Netruk44/uesp-wiki-content huggingface dataset:
Skyrim:Imperial Quartermaster

Imperial Quartermasters can be found in some of the Imperial Legion military camps. Speaking to them will open the trade screen.

Quartermasters wear a blacksmith's apron and a pair shoes. They are equipped with an Imperial sword, a steel dagger, and an Imperial bow supplemented by up to 13 steel arrows.
  
 
Standard Merchandise
This is the merchandise found in the quartermaster's merchant chest. These items are only available if purchased from the merchant; they cannot be pickpocketed or stolen.  They are restocked every two days.
Skyrim:Stormcloak Quartermaster

Stormcloak Quartermasters can be found in most of the Stormcloak military camps. Speaking to them will open the trade screen.

Quartermasters wear a blacksmith's apron and a pair shoes. They are equipped with either a leveled two-handed weapon, or a leveled one-handed weapon and a shield (all up to steel quality). They also carry a steel dagger and a hunting bow supplemented by 12 steel arrows.
  
 
Standard Merchandise
This is the merchandise found in the quartermaster's merchant chest. These items are only available if purchased from the merchant; they cannot be pickpocketed or stolen. They are restocked every two days.
Tes5Mod:Mod File Format/RFCT

RFCT records contain information on visual effects.
Skyrim:Jails

These are the jails that can be found throughout Skyrim.

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Lore:Bards College

The   is an institute found in the city of  , within the province of  . The Bards College is well-known throughout the province as a prominent institute of music and history for the aspiring bard, or the Skald as they are known in Skyrim. Students of the Bards College are known to be well-trained and successful in their business. More often than not, a former student of the Bards College are employed in various noble households and have even entertained the   of the  .  The college is marked by the Flames of Callisos, which is found at the entrance. As long as the flames remained lit, the College will stand.  
 
 

Further Information
The Bards College has two known departments, in History and Lute (Music). The Bards College, many poets, and historians write poems and stories in the  , a collection of endless poems that depict Skyrim's extended history.  The   family is a recurring contributor to the Bards College, since their earliest members,  , who donated his last flute to the Bards College,  all the way to  , who was a dean at the college during the Skyrim Civil War.

History
The Bards College was founded when Skyrim was a part of the  , roughly during the twilight years of Ysgramor's dynasty, and the years following.  At one point, Solitude was sacked by   in the late years of the  , and sometime later, Solitude and the Bards College would make a yearly tradition based on Olaf's exploits. The College's students flood the markets to celebrate for a week and end it with the Burning of King Olaf, where everyone gathers at the college courtyard to burn an effigy that depicts King Olaf One-Eye.   This tradition would continue for many centuries, to celebrate Olaf's victory over   and his ascension to the throne. More and more famous bards and scholars would come from the Bards College, such as   and  .  The now famous, Flames of Callisos was named after the alumni. 

Many years later, during the   in  , the Bards College was administrated by Headmaster  , who choose to keep the politics of the civil war away from his institute.  At this time, Jarl   had canceled the annual Burning of King Olaf, as she considered it poor taste after the assassination of her husband, High King  . To persuade her to change her mind, Viarmo had sent a   of the college to find a lost verse of the Poetic Edda,  , written by the First Era skald,  . The student found themselves at  , the burial place of High King Olaf One-Eye. The student had brought back King Olaf's Verse and presented it to Jarl Elisif. The burning of the effigy would commence that year, and continue to do so. 

Known Alumni



Gallery
 

References
Morrowind:Normal Weapons

This page contains a complete list of all weapons in Morrowind (and the expansions) which will be affected by the Resist Normal Weapons and Weakness to Normal Weapons effects. Contrary to the description, many of these weapons are actually enchanted, and not all unenchanted qualify as normal (e.g. Ebony, Daedric, and Dwarven weapons, the Orc Warhammer, etc.). Note that in the case of bows and arrows/crossbows and bolts, only one of them needs to be enchanted to qualify. Also, any items you enchant yourself or have enchanted by an Enchanter will now be considered "enchanted" for the purposes of these effects. Note that the effect need not be an "on strike" effect. A "constant effect" or "on use" effect will work as well. Non-elemental melee attacks from creatures also qualify as "normal".


