Netruk44/uesp-wiki-content huggingface dataset:
Oblivion:Crypt of the Night Mother

The Crypt of the Night Mother can only be accessed during Honor Thy Mother, through a hidden entrance in the Lucky Old Lady statue in Bravil. It is the location of the final confrontation between the traitor of the Dark Brotherhood, Mathieu Bellamont, Arquen and the future Listener. None of the items here are owned and are free to be taken; in fact they serve as a quest reward for the Dark Brotherhood quest line.

thumb|right|The entrance seen facing the altar and the reward chests randomly sprawled throughout the rest of cave.
The tomb appears to be a circular natural cave with several manmade pillars supporting it. The only entrance, a trap door with a ladder, is at the western end of the cave, with an altar at the opposite end. In the southwestern corner, a large chest has the books The Brothers of Darkness and The Five Tenets sitting at its base. At the northern end of the cave, the Night Mother herself can be found nestled in between two large chests, the northwestern chest having one sample of mort flesh and morning glory root pulp at its base, while the northeastern chest has a sample of bonemeal at its base. 

The southwestern and northeastern chests may contain leveled magical arrows, a leveled enchanted weapon of any style, a leveled enchanted piece of armor that can either be heavy or light, and a leveled filled soul gem. The northwestern chest may contain a leveled potion of restore magicka, a leveled ring, and a leveled empty soul gem.

The altar is on a raised platform, making it the most prominent location in the chamber. The steps leading to the altar are flanked by four braziers, with the two lower ones turned upside down. On the altar slab lie a bloody skeleton presumably the Night Mothers bodily remains. Two groups of partially melted candles can be found at the base of the altar, with one collection of candles on the altar itself. Five small-childlike skeletons are at the base of the altar, likely symbols of the children that the Dark Lord Sithis supposedly sired with the Night Mother. Samples of blood grass, nightshade, void salts, motherwort sprig and the ultra-rare lichor can be found on the  altar next to the skeleton.
Related Quests


Notes
An NPC named Night Child was intended to be present in the crypt. He never made it into the game, but is still present in the Construction Set.
If you return to the tomb with the console after completing the questline, all containers are safe to store objects in, and the lights are all extinguished, making the tomb pitch black.
Stormhold:Character Creation

In Stormhold, you can choose between 7 different classes, shared by 5 different races. Each class has three critical attributes, eight primary attributes, a number of skills and a set of equipment and spells attached from the beginning. The Spellsword was only available for the Nokia 3650.

Your character's name has to be at least 3 characters long.
Critical Attributes
There are three attributes that are important enough to be displayed at all times on the game screen.

The most important is health. If this is ever reduced to zero, the character dies and wakes up back near Helga, missing all items other than the ones they had equipped.

Also vital is fatigue, as characters with low fatigue do significantly less damage.

For characters with the ability to cast spells, magicka is a measure of their remaining spell power. These three attributes are present on the in-game screen at all times.

Primary Attributes
In addition to the game-screen attributes, each character has eight primary attributes that vary by class. 


When a new character is created, the basic stats for all attributes looks like this:


Skills
Additionally, each class has a set of special skills attached to it. When you are creating your character the skill attributes are:

Equipment and Spells
After you have chosen your class, typed an in-game name and seen the introductory text, an examination of the adventure menu will reveal that your class owns the following equipment and that some classes know a few basic spells from the very beginning:


Notes
Although it doesn't appear in the game, there is code in the game files for a Security skill, along with lockpicks and code for locked or trapped chests.
Nebet Bay

thumb|right|The northern part of Nebet Bay
thumb|right|Llothanis dominates the southern part of Nebet Bay
Nebet Bay is a large expanse of water dominated by the city of   that separates the Nebet Peninsula from the Ouadavohr area of mainland  .

North of the city is a placid lake, filled by a waterfall leading from the hills to the northeast. To the south, the bay is part of the  .
Stormhold:Vander

Vander is one of the few friendly faces inside Stormhold prison. He is a fellow prisoner, and will offer training for aid points. You will find him in a side passage in the South Outer Camp. 

