Netruk44/uesp-wiki-content huggingface dataset:
Oblivion:Bongond

Bongond is a Dark Elf ostler who sells Chestnut horses at the North Country Stables outside Chorrol.  

He wakes up at 6am and walks around the interior of the stable for two hours before unlocking the doors and opening for business at 8am. Bongond spends the morning wandering around the house and then sits down for lunch at midday, eating for two hours. The afternoon is also spent waiting for customers and then at 6pm he stops to eat dinner. At 8pm he locks the doors of the stable and then wanders about again until he heads back to bed at 10pm. Bongond will sell horses 24 hours a day, but the door to the stables will be locked outside the regular opening times.

Bongond wears a set of common middle-class clothing consisting of a brown shirt with matching light brown linens and a pair of rough leather shoes. In combat, he relies on an iron shortsword. He only carries a sparse amount of gold. 

The first time you talk to Bongond, he gets straight to the point: "I run the North Country Stables. Are you interested in a horse?" If you ask for further details about horses, Bongond enthuses about his stock: "There are no finer Chestnut horses to be found anywhere in Cyrodiil. They are not as hardy as most, but only the Black horse is faster." If you buy one, he will reply: "I knew you had a good eye for horses! Go out to the stables. Nardhil will have the Chestnut saddled and ready for you."; if you can't afford it, he will commiserate by saying: ''"Too bad. You won't find a better Chestnut horse anywhere in Cyrodiil." and if you decline, he will say: "What a pity. If you change your mind, we have a fine selection of Chestnut horses."

People in Chorrol will ask each other: "Have you ever bought a horse from Bongond?", although they seem to have a higher regard for his horses than for Bongond himself: "You know, Bongond has got some fine horses for sale over at the  . Too bad he's such a pushy man."

Notes

Bongond has an unused conversation with the player about Kvatch. If asked about Kvatch, he would tell you what he knew; "From what I've heard, Kvatch is gone. Completely. Burned to the ground. It's all rumor, sure. I haven't seen it. But I haven't heard anyone say otherwise." The player would then be presented with two response choices. The first would be "I saw it", to which Bongond would reply "Really? With your own eyes? Damn. So we've got real trouble. And no emperor. That's real bad."'' The second choice would've been "Make no comment", to which Bongond would've finished the conversation with ''"That's all I know about Kvatch."''
Morrowind:Vassir-Didanat Cave

thumb|right|Interior of the ebony mine
The mine is located south of Balmora, and east of the Odai River, situated in the hills. If you are able to discover this mine (it is off the road, east-southeast of the rope bridge to the Shulk Egg Mine which is on the west side of the river), several of the Hlaalu councilors will be interested in knowing its location. See the Vassir-Didanat Ebony Mine quest for more information.  The mine is now the lair of multiple atronachs.

 
Related Quests
Miscellaneous


Maps
thumb|left|Map of Vassir-Didanat Cave
Oblivion:Replica Items

Many people own replicas of beautiful masterpieces to brighten up some corner of their home. In Cyrodiil, this is no different. Numerous Nobility and some Guild Halls will have them displayed to impress all who lay eyes on them. While these goodies may look tempting, they are utterly worthless, intended for display, or ceremonial use only. They are usually found in display cases, and often with Hard or Very Hard locks on them, which makes the reward/effort ratio tend towards zero. This page lists all the relevant information pertaining to them. 

Weapons
For all replica weapons:
The Base Damage is 1
The Health is 1
The value is 0 gold


Armor
For all ceremonial armor:
The Armor Rating is 1
The Health is 1
The value is 1 gold
Lore:Aedra

The Aedra are original beings that arose from the interplay of Anu and Padomay.  They are regarded as the counterparts and opposites of the Daedra, but the distinction originated after their birth, during the creation of the Mundus.  The Aedric beings played a leading role in the creation of Mundus (and became bound to the Earth Bones) causing them to commonly be considered the creators of the mortal world. As part of the divine contract of creation, the Aedra can be killed. Aedra translated into Aldmeris means "ancestors".  