Normal WeaponsNormal Weapons
Lore:Stormcloaks

The Stormcloaks were the main organization of rebels in  's Stormcloak Rebellion. Strongest in eastern Skyrim and based in  , they were originally founded by   as a private army to advance his interests. A few years later in  , after Ulfric killed  , their ranks swelled with those who supported his call for an end to the ban on   worship, as well as action against the   and the  . The Stormcloaks claimed to be the only ones who could call themselves true Sons (or Daughters) of Skyrim, although their ranks were not strictly limited to  s.  

Gallery
 

References
Skyrim:Dragon Mounds

thumb|left|Dragon Mound near Skyrim:Kynesgrove|Kynesgrove
thumb|right|Ancient map of dragon mound locations, on the back of the Skyrim:Dragonstone|Dragonstone 
thumb|left|Delphine's map of dragon burials made from the Dragonstone
thumb|right|A dragon mound on Solstheim 
Dragon Mounds are ancient dragon burial sites that dot Skyrim's landscape. In appearance, they are simply large, flat, circular areas created out of two rings of paving stones. There are no map markers associated with the dragon mounds, and early in the game there is no indication that there is anything remarkable about these features.

The dragon mounds were created in the First Era by surviving members of the dragon cult, as documented by The Dragon War:
:They built the dragon mounds, entombing the remains of dragons that fell in the war. They believed that one day the dragons would rise again and reward the faithful.
The Atlas of Dragons notes the location of a few dragon mounds, but there are few other surviving records of them or their locations.

When the return of the dragons spurs a renewed interest in dragons, the only way to locate all the mounds is to retrieve an ancient Dragonstone from Bleak Falls Barrow. The back side of the stone shows a map of Skyrim, with stars representing the location of each dragon mound. Delphine transcribes this information onto a Map of Dragon Burials, although Delphine's map is less accurate than the original stone (for example, the mound near Dawnstar is missing from Delphine's map). For more detailed information on the location of all dragon mounds, see  . For a list of these locations, see this page.
 
As the Main Quest progresses, you learn that the dragons buried in the mounds are not truly dead, and that they are now rising up again. During A Blade in the Dark, you witness this happening when Alduin raises Sahloknir from his mound, located east of Kynesgrove  . From this point in the game onward, dragons will proceed to emerge from their mounds.

Two dragon mounds can also be found on Solstheim.
Lore:Sky Haven Temple

was a large  i fortress built among the   mountain of   in  . During the   it was inhabited by  's   and served as an outpost in their crusade against  .   It is believed to be a shrine to Reman, as the ancient Blades revered him for ending the Akaviri invasion under mysterious circumstances.   

By the late  , the   Rebellion took place in protest to forced conscriptions that were being imposed on the local populace. The Dragonguard stationed at the temple disobeyed Emperor  's orders to suppress the rebellion, on the grounds that it violated their Oath of Allegiance. In their stead, Kastav sent an Akaviri commander named  , who sacked the city the following year. The sacking resulted in the local  s laying siege to the temple, as they did not distinguish between Akaviri.

The siege was eventually lifted shortly after the accession of   as Emperor. The new emperor later visited the temple as part of his first visit to Skyrim in  , to which the Dragonguard provided the honor guard. 

 
Alduin's Wall
thumb|right|Alduin's Wall
In   Emperor Reman II permitted the construction of Alduin's Wall within the temple.  It is considered to be one of the best preserved examples of early Akaviri sculptural relief, as well as a wonder of the ancient world. Its purpose was to record the accumulated dragonlore and prophecy that the Dragonguard possessed at the time.  Its main focus was a pictorial representation of the  . The prophecy foretold of five key historical events that would preface  's return after his expulsion during the  .  Given that Alduin's return was inevitable, the Dragonguard believed that the wall was their gift to the generations that were to follow. 

Craftsmen from temples across the   were called upon to work on the wall, whilst Grandmaster Jaiv-Yora of the Dragonguard oversaw the construction of the wall,  and after six years it was completed. Emperor Reman II returned to the temple in   to officially dedicate the wall. The Blood Seal outside the temple was consecrated in the presence of all Akaviri Dragonguard in Skyrim. This allowed the temple to be sealed, only ever to be opened by a   to unlock its knowledge and power.  The entrance into the temple, opened by the blood seal, was a giant stone effigy of Reman I.   Brother Annulus faithfully copied the records of the Annals of the Dragonguard of Sky Haven Temple in  . 