He has a barbaric nature, believing that violence and alcohol are the answers to everything. He trains Axe, Blunt Weapon and Heavy Armor.
 

Dialogue
When you meet him for the first time, he will greet you with: ''"Welcome to Stormhold. I'd offer you a drink but I haven't got one. Varus has eyes everywhere, but later... perhaps later I can show you a trick or two."

On subsequent meetings, he will say one of three random greetings:
"  hard to stay in fighting trim when cooped up like this."
"I smuggled some ale, but you'll have to cup your hands for it."
"I would dearly love to meet those   face with my fist."

If you attempt to befriend him, he will respond with:
No - "Get lost. Soon."
Maybe - "You bug me. My fist wants you to bug me some more."
Okay - "Stop jawing and   get on with it then!"
Yes - "Hmmm... I think I know exactly what the Mad Warden doesn't want me to teach ya."

If you attempt to threaten him, he will respond with:
Fail - "You have a smug expression, let my boot remove it."
Success - "Have your way. This time."

If you offer him a gift, he will respond with:
Reject - "When you do badly, you do it all the way."
Accept - "A tasty tidbit to be sure, thank you."
Like - "I accept with gusto. You would be hard pressed to do better."
Love - "Hah! And from under Varus's nose besides.  "''

He may deny you training if you don'thave any Aid Points with him, saying: No Aid Points - "Guards watching. Go away." 

Unused Dialogue
In Stormhold's files are the following lines of dialogue.
''"Bah! The scales aren't so bad, but the stub tail is driving me crazy." 
"Thank you! I doubt I was cut out to be a lizard."
"You know, those aren't hairs your nose is sprouting. Clean up your act before I train you."''
They do not appear in the largest version of the game. They may be cut content or content exclusive to certain versions.
 

Bug
If you offer to give an item to a trainer but don't have anything in your inventory, they will reply with:
: "You have nothing to give me!"
When you exit the message however, you will be speaking to Helga. Exiting conversation will reveal you are still beside the original NPC.
Stormhold:Arantamo

Arantamo is one of the few friendly faces inside Stormhold prison. He is a fellow prisoner, and will offer training for aid points. You will find him in a side passage in the North Outer Camp. 

He is honorable, and misses the comforts of freedom. He trains Conjuration, Destruction and Speechcraft.
 

Dialogue
When you meet him for the first time, he will greet you with: "I see they have captured another pearl to cast before the swine. Perhaps I can help you later, should fates conspire us."

On subsequent meetings, he will say one of three random greetings:
"The guards know me well, taunting whenever they have fresh baked goods."
"My candles are gone. I cannot work at night."
"What flavor of gruel have we tonight? I would surely favor some well cooked mutton."

If you attempt to befriend him, he will respond with:
No - "I am sorry, did you think I was listening?"
Maybe - "I am listening, but my ears will soon tire."
Okay - "Your words ring true; I shall help you."
Yes - "Delighted to help one so cultured."

If you attempt to threaten him, he will respond with:
Fail - "Your words smell worse than you do. Begone."
Success - ''"You're a boor, but an effective one."

If you offer him a gift, he will respond with:
Reject - "Never. Please remove it from my sight."
Accept - "Ah.. A small light in a dreary day."
Like - "Excellent! Thank you, thank you very much."
Love - "A legendary bard could not capture my joy. Thank you!"''

He may deny you training if you don'thave any Aid Points with him, saying: "Improve yourself before you ask me to improve you."

Unused Dialogue
In Stormhold's files are the following lines of dialogue.
"The foulness of this place pains me. I need help."
"Ahhh... thank you friend."
"You must cleanse yourself before I can train you further."
They do not appear in the largest version of the game. They may be cut content or content exclusive to certain versions. 

Notes
There is also a male Dunmer in Morrowind with the name Arantamo.

Bug
If you offer to give an item to a trainer but don't have anything in your inventory, they will reply with:
: "You have nothing to give me!"
When you exit the message however, you will be speaking to Helga. Exiting conversation will reveal you are still beside the original NPC.
Stormhold:Celegil

Celegil is one of the few friendly faces inside Stormhold prison. She is a fellow prisoner, and will offer training for aid points. You will find her in a side passage in the West Outer Camp. 

