Netruk44/uesp-wiki-content huggingface dataset:
Oblivion:Fort Naso

Notes
The map marker can be added by talking about "Cheydinhal" with Magub gro-Orum in Cheydinhal.

Exterior

The exterior is located at coordinates: Tamriel 34, 13
This location's map marker (M on map) is named Fort Naso (editor name FortNasoMapMarker). The entrance door is N of the marker, 60 feet away.
2 Wilderness Creatures (Forested Mountains variety) are near the entrance
1 Arrow of Drain Magicka is at location C on map
The other following items can be found near the entrance: 1 Steel Boots, 1 Steel Shield, 1 Fine Steel Bow, and 3 Silver Arrows
The following plants can be found near the entrance: 3 Bergamot plants, 14 Clouded Funnel Cap plants, 2 Motherwort plants, and 20 Tinder Polypore plants
Some of the above items are clustered at location C: 3 Silver Arrows, 1 Steel Shield, 1 Fine Steel Bow and 1 Arrow of Drain Magicka

 
Zone 1:
thumb|right|184px|Fort Naso
Fort Naso is a small one-zone dungeon, but contains a good load of treasures, enemies, and traps for its size. After descending the staircase at this dungeon's entrance, you will enter a small two-leveled chamber, its upper level bisected by the lower-level hall that you will be overlooking upon entrance. Take the turn into a hall on your right, avoiding a Swinging Mace trap (D) as you continue down the hall. After taking another right turn, you will approach a three-way junction. The left path descends into the lower-level part of the chamber, which is inhabited by two vampire beasts and contains two lootable coffins. You can also access a room that overlooks the opposite side of the lower-level crypt by this route. The room can be guarded by up to two vampires and contains two treasure chests as well as a bedroll (b) and some static furniture.

The forward path in the junction leads to the remaining portion of the fort. Descending a set of stairs enters into a crypt area haunted by an undead creature. This crypt also contains the second Swinging Mace trap in this ruin as well as three additional coffins to loot. From here, there are two paths you can take to access this fort's boss area, but as neither path contains enemies nor treasure, it is of no matter which one you take. The final chamber contains the boss vampire (A) and his enslaved beast in addition to the boss-level coffin (B), and another minor treasure chest. Once you have cleared this room out of treasures and enemies, backtrack to the dungeon's entrance to exit.

Occupants:
1 boss-level Vampire (50% chance Vampire Matriarch, 50% chance Vampire Patriarch) at location A on map
3 Vampire Beasts (level-dependent Rat, Wolf, or Timber Wolf)
1-2 Vampires
1 Bones Undead
Treasure:
1 boss-level Coffin (Vampire variety) at location B on map
1 Chest 01 (locked)
1 Chest 02 (locked)
1 Chest 03
2 Chests 04
1 Coffin 01
2 Coffins 02
Traps:
4 Darts traps at locations C on map
2 Pressure Plate triggers at E
2 Swinging Mace traps at D
Doors and Gates:
There is one door (at Out) in/out of this zone, leading outside
Other:
1 bedroll at location b on map
Morrowind:Diseases

This is a complete list of the diseases you can catch in Morrowind. Yellow entries appear only in Tribunal, and blue entries only in Bloodmoon.

Common Diseases
These are the most common diseases in Morrowind. They can all be cured with the Cure Common Disease effect, or you can protect yourself with the Resist Common Disease or Resist Magicka effects. Some races are naturally resistant to diseases. Argonians, High Elves, Redguards, and Wood Elves each have 75% resistance. You can achieve 100% resistance after a point in the Main Quest. You can inflict yourself with a disease through console commands with the   command and the proper disease ID.

Note: The numbers listed for effects are the maximum a disease can damage you; the minimum is always 10.

