Netruk44/uesp-wiki-content huggingface dataset:
Lore:Ald Sotha

Ald Sotha (meaning "Old Sotha" in Dunmeris) was an ancient, ruined settlement located northeast of Vivec City, in the Ascadian Isles region of Vvardenfell.

Roland's Tear, a rare variation of the common gold kanet flower, is known to grow in the ruins. It was sacred to the Tribunal,  and is prized by alchemists for its wondrous powers when used in potion making. 

History
Originally, Ald Sotha was the seat of House Sotha, a minor house of the settled Chimer in the early First Era. It was the birthplace of Sotha Sil, who would later achieve godhood through the power of the Heart of Lorkhan and become a member of the Tribunal. The town was destroyed by Mehrunes Dagon early in the First Era; Sotha Sil was the sole survivor, having been saved by Vivec.  

Prior to its destruction, sometime during the reign of   in  , a representative from Ald Sotha traveled to the vast temple of   in light of the death of  . On the ninth day of mourning, everyone drank from the cup of passage, and a great many of them were killed by the deadly concoction, supplying Hanin with companions to the next world. It is unknown if the Ald Sotha diplomat was among these perished souls. 

A shrine to Mehrunes Dagon was later built at the location, likely in remembrance of the Prince's destruction of the original city. The shrine fell into ruin, although it continued to be populated by Daedra. The Tribunal Temple occasionally made pilgrimages to Dagon's shrine deep within the ruins,  and the   were charged with keeping away Daedra worshippers. 

Mehrunes Dagon's sentiments towards Sotha Sil's threats for not upholding the Coldharbour Compact were of indifference, with Ald Sotha used a reference for how easily he can destroy things that he pleases.  After Dagon violated the pact by attacking Mournhold, the Clockwork God was finally able to enact revenge for Ald Sotha, and banished the oathbreaker with the aid of Almalexia to the Deadlands.  

By  , the Dark Brotherhood had taken over the ruins, and it became the headquarters of the Brotherhood in Vvardenfell. This attempt at expansion was viciously repelled by the native Morag Tong, the ancient enemies of the Brotherhood. The Tong infiltrated the ruins and executed the local Night Mother,  , which helped to put an end to the Dark Brotherhood's activities on Vvardenfell.  The Tong also liberated several Threads of the Webspinner from the ruins, artifacts created by Sanguine which rightfully belonged to their patron, Mephala.  The Tribunal Temple also made a pilgrimage to Dagon's shrine that year, and recovered the shoes of St. Rilms from the ruins. 

The ruins were likely destroyed in  , when Baar Dau crashed into Vivec City. This impact devastated the surrounding area, creating Scathing Bay, a large crater filled with boiling water from the Inner Sea.  

See Also
For game-specific information, see the Morrowind and ESO articles.

References
Skyrim:Template Items

This page lists template items, items whose sole purpose is to define other items. However, if they are added to the game via console, they function as regular items.

Templates

The base items for different kinds of staves, but without any enchantment. With Dragonborn installed most of these staves are actually used, but name and value are changed - see here.


Templates for clothing.




Torches

These torches are used to define other light sources. Unlike other similar data sets not listed here, they can be used like the regular torch if they are added via the console.



Dummy Items

Dummy items are used as placeholders for random items of some type. Each occurrence in the game is associated with a leveled list defining the possible items they get replaced with. The dummy items themselves have no name defined, and are therefore invisible.
Lore:Mortrag Glacier

The Mortrag Glacier was a large glacier once located along the northwestern coast of the island of Solstheim in the  . Castle Karstaag was located just east of it. The glacier was hollowed out and a Daedric Ruin was built within its interior, and it was used to host the Hunter's Game during the   of  . The icy tunnels were filled with werewolves, the Hounds of Hircine. The Prince kidnapped four champions from the island and brought them to the glacier, to act as the Prey. The glacier was destroyed when an Aspect of Hircine was defeated by the Nerevarine, ending the Hunt and marking the first time that the Prey succeeded in killing the Hunter. The glacier subsequently collapsed, becoming a jagged ice field. 