Eight of the Aedra are worshipped as the Eight Divines, namely Akatosh, Arkay, Dibella, Julianos, Kynareth, Mara, Stendarr, and Zenithar; with the addition of Talos, the human god-hero Tiber Septim, they became the Nine Divines.  These eight represent those who sacrificed parts of themselves to become the founders of Nirn. Other minor spirits disappeared into the stabilizing elements known as the Earthbones, or degenerated into mortal life, after the creation of Mundus caused by Lorkhan's trickery.  Since that act at Convention, the identities of the Aedra have changed greatly and become subject to disruption and even modification by the actions of mortals. 

References
UESPWiki:Deletion Review/Help:Tutorial

===
:The result of this discussion is delete until the page can be rewritten. --Aristeo 10:18, 5 September 2006 (EDT)

  A while ago, I wrote this article to try to help out the newer editors that come over. Although I adhered to all of Wikipedia's terms on their GFDL, I just realised that the GFDL license is not compatible with our Attribution-ShareAlike license. Therefore, I believe it is in violation with . Because this could potentially be a controversial deletion, I thought I would let this proposal test out the new Deletion Review system. --Aristeo 00:17, 21 August 2006 (EDT)
Lore:Tang Mo (race)

The Tang Mo are generous and kind monkey-people. Tang Mo translates as "The Thousand Monkey Isles", which refers to the area where they live. There are various breeds of Tang Mo. They are very brave and simple, and many are also believed to be insane. They can raise armies when they must, for all of the other Akaviri nations have, at one time or another, tried to enslave them. So far the Tang Mo have always succeeded in defending their lands. Recently they have shrewdly allied themselves with their former enemies, the Ka Po' Tun.   

As with most of the other races of Akavir, little is known about the Tang Mo other than the dubious information provided in the book Mysterious Akavir.

References
Tes2Mod:SPELLS.STD indices

The following is the list of spell type codes for the role-playing game "The Elder Scrolls, Chapter II: Daggerfall". This information was compiled using a third-party editor program called DFSPELL.EXE. Its author is unknown, though it is believed to be Dave Humphrey, founder and administrator of the Unofficial Elder Scrolls Pages. 

Spell/Effect Type
In DFSpell.exe, there are two fields for a spell's type. The second field may be thought of as the subtype. When the subtype is -1, there is only one variant of the spell. When there are multiple variants, the subtypes start at 0 and continue upwards from there. The spells with the largest number of variants never exceed 9.

Daggerfall's spells can only have 3 effects, thus there are many spells with 1 effect and the other two possible effects have to be categorized as type -1 -1 in order not to call an effect.

There are a number of spell effect types that were removed from the game. Effects 47 to 50 are not implemented and always fail.



Spell Catalogue
The following is the catalogue of spells from Daggerfall. Each spell has an index number in that catalogue saved as the file SPELLS.STD.

Many of these indices are called by another file called MAGIC.DEF that describes the "circinate" spells as offered for sale by certain guilds and required for certain quests. Spells so used are noted with a "*" in the Notes column.

Also, certain classes have spells when starting the game and these are indicated with a "~" in the Notes column.

Note that index number 58 is used twice (for "Holy Touch" and "Holy Word") and these spells are tagged with a "?" in the Notes column.
Tes2Mod:MAGIC.DEF indices

The following is the list of spell type codes for the role-playing game "The Elder Scrolls, Chapter II: Daggerfall". This information was compiled using a third-party editor program called DEFEDIT.EXE made by Dave Humphrey, founder and administrator of the Unofficial Elder Scrolls Pages. 

Item-maker Catalogue
Custom magic items made by the Mage's Guild Enchanter, aka the ItemMaker, reference the catalogue of spells. The specific spells available are listed below. There are a number of other non-spell effects not listed.