 

Blight Diseases
There are also other diseases, called Blight diseases, in Morrowind.  These are more serious, and slightly harder to cure.  You will probably need a Cure Blight Disease spell (or items that provide this effect) if you venture into the Ashlands, Molag Amur, or Red Mountain areas, where these diseases are prevalent. A free version of this spell (with the lowest casting cost) can be obtained from the real Ashmask of Vivec.  The use of Resist Blight Disease or Resist Magicka effects to protect yourself from catching these afflictions in the first place is recommended when engaging Blighted and Ash creatures.

Note: As with the common diseases, the values are the maximum it can affect you. The minimum is 20 for all Blight diseases.


Corprus Disease
Worst of all the afflictions is the dreaded Corprus Disease, also known as the "Divine Disease". While technically a type of Blight disease, it has (in lore) no known cure, although Divayth Fyr in Tel Fyr spends his days researching one in the Corprusarium.  

There are only two ways to get this disease: during the Sixth House Base mission during the Main Quest (this is completely unavoidable) and during the Disease Carrier quest in the Tribunal Temple quest line (this is a game-breaking bug). 

Corprus is sometimes called the "Divine Disease" by followers of Dagoth Ur, and it is not truly a disease at all, but the physical effects of the deity's power on mortal flesh. Corprus metastases (i.e., big chunks of diseased flesh) are often eaten by the afflicted, negating any need for other food. It also plays a key role in the creation of Ash Creatures: followers of Dagoth Ur close to his power are slowly transformed into powerful Ash Creatures, such as the Ascended Sleeper, while his weaker followers, like the Dreamers, eventually rot and become Corprus Stalkers and Lame Corprus.
{| class="wikitable"
|-
!Name||Effect||Catch From || Description
|-
| ||Corprus Drain Intelligence, Willpower, Personality & Speed 1 Fortify Strength & Endurance 1, Resist Common Disease 100%, Resist Blight Disease 100%, Resist Corprus Disease 100%
|Dagoth Gares (Main Quest) Tanusea Veloth (Disease Carrier)
|''Corprus is a deadly disease profoundly affecting a victim's mind and body. Symptoms include dementia, violent behavior, and distorted, disfiguring skin growths. It may be contracted from corprus beasts or other blight monsters.''
Oblivion:The Potato Snatcher

Quick Walkthrough
# Speak with S'jirra at the Faregyl Inn about her missing potatoes. She will tell you of a huge person who stole them.
# Find the ogre west of Faregyl Inn, and kill him. Retrieve the potatoes from his corpse.
# Return them to Faregyl Inn, and speak with S'jirra to claim your reward of S'jirra's Famous Potato Bread.

Detailed Walkthrough
Stolen Potatoes
Enter Faregyl Inn, south of the Imperial City just off the Green Road to Bravil, and speak with the Khajiit female S'jirra. She left her Jumbo Potatoes outside, but when she returned to get them so that she could bake her Famous Potato Bread, she saw a huge person running off west with her potatoes.

Vegetarian Ogre
After exiting Faregyl Inn, use the green compass arrow on your map to locate the ogre. Although S'jirra said she saw it running to the west, it is actually found to the northwest. Defeat the ogre and search his body to retrieve 6 Jumbo Potatoes.

A Healthy Reward
Return to Faregyl Inn and speak with S'jirra, who grants you her first batch of S'jirra's Famous Potato Bread as a reward. They are worth 30 gold each and can be used to make Detect Life, Restore Health, Damage Agility and Damage Strength potions. The number of loaves you receive is level-dependent. If you talk to her again, you can buy more of them for 25 gold each.

Leveled Reward

Notes
You may encounter the ogre before acquiring this quest. If you do, he will have the potatoes on him and you will receive a quest update.
The recipe for S'jirra's Famous Potato Bread is included in The Elder Scrolls: The Official Cookbook.

Journal Entries
Oblivion:The Sunken One (quest)

Quick Walkthrough
# Search Shetcombe's abandoned farmhouse for a diary page.
# Explore the nearby Sandstone Cavern to find more entries of the diary.
# Find Slythe at the end of the cavern.
# Get the last diary entry.
# Either flee from the cavern or defeat the Sunken One. Collect the offering if you so choose.