By the Fourth Era, the remnants of Mortrag Glacier would become known as Mortrag Peak, one of the highest points on Solstheim.  
 

Gallery
 

See Also
For more information, see the Bloodmoon and Skyrim articles.

References
Battlespire:Items

This page summarizes items in Battlespire, including weapons and armor.

Weapons
This section summarizes all base weapons found in Battlespire. See the material modifiers at the bottom of the page to see how damage varies depending on what a weapon is made of. Unlike other games of TES series, no creatures require weapons of a certain material to be harmed; iron is sufficient to harm any opponent.



Ammunition
Arrows are needed to operate any type of ranged weapon. An arrow may add or remove an additional attack bonus to the weapon's own penetrating power, depending on the material the arrow is crafted from. Take a look at the material modifier section at the bottom of the page for further information.

Armor
Battlespire features three type of armor classes: light, medium, and heavy.

The material an armor piece is made of defines whether it is a light, medium, or heavy armor. Most classes have armor restrictions, thus one gets a message on equipping an armor type one is not allowed to wear. The armor type influences its durability and the protection it grants to its wearer.

The following armor pieces can be found:



Clothing
There are many articles of clothing throughout Battlespire. Any article may be enchanted from the same pool as armor. Clothing always has a weight of 3.


Material Modifiers
This table shows the modifications a certain material causes to a weapon's base damage and type of armor an armor piece crafted from this material belongs to.



Miscellaneous Items
Various items found in the world. The containers may be picked up and carried, as well as used for sorted storage. Rarely, a scroll may hold a spell for the player to learn.


Potions
Potions are one-use consumables, unless placed into a Coffer of Restoration. Some effects are potion-only; they may not be cast by player spells.


Special Items
Skyrim:Dragonborn

Dragonborn is the third major official add-on for Skyrim. The existence of this expansion was first alluded to by patch files found in the 1.8 Patch, and it was confirmed by Bethesda on 5 November 2012 with an official announcement trailer. Dragonborn takes place on the island of Solstheim, first visited many moons ago during Bloodmoon. The add-on's plot tasks you with uncovering the identity of the person seemingly controlling the entire population of the island, and stopping them. 
 
Quest Information
 

Gameplay Information
 
 
 
 
 
 


 
 

Miscellaneous Information
 
 
 
 

Notes
Dragonborn was subject to a 30-day exclusivity deal with Microsoft, during which it was only available on the Xbox 360. In February 2013 it was released on both PC and PS3.
The soundtrack that plays on Solstheim contains several pieces from the Morrowind soundtrack.

See Also
Pre-Release Screenshots
Dragonborn - Official Trailer
"New Dragonborn Details and Screenshots" via IGN
Dragonborn:Sandbox

Welcome to the Dragonborn sandbox! For normal testing, you should use the  page instead. This page exists for testing templates and such which need to be in the Dragonborn namespace. Keep in mind that content added to the sandbox will not stay permanently, and also remember to not place copyrighted or offensive material here. Dragonborn

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Skyrim:Raven Rock

Raven Rock is a city located along the southwestern coast of Solstheim. It is the first place discovered in the Dragonborn expansion. Once an East Empire Company mining outpost, it is now a House Redoran colony. A far cry from the prosperous mining town of the past, Raven Rock has become a mostly forgotten settlement, its mine depleted. 

The city consists of a single thoroughfare running from the entrance through the Bulwark to the Earth Stone following the line of the bay the city is built beside. The jail and the Redoran guard's garrison are built into the Bulwark, which is the city's main defense against the ash from the Red Mountain. 

The Northern Maiden, which plies its trade between Solstheim and the city of Windhelm in Skyrim, is docked at a large jetty in the bay. There is also a smaller jetty for smaller craft with several mooring points in the bay. The various shops of Raven Rock can be found in the central marketplace around the city's well. There are many freely available crafting stations outside in the city, including two tanning racks, two smelters, a forge, a workbench, a grindstone, an alchemy lab and two wood chopping blocks. 

It is possible to acquire a home here, Severin Manor, after completing the quest Served Cold.

For historical information on Raven Rock and House Redoran, see the lore articles on Raven Rock and House Redoran respectively.
 
