Netruk44/uesp-wiki-content huggingface dataset:
Skyrim:Millius

The skeletal remains of Millius can be found in Raven Rock Mine outside of a sealed door to Bloodskal Barrow, near the remains of Gratian Caerellius. According to Gratian's journal, he came to the mine as Gratian's assistant to study some ruins unearthed by the miners there. When Gratian discovered a strange weapon on a pedestal in the ruins, Millius tried to convince him to leave it there. Gratian decided to remove it anyway, and they were instantly attacked by draugr. Though Millius fought bravely, he was killed.

On the skeletal remains of Millius, you will find an enchanted weapon of leveled quality, a leveled potion of well-being and a small amount of gold.
Skyrim:Meden Maren

Meden Maren is a Dark Elf miner who lives in Raven Rock Mine after you have reopened it.

He wears some farm clothes and a pair of boots. He wields a steel dagger, and carries a pickaxe and a selection of common items and gold.
Skyrim:Majni

Majni is a Nord werewolf living under Frostmoon Crag. He is the leader of the Frostmoon Pack and Akar's brother. He wears a set of fur armor with the matching helmet, bracers, and shoes. He carries a dagger, another one-handed weapon, and some gold.

When approached he will be averse to your presence stating "You have no business with our pack. Begone." However if you are a werewolf he will be more welcoming ''"Welcome, sister/brother. It's been too long since we met another who shares our blood. I am Majni, Alpha of the Frostmoon Pack. You are welcome here, so long as you respect our law." Asking if they are all werewolves he will tell you "Aye. The blood still runs true among some on Solstheim, as it has for centuries. We have chosen to embrace Lord Hircine's blessing. You know it well. The speed and strength of the beast. The thrill of the hunt. The triumph of the kill. This is our purpose, our way of life. So it was for my father, and his father before him. And I welcome any who walk that path." and about other werewolves on Solstheim he will say "You might find a few others. Strays. Lone hunters. But ours is the last true pack that remains." Asking if he has anything to trade he will offer to sell several magical rings that will enhance your abilities when you are in the form of a werewolf. "Meat. Furs. Bone. Trophies of the hunt. But those are of little use to you. There is one more thing... Since the days of the Great Hunt, our pack has kept a set of rings, blessed by Lord Hircine himself. I sense his favor on you. For you... I will part with them, if you can pay my price."''
 

Related Quests
Skyrim:Liesl

Liesl is a Nord sailor found at the Water Stone in Solstheim. 

Initially from Windhelm, Liesl, along with fellow sailors  Hjalfar, Benkum, and Palevius Lex, decided to cast anchor along the western coast of Solstheim and immediately fell prey to Miraak's spell. She works continually at the stone, oblivious to the world around her. Once the stone has been cleansed, the entire crew will return to their boat on the coast. When you leave the area, they will all disappear from the game. 

Liesl wears miner's clothes with a pair of boots, and carries a steel sword.

She shares her dialogue lines with her fellow sailors:
: ''"Think we've got to get back to our ship now."
: "We're already late. Not sure why we decided to take such an extended shore time."
: "When the tide goes, we'll go with it."
: "It's a long way back to Windhelm from here."
: "Hope our shipments are still good. How long has it been?"
: "Best be shoving off now."''

 
Notes
There's an unused NPC in the base game named Liesl who was intended to be a warrior in Windhelm's arena.
Bugs
Skyrim:Kuvar

Kuvar is a Nord blacksmith found at Thirsk Mead Hall. His wife is Bujold. He is a master trainer in Heavy Armor. 

Despite being a trainer in Heavy Armor, Kuvar wears hide armor with a pair of matching hide boots. He wields a Nordic war axe in combat.
 
Related Quests
 

Conversations
After the Nords have retaken Thirsk Mead Hall, Kuvar can be seen having random conversations with other members, as outlined below: 
Kuvar: "Are you feeling any stronger?" 
Bujold the Intrepid: ''"I'm feeling motivated. That's enough for now." 
Kuvar: "What exactly happened at the barrow?" 
Bujold the Intrepid: "That's between me and the spirits, Kuvar. You know that."

Kuvar: "I'm proud of you, Hilund. You've held up well." 
Hilund: "Thanks to you. You've taught me a lot." 
Kuvar: "There's more, yet. Don't get too comfortable." 
Hilund: "Are we hunting soon?" 
Kuvar: "We are if I have anything to say about it."