Detailed Walkthrough
Empty Farmhouse
Go to Shetcombe Farm, which is close to Kvatch's eastern side (just below the 'h' in Kvatch on the map), north of the road from Skingrad to Kvatch. Enter the farmhouse to find that it is empty.

Search the farmhouse, and in a bowl on the table you'll find the first page of a diary in which Slythe Seringi describes the burning of Kvatch. He believes it is because his god, the Sunken One, is angry at mankind. He decides to go on a pilgrimage to the Sandstone Cavern in order to make an offering.

Sandstone Cavern
Head into Sandstone Cavern and search for Slythe. Work your way to the end of the first cave to find the second page of Seringi's diary on top of a chest near the entrance. Things have not gone well for him, almost dying several times. Continue through the wooden gate and proceed to the end of the cave to find the lifeless body of Slythe Seringi. Search his body to find the third page of his diary and end the quest. 

Feel free to take the offering which consists of some cheap gems and a small amount of gold. After you've found the third page of his diary, the Sunken One, a special leveled variety of Storm Atronach, appears. Flee or defeat the Sunken One to leave the cavern.

Notes
The farmhouse has a bed where you can sleep. The containers in the house are respawning and are not safe for personal storage.
It is not necessary to collect the diary entries to complete this quest.

Bugs
 
  Use the console commands  , then  , then   to spawn Slythe and get the last diary page from his corpse.

Journal Entries
Oblivion:Gottlesfont Priory

thumb|right|The chapel thumb|right|The garden
It is located in the Great Forest, directly southwest of Fort Wooden Hand, and slightly east of Brindle Home.

The entire priory consists of a small church and a house with a garden. There is also an extra bed and food for travelers.

 
NPCs Living Here
 

Notes
The church has an altar which can cure diseases, which is useful when trekking in the wilderness.
The priory is a useful source of alchemical ingredients.  The residents will allow you to collect their Lady's Mantle plants, which  are useful for Restore Health potions.  The small garden contains more plants (see Ingredient Locations for details).  Additionally, many previously harvested ingredients (Cinnabar Polypore Yellow Cap, Cinnabar Polypore Red Cap, Lady's Mantle Leaves, and  Steel Blue Entoloma Cap) and food ingredients can be found in the priory and the house.  All can be taken without it being considered stealing (even food in the cupboard) - just be sure not to accidentally take the baskets.
The book Modern Heretics is written by Haderus of Gottlesfont.  He refers to himself as "a chapelman and scholar".
The Priory is also mentioned in Glories and Laments.

Bugs
Oblivion:Fort Black Boot

Notes
You have a 10% chance of meeting an Orc Adventurer here.

 
Exterior

The exterior is located at coordinates: Tamriel 2, -6
This location's map marker (M on map) is named Fort Black Boot (editor name FortBlackBootMapMarker). The entrance door is S of the marker, 110 feet away.
0-2 Conjurer Enemies (each 33% probability Conjurer, 67% Daedra) are near the entrance
1 Wilderness Creature (Forest variety) is near the entrance
The following plants can be found near the entrance: 25 Columbine plants, 3 Emetic Russula plants, 23 Flax plants, 23 Lady's Smock plants, 3 Morning Glory plants, 20 Motherwort plants, 32 Nightshade plants, 3 Domica Redwort plants, 4 Somnalius plants, 2 Strawberry bushes, and 15 Viper's Bugloss plants
1 Wilderness Chest 02 (non-respawning) is found atop a support beam on the second story, just on top of the entrance.