Raven Rock People
 

Achievements
One achievement is related to Raven Rock:
 

Related Quests
Quests Starting Here
Side Quests
 
 
 
 

Miscellaneous Quests
 

Other Quests
Dragonborn
 

Side Quests
Skyrim:Battle Fury

Battle Fury is a dragon shout added by the Dragonborn expansion that improves the fighting ability of allies by speeding up their attacks, similar to the Elemental Fury shout's effect on you.

Related Quests


Notes
Like Elemental Fury, if this shout is used on an ally whose weapon is already enchanted, it has no effect.

 
Word Wall Translations
Skyrim:Bend Will

Bend Will is a dragon shout obtained by progressing through the Dragonborn expansion's main questline.

After learning and unlocking the first word, you are able to cleanse the All-Maker Stones located throughout the island by shouting at them. This allows you to activate the stones, gaining their respective Powers.

The second word is learned from Hermaeus Mora at the end of The Path of Knowledge. It allows you to force other NPCs and creatures to become temporary allies.

The final word, taught to you by Hermaeus Mora at the end of The Gardener of Men, allows you to temporarily tame and ride dragons, much like Miraak.

Throughout the questline, it is insinuated that Miraak's power comes from this shout. He was taught this shout by Hermaeus Mora after he pledged himself in service to the Daedric Lord, and supposedly was the power he was seeking as Dragonborn up to that point; specifically, the power to have complete control over others.

 
Related Quests





Achievements
One achievement is related to this shout:
 

 
Word Wall Translations
 

Notes
When used on a dragon, it will land near you and wait a few moments to be ridden. If you do not mount the dragon it will instead take off and assist you in combat. It will patrol the area and engage any hostiles you encounter within its "territory".
It is possible to use this shout on Odahviing, by either waiting for two hours, or simply waiting for your shout to recharge naturally.
This shout also acts like the Dragonrend shout, as it forces the dragon to land. It can be especially helpful if you haven't proceeded far enough through the main questline in order to get the Dragonrend shout. The only drawback to this is that it does not work on a few specific dragons.
After riding the dragon it will take its leave of your service, if you do not act quickly it will fly off into the distance. If you are quick enough you can reuse the shout to ride it again, or force it to wait a short time for you on the ground. This method can be used to harvest its soul, as once provoked, it will not try to fly off again.
You can fast-travel while riding a dragon even if hostile enemies are nearby, unless your dragon's health is below 50 percent. 
If your dragon kills a non-hostile NPC, such as a guard, you will incur the bounty yourself.
The following dragons cannot be ridden using this shout: Alduin, Durnehviir , Naaslaarum , Paarthurnax, Sahloknir, Voslaarum , Vulthuryol and nameless dragons at Skuldafn.
Undead are immune to the shout which only staggers them.

Bugs
When using the bend will shout on a dragon, doing more than half of that dragons health in damage will ALWAYS result in the dragon flying to the nearest crash landing marker rather than having a chance at landing.
Skyrim:Cyclone

Cyclone is a dragon shout added by the Dragonborn expansion. When used, the shout fires out a small cyclone that throws enemies, even large enemies like giants, into the air causing moderate damage. The more powerful the shout, the more damage the cyclone does and the farther range it has.


Notes
Even a single word of Cyclone can turn the tide of a battle, as it takes enemies a couple of seconds to get up from the ground after being thrown, similar to a one second Paralysis effect.

 

Word Wall Translations
Skyrim:Apocrypha

The realm is inhabited by Daedra called Seekers and Lurkers. Tentacles constantly breach the acidic dark waters and sometimes whip at you, causing a significant amount of damage if they manage to hit you. The acidic waters with the tentacles are also corrosive and cause damage if stepped in.
Skyrim:Dragonborn Places

thumb|right|The island of Solstheim
 
The Dragonborn expansion adds several new places, mostly located on the island of Solstheim.  For an overview of all the icons used for places on the map, see Maps. 

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See Also
 
 

Notes
Upon arrival at the docks of Raven Rock in Solstheim, you will be able to fast travel between Skyrim and Solstheim freely through the use of the x18px To Skyrim and x18px To Solstheim map markers.

