Netruk44/uesp-wiki-content huggingface dataset:
Morrowind:Yanemus Mine

The mine is located just over the hill from the fortress, staffed by a few enterprising Ashlanders. This particular vein is not under the jurisdiction of the Imperials, for no guards or outlander supervisors are present. The workers do not seem to be bothered by the large amount of Sixth House activity around Red Mountain.

The game does not regard the Ashlander miners as belonging to any particular clan, but it seems most likely that they are Zainabs, since a House Hlaalu quest reveals that the Zainab Ashlanders have discovered a source of ebony and are looking for a market, and Hlaalu want to monopolise that market before anybody else gets in. How the workers get to the mine and back, from any Ashlander camp at all, is not revealed.

 
People


Maps
thumb|left|Map of Yanemus Mine
Shivering:Zealot

thumb|right|A Zealot
Zealots are extremists who support Sheogorath and believe that Arden-Sul was his mortal aspect. They consider everyone else to be non-believers and Heretics.  They tend to make camp on the Dementia side of the Isles. Like everything in the Isles, they have an equal, polar opposite, that is to say, the Heretics of Mania.  

Like conjurers and their Heretic counterparts, Zealots usually rely on summon spells in battle, while also firing Destruction spells and healing themselves. They tend to favor blade weaponry to blunt weaponry.

There are 12 types of Zealot: Ascended Zealot, Preserved Zealot, Zealot Arbiter, Zealot Crusader, Zealot Guard, Zealot Guardian, Zealot Matriarch, Zealot Minion, Zealot Missionary, Zealot Neophyte, Zealot Patriarch, and Zealot  .  

It is possible to take their robes and deceive other Zealots through disguise, but only at a distance. If you get too close, they will see through the ruse and begin to attack.  Even after you have become Sheogorath, many will still attack you.

Spells
All Zealots have a special Zealot Birthsign that provides them with the following permanent bonuses:
Fortify Magicka 50 pts
Spell Absorption 15 pts

In addition, all Zealots have a set of leveled Zealot Spells: 
1 Major Alteration spell
1 Major Destruction spell
1 Minor Destruction spell
1 Major Restoration spell
1 Summon Flesh Atronach spell

"Boss" Zealots have an identical spell set to regular Zealots, with the exception of a higher-level Summon Flesh Atronach spell.

Zealot Classes
 


 

Notes
Zealot Guardians have an Aggression of 90, which means they can be talked to much more easily than other Zealots, all of whom have an aggression of 100.

;See Also
Zealotry
Heretic
Zealot Faction Details

Gallery
Shivering:Dawnfang and Duskfang

Dawnfang/Duskfang is a unique leveled sword of Akaviri origin with a unique look. It is an unusual weapon in that it really is four weapons in one. During the day (6 a.m. - 6 p.m.) it is Dawnfang, doing fire damage on strike. During the night (6 p.m. - 6 a.m.) it is Duskfang, doing frost damage on strike (Both do the same amount of damage). At dusk and dawn, the blade in your inventory will be replaced with the other.

''Nourish Blade effect: Each weapon keeps track of the number of opponents killed with the blade; providing you killed at least 12 enemies during the preceding 12 hour period, the next blade you receive will be Dawnfang/Duskfang Superior. You must kill 12 enemies in each 12 hour period in order for the following weapon to be the Superior version. Killing your own summons is a good way to obtain the 12 required kills. Like other enchantments, the Nourish Blade effect requires charges in order to successfully activate upon killing the enemy. The Superior version does have an increased enchantment charge and absorbs health (Dawnfang Superior) or magicka (Duskfang Superior) in addition to the previous fire/frost enchantment. Kills are attributed to the blade only if the blade delivers the killing blow.

All four forms of the blade are leveled, but all four forms have the same stats at each level. It does not level with the player; instead, it is only leveled to your level when it is first received. Also, the sword will usually never have to be repaired or recharged, as each version comes at 100% health and fully charged.  

Dawnfang/Duskfang is received at the conclusion of Baiting the Trap'''.
Morrowind:Halit Mine

The riches of this mine explains it being in drift, despite the dangers of Red Mountain's Ash Creatures and Blight from Ash Storms. 

Stealing the glass deposits might be tempting, but watch out for the guards. There's not much else in terms of valuables here.

 
People
 


4 Imperial Guards

Notes
Surprisingly, the Dunmer battlemage Dolmesa Sarano's fight value is 85. She is located at the northwest end of the mine near the lava and, because of this high fight value, will likely attack you as soon as she sees you in this area.    