Elmus: "Have you tried any of the mead I brought out of storge? It still tastes all right to me, but..." 
Kuvar: "There are more important things than mead, Elmus." 
Elmus: "I know... I just... I wanted..." 
Kuvar: "I'm sorry. The mead... it is good." 
Elmus: "You like it?" 
Kuvar: "Don't push, son."''

Notes
Though his class is technically Blacksmith, he provides no such services as he lacks the necessary merchant factions.
Skyrim:Ildari Sarothril

Ildari Sarothril is an insane Dark Elf conjurer living at Highpoint Tower. She is a former apprentice of Neloth, but now bears a grudge against him and is responsible for the ash spawn attacks on Tel Mithryn and the withering of the tower. She wears Telvanni robes  with a heartstone necklace, and she carries a Dwarven dagger and a Staff of Lightning Bolts.

She can be a powerful opponent in battle, using the Destruction spells Ice Storm and Thunderbolt against you, and she can also conjure a flame, frost, or storm atronach depending on her level. She improves her armor rating with the Alteration spells Stoneflesh, Ironflesh, and Ebonyflesh, all of which are strengthened by her Mage Armor perks. She also uses the Restoration spells Lesser Ward, Steadfast Ward, and Greater Ward, as well as Fast Healing. 

 
Related Quests
 

Notes
She is immune to all forms of paralysis.

Bugs
Skyrim:Hjordis

Hjordis is a Nord werewolf living under Frostmoon Crag. She came to stay with the Frostmoon pack after her former pack was wiped out by werebears in the northeast.

Hjordis wears fur armor along with a pair of fur bracers and a pair of fur shoes. She wields a leveled bow with leveled arrows or a leveled dagger in combat.
 
Dialogue
If you are a werewolf, she will greet you with: 
:"What is it, pup?"
:''"I don't trust you, whelp. Keep that in mind."'' 

If you aren't a werewolf she will only say:
:"Get out of here."

When spoken to directly:
:Are you part of this pack, too?
:''"For now. My pack lived in the mountains northeast of here, 'till they were wiped out. Damn werebears. Majni offered to help me reclaim my territory. I hunt with him until then. After that... we'll see."

When exiting conversation: 
:"Goodbye, whelp."
:"Hmph."''
Skyrim:Hjalfar

Hjalfar is a Nord sailor found at the Water Stone in Solstheim. 

Initially from Windhelm, Hjalfar, along with fellow sailors  Liesl, Benkum, and Palevius Lex, decided to cast anchor along the western coast of Solstheim and immediately fell prey to Miraak's spell. He works around the clock at the stone, oblivious to the world around him. Once the stone has been cleansed, the entire crew will return to their boat on the coast. When you leave the area, they will all disappear from the game. 

He wears clothes with a pair of boots and a hat, and he carries a steel sword.

He shares his dialogue lines with his fellow sailors:
: ''"Think we've got to get back to our ship now."
: "We're already late. Not sure why we decided to take such an extended shore time."
: "When the tide goes, we'll go with it."
: "It's a long way back to Windhelm from here."
: "Hope our shipments are still good. How long has it been?"
: "Best be shoving off now."''

 
Bugs
Skyrim:Hilund

Hilund is one of the Nords initially found at Bujold's Retreat while battling for control of the Thirsk Mead Hall. If Retaking Thirsk is completed, she relocates to the Thirsk Mead Hall along with the others. If you speak to her after completing the quest, she will ask you to do her a favor by collecting some Riekling spears for her. If you do so, she becomes a potential marriage candidate. 

Hilund wears scaled armor with matching boots, bracers, and helmet. She carries a Nordic mace and a steel shield.
 

Related Quests
 
 

Notes
She is one of just three spouses that can actually live on Solstheim with you, as spouses and children cannot move into Severin Manor.

Bugs
Skyrim:Slitter

Slitter, a Dark Elf bandit, is Mogrul's right-hand man. They both go into the Raven Rock inn, the Retching Netch, for a short time during the day. He is not talkative, and will only warn you to honor any agreement made with Mogrul. He wears chitin armor with matching boots, and he carries a leveled battleaxe.
 
Dialogue
He is not talkative, but he has brusque greetings such as:
:"I work for Mogrul. You got a problem, you talk to him."
:''"Mogrul doesn't lend coin to outlanders. Look somewhere else."
:"You looking for trouble? Stay out of my way."
:"Haven't you got something better to do?"
:"Get away from me, outlander."
:"You should listen to Mogrul."''

