Netruk44/uesp-wiki-content huggingface dataset:
Lost and Found

Quick Walkthrough
#Talk to   in his house.
#Ask around town for the owner of the amulet.
#Travel to   and return the amulet to  .
#Report back to Gondoril.

Detailed Walkthrough
Speak to Gondoril, in his house on the southwest of Meralag. He's newly arrived in town, and a shy fellow. He'll ask you to lend a helping hand.

''"Yeah, look, see I'm new in town. And you know, I don't know who's who and what's what yet. And I don't necessarily like to intrude where I'm not needed. Er, so anyway, when I was checking out the market this morning, I found this amulet. It looks like the kind of thing a high-up Indoril lady might wear. I don't want to just burst into the manors, you know... so would you ask around and see who this might belong to? And then maybe you could return it for me!"

Agree to help, and he will reveal that it is likely the amulet of an Indoril noble lady. Ask around the Indoril manors about an Indoril lady's amulet to be directed to Denara Tilmeth of Tilmeth Manor.

"I think I recognize that amulet. It belongs to Denara Tilmeth. She lives out west of Meralag, and comes in to visit the market some days. If you follow the road out west of town, then, after crossing a stone bridge, head northwest and take a fork signed to Old Ebonheart, she and her husband live out down that road."''

Follow the directions above to the manor (the stone bridge mentioned is one that crosses a ravine). If you pass  , you're on the right road leading to the mentioned fork in the road. Take the road signposted to Old Ebonheart, and continue on until you reach two shacks (  and  ). The road forks shortly after these two shacks, and you should take the left fork to reach the manor. Once there, return the amulet to Denara for a reward of 100 gold and an expensive ring. The quest will not actually complete until you return to Gondoril in Meralag however - and Gondoril will take 50 gold for himself.

Quest Stages
Online:Murkmire

The region is largely made up of marshland surrounding the  , and is home to the little-known  . The city of Lilmoth by the   can be found here, and the region is inhabited by various creatures, such as haj motas, kotu gava, and hackwings. There is also some exotic and previously unknown flora in the region such as catapult cabbages, scuttle blooms, static pitchers, and voriplasm.

Murkmire was released on October 22, 2018 on PC/Mac and on November 6, 2018 on PS4/Xbox One. It was available for free from the November Daily Rewards. A prologue to Murkmire became available to players on October 8th. In the prologue, you meet a society of relic hunters called Cyrodilic Collections. They will need your help in hunting down a dangerous Argonian relic before their competitors find it. The prologue contains two story quests and six repeatable quests.
 
Places


Delves



Points of Interest




Striking Locales







Set Stations




Arenas


World Bosses



Player Houses


Wayshrines






Unmarked Locations












Connected Realms
  
 

Quests
Story Quests








Side Quests




















Daily Quests
Group Boss Dailies






Delve Dailies






Root-Whisper Dailies






Map
Each image is relevant to its location, and each number corresponds to the key on the right.


Skyshards
 

Fish


Sets
Overland
 

Craftable
 

Notes
Reaching some areas in this zone requires the use of the   memento, which can be obtained by completing the quest Death Among the Dead-Water.
Murkmire was originally announced as a 4-player Adventure Zone similar to Craglorn, prior to Tamriel Unlimited, but was reworked into a DLC story zone.
This zone was originally intended to be located in western  , just south of Shadowfen, and include the city of Gideon—as made clear by both official and datamined pre-release information. This version of the zone had three geographic regions consisting of swampland in the north, uplands in the center, and bogs in the south. It was at some point decided that the zone should be moved to southernmost Black Marsh instead, with a different geographic composition.
This design was later re-purposed into Blackwood, the uplands becoming the Niben Forest and the swamps becoming Gloomire.
Rounds three and seven of the Maelstrom Arena are themed after Murkmire, while the Blackwood Borderlands use many of the same assets. The Grand Topal Hideaway house also uses the "Murkmire" architecture style.
A number of books relating to Murkmire, such as The Blackwater War, An Orc Weaponsmith In Murkmire, and Tribes of Murkmire, were datamined prior to the DLC's redesign. An Orc Weaponsmith In Murkmire and Tribes of Murkmire in particular were altered to replace mentions of Gideon with Lilmoth, and the former was even renamed to ''From Wrothgar to Lilmoth: A Smith's Tale''.

