Netruk44/uesp-wiki-content huggingface dataset:
Online:Plague Bringer

Quick Walkthrough
#Find Captain Diiril.
#Defeat the enemies inside the alchemist's lair.
#Talk to Scout Mamyne.

Detailed Walkthrough
Varon is worried about Captain Diiril, and asks you to find him. the captain ran across the gorge with several of his troops. Follow in his footsteps, up the stairs of the Daedric Ruin on the other side of the ridge. Diiril is amazed at how you can run past the sick and not succumb to the plague. He says the Maulborn are retreating, and asks for your help capturing Merdyndril, the alchemist who created the plague. Captain Diiril also wants you to help him find something that will allow House Hlaalu to devise a cure for the Llodos Plague.

Enter the alchemist's lair and search for clues as to how the plague was created. On a table in the middle of the apothecarium, there's a recipe for the Llodos plague. Diiril exclaims that you've found exactly what House Hlaalu needs to produce a cure for the Llodos plague. Before you have the chance to celebrate, the two Hlaalu guards that followed you in turn into plague zombies in a puff of green smoke.

As it turns out, the alchemist that created the plague, Merdyndril, was hiding in this cave, and has released the plague into the room. Diiril helps you defeat the transformed guards, then turns into a zombie himself after Merdyndril exposes the two of you to a stronger version of the plague. Kill Captain Diiril, and Merdyndril approaches, having entered the room from a trapdoor in the back of the cave.
:Merdyndril: ''"You didn't think it would be that easy, did you?"''
Kill Merdyndril, then exit the apothecarium and find a Hlaalu officer to give your evidence to. Scout Mamyne and Varon Davel are outside. Scout Mamyne says they will be able to make a cure for the plague with the alchemist's notes, and gives you a reward for your help in the gorge.

Completing this quest earns you the achievement Plague Ender.
  

Quest Stages
Online:A Service for the Dead

Quick Walkthrough
# Recover the medallion.
# Deliver the medallion to Retainer Lladrelo at Tal'Deic Fortress.

Detailed Walkthrough
 
At the very bottom of the Triple Circle mine, you'll find a dead man. Examining the corpse will start the quest.
:'' 
: 
:"If you are reading this, I am dead. I ask a boon of you. Take this medallion to my retainer, Lladrelo, at Tal'Deic Fortress. Tell him where you found my body. Ask him to retrieve my body so that it might be properly delat with."
: '''

Bring the   to Retainer Lladrelo outside the north tower of Tal'Deic Fortress. He thanks you for your service and gives you some greaves and leveled gold.


  

Quest Stages
Online:The Grave

The entrance is in a small cave under a cliff, accessed by swimming to it. A Skyshard can be found just east of the cave. The Grave is filled with hostile enemies and traps.

 
Related Quests
The Grave Objective: Free Jakarn from the prison beneath Headman Bhosek's palace.
 

Occupants
Grave Archer
Grave Butcher
Pirate
Jakarn (Only during related quest)

Maps
thumb|left|A map of the Grave
Online:Rash Merchant's Plummet

It is supposed to connect to a series of islands known as  , but can't be easily crossed in-game.

You can swim across under the bridge to the beach on the island, however there is nothing of interest there. While there is an invisible wall blocking the way, it is possible (but very difficult) to jump across the bridge. However, there is no reward for doing this and nothing can be found on the other side.
 
Notes
Similar bridges appear in Redguard at the same location.
Some tips that can help you get across:
You can block while jumping to make a very short controlled hop.
Performing a bash attack will allow you to turn in place without moving, so you can face the direction you need for your next jump.
Towards the middle of the bridge, there are several boards which can only support you if you stand on the very top edge.
A fast mount combined with Rapid Maneuver can allow you to skip many of the jumps, but it becomes almost more about luck than skill at that point.

Achievements
There is one achievement associated with this location:
Online:Firneril

Firneril is a High Elf who is found basking in the sun behind Headman Bhosek's Palace in Port Hunding.
 

Related Quests


Quest-Related Events
With Jakarn's help
When you go to find Bhosek in the Palace Yard, you'll find Firneril in the company of Jakarn:
:"This Jakarn is quite charming, for a scoundrel. But I do love scoundrels."