Bugs
Skyrim:Deathbrand

Deathbrand may refer to:
Deathbrand (book), a book
Deathbrand (quest), a quest to find the armor of Haknir Death-Brand
Deathbrand armor, the set of armor belonging to Haknir Death-Brand
Lore:History of Raven Rock, Vol. II

fter a few years, the relentless ash storms from the ever-erupting   had transformed  's southern reaches into pure ash wastes reminiscent of those present on   itself. The storms would leave behind deep dunes of ash that made life exceedingly difficult in Raven Rock. In order to protect the town from these drifts,   proposed that the East Empire Company construct a large wall of her own design to protect the east end of town. The company quickly agreed and provided the necessary funds. After almost a year, the construction was complete and the huge edifice was named "The Bulwark." The wall proved to be extremely effective and allowed work to continue unabated in the mines.

In  , when Solstheim was passed into the hands of the Dunmer people, the East Empire Company was forced to relinquish Raven Rock's control to House Redoran. The Council quickly named Brara Morvayn as councilor of their new town, and allowed her to rule Solstheim as she saw fit. As a result of this changing of the guard, almost the entire   population left Raven Rock and returned to  . Brara continued to welcome the Dunmer that elected to settle on Solstheim. Some chose to stay in Raven Rock to work in the mines, and other took to more familiar territory and began a nomadic lifestyle in the ash wastes.

The next few decades were the golden years for Raven Rock. Brara Morvayn was keeping the peace, the mines were still producing large quantities of   and the Dunmer that lived on the island were happy. After almost fifty years of prosperity, in  , Brara Morvayn finally succumbed to old age and passed away. She was interred in the family's ancestral tomb and her son,  , took her place. The people who had lived in Raven Rock during Brara's time as councilor were pleased to discover that Lleril shared his mother's notions of rulership. He was fair and compassionate, which kept the people on the island quite happy for many decades.
Lore:History of Raven Rock, Vol. III

ll was going well in Raven Rock until  , when an attempt on  's life was made without warning. Fortunately, the attack was unsuccessful thanks to the prowess of the Redoran Guard. Under questioning by Captain Modyn Veleth, the assassin was revealed to be   of  . House Hlaalu had been at odds with House Redoran for years following their removal from the Council of Great Houses. The Hlaalu believe that House Redoran was instrumental in this reorganization, and have held a grudge ever since. Their attempt on Lleril's life was meant to send a message to the Council that House Redoran was not as mighty as they purported to be and that they were truly vulnerable and weak. The Redoran Guard investigated   and discovered that Vilur had been organizing a coup in Raven Rock in an attempt to fully wrest control of the island from Lleril's grasp. Vilur and his conspirators were executed and the coup was quelled.

Several recent events have served to solidify the Dunmer people's respect for Lleril Morvayn. In  , the Bulwark began to show its age and threatened to crumble.  The councilor elected to use the bulk of his personal fortune to have it repaired. In  , a small force of  s landed on Solstheim with the intent of wreaking havoc on the island, and   Morvayn led the charge against them personally. And in  , when the   mine finally began to dry up, he drained the remainder of his coffers keeping the people fed.

By  , the mine's ebony veins were completely exhausted. Lleril ordered the mine to be shut down, and Raven Rock turned to hunting and fishing for its trade. A few Dunmer families departed Solstheim and returned to the mainland, but most stayed behind.

At present, Lleril Morvayn is still the ruler of Raven Rock. The Redoran Guard continues to maintain order within the town and the surrounding area, keeping Raven Rock's residents safe, and in line. If even so much as a rumor of dissent reaches Lleril's ears, he has it quashed immediately. He's well aware that there may be a few Hlaalu loyalists still present among her population that would like to see him dead. The future may appear bleak for Raven Rock, but the spirit of its inhabitants will never be broken.
Skyrim:Zahkriisos (item)

Zahkriisos is the mask of the eponymous dragon priest, found within Bloodskal Barrow. It gives the wearer a constant increase in shock damage by 25%, as well as 50% shock resistance. It can be improved with one ebony ingot.
Skyrim:Netch

thumb|right|A bull netch thumb|right|A betty netch
Netch are a species of large, tentacled creatures that float several feet above the ground. Netch were often domesticated on the Morrowind mainland, while wild netch were first sighted on Solstheim several decades ago. Variants of netch include the betty netch, bull netch, and netch calf. They are often found in groups of three to six: one bull, one to two betties, and one to three calves. They are docile animals and can be approached without incident, but will defend themselves with powerful strikes of their tentacles if attacked.

