guild of Fighters (Vivec)

Related Quests
Fighters Guild










Thieves Guild


People
Morrowind:Fighter's Guild (Wolverine Hall)

People


Notes
The Wolverine Hall guild is the only one not referred to as "Guild of Fighters". This is also the only instance where the term "Fighter's Guild" is spelled with an apostrophe.

Quests
Fighters Guild








Thieves Guild
Shadowkey:Crypt of Hearts I

Crypt of Hearts I is the first of three levels to the crypt. It is accessed from Stout's Trading Post and leads to Crypt of Hearts II. The area is inhabited with almost every type of enemy in the game.

The southwest part of the level contains many coffins and sarcophagi, which can be opened - potentially revealing treasure. The trouble is that their inhabitants will not be very happy and will rise to attack you.

Also found in the southwest is the last of the Crypt Caretakers, who has a job for you. He will also tell you that the area's Shadow Gate is somewhat unusual. No shadowkey is to be found in Crypt of Hearts I: instead, three other keys will open the gate. According to the caretaker, "lower keys produce lighter armor, higher keys heavier armor". Each key has a "value" as follows:



Add the values of your keys together to determine your reward - the strongest possible chest armor in its weight class.


  
Related Quests
 

Maps


Notes
The Crypt of Hearts was also featured in Arena and Elder Scrolls Online.
Shadowkey:Loth' Na Caverns

The '''Loth' Na Caverns''' are a network of naturally-carved platforms located to the southwest of Dragonfields and can only be accessed from there. They used to be the destination for pilgrims coming to seek answers from the "divine crystal", but the forces of Skyrim have taken over the caverns and corrupted the crystal for their own purposes. They used the power of the crystal to strengthen themselves and kill the last pilgrims to visit it.

Skyrim's forces are led by General Duvais, and many Nord enemies can be found throughout the area along with Floaters, Wights and Spirits.

In the southeast lies a chest containing a "Loth' Na Stone". If activated, the stone slits your skin and slips underneath, taking five points from your maximum health but boosting your Strength and Agility each by 10 points.

Behind the shadow gate lies an Orb. When you activate it, "the orb glows with a light far more intense than that from the lava below" and "beyond you see a shadow". You can either reach out and grab the shadows or leave them alone. If you choose the former they coalesce into the Shadow Stabber, a fairly powerful sword. Leaving them alone causes a very different reaction:  

In other words, it is possible to leave this area with a total bonus of +15 health, +15 luck, +10 strength, +10 agility, +5 personality, and +5 intelligence.
 

Related Quests
 
 
 

Map
Daggerfall:Daedroth

Daedroths (also known as Lesser Daedra) are crocodile-headed warriors wielding deadly axes and sinister spells. Like all daedra, they are able to detect camouflaged or invisible foes and can only be hit by weapons of mithril quality or higher.

Abilities
None

Spells
Lightning
Silence
Spell Shield

Fighting Strategies
Close in quickly and use melee attacks to deny the Daedroth an opportunity to cast its ranged spells. You may also wish to protect yourself with Spell Reflection, Spell Resistance, or Spell Absorption.

Daedroths are especially dangerous to spellcasters, as they make frequent use of their Silence spell. However, they are in most cases inferior in combat, so if a Daedroth is itself silenced melee attacks should result in the creature's quick death. The Daedric language skill can sometimes render an enemy non-hostile.

Notes
Daedroths in Daggerfall wear armor and use weapons, unlike the ones in Morrowind and Oblivion. However, armored Daedroths can also be found in ESO.
Shadowkey:Crypt of Hearts II

Crypt of Hearts II is the middle level of the crypt, but the one in which the game essentially ends. It is to here that the Umbra' Keth must be lured and destroyed with the help of the Star Teeth. The area can be accessed from Crypt of Hearts I and Crypt of Hearts III.

Most of the zone is a standard dungeon level, populated by just about every kind of creature in the game. To the southeast are some powerful items but it is in the southwest that the interest lies. The teleporter at (5) on the map leads to a large room with holders for the seven star teeth. Attempting to place the teeth in their holders will result in the message "The pedestals do not respond to your touch. Perhaps you need to lure your prey closer before they can be activated." Unfortunately, there is no way out of this room as the teleporter at (6) only becomes active at the end of the game. If you have come here before encountering the Umbra' Keth, you will have to reload a saved game or cheat to escape.

Once the Umbra' Keth is lured to this room and destroyed, the teleporter allows exit to Azra's Crossing.

The entrance to the lowest level of the crypt is guarded by Pergan Asuul in his third incarnation. He has sealed the stairs with a curse and must be killed before they can be used.

Along the route from Crypt of Hearts III to the Star Chamber are two "Sanctuary Rooms". The door to each is protected with a sigil and no enemy creature may enter, making them a good place to rest and recover strength.
 

Related Quests
(none)

Map
Shadowkey:Crypt of Hearts III

Crypt of Hearts III is the final level of the crypt and the dwelling place of the Umbra' Keth. It can be accessed only from Crypt of Hearts II.

The level is relatively sparsely-populated, with only a few creatures to bar your way. As you progress, slaying any enemies in your path, the Umbra' Keth uses their corpses to send you messages. First, "I, the shadow of conflict, await you", then "I, the shadow of conflict, welcome you.  You, hero, are the soul of conflict" and at last, when the creature is encountered, "I, the shadow of conflict, welcome the soul of conflict.  For with your soul, I shall be complete".