Without Jakarn's help
If you turned down Jakarn's help, you can instead drug Bhosek's drink. Go out to the patio where Bhosek will be entertaining Agrash and Firneril. He'll quickly snap at you:
:Headman Bhosek: ''"'Bout time, you lazy rat. I'm near empty. Fill me up before I have you whipped!"
:Headman Bhosek: "Ladies, entertain yourselves. I'll be right back."

Bhosek takes a swig, mutters, stumbles, passes out and falls to the ground:
:Agrash: "He's asleep? Already?"
:Firneril: "They don't usually nod off 'til after."''

Take Bhosek's key:
:Firneril: ''"Did they just pick Bhosek's pockets?"
:Agrash: "I won't tell if you won't."''

Dialogue
When not on the quest, she'll irritably say:
:''"You're in my light."''
Online:Agrash

Agrash is an Orc who is found basking in the sun behind Headman Bhosek's Palace in Port Hunding. 
 

Related Quests


Quest Related Events
With Jakarn's help
When you go to find Bhosek in the Palace Yard, you'll find Agrash in the company of Jakarn:
:"Tell me more about those firm, deft hands of yours, Jakarn."

Without Jakarn's help
If you turned down Jakarn's help, you can instead drug Bhosek's drink. Go out to the patio where Bhosek will be entertaining Agrash and Firneril. He'll quickly snap at you:
:Headman Bhosek: ''"'Bout time, you lazy rat. I'm near empty. Fill me up before I have you whipped!"
:Headman Bhosek: "Ladies, entertain yourselves. I'll be right back."

Bhosek takes a swig, mutters, stumbles, passes out and falls to the ground:
:Agrash: "He's asleep? Already?"
:Firneril: "They don't usually nod off 'til after."''

Take Bhosek's key:
:Firneril: ''"Did they just pick Bhosek's pockets?"
:Agrash: "I won't tell if you won't."''

Dialogue
While not on the quest, she'll say:
:"Oh, I could lounge out here forever. So nice."
Lore:Ceryolminwe's Translation

I originally believed these   fragments to be part of a longer record of the deeds of an ancient hero. The more I translate, the less sure I am. Note the use of the word I translated as "( )" in the second excerpt. The word could also be used to reference a physical edge, like that of a sword. That, combined with the talk about cutting and severing, and the whole mention of the bond-brother, has led me to think that this might be referring to an actual weapon.

Much of the context is missing, and the unusual style and structure has made translation even more challenging than usual. I must be overlooking something, but most of the text in this chamber is severely damaged, and I fear I may never attain a complete understanding.

"… eight-times-gifted and heavy with the weight of justice. The first blood you found flowed from the  . You severed his hand, and then his other, issuing him rewards for murder and making him to crawl along the ground as a common slave. Until then you had not been born, but in this you knew your purpose."

"It was your (skill) and it alone that secured victory against the   Throng. You were aloft over them with your two mighty hands in prayer, and they cowered and begged as you fed them to darkness bone by bone. Your bond-brother (exalted) you and you pulled the stars down at his command to burn their tents, and together you laughed as you drove them before you."

"Oh! Glory and (unknown)! Your story of violence rings through three worlds, cuts the glittering path between. You are name-stealer, destroying the legend of what stood before you. You are forged from starlight and honed with  's bone. You are only for the worthy."

I'm running out of coin to pay my guards, so I'll need to move on soon. I never managed to discover how to open the door to the innermost chamber; I shall have to return. I'm taking rubbings of all the fragments I can find. There's no way they can deny me further funding with this discovery&mdash;what if some untouched artifact waits inside?
Online:Cooking Mastery, The Easy Way

Cuisinier By Appointment to His Lordship, Chancellor Abnur Tharn

What is the secret to easy cooking mastery? It can be summed up in one word: Recipes! When you have a recipe for a dish—especially if it comes from the   Chef!—it takes all the guesswork out of preparing a meal. So beg, borrow, or steal (I jest, I jest) some recipes, acquire the necessary ingredients, and combine as directed over a hot cook-fire. You'll be a master provisioner in no time!