 
Zone 1:
thumb|right|270px|Fort Black Boot
The only zone of Fort Black Boot is large, but incredibly linear. Upon arriving from door Out, follow the tunnel to the iron gate and watch out for the patrolling Daedra in the next room. Unlock the chest on the other side of the pillar and follow the southern path as it twists and turns, greet the Orc Adventurer if he appears at O, and dispose of the two leveled daedra enemies. Behind the wooden door is the first large room, which contains another enemy and a variety of alchemic equipment at C. A locked chest can be found just north of C. A restoration chest can be found right next to the bedroll at b in the northern part of the room. Take the western tunnel and follow it to the next room. Ignore the stairs for now and head straight to loot the chest in the dead-end path to the south. Head up the stairs and cross the bridge, and prepare for the boss in the final room. This room is divided into two levels, but there is no reason to jump down; just make you way to the boss-leveled conjurer at A, guarding his chest at B and loot the nearby restoration chest. Once you are finished, you have no choice but to backtrack all the way to the entrance and leave through the door Out.

Occupants:
1 boss-level Conjurer at location A on map
1 Orc Adventurer (10% chance of appearing) at O
1-2 Conjurers
3 Conjurer Enemies (each 50% probability Conjurer, 50% Daedra)
2 Daedra
Treasure:
1 boss-level Chest (Conjurer variety) at location B on map
2 Chests 01 (1 locked)
1 Chest 02 (locked)
2 Chests 04
The following alchemy equipment will always be found: 1 Novice Alembic, 1 Novice Calcinator, and 2 Novice Mortar & Pestles
The other following items will always be found: 1 Bread Loaf, 1 Cheese Wedge, and 1 Iron Dagger
Some of the above items are clustered at location C: 1 Novice Alembic, 1 Novice Calcinator, and 2 Novice Mortar & Pestles
Doors and Gates:
There is one door (at Out) in/out of this zone, leading outside
Other:
1 bedroll at location b on map
Oblivion:Fort Entius

Exterior

The exterior is located at coordinates: Tamriel 38, 1
This location's map marker (M on map) is named Fort Entius (editor name FortEntiusMapMarker). The entrance door is W of the marker, 10 feet away.
0-2 Mud Crabs are near the entrance
1 Wilderness Creature (Forest variety) is near the entrance
1 Wilderness Creature (Valley variety) is near the entrance
2 Nirnroots are at locations N on map
2 Wilderness Chests (non-respawning) are near the entrance
The other following items can be found near the entrance: 2 Rubies, 1 Sapphire, and 1 Greater Soul Gem (petty soul)
The following plants can be found near the entrance: 1 Flax plant, 8 Foxglove plants, 5 Green Stain Cup plants, and 5 Summer Bolete plants
Some of the above items are clustered at location C: 2 Rubies (Note: these rubies are notably larger than other in game rubies), 1 Sapphire, 1 Wilderness Chest (non-respawning), and 1 Greater Soul Gem (petty soul)

 
Zone 1:
thumb|right|229px|Fort Entius
This zone has sections that are underwater.

Occupants:
1 boss-level Conjurer at location A on map
1 Mud Crab
2 Rats
Treasure:
1 boss-level Chest (Conjurer variety) at location B on map
1 Chest 01 (locked)
1 Chest 02 (locked)
1 Chest 03
The following alchemy equipment will always be found: 1 Novice Calcinator, 1 Novice Mortar & Pestle, and 1 Novice Retort
The other following items will always be found: 3 Apples, 2 Bread Loaves, and 3 Iron Arrows
Some of the above items are clustered at the following locations:
At B: 3 Apples, 2 Bread Loaves, and 1 boss-level Chest (Conjurer variety)
At D: 3 Iron Arrows
At E: 1 Chest 02 (locked), 1 Novice Calcinator, 1 Novice Mortar & Pestle, and 1 Novice Retort
Traps:
2 Crumbling Bridge traps at location T on map
Doors and Gates:
There are two doors in/out of this zone
1 door (at Out) leads outside
1 door (at C) leads to the zone Fort Entius Sepulcher
Other:
1 bedroll at location b on map

Notes
The two bridge traps at point T are broken, meaning that the bridge will never collapse.
 

