Netruk44/uesp-wiki-content huggingface dataset:
Morvil Arelath's Shack

The shack is perfect for a hunter such as Morvil Aralath. Inside are several weapons and arrows, plus a stash of food such as cookies to take on hunts. There are a couple of books to relieve boredom in the quiet moments and a small chest containing a tiny amount of gold.
 
People
Assarhun

Luckily, there is little of interest in the cave. Several   guard the interior, but the only item of value is a small chest containing seven gems. It is located underwater in a section to the north of the cave.
 
Maps
thumb|left|Map of Assarhun
Bal Daelkhun

Right inside the entrance are three  , ready to trap the unwary. A little further on there are several skeletons, who have evidently accounted for some previous adventurers, as their remains lie on the cavern floor. One of the corpses, with three arrows of wasting spark still embedded in its bones, holds   that speaks of a chest somewhere in the cave, but the only chest to be found contains nothing but some Imperial weapons and armor. The cave's only resident,   carries a   that might have been related to the chest at some point, but which now opens nothing. Apart from a few containers of food and drink, there is little else of interest.
 
People
 


Maps
thumb|left|Map of Bal Daelkhun
Seradan Grotto

Inside, the grotto is the usual maze of tricky tunnels, but they are even more difficult to navigate than usual due to the intense darkness. Some form of Night Eye or Light effect is almost essential if you're going to find your way around. In the north of the cave is a Sunken Chest with a 100 point lock, related to the   quest. Even if you can pick the lock, the chest remains closed until you find and use a   on it, but it's definitely worth visiting again once you find one. In the northeast is the corpse of a drowned warrior, with a Water Breathing potion still in its hand. Further round to the southeast are seven glass veins, each containing up to eight pieces of Raw Glass. Throw in the eight kollops that may potentially hold a pearl, and the grotto contains a good amount of mineral wealth.

The grotto is guarded by a Dreugh Warlord, another Dreugh, and up to twelve more leveled water creatures. The confined spaces of the tunnels can make for a tough fight.
 
Related Quests
 

Maps
thumb|left|Map of Seradan Grotto
Kogo'Bal Ruin

Maps
thumb|left|Kogo'Bal Ruin
The Swallow's Nest

People
Books:Sandbox

This is a list of magic words added for testing:

   :  
   :  
   :  
   :  
   :  
   :  
   :  
   :  

Infernal City
Kitanga

To find it, head west from   and follow the river round as it meanders towards  . Just before it starts to curve back around to the north, enter the water and look along the west bank - the door to Kitanga should be visible.

There are no occupants in the cave at all, presumably all life having been killed off by the toxic effects of the bloatspore that fills the cavern. The effects also took their toll on an explorer named Tyertil, whose   can be found next to his body and which tells of his increasing struggle to combat the effects of the plant.
 

Maps
thumb|left|Map of Kitanga
Pamashibabua Cavern

The cavern is roughly in the center of the island east of  , close to  . Inside, there is the head of a gigantic Boethiah statue and the  , a ring that constantly fortifies speed and surrounds the wearer with light. There is also a Daedric Right Pauldron located at the bottom of the pit, which is marked as treasure on the map.
 

Maps
thumb|left|Map of Pamashibabua Cavern
Mengada-Ngada

The island on which the cave is situated is in the middle of the Sea of Ghosts. Travel on a straight line from   towards Dagon Fel and the island will be found, closer to Vvardenfell than to Bahrammu.

Inside the cave are six muskflies guarding a minor cache of ingredients: a diamond, an emerald and some lloramor spines.
 
Maps
thumb|left|Map of Mengada-Ngada
Kili Dalder

The cave is on the  , towards the southwestern corner. Along the coast is a wooden landing stage. At its eastern end, head north into the mountains along a canyon and the entrance to the cave will appear at its end.

Inside is little of interest. A collection of water creatures guard two bargain rising force potions and a bargain potion of night-eye, plus a few kollops contain pearls.
 
Maps
thumb|left|Map of Kili Dalder
Dulun-Sarethi Egg Mine

It stands roughly half way between   and  . If coming from the former, head east until you reach a road then southeast along it before heading northeast at the first junction, towards the ruins of  . Just before you reach the shrine, head west through the trees then veer north at the first valley. From Alt Bosara, head south, west and south through   before reaching  . Go west through the fort and stay on the road until you reach Hassulsallusalkit and follow the directions above.

The only things of interest in the mine are the kwama eggs and the door to  . There aren't even any kwama to fight as they are all already dead..
 