Gallery
Online:Wrothgar

It was the first new neutral PvE zone with content for solo players and small groups to be released for Elder Scrolls Online. Orsinium, the ancestral capital of the Orsimer, is located in the eastern mountainous area within this region. King Kurog has declared Wrothgar as a "truce zone"; all adventurers are welcome, but agents of the Alliance War will not be tolerated here. There is animosity in the region between the followers of King Kurog, who are devoted to the ideals of Trinimac, and the chiefs of the Orcish clans, who follow the Code of Malacath.

It is a DLC zone added by the Orsinium DLC. Wrothgar also contains an entrance to the Icereach group dungeon, but the Harrowstorm DLC is needed in order to access it.
 

Places


Delves







Points of Interest















Arenas


Striking Locales







Set Stations




Public Dungeons



Group Dungeons
 

World Bosses







Player Houses



Wayshrines











Unmarked Locations








Quests
Quest Map
 
 
 
Key
 
 
Reforging Orsinium














Side Quests



































 

Daily Quests
For more information on these quests, see this page.













Skyshards
 

Maps
left|thumb|A map of Wrothgar
Lore:Malkur Valos

Malkur Valos was a   member of the   and an expert on  .

Malkur was born the only child of the wizard Maros Valos. When Malkur's mother died in childbirth, Maros summoned a   to protect and care for his son. Malkur was taken to the   by his Daedric guardian and raised among the  s after Maros was killed in a mage's duel. Under their tutelage he acquired steadfast principles of honor and duty, although the inescapable influence of the Isles imbued him with a measure of unpredictability. Eventually, Malkur was drawn to return to  , where his natural magical ability caught the attention of  . After joining the Mages Guild, the principles and objectives of the guild became the unwavering core driving his every action, though that was not always apparent to superficial observers. 

Following the   of  , Malkur was seemingly involved in investigating  's growing influence, as evidenced by his encounter with   in   in  .  In  , Malkur was among those assembled by the Mages Guild to take part in the invasion of Coldharbour.  However, after entering the portal on the island of  , the invasion force was scattered across the realm by Molag Bal's defenses. Along with a group of fellow mages, Malkur ended up near the  , where the harsh laws of Coldharbour are enforced. The group was beset by   and brought before the court, although Malkur himself evaded capture by transforming into a  . The trial was nothing but a farce, and the mages were quickly condemned to death. With the help of the  , Malkur fought through the Daedric guards and rescued his peers from the court. 

He then journeyed to  , where the scattered invasion force was assembling. He was responsible for opening and maintaining portals to Tamriel, which brought the Hollow City to life and allowed for supply lines and reinforcements to enter Coldharbour safely.  Malkur also partook in the invasion's final assault, when he entered   and helped put an end to the  . 

The famed summoner Gavis Velas and his brother Ovis Velas were descendants of Malkur.  They moved to   in  . Ovis was killed after publicly assaulting the  , and Gavis died attempting to avenge him.  

Gallery
 

References
Lore:Bestiary J

Jackal
 

Jerboa
 

References
Online:Den of Lorkhaj

It is at the end of the Two Moons Path, the journey that a   must take to become the  . This realm is said to be a third moon, a "Dark Moon" which governs the fate of the dro-m'Athra as Jone and Jode govern the fate of the Khajiit.
 
Related Quests
 

Maps
thumb|left|A map of the Den of Lorkhaj
Online:The Demi-Plane of Jode

The realm shapes itself to show visions of the future to those who walk along the path, and can only be visited under the influence of moon-sugar vapors. The Khajiit contend that this plane is actually part of  , the larger of the two moons.
 

Related Quests
 
 

The Demi-Plane of Jode
Temple of the Dance

The Plane of Jode

The Wild Hunt

Urcelmo's Betrayal

Ayrenn's Last Stand

Gallery
 
Maps
Lore:A Trader's Eye for Fashion

When you've traveled all over  , especially if you're an established trader like me, you learn more than you might want to know about clothing. Every province—even every city—has its own tastes, styles, and unspoken rules. Since you've wisely chosen to purchase this book, you know fashion is more than just a pastime of the idle rich. Understanding which colors and styles mean what and who wears them can help you blend in, get better deals, or even save your life.

First, the obvious: if you're traveling in   during the tumultuous time of this writing, be careful what you wear! Only don the colors of one of the warring alliances if you know for sure the status of your destination—towns and keeps change hands so frequently. Why, once I was porting a cart of fine casks of   from   to  , knowing the   forces there would appreciate (and pay well for) a good drink, but by the time I arrived, they'd been driven out by the  . Already in view of the outpost, I knew I'd been spotted in my brilliant yellow tabard, so I made no move to flee when a band of Pact soldiers began to approach. Luckily for me, the rowdy  s who led the assault were in a festive mood, and though they commandeered the wine, they let me leave with my life.