Attacking the Umbra' Keth at this point is futile. It is immensely powerful and moreover, when killed it vanishes into the shadows to heal itself and attack again. Once it has been encountered, the Umbra' Keth will reappear in your path every so often and can never be escaped. At this point you must head back to Crypt of Hearts II to use the Star Teeth.

This level has one place where a brief respite may be gained. The "Pool of Safety" cures the player of any illnesses and acts as a sanctuary - while in its water you cannot be attacked.

The only other items of interest are two braziers at the eastern end of the Umbra' Keth's chamber; when activated they will permanently increase your personality and luck by 5 points.
 
Map
Shadowkey:Eglar Thundren

Eglar Thundren is an unusual character. He is important enough to be one of the Shadowkey holders but there are no references to him anywhere else.

He lives in a room in the Gold Section of Raider's Nest, next to Yelnicin.
 
Dialogue
When you enter his room:
:(A powerful bandit is talking strategy with two of his subordinates when he sees you enter. His hard smile lasts the second it takes to nod in your direction.)
:"Kill the invader."
Shadowkey:Perosius

Perosius is an assassin who resides in Broken Wing II. A journal describing the "aesthetic details" of assassinations he has performed may be found in Broken Wing I, and if you have already completed the Prisoner Assassin quest, you will recognize Perosius as the man who killed Helena's family.

He holds one of the eleven Shadowkeys.
 
Dialogue
:(From descriptions in his journal, you recognize the man before you as the man who murdered Helena's family. Perosius is on you in less time than it takes you to blink! You spit on the floor, at Perosius' feet.)
:'''That's for Helena!
:(Perosius glances at you, almost through you)
:"I don't remember a Helena. In fact, I plan on forgetting you as well."''
Shadowkey:Umbra' Keth

The '''Umbra' Keth, or Shadow of Conflict'' is an entity that was created by conflict of the continuing war of Bend'r-Mahk, and is sought by Jagar Tharn and Pergan Asuul for their own ends. Its physical appearance can be described as a tall, bipedal, grey skinned, tentacled elephant creature with orange demonic webbed feet.

The creature can first be encountered behind the Shadow Gate in the Twilight Temple as an immobile statue. It will later reside in Crypt of Hearts III, but cannot be encountered until you have killed enough undead creatures in that level. 

Once the threshold is reached, you will receive a message from the Umbra' Keth naming you the Soul of Conflict. From here onward, it will stalk you relentlessly, even heading into different zones. Not even killing there and then will stop it, as it will simply reincorporate from the shadows around you after a certain length of time. As a creature of shadow, its one and only weakness is that it can be harmed by the light of the stars from Star Teeth. Therefore, to permanently kill it, you must lure it to the Star Teeth room, inside the second level of the Crypt of Hearts.

Once inside the Star Teeth room, you will be temporarily safe from the Umbra' Keth's onslaught, however the sanctuary comes with a catch; you cannot leave this room without killing the Umbra' Keth. When you are ready to let the beast in, simply place all seven Star Teeth, and the creature will enter the room through the telepad in the center of the room.

The Umbra' Keth at this stage will be physically larger than previously seen, and it is no easy fight. With it dealing 70-90 damage with each hit, it is advisable to mainly used ranged weapons against the creature. It does not use any spells, and it is slow moving, so you should be able to get out of its attack range in time and comfortably attack it at range until it is permanently destroyed.

Upon its final demise, you will be rewarded 4000 exp, the largest of any creature in the game. The teleporter in the center of the room will then activate, allowing you to leave the room and teleport to Azra's Crossing, where Azra Nightwielder will be waiting for you to congratulate you on your success, and say his final farewells.


 

Dialogue
If you die at any point during the game:

:"A cold, maniacal laughter can be heard as you take your final breath. Before you stands the Shadow of Conflict, eagerly waiting your arrival into its domain. Your journey has ended hero, and the shadows roam freely across Hammerfell."

If you interact with the Umbra' Keth statue in the Twilight Temple:

:"The statue before you is not stone, but shaped darkness. As you look at it you sense it is looking back, calmly, waiting."

In Crypt of Hearts III, the creature will communicate using various corpses as you kill them:

First: 

:"I, the shadow of conflict, await you"

Then:

:"I, the shadow of conflict, welcome you. You, hero, are the soul of conflict"

And at last, when the creature is encountered:

:"I, the shadow of conflict, welcome the soul of conflict. For with your soul, I shall be complete"

Gallery
 

Animation Gallery
Shadowkey:Diamond Spider Queen

The Diamond Spider Queen is a large boss spider in the northeast of Earthtear Caverns, just north of the entrance to the Earthtear Caverns Shadowgate. It is distinguishable from other spider types due to its increased size and unique dark blue appearance.

It guards a chest containing the Spider's Shadowkey, and is fairly hard to defeat for low level characters. Much like other spiders, it can be more easily defeated by keeping a safe distance and using a ranged spell against it.

If you are using a character that does not have access to magic, it is advisable to stock up on health potions and make quick jabs towards it using your melee weapon before it is able to attack you.
 

Gallery
Shadowkey:Tirasch

Tirasch is the hero of the goblin tribe living in Fearfrost Caverns. He is the target of a campaign by Skyrim sympathizers to disrupt goblin influence in Snowline.

His status as hero has obviously gone to his head somewhat. If the Goblin Rescue 2 quest is completed for Ivgrizt, Tirasch is angered by the failure of the Shaman Headdress to grant him the power of shaman.
 

Related Quests
 

Galley