Cast When Used:
Levitate
Light
Invisibility
Wizard's Fire
Shock
Strength Leech
Free Action
Open
Resist Cold
Resist Fire
Resist Shock
Wizard Lock
Fire Ball
Cure Poison
Ice Bolt
Shield
Spell Shield
Silence
Troll's Blood
Ice Storm
Fire Storm
Resist Poison
Wildfire
Spell Drain
Far Silence
Toxic Cloud
Wizard Rend
Shalidor's Mirror
Lightning
Medusa's Gaze
Force Bolt
Gods' Fire
Stamina
Heal
Balyna's Antidote
Recall

Cast When Held:
Slowfalling
Spell Resistance
Water-walking
Free Action
Water Breathing
Resist Cold
Resist Fire
Resist Poison
Resist Shock
Invisibility
Chameleon
Shadow Form
Spell Reflection
Troll's Blood
Spell Absorption
Levitate
Tongues
Orc Strength
Wisdom
Iron Will
Nimbleness
Feet of Notorgo
Fortitude
Charisma
Jack of Trades

Cast When Strikes:
Paralysis
Hand of Sleep
Vampiric Touch
Magicka Leech
Hand of Decay
Wildfire
Ice Storm
Fire Storm
Ice Bolt
Wizard's Fire
Sphere of Negation
Energy Leech

Magic Item Catalogue
Random magic items and a particular class of magic artifacts reference the catalogue of spells. The specifications for these items is in the file MAGIC.DEF which has 59 entries including all the magic artifacts along with the random magic items. The following is a listing of the items that reference spells in the catalogue along with the item's index number ins MAGIC.DEF and the spell(s)'s reference number(s) in SPELL.STD.

This information was obtained by use of the program DEFEdit v0.0b likely written by Dave Humprey.
Oblivion:Ilend Vonius

Ilend Vonius is one of only two survivors from the group of soldiers sent into Oblivion to close the Oblivion Gate during the siege of Kvatch.  When you encounter him, you can either ask him to help you close the gate or send him back to Tamriel, where he will be available to help free the fugitives barricaded in the Chapel of Akatosh. After Castle Kvatch has been liberated, he can be found in the middle of Castle Kvatch's ruined Great Hall among the other guards if he survived the battle.

He wears a set of armor typical to that of town guards: a Kvatch cuirass, chainmail gauntlets, chainmail greaves and a pair of chainmail boots. He wields a Kvatch shield and a steel longsword. Ilend also carries three weak potions of healing. 

You will encounter Ilend inside the Kvatch Oblivion World, trying singlehandedly to take out as many daedra as he possibly can; after having disposed of the area, he will approach you and say: ''"Thank the Nine! I never thought I'd see another friendly face..."  When you ask him for an update, the scared soldier will say: "The others... taken... they were taken to the tower! Captain Matius sent us in to try and close the gate. We were ambushed, trapped, and picked off. I managed to escape, but the others are strewn across that bridge. They took Menien off to the big tower. You've got to save him! I'm getting out of here!" Two choices are available: either ask Ilend to stay in Oblivion and help you fight, or send him back to Savlian Matius. If you choose the former option, Ilend will say: "You're right. You're right. I can't just leave poor   to his fate. If he's still alive, we've got to try to save him. Alright. Lead the way. Let's find   and get out of here." If you choose the second, and arguably best decision, since he will prove helpful on the outside, Ilend will respond with: "The Captain is still holding the barricade? I figured I was the last one left alive. Alright. I'll try to get out of here and let the Captain know what's going on." Depending on your choice, Ilend will then stay by your side as a Follower or run back to the portal and the relative safety behind the barricade. If he is a follower, asking him to wait will net you a disappointed Ilend: "Well... alright. I think we'd be better off sticking together, though." If you ask him to tag along, he will say: "I'm right behind you." and fight to the bitter end. 

Later on, near the barricade outside Kvatch, Ilend will, if he survived the Kvatch Gate or if you simply sent him back outside right away, express his gratitude; "You saved my life. You brought me back from hell. I won't forget it." Later on, he will change to the final unique greeting, which he will use for the rest of the game: "When we're done with all this, we'll talk. If we're still alive..."''	
Related Quests
Oblivion:Uuras the Shepherd

Uuras the Shepherd is a Wood Elf scout, who resides in Skingrad and makes a living herding sheep and producing sheep's cheese. He is also a basic trainer in Athletics.

Uuras gets out of bed every morning at 8am and immediately heads out into the open fields to herd his flock of sheep around, generally in the grassy area west of the Surilie Vineyard. At 6pm, he calls it a day and locks up the sheep for the night, before going home to his Skingrad residence, where he will spend the evening wandering around until bedtime at midnight. Unlike most other Skingrad citizens working out in the open, Uuras will stay with his sheep even in heavy rain. And unlike most trainers, he will train you at all times, including when he's asleep in his house.

