Netruk44/uesp-wiki-content huggingface dataset:
Skyrim:Jiub's Opus (Page 7)

flat of my glass blade. There was no need for the innocent thing to die here today because of my stupidity. As the ash cloud cleared from being stirred up by its massive legs, the cliff racer brood approached. I held my sword high and prepared for the worst.

The battle lasted two full days. I was beaten, clawed, bitten and knocked down more times than I care to
Skyrim:Jiub's Opus (Page 8)

remember. In the end, seventy-six cliff racers were slaughtered. I was knee-deep in their corpses and my body on the verge of collapse. But I had survived. I smiled to the heavens and all went black.

When I awoke, all I felt was my back on a cold stone floor. Every muscle in my body was on fire, and my vision was blurred. Slowly, I tried to climb to my feet. It took several agonizing
Skyrim:Jiub's Opus (Page 9)

minutes, but I finally managed to do it. As my eyes adjusted to the dim light of my new surroundings, I realized that I was standing before Lord Vivec himself. He was simply staring at me... floating above his throne and staring at me with his piercing eyes. When I began to prostrate myself as a sign of respect, he held up one of his hands as if to say it wasn't necessary. Was I dead? Was Lord Vivec pleased with me? Was he
Skyrim:Jiub's Opus (Page 10)

Jiub's Opus (Page Ten) Jiub's Opus (Page Ten) 
about to strike me down in anger for my somewhat sordid past?

Suddenly I understood everything. Suddenly I realized that I was brought here for a reason. I should have died in those ash wastes, but Lord Vivec must have seen something inside me that he hadn't seen in millennia and decided to spare me from my fate.

Thus began my ascent to Sainthood. Thus began the rise of Jiub!
Skyrim:Rings of Blood Magic

Quick Walkthrough
# Speak with Feran Sadri.
# Find the two rings.
# Report back to Feran.

Detailed Walkthrough
Speak with Feran Sadri in Volkihar Keep, who sends you to retrieve two ancient vampiric rings, the Ring of the Erudite and the Ring of The Beast. The rings are held by two leveled targets in two random locations. After retrieving the rings, return to the castle to receive your reward (you get to keep the rings).

Bugs
 
Reload a save made before receiving the mission from Feran Sadri, and then initiate the quest again to be assigned different ring locations.
 Add the missing ring via console to the inventory   (where   can be looked up like this: help "Ring of the Beast"). Advance the quest stage via console. Try stages 10, 110, 120 (e.g. command  ). If this works as intended and both rings are in your possession, you should be able to report back to Feran.
 
 

Quest Stages
Skyrim:Volk's Journal

:Day 14

I knew I should have volunteered for the excavation earlier.  For months, Moric had been going on to the Vigilants about detecting mystical energies deep in the east mountains.  Said he'd found some old tomes about the ruins of "Ruunvald," or something the like, a Nordic chamber thousands of years old.  I remember thinking "Yeah, if it's so old, how come no one's found it yet?  There's plenty of adventurers wandering around these parts."  

Seemed like most of the other Vigilants agreed, we had more important things to do.  But Moric took a team and went digging, and when he started turning up a long buried temple, well, didn't I feel like a troll in a dung heap.

Soon enough, he was sending back letters to the Hall, begging for as many men as we could send.  I didn't volunteer at first, still seemed like a myth to me.  But when word came back that they'd hit the main chamber, I packed up and headed this way to help.  Always did want to be a part of history, and better late than never, they say.

Well, "they" didn't mention that the late comers would be stuck with guard duty.  I just sit up here all day, watching for bandits and wolves, neither of which I've seen.  Mostly I just see diggers coming up for supplies.  Gotta say, I been seeing them a lot less regular, now that I think about it...

:Day 19

All right, it's been 3 days since anyone's come up.  The last one to emerge was Apa, and he just walked around a bit with a weird vacant look in his eyes.  Told Florentius and me to come down as soon as we had the chance, then trudged back in.

Something ain't right, and I   to find out what...

- Volk
Skyrim:Minorne (book)

Glory be to Minorne! Glory be to the mistress of all!  My life for you, oh beautiful savior! Where once my feeble ramblings seemed so grand, I now realize they are but scratches on parchment, unworthy of you. Oh, that I could properly describe you, I would write a thousand testaments to you! Damn my tiny thoughts, if only I were wiser!