Zone 2:
thumb|right|131px|Fort Entius Sepulcher
Occupants:
1 Conjurer
3 Conjurer Enemies (each 50% probability Conjurer, 50% Daedra)
Treasure:
1 Chest 03
2 Chests 04
Doors and Gates:
There is one door (at C) in/out of this zone, leading to the zone Fort Entius
Oblivion:Fort Facian

Notes
The map marker can be added by talking about "Cheydinhal" with Magub gro-Orum in Cheydinhal.

 
Exterior
thumb|150px|right|Key to Maps
300px|thumb|right|Map of Fort Facian, Exterior
The exterior is located at coordinates: Tamriel 35, 8
This location's map marker (M on map) is named Fort Facian (editor name FortFacianMapMarker). The entrance door is N of the marker, 10 feet away.
2 Wilderness Creatures (Forested Mountains variety) are near the entrance
1 Wilderness Creature (Valley variety) is near the entrance
1 Jewelry Box containing 1 potion, 1 piece of jewelry, and 25% chance scroll (non-respawning) is at location J on map
1 Wilderness Chest 02 (non-respawning) is near the entrance
The following armor can be found on the upper level of the ruin: 1 Steel Helmet and 1 Steel Shield
The following plants can be found near the entrance: 2 Monkshood plants and 4 Motherwort plants

 
Zone 1:
thumb|right|329px|Fort Facian
This zone contains two main areas, but is otherwise easy to navigate. Upon entering, ignore the northern passage and head east. On the way, make sure to enter a small room to the north containing a minor loot chest. The final, foggy room contains four unlocked minor loot chests (one is hidden near the staircase), a boss chest (B) and a boss-level undead (A) guarding them.

Backtrack to the original intersection and run past the two dart traps at T before following the passage north. Continuing north at the next intersection will lead you to a minor loot chest, while heading left to door C and the next zone: Fort Facian Vaults of Honor.
thumb|right|Inside Fort Facian
Occupants:
1 boss-level Undead at location A on map
2-5 Undead
2 Undead Enemies (each 83% probability Undead, 17% Rat)
Treasure:
1 boss-level Chest (Undead variety) at location B on map
2 Chests 01 (both locked)
2 Chests 03
2 Chests 04
1 Coffin 02
Traps:
2 Darts traps at location T on map
Doors and Gates:
There are two doors in/out of this zone
1 door (at Out) leads outside
1 door (at C) leads to the zone Fort Facian Vaults of Honor
 

Zone 2:
thumb|right|165px|Fort Facian Vaults of Honor
This zone is a loop, but you will have to proceed clockwise because a portcullis gate (D) blocks the passage leading north at the first intersection. Simply make your way through the next rooms, dispatching any enemies and collecting loot from the various minor loot chests. The final room holds a boss chest (B) guarded by a boss-level undead (A). Head south and open the gate by pulling the lever nearby (cyan dot on map) to return to door C.

Occupants:
1 boss-level Undead at location A on map
1-3 Undead
2 Undead (always best possible level)
Treasure:
1 boss-level Chest (Undead variety) at location B on map
1 Chest 01 (locked)
1 Chest 03
2 Chests 04
2 Coffins 01
Doors and Gates:
There is one door (at C) in/out of this zone, leading to the zone Fort Facian
1 Portcullis Gate at D
Oblivion:Fort Gold-Throat

Exterior

The exterior is located at coordinates: Tamriel 37, -11
This location's map marker (M on map) is named Fort Gold-Throat (editor name FortGoldThroatMapMarker). The entrance door is SSW of the marker, 80 feet away.
0-1 Goblin is near the entrance
0-1 Mud Crab is near the entrance
1 Wilderness Creature (Swamp variety) is near the entrance
1 Nirnroot is at location N on map
1 Chest (contains Note of Bounty, ingredient, 75% soul gem; non-respawning) is at C
The following plants can be found near the entrance: 8 Fly Amanita plants, 18 Foxglove plants, 8 Monkshood plants, and 4 Summer Bolete plants