As the eras passed and the original mission of the Dragonguard was forgotten, the temple was eventually abandoned, though it may have been used by the   as late as the  .  By the  , it had become another inaccessible ruin with   squatting around its outskirts.  Following the return of Alduin in  , the   travelled to the ancient temple with the aid of the last remaining Blades to acquire the lost knowledge needed to defeat him. 

Gallery
 

See Also
For game-specific information, see the Skyrim article.

References
Lore:Torygg

High King Torygg was the Jarl of Solitude and High King of Skyrim until his death at the hands of Ulfric Stormcloak in  .  Torygg's father Istlod ruled as High King for almost twenty-five years, and upon his death, the Moot formally named Torygg his successor (despite the disruptive presence of Ulfric, who used the forum to voice his desire for Skyrim's independence). Torygg found Ulfric's calls for independence moving, and respected him for voicing such a bold, borderline treasonous opinion. That is why when Ulfric came to see him in Solitude, Torygg intended to hear more of his arguments for independence with an open mind; neither he nor his court suspected that Ulfric was there to challenge Torygg until it was too late to stop it. 

According to Ulfric, he challenged Torygg for the right to be High King, knocked him to the ground with the thu'um, then dispatched him with a sword. Some others say Ulfric "shouted him to pieces" or "ripped him asunder".  The Empire and a number of the Jarls, however, viewed the killing of Torygg not as the result of an honorable duel, but as regicide, due to the fact that Torygg was young and had only limited martial training, while Ulfric was a war veteran wielding the power of the thu'um, and moreover, that the duel had been Ulfric's first choice of action, rather than diplomacy.  According to his court wizard Sybille Stentor, Torygg had held Ulfric in high regard, and he might have been persuaded if Ulfric had simply asked Torygg to stand with him.  Upon Torygg's death, his beloved wife Elisif the Fair succeeded him as Jarl of Solitude, and sought to claim the title of High Queen, with the Empire's backing.  

See Also
For game-specific information, see the Skyrim article.

References
Lore:Silver Hand

The Silver Hand were a group of werewolf hunters in Skyrim circa  .  They were enemies of the Companions, as they were aware that the mercenary group's elite inner circle were lycanthropes.  Hunters affiliated with the Silver Hand were known to brandish Silver swords and sought to rid Skyrim of werewolves.  However, while the Silver Hand solely hunted werewolves and members of the Companions, it was evident that the group was overzealous at best, and at worst was no better than a group of bandits, murdering unarmed civilians and torturing their captives, even those not suffering from lycanthropy.  To spite the Companions, the Silver Hand also attempted to retrieve scattered pieces of Wuuthrad, the shattered axe of Ysgramor which was of great importance to them.  

The Silver Hand has some connection to the Vigil of Stendarr, a group set up in the wake of the Oblivion Crisis whose members are known to hunt werewolves in the name of Stendarr, with some Vigilants fighting together with the Silver Hand and integrating canine motifs into the design of their steel armor.  

In   the group was wiped out by the Companions, in retaliation for an assault on   in which the Silver Hand had managed to kill the harbinger Kodlak Whitemane and steal all but one of the Companion's pieces of Wuuthrad. 

Gallery
 

See Also
For game-specific information, see the Skyrim article.
Silver Dawn, a Second Era group of werewolf hunters

References
Lore:Nibenay Valley

The Nibenay Valley (or Niben Valley)  is a region in eastern Cyrodiil centered around the River Niben. At the southern end of the region lies Niben Bay, while to the north, the region extends into the Heartlands around Lake Rumare. South of the region lies the dark and brooding Blackwood; in the west, the West Weald and Elsweyr; to the east, the Nibenay Basin; and to the northwest, the Great Forest. Running from north to south are the Green Road in the west and the Yellow Road in the east. The city of Bravil lies in the western portion of the region.

Bergamot grows particularly densely around Bravil, as does Mandrake and Nightshade. The eastern bank of the Niben River is thick with Foxglove, Monkshood, and Summer Bolete. Many other plants thrive in the region, including Nirnroot. 
 