Minorne asks that we bring more here for her, more to worship her and do her bidding! I have sent word to the Hall of the Vigilants to come. A simple lie was told, for they would not understand. Not until they saw her, o glorious Minorne!

But she is fearful! There are fools in this world that do not heed to her beautiful voice.  The guard, Florentius, sent from the Beacon, he still prays to Arkay, an absentee god who pales in comparison to Minorne! I will pray to the goddess I can see!  May he rot in his cage!

Oh, sweet, sweet, Minorne...
Skyrim:Letter from the Vampire

Dear  .

I don't know how to repay your kindness, except perhaps to keep my distance so that I may not bring unwanted attention or harm to your doorstep.

Should you need to get in touch with me, come to  .

-- your friend
Skyrim:Harkon's Sword

Harkon's Sword is a one-handed sword carried by Lord Harkon. It can be acquired through either pickpocketing or by killing him when completing the Dawnguard add-on's main questline. It is similar in appearance to a Blades katana, except that its sword guard is decorated to resemble Molag Bal, and the handle is black. Its effect is unique in that its enchantment will only take effect if wielded by a vampire.
Skyrim:Notes on Dimhollow Crypt, Vol. 3

Divines be praised! Here at last is the breakthrough I have been seeking. All the dangers I have escaped, the traps I have eluded and the foul draugr I have avoided have brought me at last to this.

In my previous volume of notes and observations regarding Dimhollow Crypt's possible connections to the ancient vampire clans of Skyrim's history, I wrote of a great chamber, far larger than anything else I've yet seen here in the crypt. 

Alas, a few wandering draugr forced me to retreat to the earlier passages of the crypt, thus depriving me of an opportunity to study this huge cavern.

Well, praise be to Stendarr, for as I write this, I have just spent nearly a full day exploring that very cavern. 

It was a risk that proved more than worth it, because what I found in that chamber nearly defies description.

Central to this huge cavern is an island of stone in a subterranean lake. Upon this island is something I can only describe as an elaborate ceremonial construction surrounded by stone columns linked by arches. 

There is no mistaking the stark contrast in architecture here; no ancient Nords made this stonework. Here, too, were more of the gargoyle statues that I first glimpsed in earlier passageways. 

There is no draugr burial site in Skyrim that contains these statues, save Dimhollow Crypt.

Indeed, I am now certain that the strange construct in this main chamber was built long after the crypt, and by wholly different masters. These must be the same builders who placed the gargoyles through the crypt, perhaps to frighten away the curious.

All signs seem to indicate that the masons who crafted these strange arches were servants of some ancient master who favored necromancy or vampirism. 

The style and craftsmanship in the stonework are not only distinct in terms of design, seeming to speak of an entirely different culture than that of the old Nord peoples, but also in skill with which they were fashioned. 

The cutting and shaping of the stone, for example, suggests more sophisticated tools than the crypt's original architects would have possessed.

Although I feel a sense of exhilaration that my theories have at last been confirmed beyond any shadow of a doubt, I am also disappointed at the lack of answers. How long ago were these new features added to the crypt? And by whom? And for what purpose?

On one point, I have no doubts. I must return to the Hall of the Vigilant and share these findings with my brothers and sisters. When they see what I've discovered with their own eyes, they will no longer scoff at my theories or mock my endeavors.

And when that is done, I will return to my work. For now, Dimhollow Crypt might be a mystery, but by Stendarr I will see that mystery solved.
Skyrim:Discovering Ruunvald, Vol. I

I have decided to document our expedition to find Ruunvald in my journals, with hopes that, should we fail, it will bring illumination to those who follow us.  I myself have stood on the shoulders of academic giants to get where we are today, spending endless hours in libraries and private collections. I am certain that there is some artifact of great power to be found in those ruins, one that the Vigilants could find useful in their mission.

I do not mean to sound pompous, but I feel as if I am on the precipice of my destiny with this quest. I am certain we are digging in the right place. I can feel it in my bones, and I dream of finding Ruunvald at night.  Even in my waking hours, I can almost hear a reassuring voice telling me we are going the right way.

The expedition has had a great deal of luck so far.  After only a few weeks, the first tunnel broke through into a large shaft, leading downward towards where I suspect to find Ruunvald. With just a few bits of carpentry, we've established our first base camp within the mountains.  If we continue to be this fortuitous, we shall reach our goal in record time!