Maps
thumb|left|Map of Halit Mine
Morrowind:Yassu Mine

thumb|right| 
The richest deposit of raw glass on Morrowind is in this besieged Imperial mine inside the Ghostfence. Two Imperial Legion guards fight an uphill battle against blighted Nix Hounds, but the mine is still in operation. 

The riches of this mine explains it being in drift, despite the dangers of Red Mountain's Ash Creatures and Blight from Ash Storms. 

Stealing the glass deposits might be tempting, but watch the guards. There's not much else in terms of valuables.

 
People
 

2 Imperial Guards
Umbacano makes a reappearance in Oblivion. Sorcalin is also mentioned during the Secrets of the Ayleids quest.

Maps
thumb|left|Map of Yassu Mine
Morrowind:Eluba-Addon Grotto

There is nothing of interest here besides a number of pearls from Kollops and some sea creatures.
 
Notes
This is in no way related to, nor anywhere near the Eluba-Addon Egg Mine.

 
Maps
thumb|600px|left|Interior map of Eluba-Addon Grotto
Shivering:Breakneck Camp

The campsite consists of two platforms, both of which one can reach by using a series of decking and stone formations. The camp lives up to its name; when you reach the highest point in the camp, there is quite a distance between yourself and the ground. 

The entrance to the camp is protected by a Heretic watchman and a novitiate. A potion of healing sits on a stone wall nearby. The higher platform contains the boss chest, guarded by a Heretic watchman and a Heretic boss 
 
Occupants

1 leveled Heretic boss
1 leveled Heretic Novitiate
2 leveled Heretic Watchmen
1 leveled Heretic (standard, Mage or Hunger)

Contents

4 bedrolls
2 wilderness chests (minor)
1 Heretic boss chest
1 Potion of Healing

Flora

6 Alocasia plants
4 Red Kelp plants
2 Worm's Head plants
5 Aster Bloom plants
Shivering:Fork of Horripilation

The Fork of Horripilation is a one-handed blade (equivalent to a dagger) found on a table in Longtooth Camp. When wielded, it stunts the user's magicka. 
The fork's Stunted Magicka effect which becomes active when the fork is equipped can be removed by enchanting it at the Chironasium at the Arcane University if Big Head is killed before the quest starts which will remove the quest item flag from the fork.  If you return the fork to Big Head, it will remain flagged as a quest item and be unavailable for enchantment.
Shivering:Inlet Camp

It lies almost directly next to the cave Rotten Den. The site consists of two camping platforms connected by docks. Where you enter the camp, the dock-bridge leads over to a small island. There is another dock platform which leads slightly to the right and directly straight ahead to both camping platforms.

The first camping platform (which is located to the right) contains two bedrolls and two minor loot chests. There is also a copy of Guide to New Sheoth next to a chair. The second camping platform consists of one bedroll and a minor loot chest and table with a shambles skull and the books The Ravings of Fenroy and The Shivering Bestiary.

There is also a leveled Scalon or Baliwog in the water nearby.
 
Contents

3 bedrolls
3 chests (minor)
1 Shambles skull
1 The Shivering Bestiary (book)
1 The Ravings of Fenroy (book)
1 Guide to New Sheoth (book)

Flora

2 Letifer Orca Planta plants
2 Blister Pod plant
2 Water Root Pod plants
Morrowind:Magas Volar

This location can be accessed only by using the Daedric Sanctuary Amulet found in a Small Ornate Lockbox in Tel Fyr. Equipping the amulet will instantly transport you to this Daedric shrine, where you will be attacked by the powerful Dremora Lord Dregas Volar. He will be wielding the Daedric Crescent, a unique 2-handed long blade.  After you defeat him, you will be instantly transported to Tel Fyr (even if that's not where you were before), with the Daedric Crescent in your inventory. The Daedric Sanctuary Amulet will disappear.

 

Notes
Defeating Volar is almost the only way to escape from this location. Divine Intervention and Almsivi Intervention spells will not work here; in earlier versions, both effects work (Almsivi takes you to Vivec and Divine to Pelagiad). Recall works, but of course, not if you used a Mark and Recall to transport yourself back to Magas Volar, as you can only have one Mark at a time. 