Maps
thumb|left|Map of Dulun-Sarethi Egg Mine
Manrizache (place)

The archaeologists' ship,   is moored close by and acts as a base for their investigation.

The first zone is the Entry, which is all underwater. At the end of the corridor is a door to Nuzunch Hall, also underwater. It contains several barrels of typical Dwemer loot along with the body of Maryn Obert who seems to have drowned.

Halfway along the entry hall is a crack in the wall, which leads to the Factory Maintenance tunnel. A series of doors in the tunnel keep the water out, meaning that the far end of the corridor is bone dry. It leads to the Hall of Dumac, which is packed with Dwemer artifacts and unfortunately still guarded by Dwemer robots. The archaeologists are worried about the robots and have hired the   to clear them out.
 

Related Quests

 

People
 


Maps
thumb|left|Map of Manrizache, Entry
thumb|left|clear=none|Map of Manrizache, Nuzunch Hall
thumb|left|Map of Manrizache, Factory Maintenance Tunnel
thumb|left|clear=none|Map of Manrizache, Hall of Dumac
Abammu Grotto

It lies a short distance southeast of the bridge connecting   to the rest of the mainland, on the eastern bank of the inlet.

The only inhabitant of the cave is a   and the only thing it guards is the corpse of a dead adventurer, loaded down with armor and other equipment.
 
Maps
thumb|left|Map of Abammu Grotto
Gulunibi Grotto

Inside, two slaughterfish and a dreugh guard five pearl-bearing kollops and three  s. Near the dreugh is a chest containing minor random loot, but there is nothing else of interest in the grotto.
 
Maps
thumb|left|Map of Gulunibi Grotto
Abandoned Shack

The shack is utterly isolated from the rest of Morrowind. The closest settlement is   to the northwest, although that lies across mountains and a river.

The shack wasn't technically abandoned, as its last inhabitant is still there - as a corpse on a hammock. The only useful contents are a few ingredients scattered around the interior... and growing on the walls.

Outside are some barrels, one of which contains more ingredients, and a repair hammer.
UESPWiki:Oblivion NPC Redesign Project/Disabled NPCs

Disabled NPCs

This list might be too long to truly be helpful, but nevertheless I figured I'd dump it here just in case.  It's a list of all the named NPCs who start out disabled, including NPCs from Shivering Isles and all the plugins.  I manually removed the generic NPCs from the list, so it's possible there are a few entries here who still don't belong (e.g., test NPCs).  Also, pay attention to the EDIDs.  For example, Jeanne Frasoric and Irlav Jarol are in the list, but in both cases it's the dead versions (JeanneFrasoricDead, IrlavJarolDead).  But it should at least give you some idea of when to be suspicious about non-existent NPCs. --Nephele  16:06, 1 June 2009 (EDT)
 
::Oh, also, just to make sure it's clear: these are only the NPCs who start out disabled.  NPCs who start out enabled, but are then disabled (e.g., because their related quest is complete) are not on the list.  Automatically finding status changes that occur during the game is a bit trickier -- it's fairly easy to manually do each one individually, just not so easy to put together a one-line mysql query that lists them all. --Nephele  16:24, 1 June 2009 (EDT)
Oblivion:Arcane University/Mystic Archives

''This is a complete list of all books found in the Mystic Archives. For a full description of the rooms in the Arcane University's Mystic Archives, see the main article.''
 
Mystic Archives



 (Heavy Armor skill book)







 (Alchemy skill book)












 (Destruction skill book)


Mystic Archives Upper Level
  
 (Illusion skill book)
























  



 (Conjuration skill book)















  
  
  
  
  
  
  
  
  








Arcane University Mystic Archives
Siridunbal

The cave is packed with undead: thirteen skeletons of various types are led by a powerful  . They have certainly taken their toll on previous adventurers, and the corpses of twelve unfortunates can be found scattered around the interior. They must have been after the lich's treasure, which can be found in two chests at the western end of the cave, each containing a random skill book, up to 25 random arrows, up to three gems and as much as 300 gold. You can find a diary on one of the corpses in the cave,  , which partially describes what happened there.
 
Maps
thumb|left|Map of Siridunbal
Lore:Herne

Herne is an island off the west coast of  , north of  .  It is most notable for acting as the temporary refuge for the  n nobility, known as the  , during the   exodus to   in the early  .  