M. Sidrey
Skyrim:Discovering Ruunvald, Vol. II

Our luck continues!  Not only do we continue to tunnel into caves and shafts that speed our descent, but struck multiple veins of precious ore.  Now that the excavation has proven to be a financial success, the Vigilants have sent more supplies, materials, and workers to further the cause.  I find myself unable to contain my glee at times, and have become prone to cheerful outbursts in front of the men.  One might find this very out of character for me, but the men seem to share my enthusiasm.  Never before have I worked with a group so single-minded in their pursuit.  To have so many people working towards the same goal with little to no deviation from the task at hand is an uncanny blessing!  Stendarr be praised!

With so much going well, I hesitate to document what seem like minor troubles in comparison.  It must have something to do with the cramped spaces, but I have found myself prone to aches in my head.  While these hardly deter me from my leadership role, I have found myself distracted at times.  I have had many a conversation with the workers where I drift off, only to have them call me back to reality.  Sometimes I lose small amounts of time and can't remember what I've done.  I am hoping this is nothing more than excitement of reaching our goal, but I will try to keep note as we dig deeper.  Perhaps a half tankard of ale before sleep will help me with these headaches.

M. Sidrey
Skyrim:Discovering Ruunvald, Vol. III

The damnable headaches!  Minorne be merciful, I just can't seem to shake them. The workers have started to report them as well, but while their focus on conversation and civility may wane because of it, they have not swayed from their task.  If anything, they seem to have doubled their efforts.  I myself cannot seem to focus on anything other than the dig.  I sit here now, studying some unearthed Nordic artifacts, yet I feel a nagging call to see how the dig is progressing.  The other day without thinking, I picked up a shovel and started digging myself.  Fortunately, no one seemed to find this unusual, which is a blessing.  I'd hate for the Vigilants of Minorne to think that I'd lost my senses!

As we dig, we uncover more Nordic ruins and architecture, but have yet to hit the main chamber.    I dream we'll finally reach Ruunvald, and I can't help but reflect on what this will mean to my reputation!  My family will be so proud, especially my father, Minorne. He and mother have always been interested in my studies, even if my sister Minorne was not.  But I'm most excited to reveal my findings to my colleagues, Minorne and Minorne, and perhaps my mentor Minorne.  Oh, won't they all be pleased? 

M. Sidrey
Skyrim:Auriel's Shield

Auriel's Shield is a powerful shield allegedly created and used by the elven god Auri-El. It can be found wielded by a Falmer Warmonger in the Forgotten Vale Forest after using the Ruby Paragon on the paragon portal. After 5 successful blocks, the shield will start glowing and a shockwave can be released by power bashing, which becomes stronger with each 5 blocked attacks. After 15 blocked attacks, the shield is fully charged and the shockwave is similar to the effect of the Unrelenting Force shout.
People in Akamora

A list of all People in  .
Akamora People

The statistics of these people can be found at  .
Skyrim:Husky

Huskies are dog variants added by the Dawnguard add-on. They can be found accompanying members of the Dawnguard in battle, or also with members of the Vigil of Stendarr. They drop dog meat, and also have a 10% chance of dropping minor loot, including leveled rings, gems, and gold.
 

Notes
Two Huskies, Bran and Sceolang, can be used as followers if you side with the Dawnguard in Dawnguard's main questline.

Bugs
Huskies may not appear at Fort Dawnguard, or in the game at all, and may require a mod or console command to access them.
Skyrim:Frost Giant

Frost Giants are found inhabiting the Forgotten Vale. They are added by the Dawnguard add-on. There are five of them, each holding a different Paragon. They do not respawn, and are found in fixed locations.

Frost giants are much stronger than the normal variety of giants as they have more than double the health, and can cause considerably more melee damage than normal giants. If you plan to fight frost giants, keep in mind that they are completely immune to any form of frost magic, but have a significant weakness to fire.
 
Related Quests
 
 

Locations
The frost giant   holding the Amethyst Paragon is north of the Wayshrine of Learning, up the river along the eastern river bed.
The frost giant   holding the Diamond Paragon is just outside the Glacial Crevice at the end of the path to the north.
The frost giant   holding the Emerald Paragon is in the Falmer village. The giant is behind a gate high up in the village along the main path.
The frost giant   holding the Ruby Paragon is in the Inner Sanctum. The giant is in a passage only accessed by placing the Initiate's Ewer on a small altar on the western wall in the first room. It will be at the end of the passage.
The frost giant   holding the Sapphire Paragon is north of the giant holding the Amethyst Paragon. It is up the steps that lead up the mountain. Turn right from the halfway point up the steps and the giant is across the river.