He carries the key to his house as well as a few gold coins; his wardrobe consists of a coarse linen shirt, a pair of huntsman leather pants and sack cloth sandals.

When approached for the first time, Uuras will reveal that he is quite passionate about his sheep and the cheese they produce: ''"It is all in the nose. Yes, of course, it is also in the mouth! The fragrance, the sharp, startling odor... the sheep's cheese... ambrosia! Nectar! Yes. I am the Shepherd, Uuras. And it is my sheep, and my deft hand and sharp nose, which produce the glorious cheeses of Skingrad." When asked about Skingrad, Uuras will tell you: "Where can you get sheep's cheese but in Skingrad? And why? Because only in Skingrad is Uuras, Master of Sheep's Cheese! I can also teach a bit of Athletics. Why, you ask? Because I am the mountain sheep's brother, and I must dash with him from crag to crag."

When asked about rumors, some Skingrad citizens will comment on Uuras and his enormous passion in life: "Uuras the Shepherd sure takes care of his sheep. And, boy, does he like cheese! I mean, he really likes cheese.", "No doubt about it, the man loves cheese. And sheep. Just cheese and sheep.", "Uuras is a good shepherd, but his real love is cheese. Of course, there's no money in herding cheese." and "I like cheese. Not more than sheep, though. I'm not sure about Uuras." The only citizens aware of his Athletics skills are members of the Fighters Guild, as they will occasionally remark: "We have trainers for block and marksman in Skingrad. And there's a shepherd who teaches athletics, too, I think."''

 
Bugs
Lore:Diary of a Lost Sailor

:Day One: 

My crew and I were caught in a fierce storm just outside  . We managed to make it to safety, but are now completely lost. Without a cargo or a ship there isn't much we can do. I will try to find passage for us somewhere. We are unarmed and ill-equipped to defend ourselves. Hopefully someone will take pity on us. The crew is waiting on the shore for my return. 



:Day Three: 

I am confident I will find a village inland that will have access to a ship. I think I see smoke off in the distance. Maybe tomorrow will bring a change of luck. 



:Day Seven: 

Those cursed villagers! May their fields dry up and their children suffer! They have steered me completely in the wrong direction. I firmly believe I am going further and further inland. If I don't see a fishing village soon I will be forced to turn back. I have been subsiding on roots and grasses and grow weaker every day. I must find a way for my crew and I to get home. 

Boiled my shoes to make broth. I had heard it would work. It didn't. Now I have no shoes. 



:Day Twelve:
 
This is pointless. I have been directed to a fishing village to the east but so far have seen or heard nothing. 

Killed a rat today. It was the most food I have eaten in days. Tasted worse than scrib jelly but better than shoes. 



:Day Thirteen: 

From my vantage point in a tall tree I finally see a town! While I do not see any sign of water it does look to be a fairly sizable town, and may have a trade route to the sea. I should reach it tomorrow. 



:Day Twenty:
 
Lost. All is lost. I have, once again, been misled. After entering the town, I came across a man who offered to help. Weak from hunger and exhaustion I believed him, and followed him underground to his home. They have a massive underground system of tunnels and old sewers here. It's really quite amazing. Unfortunately I seem to have made a rude comment about his sister being smoldering and he beat me senseless. When I awoke I was in this pit with no way out in sight. I can see up to the floor above, but no one responds to my cries for help. I fear I will end my days here. Oh, why did I ever leave my crew! They must be giving up hope now, as am I. 



:Day Twenty-five: 

Woke up to hear noises of construction from the floor above. Ran to the opening and cried out. It was to no avail, however. Instead they tossed down the most horrible creature. It is rank and ugly and eyes me in the most vicious way. I have retreated to this corner and await my doom. It will get hungry soon, and I fear it sees me as its only source of food. I am too weak to defend myself. This will be my last entry. If someone finds my bones, bury me facing the sea, wherever that may be.
Oblivion:Carwen

Carwen is a Wood Elf acrobat who lives in Methredhel's house in the Imperial City's Waterfront District, and is a member of the Thieves Guild. She is confident that she will be famous one day, evident upon initiating a conversation with her.