Although some sources claim Herne was uninhabited before their arrival,  others claim that it was inhabited by a tribe of  s, led by a warchief named  . The Nedes had successfully repulsed many attacks by elves prior to the arrival of the Yokudans, but the Ra Gada ultimately exterminated them.  

After the loss of   to the   in  ,   considered bringing Herne to the  , but it was not the right shape.  The island was considered by the Empire to be Hammerfell's territory in  .  
 

References
Unknown Grotto

There is no notable loot found inside the grotto, aside from a couple skeletons and a hostile ship captain, the stories of which can be read in the  .
 

People
 


Maps
thumb|left|Map of Unknown Grotto
Daggerfall:The Price of Knowledge

Quick Walkthrough
# Talk to the quest giver of The School of Julianos.
# Travel to dungeon named by the quest giver.
# Enter the dungeon, then find and kill the nightblade within.
# Report back to the quest giver within the time limit for your reward.

Detailed Walkthrough
Stolen Knowledge
Speak to the quest giver, who says:

:"We have but one rule at the School of Julianos -- knowledge is to be shared. Unfortunately, we have a former member of our order who has forsaken this rule and needs to be punished. If we offered you (random gold) gold pieces, would you pursue and slay this erstwhile member of our School?"

Accept
The quest giver goes on:

:''"Good. The prodigal one is a nightblade called (nightblade's name) who has taken refuge in (his/her) laboratory, (dungeon). If you have not returned in (time limit) days with Nightblade's blood on your hands, we will assume you have failed or have joined (nightblade's name) and your reward will be forfeited to someone who will not fail. I trust I've made myself clear. Good luck and goodbye."

Decline
The quest giver answers:

:"Disappointing. Well, we'll find someone else doubtlessly."

Slaying the Nightblade
This is a typical dungeon crawl; travel to the dungeon the quest giver named and enter it. Find and kill the nightblade within. There may be more trhan one nightblade in the dungeon, but you must kill a specific target to successfully complete the quest. When the target nightblade dies, a message pops up:

:You have slain (nightblade's name). The School will be proud.

Report back to the quest giver and collect your reward.

Reward
When you report back after the nightblade is dead, the quest giver says:

:"Very nice, (player's first name). Very nice indeed. Here is your (random gold) gold pieces. We are very grateful to you."

Reputation Gain/Loss
 

Enemies
Random dungeon monsters
Quest Target: One Nightblade

Notes
This quest is only available for members of the School of Julianos.

Additional Dialogue
After you have accepted this quest, NPCs may say when asked for any news:
"I hear there's a nightblade in (dungeon), selling spells for money."
"Renegade spellcasters are very dangerous. I hope they get that Nightblade."
If you fail the quest, NPCs may say when asked for any news:
"(Nightblade's name) has supposedly moved on, still selling spells for money."
"I hear the School of Julianos has unleashed the Knights Mentor after someone."
If you successfully complete the quest, NPCs may say when asked for any news:
"They finally got that Nightblade. You can't have undisciplined mages loose."
"Pity about them catching that Nightblade. I hear he had a lot of juicy dirt."
If you successfully complete the quest, the quest giver may later greet you with:
"You're (player's name). Good job with that (nightblade's name), you remember, the renegade spellcaster?"
If you failed the quest, the quest giver will greet you with:
"Hmmph. You really blew that job to slay the renegade spellcaster (nightblade's name), didn't you?"''

Quest Log
Daggerfall:The Bounty

Quick Walkthrough
# Talk to a quest giver of the Resolution of Zenithar.
# Travel to dungeon named by the quest giver.
# Enter the dungeon, then find and kill your target.
# Return to the quest giver within the time limit for your reward.

Detailed Walkthrough
The Ransom
Speak to the quest giver, who says:

:''"If you are available for employment, I may a job for you. It's a messy little affair, involving punishing a thief. It will mean a (random gold) gold piece reward. Sounds like something you'd be at all interested in?"

Accept
The quest giver goes on:

:"We seldom take a vigilante stand in our affairs, but in this case, we feel justified. This thief, you see, stole directly from one of our caravans and is ransoming us for use of the highway. Such nerve. You will find the little thug in a hideout called (dungeon). Be back in (time limit) days.

Decline
The quest giver answers:

:"Disappointing. Well, we'll find someone else doubtlessly."

Stopping the Bandit
This quest is a typical dungeon crawl. Head to the dungeon named by the quest giver and enter it. Find your target within, who may be an assassin, a nightblade, a spellsword or a thief. There may be multiple enemies of these types within the dungeon, but you must kill a specific target for the quest to count as a success. When hit for the first time, the target enemy will shout:

:"You must be from the Resolution. Prepare to die, bounty hunter!"