The locations of each exterior frost giant are also marked on this map.

Notes
The Dragonborn expansion adds the spirit of another Frost Giant, Karstaag.
The Wabbajack exclusively deals elemental damage to Frost Giants, and cannot be used to transmogrify or instantly kill them.
Skyrim:Conjure Boneman

Conjure Boneman is an apprentice level Conjuration spell that summons a Boneman Archer to aid you in combat.

 
Effects
Conjure Boneman, for 60 secs

Perks
Summoner, increase range to 48 ft at first rank or 72 ft at second rank.
Necromancy 
Dark Souls
 

Notes
The Boneman is undead, and thus subject to spells that affect the undead.
The stats of the Boneman summoned are:
Skyrim:Summon Arvak

Summon Arvak is an apprentice level conjuration spell added by Dawnguard that summons the undead horse Arvak to ride or to aid you in combat.  Arvak can be summoned in places where you cannot bring a standard horse.  In addition to the Soul Cairn, as mentioned in the description, you can also summon him in Blackreach, Dayspring Canyon and Solstheim . You cannot summon him in the Forgotten Vale, however.

 
Effects
Summon Arvak, for 60 secs, if you remain unmounted. Arvak stays summoned if you stay mounted.

Perks
 

 
Notes
Sometimes it will seem that when you cast the spell you fail to summon him but it may be that he has spawned on a ledge somewhere above or below you. Get to a place where there are none of these and try again.
Summoning Arvak can still be done when you have 100% spell absorption, unlike other summons which would be absorbed. 
Although Arvak appears to be undead, he is considered by the game to be only an animal and is therefore not affected by undead-related spells.
The duration is listed as 60 seconds, but Arvak will actually stick around indefinitely provided you are on his back.  Once you dismount, if 60 seconds have passed, he will disappear.
One use for this spell is if you are too encumbered to fast travel. So long as you are outside, you can summon Arvak, hop on his back, and then travel anywhere you need to no matter how much you are carrying.  Very useful if you're moving all your possessions to a new house, for example.
Arvak takes up a summoning slot, so casting a second Conjure spell (or a third with the Twin Souls perk) will make him disappear.

Bugs
Skyrim:Sun Fire

Sun Fire is an apprentice level Restoration spell added by Dawnguard, which will do 25 damage to any undead target over 2 seconds.  It has no effect on non-undead.

Effects
Sun Bane, 25 pts

Perks
Necromage increases magnitude by 25% and duration by 50%.
Restoration Dual Casting increases duration by 120%, but does not increase effect level.

Notes
As a counterbalance to only affecting undead, Sun Fire has a significantly lessened cost per damage ratio compared to Firebolt.  Even with two points of Augmented Flames and all other things equal, Firebolt cannot match the efficiency that Sun Fire has, especially after accounting for the high degree of afterburn damage that Sun Fire inflicts.
Due to plenty of enemies in Skyrim being undead - namely, the Draugr - this makes Sun Fire very valuable for any mage character to do much more damage than they normally could with Destruction spells.
This spell is normally unavailable if you join the vampires, as Sorine Jurard will be hostile to you. However, if you use a Pacify spell or item, you can calm her down so that she'll sell it to you. You must obviously do this before you destroy the Dawnguard.
Florentius Baenius has dialogue that indicates the Sun Fire spell can be used to open old Dawnguard caches. While the caches exist, there is nothing linking them to Sun Fire in any way.

Bugs
Skyrim:Necromantic Healing

Necromantic Healing is an apprentice level Restoration spell, which will slowly restore the health of an undead target.

Effects
Restore Health to Undead, 10 pts for 1 sec
Restore Stamina, 10 pts for 1 sec; if the Respite perk is unlocked.

Perks
Regeneration, increases health (and stamina with the Respite perk) restoration to 15/sec.
Skyrim:Heal Undead

Heal Undead is an adept level Restoration spell, which will instantly restore the health of an undead target by 75 pts.

Effects
Restore Health to Undead, 75 pts
Restore Stamina, 75 pts; if the Respite perk is unlocked.

Perks
Regeneration, increases health (and stamina with the Respite perk) restoration to 112.5.
Skyrim:Minorne

Minorne is a High Elf conjurer found in Ruunvald Temple. She charmed the temple's leader Moric Sidrey and the Vigilants within into worshipping her as a god. She wields the Staff of Ruunvald.