You can tell quite a bit about someone by what they wear, of course. The more you know about a potential customer, the better, so pay close attention and you'll get better deals and have an idea of what someone might be looking for. Did you know that master anglers favor pinkish-purple tones? I've been told they wear them because the fish are unable to see that particular shade, making the fishers practically invisible to poor, tasty creatures. Prominent alchemists wear an earthy grey tone supposedly made of a secret   concoction that protects the cloth from stains, and high-ranking   members wear an unmistakable dusky blue. If you know who you're dealing with, you know what to sell them!

Another good tip is to keep your eyes open for colors and styles you haven't seen before. If you find someone wearing a bold, iridescent color and ornate armor or dress, find an excuse to talk to them. Anyone who stands out has a great story to tell at the very least, so buy them a drink or entice them with your rarest goods. I once met a dangerous-looking   clothed head to toe in a shining bronze color I'd never seen. After some friendly banter and a few mugs of aged sweetmilk, he gave up the locations of several dangerous ruins chock-full of   relics he couldn't carry out. Quite profitable, if you have the right connections.

So there you have it: fashion matters. Pay attention to local customs and dress as you travel, learn who wears what, and profit! There's much more to learn beyond my advice here, but you've got a good start now. Keep your eyes open, wear the right thing, and seek out the bold and you'll improve your margins substantially!
Lore:Dream Journal of Firilanya

3rd Second Seed

I've got to start writing these down or I feel I'll go mad. They have to go somewhere. The   potions that were supposed to quiet the dreams did no more than make my tongue blue and give me the hiccups. I can almost feel them laughing at my back as we set out on the long journey to  . I'll have to remember to tell Low-Neck to stop all transactions with those untrustworthy wizards.

Last night the song was red. Browned and dried at the edges. Flaking off. They chased me through the halls, always gaining. Great heroes battled them and fell in pools of blood that rang out with sickly chords. Ever-Open Eye. The Terror of Kora-Dur. Son of the Fire Stone. My stomach churns remembering their gibbering, telling me what they would do when they caught up, untold numbers of voices screaming to form their words. I woke sweating and tear-stained, as always.


16th Mid Year

Just when I thought they were over. Another dream. I'd almost turned from the path to Wrothgar and the only lead I have that might be able to stop them, so I suppose it's a blessing of a twisted sort.

All was green, the green of the wavering bands of  's night sky. Only there were no stars, there was no sky and no ground. A star descended towards my head, a grain of sand in a gigantic hourglass. 12 stones ringed my body, floating and colliding with enemies that assaulted me from all sides, lunging from the   mist. The sound of cracking bones formed the rhythm, the hum of the star growing louder every second. What would happen if it reached my skull? I am relieved I never found out. One of the   traders in the caravan heard me sobbing and roused me.


''1st Sun's Height''

I wonder how my former employer fares. I hope   has kept up the deliveries. I've been too sick to travel, too weary. Last night's was worse than usual. I have to get back on the road.

The darkness was breathing. Hissing against sharpened teeth.


''8th Sun's Height''

Purple. An ocean of words telling unimaginable tortures. The innocent crying out for salvation in the void, the curses from   tongues lingering on their flesh, uncured. The heroes again, the last shred of their hope bleeding out as their leader fell. Machines rust beneath the ground—even they cannot escape the decay. There is no protection, no beetle-shell to fend off the growing nothingness. The dead are four and four and four then three, students of the crawling weft and warp left to live. The void looms.
Lore:Darkwater Crossing

is a settlement located along the banks of the   in southern  .

The area was first settled during the time of the  , when a group of   migrants came from the west to settle at  . The town was not big enough to absorb them, so instead, they settled at Darkwater Crossing. Despite being an Argonian village, it was built using  ic architecture. At some point, a   named Asmalah the Caller came to the village with his sick wife. The village healer, a   named  , attempted to use his powers to cure her, but instead, his methods resulted in her death. Circa  , Asmalah got his revenge by surrounding the village with blood, causing  s to attack. The surviving Argonians fled to a nearby cave, and it was hoped that the town could be retaken after the death of the trolls' leader, Death-In-Winter. 

The area was re-settled in the   when   was opened after a Nord woman named Annekke Crag-Jumper discovered   deposits nearby. In  , during the  ,   was captured near the settlement in an   ambush before being taken to   for execution. The Rebellion had a bad effect on Darkwater Crossing, with soldiers passing through constantly and the miners only scraping by.  
 