 
Zone 1:
thumb|right|358px|Fort Gold-Throat
Fort Gold-Throat is a fairly linear Goblin Lair and the boss-leveled chest is an easy one to reach. From door Out head forward and ignore the left and right passages. Proceed forward until you reach a larger room with three levels. Jump down from the balcony and dispose of the goblin patrolling the bridge and pick up a few pieces of lower-level equipment. Choosing the southwestern passage will land you in a dead-end tomb-like structure guarded by an undead; choosing the northwestern passage will take you to the boss-leveled Goblin at A and the boss chest at B. Beware the Pressure Plate trigger at E, which will trigger the Swinging Mace at D. Backtrack to the room with the bridge and either head back the way you came or proceed through the last tunnel, to the southeast, which will net you more low-level equipment. Finally, exit Fort Gold-Throat the way you came.

Occupants:
1 boss-level Goblin at location A on map
2 Goblins
1 archer Goblin
1 Undead
3 Rats
Treasure:
1 boss-level Fort Chest (Goblin variety) at location B on map
1 Chest 01 (locked)
2 Chests 02 (1 locked)
The following armor will always be found: 2 Iron Shields
The following weapons will always be found: 4 Iron Arrows, 1 Iron Bow, 1 Iron Dagger, and 1 Iron War Axe
Some of the above items are clustered at location C: 3 Iron Arrows and 1 Iron Bow
Traps:
2 Pressure Plate triggers at locations E on map
2 Swinging Mace traps at D
Doors and Gates:
There is one door (at Out) in/out of this zone, leading outside
Redguard:Press Release

The following text is a quotation of Bethesda's official press release from 15 April 1997:

 Swashbuckling High Sea Adventure!
Oblivion:Wawnet Inn

Related Quests
 (official plug-in)


Notes
An Imperial Legion soldier can be found frequenting the inn.
Nerussa is one of the few leveled merchants in the game, causing her to gain 1.5 points of Mercantile skill each time her level increases. Therefore, her Mercantile skill at any point in the game will be  .
Lore:Vampires of Vvardenfell, v I

[excerpts]

...The violent antipathy of Morrowind culture toward necromancy ensures that  s are virtually unknown in Morrowind... 

...The   does not acknowledge the existence of Western vampire hunting orders. Nonetheless, interviews with Temple officials persuade me that the   of Morrowind are experienced and knowledgeable in the handling of these menaces. On the other hand, they freely admit that even a large community of vampires might easily escape detection in the remote wastelands, or in the subterranean labyrinths of abandoned strongholds and wizard towers.... 

...The " " of   legend is not undead. Sorceries and blessings affecting the undead reportedly have no effect on these creatures. No specimen has ever been examined, and no references have ever linked these legends with the known clans of Tamrielic vampires.... 

... 's three known bloodlines differ greatly in their approach to prey. The   bloodline features exceptional strength and endurance, and attacks in a state of ecstatic frenzy.   vampires are potent spellcasters, seeking to hypnotize victims before feeding, while the swift and agile   clan vampires prefer stealth and ambush, first poisoning the victim with a bite, then withdrawing to a safe distance, returning to feed only when the prey has weakened... 

...It is supposed that vampirism is contracted from wounds received from a vampire. Since few victims survive vampiric attacks or feedings, the process of contracting the disease is little understood. Some have suggested that victims may willingly submit themselves to the will of a vampire, but no real evidence of this exists.... 

...During the incubation phase, lasting up to 72 hours, the vampirism disease exhibits no symptoms, and may be cured by general spellcraft or   blessings. However, during incubation, some victims have reported sleep disturbances and troubling dreams. After symptoms are exhibited, however, the disease is incurable and irreversible....