Because I'll let you in on a little professional secret: nineteen out of twenty times, even top-ranked chefs do exactly the same thing! Oh, we may add a special spice here or there to personalize a recipe, but we know better than to ignore them entirely. A proven recipe represents the collective experience of generations of cooks. Whether you're making something as simple as a     or as complicated as a screaming-cheese fondue, in the kitchen a recipe is your best friend!
Lore:Destruction or Distraction

It is popular, especially among young upstarts who wish to establish themselves as intellectual contenders, to dismiss the study of harnessing the   of  ka as crude or simplistic. Those who embrace this argument prefer to spend time researching obscure theoretical topics instead of the more practical applications of magic. 

In truth, these pedants accomplish little beyond writing tomes of their own to refute the postulations of their contemporaries, wasting their time arguing hypotheticals with no basis in practical magical study. They are so distracted trying to outwit one another in their imaginary field that they never produce substantial advancements. It is my conviction that this self-indulgent behavior obstructs progress (concrete gains such as spell discovery) in arcane studies.

I do not deny that magic is deep and complex, and our understanding is far from complete. However, I question the value of arguments over theories with very little basis in observable phenomena before we fully grasp less complicated subjects. In my years of practice, I have found that studying manifestations of magicka that seem the simplest often provides the clearest look at the nature of magic. Without a complete understanding of what seems to be basic, how could anyone advance magic and bring benefit to practitioners and   at large? I implore you, reader, to take care that you do not fall into the category of the fruitless intellectual.
Lore:Discomforts of War

Rashes, foul stench, contagion, fungus. None of these are pleasant, but they are all controllable if a warrior takes the proper steps. As an accomplished   with ten years of experience on the battlefield, I've seen the worst of war camps, and I have developed several methods that lessen the occurrence of common threats to health. If you follow my advice, you will be able to avoid the problems that many soldiering types simply accept as the part of the cost of battle.

First and foremost, it is critical to bathe. Yes, bathe. Truly, there may not be many opportunities to do so, but as soon as it is possible after a day's march or a battle, bathing and applying a salve of   and crushed   have been proven to repel parasites such as  ,  , and  . Anyone who has seen battle knows that soldiers' camps are breeding grounds for such vile creatures, and prevention is surely the best remedy. 

Another important factor to consider is your environment. In order to avoid several types of discomfort, you must be prepared to do combat with the landscape as well as your enemy. For travel in desert regions, apply a powder of   to prevent chafing. In swamps, use waxes and thoroughly waterproof your boots to prevent fungal assailants. Remember that insects often carry  , and keep   salves and potions to treat common sicknesses handy&mdash;don't rely on your superiors to provide them!

Though my advice will help any soldier or adventurer, I'd like to devote a few words to   in particular. Some individuals have negative reactions to leathers, and many never even know their   may be suspect! I see this particularly with   armor and leathers crafted from  s or   native to   (especially if any fur is present). If you are issued armor and do not have a choice in what to wear, always carry with you a tincture of   to apply to irritated areas.

With just a few simple, inexpensive preparations, you can avoid these lesser horrors of war and focus your energy on combat and marching without distraction. Take care of yourself on the battlefield. If you don't, you're guaranteed a miserable experience that will compound the fatigue of war. Be aware and always be prepared!
Lore:Folly in Fixation

There are those who will tell you that in order to become powerful, you must focus your energies, that you must pursue one discipline to the exclusion of all others if you wish to be remembered for great deeds. Utterly ridiculous. Why be the master of one thing alone when you have the capacity to become so much more? 

I see this way of thinking emphasized especially among fellow practitioners of  . So often, students are discouraged from exploring the virtues of physical modes of combat or other studies in favor of complete and total dedication to magic&mdash;even to areas of the art in which they have no interest or talent. 

It seems such a waste to raise a generation of mages who focus less and less on practical applications and more on obscure theories and experiments. If you find yourself similarly disenfranchised, then allow me to open your eyes to new possibilities. Step boldly forth and do not hesitate to open new avenues of study.

  has a fine tradition of battlemages&mdash;arcanists who apply their considerable intelligence and magical skill to the mastery of   that are devastating in combat while being unafraid to pick up a   and strap on  , fighting in the front lines to turn the tides of battle. Some of the most powerful heroes throughout history have combined magic and physical prowess, and I wish to see more walk this path.