History
Over the course of the   launched by High King Vrage the Gifted in  , the Nords expanded across northern Tamriel. By the end of the half-century campaign, the First Empire of the Nords had annexed, among other regions, a "deep stretch" of the Nibenay Valley. This territory remained under Skyrim's control until the War of Succession resulted in the collapse of the Nords' Empire by  . 
Gallery
 
References
Skyrim:Side Quests

*
 
Side Quests Knotwork|left Side quests are standard-length quests that are not part of a quest line and are not Daedric quests. Each side quest is listed separately in your quest journal. They are not subcategorized like miscellaneous quests. Also unlike miscellaneous quests, side quests are logged in your journal after completion. Side quests can be identified by the side quests knotwork (pictured at left) displayed next to the quest title in your journal and on each quest's page on this wiki. 

Completing each of these quests generally increases by one the "Side Quests Completed" statistic in the General Stats section of the main in-game menu, and also counts towards the Sideways achievement. See this article's achievements section, below, for details. 

The side quests are listed below based on the location where they are normally started.

Cities
Markarth
 
 
 
 

Morthal
 
 

 
 
 
 
 

Riften
 
 
 

Solitude
 
 
 
 

Whiterun
 
 
 

Windhelm
 
 
 
 

Towns and Settlements
 
For most purposes, this quest is categorized as a Dark Brotherhood quest; see details in the achievements section below.
 
 
 

 
 
 
 

 
 
 
 
 
 
 
 
 
 
 
 
 

 
 
 

Dungeon Quests  
These quests only start once you approach or enter the associated dungeon. Only dungeon quests that are counted as side quests are listed here. The Dungeon Quests article provides a list of all dungeon quests, including both the below side quests and several additional miscellaneous quests.
 
 
 
This is unique among side quests in that there are multiple places from which the quest can be "normally started".
 
 
 
 
 
 

Other
 
 
 
 
 
 
 
 
 

Achievements
One achievement is obtained by completing side quests:
 
Completing any 10 of 33 qualifying side quests will unlock this achievement. In general, any full quest that uses the side quest knotwork in your quest log counts towards the achievement, but there are a few unusual cases:
Of the 33 non-Dawnguard/non-Dragonborn quests listed on this page, only Blood on the Ice does not count towards the achievement.
Delayed Burial is listed on this page, and counts towards the achievement, but it is otherwise categorized as a Dark Brotherhood quest, and is marked by the Dark Brotherhood knotwork.
The Affairs of Hagravens counts towards the achievement even though it is a miscellaneous quest (i.e., it is treated as such in your quest journal).
Alteration Ritual Spell does not count as a side quest, but is mistakenly displayed in your quest log using the side quest knotwork instead of the correct College of Winterhold knotwork.
In most cases where a quest has two possible conclusions, either ending will qualify towards the achievement.  Exceptions include The Heart of Dibella and A Scroll For Anska. See the individual quest pages for details.
You can track your progress towards the achievement using the "Side Quests Completed" statistic on the General Stats log page.
Redguard:Prisoner

The prisoner is a dying man who is imprisoned with you at the start of the quest Escape the Catacombs. He is a member of the Restless League, but unlike many of his compatriots he was singled out for interrogation and torture. One such instance, in which he was stretched on a rack, left him paralyzed from the waist down. He managed to smuggle a key to the Saintsport lighthouse into the cell by swallowing it, which he gives to Cyrus shortly before dying.
 

Related Quests


Dialogue
 
Topics

Idle 
Greeting 
Iszara 
Who Are You 
Escape 
League 
Iszara in League 
Find League 
Lighthouse 
Idle
Continuously:
:"*Ehh -- ehhhh.*"


Greeting
First time:
:"Where am I?"
:"Beneath the Palace. Ancient catacombs. Nice place to rot and die."

Every other time:
:'''"We've got to get out of here."
:"Not me, pal. Not going anywhere. They broke something, and I can't feel my legs."


----

Iszara
:"Was there ever a young woman down here?"
:"Who knows. Not since I came here, a few weeks ago."


Who Are You
:"Who are you? Why are you here?"
:"Just another League hero. But no execution for me... a little torture, interrogation, then left to die in this hole. Fooled 'em, though. Swallowed the key. Got it right here. See?
:"Bit nasty when it came out the other end. Not looking forward to swallowing it again... though. Can't leave it around when they haul my corpse outta here."


Escape
:"We've got to escape. Do you know a way out of here?"
:"I'm going nowhere. That rack... must have broken something. Legs don't move."