For a split second after killing Volar, it is possible to loot his corpse before you are transported back to Tel Fyr, thus ending up with two Daedric Crescents. This requires expert timing, but it is the only method of acquiring two without using console commands or alternative methods of teleportation.
Items with scripted teleportation on them, such as the three vampiric amulets or the Barilzar's Mazed Band from Tribunal will still work.
If you wish to keep Daedric Sanctuary Amulet after the fight, you may drop it from your equipment to pick it up after teleporting back to the sanctuary using Recall. It won't have it's teleporting ability, and has enchantment capacity of 15. You can also enchant the amulet, which will protect the item from being erased by script. It will also restore it's one time teleportation effect.

Bugs
 
Maps
thumb|left|Map of Magas Volar
Morrowind:Kumarahaz

This is a rather large cave with many weak enemies, as well as five bandits. Besides the limeware bowl worth 520 gold, and the two gold-filled trapped chests in the hidden tunnels, there is merely some random loot in the containers.

 
Notes
To find the trapped chest, follow the main trail from the door to a platform. Turn onto a partially submerged trail heading to the west. Look up along the wall for a shelf; jump up or levitate up to it.
There is a second chest with gold down a tunnel heading north, guarded by either a rat or a shalk.

People
 


Maps
thumb|left|clear=none|Kumarahaz
Morrowind:Duel with Bolvyn Venim

Quick Walkthrough
#Speak to Athyn Sarethi for duties.
#Go to Venim Manor and challenge Bolvyn Venim to a duel in the Vivec Arena.
#Travel to the Arena and defeat Bolvyn in the duel.
#Once Bolvyn is dead, you become the new Archmaster.

Detailed Walkthrough
Duties
Athyn Sarethi in his manor in Ald'ruhn will tell you Archmaster Bolvyn Venim will never allow an outlander to become Archmaster of House Redoran and that the only way to win the leadership of the House is to challenge Bolvyn Venim to a duel.

The Duel
Go to Venim Manor and talk to Bolvyn Venim to challenge him to a duel. He will greet you by challenging you to duel to the death in the Vivec Arena. Take a Guild Guide or Silt Strider over to Vivec, and enter the Arena to find Bolvyn. He is a tough opponent if you attack him one-on-one as he is heavily armored (ebony) and has a Daedric Dai-katana. Of course, he has no ranged weapons or spells so feel free to take him out from a distance as your honor won't be ruined. Healing potions and scrolls are helpful of course.

Once Bolvyn is dead, you automatically become the new Archmaster. You may take what you want of his possessions, but some Redorans consider this dishonorable.

Notes
If you have already killed Bolvyn Venim during the Redoran Hortator quest, Sarethi will name you Archmaster when you ask about duties.

Bugs
 
  If you want to get the journal entry, type the console command  .
 
  If you want the entry, use the console command  .

Quest Stages
Morrowind:Taluro Athren

Taluro Athren is a Dark Elf master-at-arms and Lawman of House Redoran. She is located on the Lower Level inside the Tower of Dusk at Ghostgate.

Taluro Athren is a medium trainer in Long Blade, Axe, and Blunt Weapon for faction members. She wears a common shirt with matching pants and belt. She defends herself with an iron longsword as she knows no spells aside from her natural resistance to fire and the ability given by her ancestors to use sanctuary.
Shivering:Dreamwalk Camp

Two Heretics usually inhabit this camp, although either or both Heretics may occasionally be replaced by Hungers. The site itself consists of two camping platforms and decking that overlooks as far as the Emean Sea. Both camping platforms as well as the decking are party to a gorgeous view (especially at night), which explains its name.

The 'Dreamwalk' platform can be found by taking either of the sets of steps between or beside the camping huts.  It is basically a short observation platform that connects the two sets of steps but provides an unobstructed view out to the sea and down on Hale and The Isle of Flame. Probably standing as one of the best views in the Isles, it is indescribable at certain times when the aurora split-effect in the sky, separating Mania and Dementia, is prominent.

 
Occupants

2 leveled Heretics (20% chance each of a Hunger)

Contents

3 bedrolls
2 chests (minor)
4 beer bottles

Flora

3 Worm's Head plants
2 Mushroom Tree Sapling plant
9 Red Kelp plants
Shivering:Backwash Camp

When you first come across the campsite, it is found near the main road leading to Pinnacle Rock. As you come off the main road and onto a small path up the hillside to the campsite, you are confronted by a single Zealot. The camp itself consists of one shelter, with three bedrolls surrounding an unlit fire. Three sacks and a chest are present, although their only worthwile contents are a few gold coins and lockpicks.
 