She is of a scholarly mindset, and quite ladylike. She trains Light Armor, Long Blade and Restoration.
 

Dialogue
When you meet her for the first time, she will greet you with: "Welcome stranger. Know that the dirt here is cleaner than those that have us dig in it. I cannot help you now for we might be seen, but return later."

On subsequent meetings, she will say one of three random greetings:
"Ah! I am all out of materials for scrolls and maps."
''"I smell worse than the overseers,   driving me crazy."
"I miss the finer things, the delicate things, to take my mind   the coarseness I see every day."

If you attempt to befriend her, she will respond with:
No - "Time to go play with the worms. Goodbye."
Maybe - "I suspect I have better things to do."
Okay - "Is there something I can do to help?"
Yes - "I only hope my aid can be of some help."

If you attempt to threaten her, she will respond with:
Fail - "I suggest you rot so as to be some use to the world."
Success - "Varus has found an apt pupil, I see."

If you offer her a gift, she will respond with:
Reject - "So sorry, but I think I already have one."
Accept - "This is nice, thank you."
Like - "For me? This is so wonderful!"
Love - "You think of me even in the darkest of times. Thank you so much."''

She may deny you training if you don't have any Aid Points with her, saying: "I cannot aid you until you aid yourself."

Unused Dialogue
The following lines of dialogue appear in Stormhold's files:
"The corruption here is unnatural. Now it begins to claim me. Please...find some hollow crystals." 
"Better. Much better. Thank you." 
"You have become something unnatural. Balance yourself before I train you."
They do not appear in the largest version of the game. They may be cut content or content exclusive to certain versions. 

Notes
There is also a dead female Bosmer in Morrowind with the name Celegil.

Bug
If you offer to give an item to a trainer but don't have anything in your inventory, they will reply with:
: "You have nothing to give me!"
When you exit the message however, you will be speaking to Helga. Exiting conversation will reveal you are still beside the original NPC.
Stormhold:Favela Dralor

Favela Dralor is one of the few friendly faces inside Stormhold prison. She is a fellow prisoner, and will offer training for aid points. You will find her in a side passage in the East Outer Camp. 

She is ritualistic almost to a necromantic degree, and needs many dark trinkets for her deviations. She trains Alteration, Illusion and Short Blade.
 

Dialogue
When you meet her for the first time, she will greet you with: "Dark times, dark skies, now you. Welcome. I might help you later... if you prove amusing."

On subsequent meetings, she will say one of three random greetings:
"Guards took my crystal. Eye for an eye, I say."
"I swear I shall lash those overseers someday."
"I just need a little ritual carving and then I will show them what cursed is."

If you attempt to befriend her, she will respond with:
No - "Cat dragged you in, cat can drag you back out."
Maybe - "I was just thinking of the trinket your ear would make, but please continue."
Okay - "Helping you beats boiling another rat tail."
Yes - "With my aid the pain you shall bring to my enemies will be delicious."

If you attempt to threaten her, she will respond with:
Fail - "With the fat on you I could make twelve candles. Leave before I do."
Success - ''"You like fear in others, don't you?"

If you offer her a gift, she will respond with:
Reject - "I promise to think of a polite rejection tomorrow."
Accept - "I have seen worse. I'll take it."
Like - "Now this is interesting. Very interesting."
Love - "I love it! But repeat that, and I will forget I know you."''

She may deny you training if you don't have any Aid Points with her, saying: "I have better things to do today."

Unused Dialogue
In Stormhold's files are the following lines of dialogue.
"The darknesss consuming me is not the one I choose. I need hollow crystals." 
"Interesting sensation. I am better now."
"Your soul has become twisted. I might like that in others, but it ill becomes you. Rid yourself of it before I train you."
They do not appear in the largest version of the game. They may be cut content or content exclusive to certain versions. 