Do you want to seek glory on the battlefield and strike terror into your foes? Then master both the physical and the arcane. What could be more frightening than a blast of fire shooting forth from an armored  ? Lightning striking nearby foes as your armor absorbs blows from all around? True power means eliminating all weaknesses, and that can only be achieved through knowledge and experience in multiple areas.

If you come from a magical background, chances are you've never been taught to properly wield a   or wear   that offers any real protection. Find someone to train you, even if you must face scoffing and taunts in the beginning. Even the weakest (in the physical sense) sorcerer can develop the strength needed to don heavy armor pieces. 

It is also possible to practice magic at the same time as combat. By doing so, you will attain incredible levels of concentration, improve your  , and learn to weave spell and sword together. This allows you to adapt to any challenge. Too many who study magic neglect their bodies, becoming vulnerable when magicka runs low.

Become more than a one-dimensional stereotype, and you will discover that, by diversifying, you build a set of   that can adapt to any situation. Being the most powerful does not mean simply being very good at one thing. You have the potential for so much more. Expand your repertoire, and when you step onto the field of battle, wherever it is and no matter who your foe is, you will be prepared for anything.
Lore:Forged in the Heart of Mundus

As you are a Child of the  , you shall learn to tap the powers of its very  . With your feet upon the earth of the world that gave you birth, you shall feel its support, you may partake of its power, you will   for weal and for woe.

With the strength of STONE, you will find armor against attacks, and aid to assist allies. You will   your enemies with the heat of molten rock, and choke them with  . You will   your cohorts and make them as metal,   your opponents and make them as masonry.

The Power of the Mundus is in YOU. Let it flow through you as LAVA flows from a volcano. Let it fuel your WRATH and buttress your bastions. None can stand before you, for you are a Child of the MUNDUS.
Lore:Glinting Talons

When the mighty   first drove back the  s, one sect of warriors employed a fighting style so aggressive, so fierce, that the tales tell of enemies standing stunned, falling to flashing blades in a daze before they realized an attack was upon them. These champions revered   as well as  , engraving their blades with the wings of a  . The bird's keen sight, accuracy, and rending claws inspired their sword-songs, and references to the sun and light are numerous. Sadly, little remains of their tradition, aside from what I have pieced together from crumbling tablets and monuments deep in  .

It is clear that these warriors, the Glinting Talons, wielded a sword in each hand. They are mentioned often in inscriptions dating to the arrival from   for their great deeds&mdash;driving off warbands of Orcs when sorely outnumbered, capturing strongholds in surprise attacks, and many other heroic tales. Of their style, though, very little is known. This partial inscription I located at the site of the   is all that has been recovered regarding their way of the blade:

"Face the burdensome sun. Carry its weight face-wise. Submit to the endless edges twinned. 
Master these strikes in the morning; cleave the light and leave the foe in darkness:

"Two Blades Become Four

"Lion's Teeth Exposed in Thunder

"Five Arrows Split the Sky

"The Screech of Descent upon Helpless Prey

"Master these strikes in the evening; chase the enemy and burn its flesh."

I can find no other references or descriptions of these strikes, and it saddens me to think that such knowledge of the blade has been lost. I have no greater desire than to restore this lost way of the blade, but the fragments are so few. The mystery compels me to continue my travels in hopes that, perhaps, I will be led by Tava's grace to discover more, and return this shamefully lost knowledge to our people.
Lore:Glyphs and Enchantment

! Glyphs for enchanting! Everyone knows how to make them&mdash;you need three  , one each of Potency, Aspect, and Essence. Once, as an Experiment, I substituted kidney stones of Poetry, Aspic, and Ennui. It didn't work!

But that is a secret. Not to reveal my secrets! No, no. Do not even think about the secrets. Because if that happens … Experiments! Back to Experiments! I have made many different glyphs, oh, yes. Some of them are very good, like the glyphs for augmenting one's  ka (rings are pretty!) or for making weapons that do flame or frost damage. Some glyphs are not so good, like the "lard to bard" glyph that made all the shortening in the kitchen sing loud   drinking songs. (That's why I made all the pancakes.)