Achievements
One achievement is related to places:
Skyrim:Gjalund Salt-Sage

Gjalund Salt-Sage is the Nord captain of the Northern Maiden, and offers passage to Solstheim. Sogrlaf and Lygrleid are his crewmen.

Originally from Riften, Gjalund has been sailing for twenty years. He used to fish off the coasts of Solstheim, but ash from Red Mountain poisoned the waters, so now he ferries supplies and people to and from Raven Rock.

Your first interaction with him will vary depending on whether or not you have met and fought the cultists sent to kill you. If you have not encountered them, he greets you with ''"If you're looking for passage to Solstheim, you won't find a finer vessel than the Northern Maiden." He will then charge you 250 gold for transport. If you have encountered the cultists, he will instead say, "If you're looking for passage to Solstheim, too bad. I'm not going back there anymore."'' You then must convince him to take you by bribing, persuading, or intimidating him. Bribing him costs 500 gold, persuading or intimidating him is free.
 
Related Quests
 
 

Bugs
 
 

Conversations
Skyrim:Cultists' Orders

Board the vessel Northern Maiden docked at Raven Rock. Take it to Windhelm, then begin your search. Kill the False Dragonborn known as   before   reaches  .
  
Return with word of your success, and Miraak shall be most pleased.
Skyrim:Lygrleid

Lygrleid is a Nord crewman aboard the Northern Maiden. He wears farm clothes with a pair of boots. He wields a steel dagger in combat.
 
Dialogue
When spoken to his greetings are: 
:"The Northern Maiden is ship-shape and ready to go." 
:''"Talk to Captain Gjalund if you're looking to book passage."
:"Captain Gjalund does the business around here... I'm just a ship's mate."
:"If you're looking for passage, talk to Captain Gjalund."''

Notes
Lygrleid is a member of the Dremora class, which determines the level of his skills. 

Bugs
Skyrim:Sogrlaf

Sogrlaf is a Nord crewman aboard the Northern Maiden. He can be found wandering at the ship all day.

He wears a set of farm clothes, a pair of boots, and a cowl. He is armed with a steel dagger and carries some gold change.
 
Dialogue
When spoken to his greetings are: 
:"The Northern Maiden is ship-shape and ready to go." 
:''"Talk to Captain Gjalund if you're looking to book passage."
:"Captain Gjalund does the business around here... I'm just a ship's mate."
:"If you're looking for passage, talk to Captain Gjalund."''

Bugs
Skyrim:Dragonborn Items

Dragonborn adds a vast number of additional items, rewards, and new oddities to be discovered or wielded. More detailed information can be found about these items, how they work, or how to obtain them using this page as a guide.

Finding Items
Depending upon whether you are looking for a specific item or just browsing for general information, there are several different ways to navigate through the many item-related pages.

Search
If you know the exact name of the specific item you want to find, type its name into the search box at the left-hand side of the page and click on the "Go" button, or press the Enter key on your keyboard.

Categories
Within the category Dragonborn-Items are many subcategories listing nearly every item in the game by function.  If you don't know the exact spelling of a specific item, browsing through one of the categories may help you to find it.

General Articles on Items
Most of these articles provide general information on various types of items, and also include lists of the mundane (non-enchanted and widely available) varieties of the items.
  
 
 
 
 
 
 
 
 
 
 
 

Articles on Magical Items
Skyrim:Dragonborn Quests

Main Quest
  (18px 20 points/Bronze)
  (18px 20 points/Bronze)
 
 
  (18px 20 points/Bronze)
 
  (18px 40 points/Silver)

  Side Quests
 
 
 
 

  Miscellaneous Quests
 
 
 
 
 
 
 
 
 

  Side Quests
 
 
 

  Miscellaneous Quests
 
 
 
 

  Side Quests
 
 
 
 
 
 
 
 
 
 
 
 

  Miscellaneous Quests
 
 

  Side Quests
 
 

  Miscellaneous Quests
 
 
 
 

Other Side Quests
 
 
 
 
 
 
 

Other Miscellaneous Quests
 
  (This quest does not appear in your journal.)
 