Notes
There is also a female Dunmer in Morrowind with the name Favela Dralor.

Bug
If you offer to give an item to a trainer but don't have anything in your inventory, they will reply with:
: "You have nothing to give me!"
When you exit the message however, you will be speaking to Helga. Exiting conversation will reveal you are still beside the original NPC.
Lore:Isle of N'Gasta

The   is a small island west of  , named after its infamous resident, the   necromancer  . The isle suffers from frequent storms and is always a gloomy place, inhabited by  s and tentacle monsters. 

A chain of islands called   extends from Stros M'Kai's northern shore, and at its end a mysterious bone-like boatman once ferried travelers to and from the Necromancer's Isle.  A large graveyard covers most of the isle, and it was likely once used by the first   settlers to bury criminals. This was a tradition brought over from  , to prevent the criminal's evil spirit from tormenting the living.  The Necropolis,  the largest structure in the graveyard, spans the width of the island, barring those who seek the old wizard's tower. This tower, sometimes called N'Gasta's Tower, is situated on an islet at the isle's southern tip.

During the reign of  , N'Gasta came to the isle and made it his.  After the   in  , he began raising  s and  s, including those who died in the battle.  Later that year,   came to the isle and accepted a delivery job from N'Gasta.  He came back after he learned that his sister,  , was last seen on her way to N'Gasta to ask for assistance. He discovered N'Gasta's treachery and after killing the necromancer, entered the   to bargain for her soul. With Iszara saved, they headed back to Stros M'Kai together.  
 

Gallery
 

References
Lore:Septimia

was the first colony of the short-lived Imperial Province of Akavir. It was originally a Tsaesci port at the mouth of a large river, but was abandoned by its inhabitants and captured by Emperor Uriel Septim V in the year  . It was located in a fertile river valley, and provided easy access to the interior of the continent. It was used as the main port of the Far East Fleet, and was connected by road to the invasion headquarters of Ionith. However, the many reefs, islands and sandbars made entering the harbor difficult. 

During the Battle of Ionith, the town was besieged by Tsaesci warriors and suffered terrible, almost unnatural weather. The few survivors of the invasion were rescued here. The settlement was reclaimed by the Tsaesci and has never been revisited by Imperial forces since. 
 
See Also
For more information see Report: Disaster at Ionith.

References
Lore:Ionith

was a large Akaviri settlement used as a headquarters by Emperor Uriel Septim V's invasion of Akavir in the year  .  It was originally a Tsaesci town farther upriver from Septimia, but was found abandoned and was taken over by the invasion force to be re-founded as a colony of the short-lived Imperial Province of Akavir.  A road linked the settlement to Septimia. 

Due to the terrible, almost unnatural weather suffered leading up to the Battle of Ionith, communications between the two cities was lost as the river dried up and the garrisons along the road were lost to raiders.  The Emperor was besieged, and led a valiant march towards Septimia in order to retreat.  This was the last direct contact from the Expeditionary Force, but survivors of the Battle say that the Tsaesci surrounded them and Uriel V was killed, ''"cut down by enemy arrows as he rallied the Tenth  's shield wall."''  The settlement was reclaimed by the Tsaesci and has never been revisited by Imperial forces since.
 
References
Lore:Frathen Drothan

was a rogue Telvanni Arch-Mage, and leader of the  . Although he received no support from the Great Houses of Morrowind, he assembled an army of mercenaries to topple Imperial rule. To do so he sought out Mehrunes' Razor, which was rumored to have been uncovered in the iron mines of  , an abandoned outpost in the Valus Mountains. In   he set up base there and searched the ruins of  , an  ic city where the Nefarivigum was said to be. This was an evil construct of  , created to test pilgrims seeking the Razor. Drothan decrypted the runes and was close to recovering the Razor, before the Champion of Cyrodiil defeated him and claimed the dagger.  

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

Books




References
Morrowind:Master Propylon Index

The Master Propylon Index is an artifact created by Folms Mirel in Caldera, in return for gathering all ten original other Propylon Indices. You can use it to teleport directly to the Caldera Mages Guild from any working propylon chamber. Folms can then send you to any of the other chambers, for free. It is not necessary to have the Master Index in your possession to use his services.
 