So, then: Experiments! When you try combining different runestones to see what kind of glyphs you can make, be sure to write down the results so you don't forget what you've learned. (Especially for the bad ones, because you don't want to do that again, and good apprentices are hard to come by.) For obvious reasons (obvious! obvious!), I like to tattoo my results onto the skins of living creatures.   are a poor choice for this, because when they return to   they take your results with them. Mammals are also a problem because they're hairy, so you have to shave some fur before you can start the tattooing, and the brown  s didn't like that one bit, let me tell you. That's why reptiles are best.
Lore:Mazubar-do's Advice

There is one very important thing that I have learned much about in my years. Oh yes, and another. There are two very important things I know about, and those two things are fighting and dancing. You will forgive me for sometimes confusing the two, for they are each one close to the other, side by side, partners like so many things under the moons.

To fight and to dance, your feet must be light, fast, never stumbling. Whether it is a battle or a celebration, in each, a stumble means death, means the sword across your neck or the stab of embarrassment and rejection. One foot and two, each sure where it lands on this beat and the next. You must be bold. Take the lead and your partner and enemy will follow; you will be master of the movements, impressive and strong.

You must inspire; you must project the power inside forth and out. Consider: what dancer wishes to engage with the beggar, filthy and low? What enemy will fear you if you are shabby and wear dingy padding? Best to prepare, to choose the right garments to show who you are and who you intend to be. You intend to be the winner. The best.

  knew we needed   and   to protect us and guide us, and likewise you must use the left and right hands. The moons are different, but they are both moons, and, just so, you shall hold a weapon in each hand for battle. Maybe not the same weapon, but weapons still. The moons are both circles, not a circle and a square. For dance, it is the same; you hold the hands&mdash;left and right in right and left, but hands all the same.

In the fight and the dance, there is rhythm. Give and take, ebb and flow. Mastery of movement, of spinning and twirling just at the right times, is what you must display. You must know when to move forward and when to leap back, watching the other for cues. The other is just another side of you—ignore them at your peril. There is no feeling to compare with a good fight or dance. If you practice, you feel each piece falling into place, each motion flowing exactly to where it should. And that is how you win.
Lore:Mora'at's Theory of Lightning

It happens to every amateur or apprentice mage: that first time one miscasts a shock spell. It recoils upon one, and one lets out a yip as all of one's fur stands up straight and sparks jolt through one's form and out the tip of one's tail. And one wonders seriously for the first time: lightning&mdash;what is it?

Listen to Mora'at, for this one is in a position to explain. After much hard study and many repetitions of the entrance exam, Mora'at is now an officially-recognized Journeyman of the    hall, and therefore in a position to speak with some authority on  al matters. I have been doing research into this matter of lightning—specializing, as we scholars of the arcane do&mdash;and have also given the matter a not-inconsiderable amount of thought on my own. 

As a result, this one has a Theory. 

Shock, like Flame and Frost, is an expression of magical power that takes the form of a natural force. Everyone has played with this force when one was a ja' , scuffing one's feet across a rug and then stinging a sibling with a small spark from an extended claw, or rubbing an inflated rat's-bladder against one's fur until the hairs stand up and the bladder "sticks" to one's chest or arm. 

So it was apparent to this one, even from an early age, that shock was an inherent property of fibrous matter, a property stimulated by friction into sparks. This also explains lightning, as clouds, which resemble nothing so much as huge   cotton-balls, generate shock when storms cause friction through colliding masses of buoyant fiber. 

Therefore, when one of we mighty wizards of the Mages Guild casts a Shock spell, what is actually happening? This one explains it as follows: the reality of the   is a great tapestry woven of strands of matter and magicka. A Shock spell channels and manipulates magicka through the local warp and weft of the tapestry, agitating its fibers. This generates sparking, which coalesces into magical lightning. Yes? 

Perceptions such as these come easily once one is a skilled mage. When I present this theory to our magister, this one anticipates well-earned praise and encouragement. In fact, now that Mora'at is a bona fide magical scholar, this one may even have another theory tomorrow!