Once the bandit is dead, return to the Temple to collect the bounty.

Reward
When you report back after the highwayman is dead, the quest giver will say:

:"Very good job, (player's first name). That ought to discourage other highwaymen. Here's your (random gold) gold. Thank you."

Reputation Gain/Loss
 

Enemies
Random dungeon monsters
Quest Target: Any of the following:
Assassin
Nightblade
Spellsword
Thief

Notes
This quest is only available for members of the Resolution of Zenithar.

Additional Dialogue
After you have accepted this quest, NPCs may say when asked for any news:
"That footpad is single-handedly ruining the economy."
"They think that highwayman is a thief, but the crook is highly trained with a blade."
If you fail the quest, NPCs may say when asked for any news:
"That robber moved to a different hideout, but the roads still aren't safe."
"I don't know why they can't arrest that highwayman. It ought to be easy."
If you successfully complete the quest, NPCs may say when asked for any news:
"The merchants are pretty happy that they finally got that thief."
"I don't care that they got that nightblade. The roads still aren't safe."
If you successfully complete the quest, the quest giver may later greet you with:
"Of course I'll chat with you, (player's first name). I remember those highwaymen you killed."
If you failed the quest, the quest giver will greet you with:
"The Resolution continues to lose gold to those highwaymen. Not very amusing."''

Quest Log
Lord Drekhva Yashaz

Lord Drekhva Yashaz is a powerful   found in   who is dedicated to the protection of the shrine of his master, Mehrunes Dagon.

He appears when you try to pick up the   from the altar in front of Dagon's statue and uses the weapon to attack you: it can be recovered from his corpse.
Trelo Ancestral Tomb

Head west out of Hla Bulor and stay on the road as it curves around the southern end of a mountain range. The entrance to the tomb is on the right-hand side of the road.

It is sparsely guarded by just three undead. The treasure they guard is also sparse, although one chest contains 500 gold and there is a copy of the Illusion skill book, Palla, Book I on an altar.
 

Maps
thumb|left|Map of Trelo Ancestral Tomb
Nerendus Ancestral Tomb

Head to the northeastern-most point of Port Telvannis' island and you should find a set of stepping stones. Cross these and you will come to an island containing two Velothi domes. The one closest to the mainland houses the entrance.

There are no major items of treasure in the tomb, but the offerings around the ash-pits include some rare items such as  ,  ,  ,   and  .

 
Maps
thumb|left|Map of Nerendus Ancestral Tomb
Oblivion:Argonian Tribesman

The Argonian Tribesmen are found in all four zones of Veyond Cave but nowhere else. There are five in the first zone, between three and five in Veyond Black Waters, six or seven in Veyond Sea of Darkness, and four or five in Veyond Great Sump. None of them have any spells and all types are naked. Along with the Argonian Shamans and Argonian Chieftains, the tribesmen make Veyond Cave a dangerous place to visit.

 
Female Assassin
 
This type is armed with a leveled dagger, which may be enchanted after level 4. She may also have a leveled poison (25% chance) and up to three lockpicks.

 
Female Blademaster
 
Ironically, given this type's class, it carries no weapon and fights hand-to-hand. She may carry a leveled poison (25% chance) although without a weapon it can't be used, and up to three lockpicks.

 
Female Monk
 
This type is also unarmed and may carry a leveled poison (25% chance) and up to three lockpicks.

 
Female Nightblade
 
This type is armed with a leveled dagger, which may be enchanted after level 4. She may also have a leveled poison (25% chance) and up to three lockpicks.

 
Female Scout
 
This type is armed with a leveled dagger, which may be enchanted after level 4. She may also have a leveled poison (25% chance) and up to three lockpicks.

 
Male Assassin
 
This type is armed with a leveled dagger, which may be enchanted after level 4. He may also have a leveled poison (25% chance) and up to three lockpicks.

 
Male Blademaster
 
Ironically, given this type's class, it carries no weapon and fights hand-to-hand. He may carry a leveled poison (25% chance) although without a weapon it can't be used, and up to three lockpicks.

 
Male Monk
 
This type is also unarmed and may carry a leveled poison (25% chance) and up to three lockpicks.

 
Male Nightblade
 
This type is armed with a leveled dagger, which may be enchanted after level 4. He may also have a leveled poison (25% chance) and up to three lockpicks.