Occupants

1 Zealot

Contents

3 bedrolls
3 cloth sacks
1 chest (non-respawning)

Flora

3 Letifer Orca Planta plants
4 Blister Pod plants
3 Fungus Stalk plants

Notes

None of the containers respawn, so they are safe for storage.
Shivering:Lost Time Camp

The campsite is found just along the main road. In the camp's shelter is a copy of Zealotry, which rests on a non-respawning minor loot chest, and two bedrolls. One leveled Dementia creature (Elytra, Gnarl, Hunger, Skinned Hound or Shambles) can be found nearby, and an Obelisk of Order stands a short distance to the west and over the hill.
 
Contents

2 bedrolls
1 chest (minor, non-respawning)
1 Zealotry (book)

Flora

4 Letifer Orca Planta plants
1 Mushroom Tree Sapling plant
3 Fungus Stalk plants
2 Blister Pod plant
Shivering:Wretched Camp

The campsite consists of one platform elevated by stilts. The platform contains a bedroll and a minor loot chest, guarded by a leveled Heretic or Hunger.
 
Occupants
1 Heretic (20% chance of a Hunger)

Contents
1 bedroll
1 chest (minor)

Flora
5 Hydnum Azure plants
2 Worm's Head plants
6 Red Kelp plants
Shivering:Staff of Sheogorath

The Staff of Sheogorath "freezes" all characters and creatures within the radius of 75 ft for 15 seconds and is functional both inside and outside the Shivering Isles. The Staff's spell will only take effect if an NPC or creature is attacking you, or another creature/NPC. It causes all affected targets to become paralyzed, but in a manner that is different from traditional Paralyze spells; rather than physically paralyzing them, the staff renders all targets unconscious and frozen in place, and no target affected by the staff can be damaged by attacks. You will, however, remain 'in combat' with any creature/NPC that was attacking you. When the spell is activated, Jyggalag's voice yells "Hold", and once the spell has deactivated, Jyggalag's voice yells "Release". Using the Staff is not considered a hostile act.

The staff can be recharged using the Font of Madness. This is one of only two practical methods, given that it requires 20,000 magicka to recharge the Staff (the equivalent of 13 grand Soul Gems). The other method would be to use a Varla Stone. 

 
Related Quests



Notes
Using the staff upon any door, container or chair also causes Jyggalag's "Hold" dialogue, however no NPCs or creatures are affected and no corresponding "Release" occurs.
Any NPC that was frozen will have his or her eyes closed, even after the release. Additionally, there will be no lip-syncing if you yield and attempt to speak to them. 
Though the staff is of Daedric origin, it cannot be given to Martin in the quest Blood of the Daedra.
The staff affects neither Jyggalag nor the second Gatekeeper.
Another curious inconsistency is that while the in-game script states that it is Sheogorath who speaks when using the staff, the voice that is heard is that of Jyggalag.

Bugs
 
 Selecting a frozen NPC and using the console command   or   may unfreeze them. Otherwise, you will have to reload a prior save.
Shivering:New Sheoth Graveyard

When you first arrive in the Shivering Isles there are already eight graves for non-characters in place (denoted below by not having a link). As you complete quests or "unlawful" activities, those who die gain a tombstone with a custom epitaph in the Graveyard.  More tombstones are to be found at Vitharn.

 
This serves as a list of all the citizens (capable of dying) and their accompanying personalized lines to remember them by:



 

Notes
There is a permanently disabled tombstone for Alason, which was the original name for Kithlan. The epitaph reads "''Chappy didn't love me enough to write me an epitaph''".
It is entirely possible to witness a resident of New Sheoth die, locate their tombstone in the graveyard, and then return to the scene to find the body still in the same place. Most bodies will eventually disappear, but certain residents like Hirrus Clutumnus and Big Head are marked as quest items. As a result, their bodies will never disappear after death and their graves are essentially empty.
It seems a crypt was originally placed beneath the graveyard: a test cell named   exists and resembles a chapel undercroft, but it is not accessible without Console commands.
Shivering:Hill of Suicides

thumb|right|The ghosts

The inhabitants of the hill are all ghosts with whom you are unable to speak. Each of these ghosts once committed suicide to end the agony of life. They are now stuck atop this hill in eternal half-life as punishment for not dying according to their lord's will. You must find and return each of their skulls in order to release their spirits and end their torment.
 