References
Arena:Greenspring

The ruler is Prince Pilerius. Its rival is Tenmar Wall.

Greenspring has road connections to Helstrom, Alten Markmont, and Rockspring.
 

Locations
{| class=vtop
|Inns
Black Eagle
Crimson Goblin
Crimson Sword
Dancing Castle
Devil's Cup
Dirty Djinn
Howling Bird
King's Mug
Laughing Dungeon
Rusty Cup
Silver Djinn
Unfortunate Sword
|Temples
Brotherhood of Mercy
Brotherhood of Temperance
Conclave of Charity
|Stores
Bargain Supply Store
New Provisions
The Basic Equipment Store
Arena:Rockgrove

The ruler is Count Diocletate. Its rival is Moonmarch.

Rockgrove has road connections to Moonmarch, Chasepoint, and Stonewastes.
 

Locations
{| class=vtop
|Inns
Flying Jug
Laughing Helm
Restless Skull
Rusty Pit
|Temples
Brotherhood of Faith
Brotherhood of Mercy
Brotherhood of the One
Conclave of Justice
Conclave of Temperance
Conclave of Truth
|Stores
 's Gear Store
 's General Accouterments
 's Weaponry Store
The Adventurer's Weaponry Store
The Basic Equipment Store
The Practical Sundries
 's General Sundries
Unearthed Gear Store
Vintage Accouterments
Vintage Equipment Store
Vintage Merchandise
Arena:Rockspring

The ruler is Lord Tibides. Its rival is Longmont.

Rockspring has road connections to Blackrose, Greenspring, and Longmont.
 

Locations
Arena:Riverwalk

The ruler is Princess Tabiana. Its rival is Greenglade.

Riverwalk has road connections to Morrowind, Thorn, Alten Corimont, Branchmont, Chasecreek, and Rockpoint.
 

Locations
{| class=vtop
|Inns
Blue Pit
Crimson Cup
Crimson Dragon
Dancing Helm
Dirty Eagle
Dirty Ogre
Green Chasm
Green Mug
Howling Huntsman
Queen's Djinn
Red Pit
Restless Bird
Silver Golem
Unfortunate Djinn
Unfortunate Dungeon
White Mug
|Temples
Conclave of the One
Order of the One Prophet
Order of the Red Rose
|Stores
Bargain Weaponry Store
 's General Accouterments
 's Quality Gear Store
 's Professional Tool Store
The Essential Supply Store
The Practical Accouterments
Unearthed Accouterments
Vintage Sundries
Arena:Greenglade

The ruler is Baroness Macedetera. Its rival is Riverwalk.

Greenglade has road connections to Alten Markmont, Portdun Mont, Riverbridge, Rockpoint, and Seafalls.
 

Locations
{| class=vtop
|Inns
Black Chasm
Blue Griffin
Flying Griffin
Gold Bird
Howling Cup
Laughing Dagger
Queen's Chasm
Queen's Dungeon
Red Dragon
Restless Giants
Screaming Golem
Silver Giants
Silver Goblin
Thirsty Cup
|Temples
Brotherhood of Justice
Brotherhood of Seth
|Stores
 's Weaponry Store
 's Professional Equipment Store
 's General Gear Store
Bargain Accouterments
 's General Sundries
 's Merchandise
 's Quality Merchandise
 's Professional Provisions
 's Finest Equipment Store
The Basic Gear Store
The Emperor's Equipment Store
The Emperor's Tool Store
The Practical Gear Store
The Practical Weaponry Store
The Wyrm's Accouterments
The town Equipment Store
Unearthed Weaponry Store
Used Accouterments
Used Weaponry Store
Vintage Armaments
Vintage Gear Store
Arena:Rockpark

The ruler is Princess Dematea. Its rival is Seaspring.

Rockpark has road connections to Lilmoth and Branchgrove.
 

Locations


Notes
thumb|right|The palace gate (right) is blocked by the Unearthed Equipment Store (left).
As an oddity of Arena s random town generation, the palace gate is blocked by the Unearthed Equipment Store. This bug was referenced in Daggerfall with a book, Ius, Animal God, although the town's name is erroneously given as "Rockcreek". The only way to access the palace is by going indoors, preparing the Passwall spell, and then going back outside to demolish the eastern end of the equipment store.
Online:Beneath the Stone

Quick Walkthrough
# Report to Vigrod Wraithbane in Shor's Stone.
# Talk to Ree-Zish.
# Destroy the imbued corpses and collect their magicka.
# Imbue the effigies at the mine entrance.
# Find Foreman Gandis.