Notes
This item is added by the Master Index official plugin.
One advantage to using the original indices is that they provide a quick means of transport across Vvardenfell during the Silent Pilgrimage quest.  However, with the Master Propylon Index, you will only be able to get as far as Caldera, since you cannot talk to Mirel without failing the quest.
Unlike the guild guides, Mirel will gladly transport you even if you are a vampire. You just need to ask about the "Work" topic.
Another factor to consider is that Mirel will take each index from you when you return from the quest to get it, before revealing the location of the next, so you cannot use a partial set of them while following his quests. It may be more convenient to find most or all of them on your own, then approach him about the topic when you have them (or cannot find one) and have long been using several of them.
Lore:Imperial Geographical Society

The   (or Imperial Geographic Society) is a long-standing outfit responsible for the outlining and preservation of historical accounts within the whole of the Empire.

The Society has thrice been given the respected assignment of penning the Pocket Guide to the Empire, a broad overview of the history of the Tamrielic Empire. These guides, by definition of the Society, are to "paint a portrait of our known world at this moment in history for the edification of our readers [...] wide in scope". 

The Society works on behalf of the Empire and in  , under the new united Tamriel and by authority of Tiber Septim, the first edition of the Pocket Guide to the Empire was published. The guide was largely used as an educational and informative tool to reassure the inhabitants of the new Empire. Parts of the guide were considered propagandist to emphasize this reassurance. The Society published the second version in   and the propagandist tone was removed. The third edition appeared in  .

The Society also published Gathering Force: Arms and Armor of Tamriel and ''The Improved Emperor's Guide to Tamriel in  , before the first pocket guide. An apparent branch of the Society, the Imperial Geographic Survey, published a census on the Daedra Lords around the same time as the third edition pocket guide was released.  

Published Works:
The Emperor's Guide to Tamriel'', 2E 573, commissioned by: Emperor Leovic
''The Improved Emperor's Guide to Tamriel, 2E 578, commissioned by:  
Gathering Force: Arms and Armor of Tamriel, 2E 578
The Maormer of Pyandonea
The Pocket Guide to the Empire, 2E 864, commissioned by: Tiber Septim
The Pocket Guide to the Empire; 2nd edition, 3E 331, commissioned by: Empress Morihatha
The Pocket Guide to the Empire; 3rd edition, 3E 432, commissioned by: Emperor Uriel Septim VII
The Imperial Census of Daedra Lords'', contemporary with the third edition of the pocket guide
References
Stormhold:Beneca

Beneca is one of the few friendly faces inside Stormhold prison. He is a fellow prisoner and can smuggle you filled crystals in return for weapons, armor, scrolls, or gift items. You will find him in a side passage in the North Outer Camp. 
 

Dialogue
When you meet him for the first time, he will greet you with: ''"You are in for a rough stay, but I can make it better. You find stuff you don't need while digging, bring it here. I can trade you crystals that can save your life down there."

To gain aid points with him, you must give him equipment you find in the tunnels. He will respond with either:
Refuse - "Sorry, I have no use for that."
Accept - "Thanks. I'll add this to your tab."

You will receive 1 aid point per piece of equipment you give to him. You can trade these aid points for crystals. When you attempt the transaction, he will say:
Success - "Here you go. I hope it aids you on your quest." 
Not Enough Aid Points - "I'll need more equipment from you before I stick my neck out for you further..."''

Wares
All crystals can be taken for 3 AP each.
Warp Crystal
Ailment Crystal
Heal Crystal
Magicka Crystal
Stamina Crystal
Experience Crystal
Recovery Crystal
Pain Crystal
Guardian Crystal
Camp Crystal
Gray Aura Crystal
Dark Aura Crystal
Black Aura Crystal

Notes
Although you cannot give Beneca any Gift Items by default, killing the prisoner that would give you three Aid Points for a particular Gift will allow you to trade all three-point Gifts associated with the killed prisoner with him.