People
 

Related Quests


Notes
Just east of the hill, in a bend of the path connecting the Low Road to Split, is a graveyard with five gravestones. It is possible that these are the graves of the five spirits.
Shivering:Pinnacle Road

thumb|right|500px|Pinnacle Road
Pinnacle Road is  

Places of Interest
The following are places of interest along the way:

 
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Shivering:The Low Road

thumb|right|500px|The Low Road
The Low Road is  

Places of Interest
The following are places of interest along the way:
 
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Shivering:Overlook Road

thumb|right|500px|Overlook Road
Overlook Road is  

Places of Interest
The following are places of interest along the way:
 
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UESPWiki:Userboxes

Userboxes are those little boxes you see on people's user pages, like this one:

 
 

These let fellow editors know what you're interested in, and what you're knowledgeable about. The easiest way to add userboxes to your user page is to use one of the pre-made userbox templates. To add a userbox, simply type the text in the Template column of the chart below to get the result in the Userbox column. Additionally, many pre-made userboxes will automatically add you to special User Categories if they are placed on your user page. This lets people easily find other users with similar interests by looking at the category pages.

A directory of all userboxes can be found in User Box Templates.

See also:
 
 
 
 

Universal Parameters
All userboxes site-wide support a consistent set of optional parameters to allow you to change their color and content. The following parameters are available:

 

Rolling Your Own
Creating your own userboxes is a little more complicated, but not too hard. The example at the top of page was created with the following code:
 
 
 
The two color values determine the background of the small image-box and the larger text-box, respectively. The other two fields are used to select the image and the text. There are also two other special userbox templates, for those who want a little variety:
 
 
 
 
 
 

Tips
If you want all your userboxes to line up nicely on the page, try to keep your image to no more than 45 pixels in height and width, and your text to no more than 3 lines. More than that will cause the userbox to be taller or wider than standard userboxes, which can mess up your alignment.
To shrink larger images down to fit, use a   command in the image declaration.
To change the font color of the text box, after you input the background color for the text box insert the command   and then the color you would like. Most common colors can be specified by using the word (e.g.,  ), or you can use HTML colors if you're familiar with them.

More detailed instructions for creating your own userboxes can be found on Wikipedia, where these templates were taken from.
Shivering:Forces of Order

thumb|right|A Knight of Order
The Forces of Order appear at the end of every era in the Shivering Isles, about every 1000 years. The Greymarch, essentially their coming, begins as Jyggalag grows in power.  Eventually, Sheogorath leaves the realm to be consumed by Jyggalag and his armies, only to return afterwards and rebuild it piece-by-piece. As the Greymarch progresses, more and more Obelisks become active or rise from the ground, resulting in the Knights becoming more numerous, and culminating when Jyggalag himself arrives. The Forces then proceed to annihilate the realm of the Shivering Isles in the name of order. Other than Jyggalag himself, the Forces of Order consist of only two different enemies, Knights and Priests.

See Also
Jyggalag
Knight of Order
Priest of Order
Shivering:Emean Sea

thumb|right|A view of the Emean Sea, as seen from nearby Shivering:Longtooth Camp|Longtooth Campthumb|left|The Emean Sea, west of the Fringe
The Emean Sea is the vast body of water that surrounds the entire western half of the Shivering Isles.  It borders The Fringe and The Isle of Flame, as well as running the entire length of The Laughing Coast. While the specific point where the Emean Sea ends and the Enjaen Sea begins are not entirely clear, they seem to merge between Saints Watch, the Isle of Flame, and Heretic's Horn, Madgod's Boot. Considering the Emean Sea is the border of one full half of the Isles and is home to quite a few large peninsulas, there are many different landmarks spotted along the coast to find and explore.
UESPWiki:News/Shivering Isles Ref Bug

Serious Shivering Isles Ref Bug —  ===
 A very serious bug has been found with Shivering Isles that will render the game unplayable after about 50 to 120 hours of play, higher performance systems will be affected sooner. The bug will occur regardless of whether you access Shivering Isles content or not. The basis of bug is that an internal "space" of identification numbers for objects created in the game (e.g., a dropped arrow, a new creature, etc.) becomes exhausted — at which point the newly created objects disappear from the game world. (Crashes To Destop and other problems are also almost certain.)

     If you wait until the bug shows up, then not only is your savegame unfixable, but most savegames prior to the one with the bug are highly subject to developing the problem later.

   It is not known whether this affects X-Box users as well (it is reasonable to assume that it would, but might not hit until around 150 hours of play assuming 30 FPS on XBox).

   Shouldn't be a problem for PlayStation since Shivering Isles is not yet available for PS3.

 For more info, see Reference Bug.