Detailed Walkthrough
thumb|right|Collect magicka from Imbued Corpses
Vigrod Wraithbane directs you to an Argonian named Ree-Zish, who is trying to get into the mine. The way in to the mine is currently blocked by enormous, wriggling vines: the Reachmen's doing. Speak with Ree-Zish. She's devised a way to get into the mine.

Ree-Zish asks you to charge a totem with the imbued corpses that the Boneshapers have been defiling. To do this, you will need to find a pair of Reachmen channeling a spell into a floating skeleton. Kill the Reachmen and attack the skeleton until it's destroyed. Then, run into the orbs of magicka that appear after the skeleton has fallen. Once you've collected nine units of magicka, return to Ree-Zish. She instructs you to imbue the effigies of Life and Death with the magicka you've collected from corpses out in the field. Once you've done so, the vines blocking the entrance to the mine peel upwards and away from the door.

Enter the mine and fine Foreman Gandis. He should be able to tell you a bit about what's going on, seeing as how he's been trapped in here with the Reachmen all day. And boy, is he glad to see you! His miners have been kidnapped and the Reachmen are performing some strange rituals down here. The most concerning thing about it all is the tomb of the Companions that's connected to the mines, which the Reachmen seem very interested in.
  

Quest Stages
Online:Cathja Blood-Drift

Cathja Blood-Drift is a Nord found at Shada's Tear. She is sharpening her blades just outside the entrance, and has no unique dialogue.
Online:Greban

Greban is a Redguard member of the research team studying the ruins at Shada's Tear.
 

Related Quests


Quest-Related Events
As you approach, you'll hear him express his thoughts, "This place makes me nervous. The sooner we can get out of here, the better."

He asks you to go into the ruins and help the team.
:''"It's about time! We sent a runner to Belkarth days ago! Wait&mdash;you're not the reinforcements we requested, are you? Damn it."
:What are you talking about?
:"A few days ago, our research team was sent to excavate this ruined city. But things turned bad quickly. The water inside is cursed. Half the researchers are insane or dead. We sent a runner for reinforcements, but I guess he didn't make it."
:Tell me more about this curse.
:"All I know is that anyone who drinks the water gets strong—really strong—and then attacks anything that moves. Our leader, Sali'ma, is inside, looking for a way to end the curse and save our researchers. If you want to help, talk to him"
:I'll talk to Sali'ma about ending the curse.

After accepting the quest, you can ask him more questions.
:"Talk to Sali'ma. Half of our research team drank the water before we realized what was happening. Ending whatever curse is on the water might be our only chance to save them."
:Can I ask you some questions?
::"I'm just the hired muscle, but I'll tell you what I can."
::What is this place?
:::"I heard the researchers call it a lost Nedic city. I guess the Nedes were the people who lived in Craglorn before the Yokudans showed up. The researchers have started calling the ruin Shada's Tear."
::You mentioned not drinking the water. Why?
:::"It's … tainted, cursed—call it what you like. Some of the researchers drank it when we first got here. They started foaming at the mouth and screaming about someone called "Shada." It made them freakishly strong, too."
::Why did you send a runner for help?
:::"Half our camp's missing inside one of the wings and there's undead crawling out of every crack in the place. We need supplies and mercs. But I guess this Celestial business has everyone distracted topside."

After the quest, he enters the ruin.
:"Well,, this job was underwhelming. You ended up doing all the work! Maybe next time I can actually join you, eh?"''
Online:Hops-over-Roots

Hops-over-Roots is an Argonian warrior and member of the research team found at Shada's Tear. He will be examining Nedic skeletons outside the entrance. He has no unique dialogue.
Lore:Empire of Cyrodiil

Empire of Cyrodiil may refer to:

Empire of Cyrodiil (Interregnum), an independent Imperial state that existed during the Interregnum and controlled only the region of Cyrodiil
Alessian Empire, the first Cyrodilic Empire of Tamriel founded by Alessia
Second Empire, the second Cyrodilic Empire of Tamriel founded by Reman Cyrodiil I
Lore:Empire of Tamriel

Empire of Tamriel may refer to:

, the first Empire of Tamriel founded by Alessia
, the second Empire of Tamriel founded by Reman Cyrodiil I
, the third Empire of Tamriel founded by Tiber Septim