You may randomly find a group of four hunters preparing to hunt netch in the wilderness of Solstheim. You can choose to assist them, or wish them luck and be on your way.

Statistics and information for each variant of netch are found in the table below:
 


Related Quests
 
 
 

Unique Netch
Giant Betty Netch 
Giant Bull Netch 

Notes
Netch can deal surprising amounts of damage to players without high shock resistance because of their shock damage attack.

Gallery
Skyrim:Bloodskal Blade

The Bloodskal Blade is a two-handed greatsword found in Bloodskal Barrow on the corpse of Gratian Caerellius. Its power attack shoots out an arc of red energy, depending on the direction of the slash. This energy is used for a puzzle within the barrow. It is also useful in combat, due to the fact that it deals damage with both the slash and the energy attack, allowing the player to hit enemies normally out of their reach. The sword also never needs recharging. It can be tempered with a silver ingot.  
 
Related Quests
 
Notes
When in Ethereal form, attacking with the Bloodskal Blade but not actually making contact with the enemy will still release the energy that does 30 points of damage, without ending the effects of the shout.
Myrwatch's gallery  contains a special holder for this item.
The energy wave is scripted to deal bonus damage against Zahkriisos, depending on the player's level. 
Below level 50, it will do 30 additional points of damage (for a total of 60).
At level 50 or higher it will do 50 additional points of damage (for a total of 80 points of damage).
The additional damage is scripted and, unlike the base 30 points of damage, is not reduced by Zahkriisos' magic resistance.
The energy wave does not result in any experience for the Two-Handed skill.
The energy wave will not deal damage to companions or player teammates. This protection does not extend to summoned creatures or innocent bystanders, however.
The sword will not emit an energy wave if wielded by anyone other than the player.

Bugs
 
 
 
  You may be able to use the console command   while the blade is equipped to fix this.
Skyrim:Northshore Landing

Thalmor ship docked|thumb
It is located west of Castle Karstaag Ruins and north-northeast of Bristleback Cave.
 

Related Quests
 
 
 

Northshore Landing
The dock itself consists of a T-shaped jetty, with the down leg pointing north and falling apart at the end. There are several mudcrabs in and around the docks. On the jetty are five fish barrels, several crates, and four sacks, along with a novice-locked chest. The docks are situated by the mouth of a stream that is the runoff from a nearby waterfall in the mountains. A nirnroot is by the stream near the base of the waterfall, and behind the waterfall is an unlocked wooden chest. Along the shore and under the docks are several pearl oysters, clams, and stacks of crates, barrels, and chests. There is a partially flooded rowboat pulled up on shore to the west of the docks. On the hull is a Nordic barnacle cluster. On a crate to the immediate right of the stairs up to the docks is another barnacle cluster. Opposite the stairs, to the south, is a novice-locked chest. Due north of the rowboat, under the water, is an apprentice-locked chest beside a sunken boat with two Nordic barnacle clusters on the hull and a patch of slaughterfish eggs nearby. Under the docks, level with the end of the damaged jetty, are a couple crates with a silver ingot on the seabed between them.

On the east shore of the stream is an empty chest, with an ebony ore vein farther east against the cliffs, while to the north is a derelict shack with the doors and windows missing and holes in the roof and walls. The shack is home to a large, unique mudcrab, named Old Salty. In front of the shack is an open box containing two pieces of mudcrab chitin beside two fish barrels, a food sack, and a tanning rack. Inside, against the south wall, is a bookcase holding an expert-locked East Empire Company strongbox and many ruined books. To the right of the bookcase is a bucket containing a piece of mudcrab chitin. Against the north wall are two fish barrels, an unlocked chest, and a long wooden table with a map of Skyrim on top. There are three loose septims placed over the capitals of three of the holds, with a further thirteen loose septims, a gold ring, and an iron dagger to the right, and a piece of mudcrab chitin to the left. If you look through the window at the table, there is also a silver amethyst ring behind a crate that is difficult to see from inside.

If you come to Northshore Landing during the quest A New Source of Stalhrim, a large ship will be present at the dock. There will be a few Thalmor soldiers standing guard or patrolling the area under the leadership of Ancarion.