 
 
  (This quest does not appear in your journal.)
 

See Also
All Quests — An alphabetical list of all the quests added by Dragonborn
Side Quests — Full quests that are not part of a questline
Miscellaneous Quests — List of all miscellaneous quests, i.e., short quests that are displayed in the "Miscellaneous" section of your quest log
World Interactions —  Several new world interactions are added by the add-on which do not have their own individual article pages.
Skyrim:The Ebony Warrior

Quick Walkthrough
# Reach level 80.
# Locate the Ebony Warrior.
# Defeat the Ebony Warrior.

Detailed Walkthrough
Upon your reaching level 80, a mysterious warrior wearing a full suit of ebony armor will approach you in any major city and challenge you to a duel at his Last Vigil. 
After the conversation, the quest will then update to give the location, a camp northeast of Fort Greenwall. The Ebony Warrior will not attack you when approached, and will not speak. He will simply stand, brandishing his sword as a clear invitation. You must initiate the attack for the battle to begin. Make sure that you are prepared for one serious fight. It is advised to wear the strongest armor you can get and have plenty of potions at the ready. You may want to bring a follower as well.

The Ebony Warrior is arguably the toughest enemy in the game, and his high armor rating and multiple elemental resistances make him hard to kill for both mages and melee characters. He also has a number of perks to aid him in combat, including the top perks in the One-Handed, Archery, and Heavy Armor skills. He is the only non-Nord NPC capable of using certain dragon shouts in combat. These shouts include Unrelenting Force, which may easily knock you off the edge of the nearby cliffs. The Ebony Warrior can also be harmed by falling damage, but you must damage him after he lands but before he stands back up for the damage to take effect, otherwise he can survive any fall and will actually be restored to full health after he gets back on his feet.

Whatever your tactics, once you have defeated the Ebony Warrior the quest will conclude and you may loot his body for his fully enchanted set of equipment and a few other treasures.

Notes
The Ebony Warrior will only appear once you have reached level 80.
Since the Ebony Warrior does not attack until he is attacked, if you have the Assassin's Blade perk, you can sneak behind him and easily kill him with a strong dagger.
The Ebony Warrior is also not immune to poison (merely 50% resistant, like any other Redguard). You can use a strong poison (for example, one derived from jarrin root) to slay him quickly.
The Marked for Death shout can be very useful for making the fight easier.

Bugs
 
 
 
 

Quest Stages
Skyrim:Tel Mithryn (settlement)

It was grown near the beginning of the Fourth Era out of special fungal spores. Its sections include the main tower, the apothecary, the kitchen, and the steward's house.
 
Tel Mithryn People
 

Related Quests
Quests Starting Here
Dragonborn
 

Side Quests
 
 
 
 

''These quests are available after you've spoken to Neloth during Reluctant Steward, though they become unavailable while you are looking for a replacement steward.''
  (Also requires Conjuration 40)
 
 
  (Also requires Conjuration 40)

The following quest becomes available on completing Reluctant Steward.
 

The following quest becomes available on completing Experimental Subject and requires Destruction 40.
 

The following quest becomes available on completing Briarheart Necropsy.
 

The following quest becomes available on completing The Gardener of Men.
 

Miscellaneous Quests
 

Other Quests
 
 
 

Notes
For historical information on Tel Mithryn, see the lore article.
Skyrim:Ash Hopper

Ash Hoppers are creatures found in southern Solstheim, similar to the scrib of Vvardenfell. They appear as moderate sized insects, often seen sifting through the Ashlands in groups of two or three. They will hide themselves in the sand before you enter their ambush ring. When attacking, hoppers will often attempt to circle around behind their prey like wolves. They may carry droops, a disease which reduces your one-handed and two-handed weapon damage by 15%.

One guaranteed location for Ash hoppers is Ash Hopper Island, just south of The Earth Stone where three Ash Hoppers can be found, along with the bodies of two dead reavers.  
 

Notes
The Ash Hopper is identified in the Creation Kit as "Scrib". There is also unused data for a Scrib ability that paralyzes foes upon contact, much like scrib have in Morrowind, as well as an additional poison damage effect. 

Bugs