 
Male Scout
 
This type is armed with a leveled dagger, which may be enchanted after level 4. He may also have a leveled poison (25% chance) and up to three lockpicks.
Oblivion:Forgotten One

The Forgotten Ones are worshippers of Namira who inhabit the Ayleid Ruin of Anga where they are being annoyed by priests of Arkay.

There are twelve of them in total. All twelve wear just a pair of belted braies and wield a club. They also have an ability called Forgotten Fighting that gives them a permanent Fortify Blunt effect of 100 pts on self.

While they will recoil from torchlight, they do not, oddly, react to Light spells at all. 

When spoken to, they will shout, "Leave us, creature of light." When torchlight is shone upon them, they will recoil and hiss one of the following lines: 
"Namira..."  
"Burns..."  
"Pain..."  
"Hurts us..." 
"The light..."  
"It burns..." 
"Help us..." 
"Kill it." 
"No!"  

When they attack the priests, they may moan, "It must pay."

 
Forgotten Ones
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

 
Related Quests
Oblivion:Priest of Arkay

The four Priests of Arkay have been sent to Anga to bring light to the Forgotten Ones - worshippers of Namira who live there. They all wear aqua silk robes, are armed with an iron mace and carry a torch.

They wander around Anga, invoking Arkay's name in an attempt to bring light to the Forgotten Ones. They will randomly say a line from the following selection:
"Though the darkness comes, I feel no fear. In your glory, bring us to the light."
"In darkness you bring us light. Arkay, guide me through these times, that I may once again see your light."
''"From darkness to light. From the depths of despair to Arkay's glory. Save these poor souls."
"Light from darkness, hope from hopelessness. In Arkay's name, I pray."
"Arkay, bring light to the dark. Arkay, bring hope to the hopeless. Arkay, protect these souls."
"Arkay, Light of Lights, cleanse this place of darkness."
"Watch over these souls, who have strayed from the light of your love."
"Arkay, protect and keep these wayward souls."
"Bringer of Light, bless these wretches that they may see the path to your glory."
"Arkay, bring light to these damned souls."''

When Namira's Shroud is cast upon them, they will shout, "What? No!" or "My god... no!" And when swarmed by the Forgotten Ones, they will scream, "Arkay protect me!" or "Save me, Lord!"
Priests
 
 

 
 

 
 

 
 

 
Related Quests
Sagea

There's no easy way to pinpoint the location of the cave. Head out of  's south gate and follow the road east. When it turns to the north, bear east-southeast instead, heading past the   towards the mountains. The entrance to Sagea can be found a short way into the foothills after passing beneath a rock arch.

Inside the cave awaits Zaritan Renyl and his small force of undead. They guard a reasonable stash of alchemical equipment including a full set of master's alchemy equipment. There's also a copy of the Mysticism skill book, Mystery of Talara, Part 5. Zaritan sleeps with a rare piece of   under his pillow.
 

People
 


Maps
thumb|left|Map of Sagea
Terendas Gold Mine

The mine is a short distance east of the  . Inside are three guards and a miner, who guard a large stash of  .
 
People
 


Maps
thumb|left|Map of Terendas Gold Mine
Vallen-Dun Eggmine

The mine isn't easy to find; perhaps the simplest way of pinpointing its position is to find   and then head a short way north. Inside, there is nothing of interest apart from a reasonable number of kwama eggs.
 

Maps
thumb|left|Map of Vallen-Dun Eggmine
thumb|clear=none|left|Map of Vallen-Dun Eggmine, Lower Level
Shashmassadan

Head south out of town then take the western road and follow it as it twists and turns. Shashmassadan will be found on the east wall of the mountain range.

Inside the cave there's something of a mystery: five dead NPCs and no obvious cause - the only other inhabitants are three slaughterfish in a pool to the south.

There is little treasure, although a   can be found with a couple of coins in a cleft towards the southeast.
 

People
 


Maps
thumb|left|Map of Shashmassadan
Samapwi

Head northeast out of   and follow the road as it curves around towards the north. After a short distance, a cutting will appear on your left. Follow this west and the entrance to Samapwi will be found on the right-hand side of the canyon.

Inside, the cave appears once to have been a mine that has become flooded. The corpses of five drowned miners and the skeletons of two others suggest that the flood took place very quickly. It's not clear what was being mined, however, as no minerals exist in the cave. In fact, there is no treasure at all.
 

Maps
thumb|left|Map of Samapwi