 
Related Quests
Skyrim:Stendarr's Aura

'''Stendarr's Aura''' is an adept level Restoration spell added by Dawnguard, which surrounds the caster in an aura of light which does 10 damage per second to any Undead targets within melee range for 60 seconds.  It has no effect on non-undead.

Effects
Stendarr's Aura, 10 pts for 60 secs
Stendarr's Aura Light, for 60 secs

Perks
Necromage increases magnitude by 25% and duration by 50%.
Restoration Dual Casting increases duration by 120%, but does not increase effect level.

Notes
This spell is normally unavailable if you join the vampires, as Florentius Baenius will be hostile to you.  However, if you use a Pacify spell or item, you can calm him down so that he'll sell it to you.  You must obviously do this before you destroy the Dawnguard.
Other than its effect on the undead, this spell can be effective as a source of light in dark areas, a viable alternative to the Light spells in the Alteration school (though the aura effect can be somewhat distracting).

Bugs
Holding a dual-cast of any spell (e.g. Invisibility, Rally, etc) while this spell is active causes its damage to increase for as long as the dual-cast spell is held and with no magicka cost.
Skyrim:Vampire's Bane

'''Vampire's Bane is an adept level Restoration spell added by Dawnguard, which will do 40 damage to any Undead targets within 15 feet over 2 seconds.  It has no effect on non-undead.

Effects
Sun Bane, 40 pts in 15 ft

Perks
Necromage increases magnitude by 25% and duration by 50%.
Restoration Dual Casting increases duration by 120%, but does not''' increase effect level.

Notes
This spell is normally unavailable if you join the vampires, as Florentius Baenius will be hostile to you.  However, if you use a Pacify spell or item, you can calm him down so that he'll sell it to you.  You must do this before you destroy the Dawnguard.
The explosion caused by this spell will scatter objects around and may make loot harder to find.

Bugs
Skyrim:Moric Sidrey

Moric Sidrey is a Breton Vigilant of Stendarr. He led a group of Vigilants in Ruunvald and kept a journal series on the excavation, and later became charmed by Minorne. After being charmed, he wrote a scripture about her, found in Ruunvald.

He wears either novice robes of Restoration or of Alteration, a pair of leveled heavy boots, and a 50% chance of a pair of heavy gauntlets, both up to steel plate quality. He also wears an amulet of Stendarr and is equipped with a pickaxe. He carries a torch and two random books.

 
Related Quests
Arkgnthleft

People
Athrilmallilas

People
Skyrim:Malkus

Malkus is an Orc vampire found in Forebears' Holdout. He ambushed the Moth Priest Dexion Evicus south of Dragon Bridge and took him to Forebears' Holdout in an attempt to enthrall him. On the body of a dead vampire near Dragon Bridge, you will find a ''note from Malkus. A letter from Lord Harkon explains why Malkus kidnapped Dexion, although it is not found in the game.  If one sided with the vampires, then he will be found dead next to the magical barrier, slain by the Dawnguard agent Vanik.

Malkus wears a set of light gray colored vampire armor with a Fortify Destruction enchantment, and a matching pair of boots. He is equipped with a leveled one-handed weapon which can be up to elven quality. He carries random leveled bandit loot, as well as a 25% chance of carrying 1-9 gold. He also carries the special Weystone Focus used to create the magical barrier that keeps Dexion imprisoned. 
 
You will find Malkus near the magical barrier, slowly succeeding in enthralling the Moth Priest, saying: 

Malkus: "The more you fight me, the more you will suffer, mortal." 
Priest: "I will resist you, monster. I must!" 
Malkus: "How much longer can you keep this up, Moth Priest? Your mind was strong, but you're exhausted from the struggle." 
Priest: "Must... resist..." 
Malkus: "Yes, I can feel your defenses crumbling. You want it to end. You want to give in to me. Now, acknowledge me as your master!" 
Priest: "Yes. master."''
 
Related Quests
 
Notes
Malkus is a member of the bandit wizard class, which determines the level of his skills.
He is the only vampiric Orc in the entire game.
Although apparently a member of Lord Harkon's court, you will never encounter him before the quest if you sided with the Volkihar vampires.
Skyrim:Addict

The Addict is an elderly citizen found dead in Redwater Den in one of the booths set up for enjoying Redwater skooma. She wears a roughspun tunic and footwraps.