Notes
A small unmarked island lies to the north, visible from Northshore Landing. There are two stalhrim deposits and a leveled enchanted battleaxe there guarded by two or three horkers. Once the stalhrim has been mined, one of the sarcophagi contains a dead draugr that can be looted.
A novice-locked random chest surrounded by riekling spears can be found to the southwest against the cliff face, near two horkers.
Skyrim:Castle Karstaag Ruins

It was once a large frozen keep but time has ravaged it since the slaying of its master. It is the ancient throne of the former king, the frost giant Karstaag, but it is now overrun by rieklings.

 
Related Quests
 

Castle Karstaag Courtyard
thumb|RieklingsThe usual path to this is through Castle Karstaag Caverns. Upon exiting, there is a leveled mounted riekling in front of you to your left, in front are two rieklings, and farther to the left on the north side is the throne and skeleton of Karstaag, the frost giant. To the south is a master-locked double-door leading to the rest of the island, the key to which is carried by the mounted riekling. If you have already found Karstaag's skull you can activate the throne, which will return the skull to the skeleton. Karstaag will rise as a ghostly frost giant (see quest page for details).

Notes
 is the name given to a map icon in game files added by Dragonborn, but the map icon was not used in the game, and the Castle Karstaag Ruins and Castle Karstaag Caverns are entirely separate locations.
Skyrim:Zahkriisos

Zahkriisos may refer to two things:
Zahkriisos (creature), a dragon priest
Zahkriisos (item), the mask of that dragon priest
Skyrim:Saden

Saden is a Dark Elf bandit wizard who can be found dead at Horker Island. Near him is the unique mace, Horksbane. You can find his journal on another part of the island, just south of his location on a crate next to the upturned boat.
Skyrim:Dukaan (item)

Dukaan is the mask of the eponymous dragon priest, found within White Ridge Sanctum. It gives the wearer a constant increase in frost damage by 25%, as well as 50% frost resistance. It can be improved with one ebony ingot.
Skyrim:Wreck of the Strident Squall

Related Quests
 
 
 

Exterior
Five reavers have made their home here. Three burned unlootable bodies are on stakes outside the palisade around the beached wreck, with two spiky grass plants to the left of the palisade entrance. Inside the palisade is a heart stone deposit, a campfire with a cooking pot over it, and several crates being used as seats. A wooden ramp leads up to the deck of the wrecked ship, with various crates scattered over the deck.

Wreck of the Strident Squall
left|thumb|Below deckThrough the doorway to the cabin area, on your right is an adept-locked chest. At the front of the cabin area is a room with two bed rolls and a table with a lit goat horn. On the table is a large coin purse, a medium coin purse, and two red apples. Against the east wall is a set of shelves holding a random mace, three common books, a red apple, and a bowl of apple cabbage stew, while hanging from the ceiling is a rack holding a rabbit and a pheasant.

Descending the stairs, a set of shelves in front of you contains a random helmet, two iron daggers, five random books, a medium coin purse, and an East Empire Company strongbox. To the left are a couple of unusable barrels, and to the right is a doorway to a room with two hanging cages, one of which contains a lootable skeleton. Two more lootable skeletons are on the floor.

Returning to the previous room, there are six barrels to the left of the stairs in a slightly flooded area, two of which contain ingredients, with another flight of stairs descending to the next deck down which is completely flooded. In the northern corner of the current deck are two more bed rolls. To the left of the bed rolls is a crack in the wall where you can see through into another area with a dead body, which can only be reached from the deck below. Along the eastern wall is an unlocked chest among some rocks and unusable barrels. The chest contains the object of a quest for  Cindiri Arano. On top of one of the barrels is a bowl of apple cabbage stew.

Descending to the flooded deck below, an enchanted item of waterbreathing and a light spell are recommended. At the bottom of the stairs is a lootable skeleton, to your right is a large hole in the hull of the ship, and farther to the right is a dead alchemist floating in the water carrying a couple of ingredients and an iron dagger and wearing a set of black mage robes. Ahead to the northwest, you will find a second lootable skeleton and a dead female Argonian, though she carries nothing of interest. There is also a flight of stairs leading back up out of the flooded section to a new area previously seen through the crack. This small space contains a dead Redguard, a scimitar, a wooden bowl holding a giant's toe, an apothecary's satchel, and a knapsack.
Skyrim:Dukaan

Dukaan may refer to:
Dukaan (creature), a dragon priest
Dukaan (item), the mask of that dragon priest