Being a lower rank Footpad in the Thieves Guild, Carwen is determined to make it in the big city; it will, however, be Methredhel who will advance in the Guild and make a career, while Carwen will have to keep up her daily routines. On regular weekdays (Morndas to Fredas) she sleeps in the house between 6am and noon and then strolls around inside all afternoon. At 6pm, she travels to the Talos Plaza District and enjoys a four-hour dinner at The Foaming Flask. She heads back home at 10pm, stays there until midnight, then heads all the way to the Market District where she spends the night wandering around the area near The Gilded Carafe, regardless of weather. At 5am she heads back to the shack in time for her bedtime at 6am. During the weekends, she will change her routine completely; on Loredas she visits the Temple of the One at 2pm and then heads back to the house at 6pm, skipping dinner. At 11pm she pays a quick visit to the Market District before heading back to the shack at midnight. On Sundas, she wakes up early at 10am, travels to the Temple District for a bit of strolling before entering the Arboretum at noon. At 6pm she returns home; when the clock strikes midnight and another week starts, Carwen will return to her usual routines and spend the night in the Market District.

There are a few exceptions to her daily schedule: during the quest May the Best Thief Win, presumed that Methredhel beats you to the diary (stage 20), Carwen will break off all her routines and instead spend the entire day and night wandering in the Arboretum without ever eating nor sleeping; once the diary has been delivered to Armand Christophe, Carwen will resume her usual routine. Also, during the quest Misdirection, Carwen will, along with all the other Waterfront residents, be confined to her home. After The Ultimate Heist, on Loredas and Sundas, Carwen will take advantage of the newly opened headquarters and enter Dareloth's House every evening at 6pm for eight hours, resuming her usual routines at 2am the next morning.

She wears a leather cuirass, green felt linens and a pair of leather boots. She is armed with an iron dagger and an iron bow with 7 iron arrows. She also carries a spare stitched green shirt, the key to Methredhel's house, and a small amount of gold. 

She will introduce herself with ''"My name is Carwen. Remember. I'll be rich and famous one day." When asking her about the Imperial City she will say "I'll get mine. Folks in this city got plenty of gold. Take from the rich and give to the poor, if you catch my drift."''
Oblivion:Hillod the Outlaw

Hillod the Outlaw is a wanted Redguard thief who is using the Abandoned Shack in the Imperial City's Waterfront District as a hideout. Because of a run-in with the law, he had to flee Solstheim, where he was employed in construction at the Raven Rock colony. He is also a Pickpocket of the Thieves Guild. 

He shares the shack with another ex-employee from Raven Rock, Dranas Llethro, but that is seemingly all they have in common. While Dranas is out hunting jobs all day, Hillod spends his time walking around the district, doing nothing but daydreaming about starting a new life in the Imperial Reserve. He always starts the day at 6am with a two-hour breakfast inside the shack followed by an hour of wandering. He heads outside at 9am and spends the next seven hours strolling around the district, preferably on the nearby beach, on the dockside or near the shack. At 4pm, he goes back inside and enjoys an early dinner. He goes outside once again at 6pm and strolls around for another hour before he finally crosses the causeway and leaves the district through the northern gate at 7pm. His destination is the fashionable Elven Gardens District, where he will spend four hours wandering around while chatting with the district residents. At 11pm, he returns to the shack, where he stays awake all night long until it is time for his breakfast at 6am. The  exception to this routine is during the Misdirection quest, when all Waterfront District residents are confined to their homes. 

He wields an iron shortsword and wears a set of common lower-class attire, a pair of fishing waders and oiled linen shoes. He carries around a spare pair of blacksmith's pants and a small amount of gold.

When you meet him for the first time, he will be surprisingly honest about his situation, bluntly stating, ''"You can call me Hillod the Outlaw. Because I'm on the lam." And when asked about his city of choice, he will share his future plans by saying, "I helped build Raven Rock. Had a bad run-in with the law, so here I am. Pretty soon I'll head out for the Imperial Reserve, try my luck there."''

Notes
During the Untaxing the Poor quest, the Waterfront Tax Records noted that he was "empty handed - thrashed".

Bugs