League
(Unlocked by "Who Are You")

:"The League... What about the League?"
:"The League? We're a dying breed, man. Like everything else in this town since Richton came. We may not be much... but we're all that's left."


Iszara in League
(Unlocked by "League")

:"Richton said Iszara is in the League is it true? I must know."
:"Damn informers! Yes. Iszara's one of us. She's on Richton's list, all right."


Find League
(Unlocked by "Escape")

:"How do I find them?"
:"Why? You wanta join?"
:"Right. How do I find them?"
:"Well, right after you bust out of here, you go to the lighthouse and signal the League."


Lighthouse
(Unlocked by "Find League")

 
:"Lighthouse. Yes. Go on."
:"Lighthouse. Like I said. Whoo. Getting dark in here. Getting really tired. And here. Take this key."
:"Why? What about the..."
:"Just listen! I think I'm losing... take the damn key.... Don't leave it here! Go to the lighthouse. Signal the League."
:(Dies)
:"What's the key for? What's the signal? Hey! You...? Damn..."


Bye
:"Hold on. I'll be back."

Unused Dialogue
A line that may have been intended as a reaction to Cyrus standing on the prisoner:
:"*Agh!* Get... off! Not... dead... yet..."''

Gallery
OBMobile:Bestiary

Oblivion Mobile has six main types of enemies and two different NPC sprites. This bestiary details the different creature types, but does not cover unique creatures such as the Troll King or Jauffre.
Daggerfall:The Fortress of Fhojum

The Fortress of Fhojum is a medium-sized underground complex at the coast of Sentinel, just a little northeast of Sentinel City. It is rumored that it once served as a crypt for the Underking, but was abandoned a long time ago.

This dungeon is one of the "random" dungeons which is primarily used for The Missing Prince. The other dungeon is Castle Faallem.

 Using in-game denotation for dungeon-modules:
 
      b003 b001     
 b003 n031 n022 b012
      b007 b013
 
 Dungeon-Modules: 8
 Quest Locations: 4

Finding the Quest Locations
 
thumb|left
You will find yourself in a cavern-system when you enter the dungeon. The first and second quest locations are very close to the entrance. In fact, quest location 1 is only a few steps away from the entrance.
 
thumb|right
From the first quest location walk west to a junction with a huge boulder. At the boulder, turn north and go down the passage. At the bottom, turn east and walk a few steps until you come to a second passage leading down to the south. At the bottom of this passage is a small cavern and quest location 2. These are all quest locations in the cavern-system.
 
thumb|left
To reach the remaining two quest locations of the dungeon, you must leave the cavern-system. From quest location 2, go up the passage and keep walking west. Follow the passage until you reach a small rock; there is an empty room to the northwest you can use as a reference point if you have trouble navigating inside the caverns.
 
thumb|right
From the rock follow the passage east and keep going until you come to a junction. Don't go up the passage; head east through a small cavern containing a treasure pile on a pedestal. Keep following the passage until you come to yet another junction. Head north and go through the door at the end of the passage to exit the cavern-system.
 
thumb|left
From the door, head south and go east past a door and up the stairs to reach a junction.
 
thumb|right
At the junction, head west and keep following the hallway. Go up a ramp and go north from the junction to reach yet another junction.
 
thumb|left
At the junction, go west and through the door. Leave this room through the north door and go up the stairs. Head south at the doorway and go through the door at the end of the hallway.
 
thumb|right
In this room are some enemies, treasures, a shelf, and a couple of benches and tables. Leave the room through the south door and go east. At the doorway, head north and keep following the hallway up.
 
thumb|left
Go through the door at the end of the hallway to enter a room containing quest location 3.
 
thumb|right
To reach the last quest location, return to the room on the level below containing the benches and tables. From the south door, head south then west and through the door at the end of the hallway. Keep going down the stairs, ignoring several small rooms, and go through the door at the end of the hallway.
 
thumb|left
From the door, follow the hallway and go down the stairs to reach a small room containing a torture instrument and the last quest location, quest location 4.
 

Enemies
Enemies
Skyrim:Storm Thrall

Storm Thrall may refer to:
Storm Thrall (creature), a summonable variant of the Storm Atronach
Storm Thrall (spell), the spell to summon that variant