Netruk44/uesp-wiki-content huggingface dataset:
Lore:Of Crossed Daggers

ituated on the eastern banks of  , the city of   serves as a reminder of a bygone era. The once-proud streets and buildings have vanished and been replaced with a collection of wooden structures and rough stonework shrouded in a permanent fog-like mist. In order to understand how such a large city became nothing more than a glorified fortress, one need only look to the history books for answers.

Riften was a major hub of activity for trade caravans and travellers to and from Morrowind. Fishing skiffs could be seen dotting the lake at all hours of the day and the bustling city was alive with activity at night. The city guard was   and maintained a tight grasp on its populace, keeping them safe from harm. The marketplace in Riften was also quite a draw, containing numerous stands offering wares from across Tamriel.

In  , amidst the confusion of the  ,   was installed as Jarl when the previous Jarl had been assassinated. Although many believe that Hosgunn was  , and cries of protest filled the streets of Riften, the Jarl took the throne and immediately took action to protect his station. Using the city guard, he had the streets cleared of protesters and initiated a curfew. Any caught breaking the curfew was immediately jailed without process or executed if it was a repeat offence.

For over 40 years, Hosgunn ruled Riften with a black heart and an iron fist. He imposed ridiculous taxes upon his subjects and any merchants that wished to sell their wares within the city walls. Hosgunn kept most of the coin for himself, using it to construct a massive wooden castle with   lavish quartering within. The castle took seven years to build, and became a visual reminder of the people's oppression which earned it the nickname "Hosgunn's Folly." Towards the end of his reign, the streets of Riften became littered with refuse and   people plagued by disease and hunger.

Then, in  , the people had finally had enough. With their numbers, they were able to temporarily   the city guard long enough to set Hosgunn's Folly on fire with the greedy Jarl still within. As the fighting  , the fire spread through the city unchecked. By the morning, the people had emerged victorious, but not without great cost. Most of the city was now in ruins and many had died.

It took five years to rebuild Riften into the smaller city that it is today. And even though over fifty years   passed since then, it still has yet to fully recover. Some believe it will never achieve the level of affluence it saw at the beginning of the  , but there are a few who still hold on to the hope that Riften can return from the ashes and become a center of commerce once again.
Skyrim:Hall of the Dead (Riften)

It serves as an embalming room where Alessandra, the resident caretaker, works.

 
NPCs Living Here


Related Quests
 

Hall of the Dead
thumb|right|Interior of the Hall of the Dead
Upon entering the Hall of the Dead from Riften, to your right is a small nook with a coffin that contains minor loot, while to your left is a door leading up to the Temple of Mara. If you came in through the temple, then to your right is the door to Riften.

In the central room is a dead Nord on a table. This is where you will most likely find Alessandra, who tends to the dead. In one corner of the room is a Shrine of Arkay, which bestows the Blessing of Arkay for eight hours when used, surrounded by three loose gold coins, two blue mountain flowers, and two purple mountain flowers. Branching out from the central room are corridors that lead to a few coffins with minor loot and the urns of any NPCs that have died recently. The urns contain the dead NPCs' belongings. Otherwise, the Riften Hall of the Dead is relatively empty.
Skyrim:Hall of the Dead (Falkreath)

The living quarters are at the northern end of the house, while the southern end is given over for a shrine and for devotions. It is found at the far western end of Falkreath with cemeteries all around.
 

Residents


Related Quests
 
 
 

Walkthrough
Exterior
There is a shrine of Arkay on either side of the front porch entrance, as well as two tall posts with banners of Arkay hanging from them. Falkreath has been the site of many battles, helping to feed its massive cemetery. Many of the Nords see it as a grand honor to be buried there among the ancestors and heroes. The first time you visit Falkreath, as you approach the Hall, you will witness a funeral taking place for the daughter of Mathies and his wife Indara Caerellia. Asking about will reveal their daughter was brutally murdered. Runil, as the priest to Arkay, will be performing the service, while Sinding, the culprit is in Falkreath jail. Visiting and speaking to Sinding gives you the option to initiate the related quest. There are several nightshade plants and fungi growing among the gravestones around the hall.



Hall of the Dead (Falkreath)
left|thumb|The living area
right|thumb|The shrine of Arkay
It is a single room house. In the middle of the south wall there is a shrine of Arkay, with a wooden bench and a couple of chairs in front and a couple of barrels in the corners. Opposite the door is a long wooden table and bench, the table holds a chicken's egg, two pine thrush eggs, a bottle of Nord mead, a bottle of alto wine and a bucket containing three potatoes. Above the table is a rack with three rabbits and three pheasants hanging from it and three garlic braids, two bunches of elves ear and a bunch of frost mirriam hanging from the ceiling beside it. To the right of the table is a fireplace with a kettle containing two leeks on the hearth and a round wooden table and two chairs in front of the fire.

This table holds a bottle of alto wine, one of wine and two loaves of bread. Coming out from the north wall are two owned single beds with an end table between them and an unlocked chest containing minor loot at the foot of the left-hand one. On the end table is a bottle of Nord mead and a copy of Aedra and Daedra. Against the east wall is a wardrobe containing common clothes and having a steel mace on top, a food barrel and a dresser with more clothes in. On the dresser are two more pine thrush eggs, four bulbs of garlic, two bunches of frost mirriam, two bunches of elves ear and a bottle of Black-Briar mead, with three garlic braids and a bunch of each frost mirriam and elves ear hanging from the ceiling above the dresser.
 

Notes
A copy of the Conjuration skill book The Doors of Oblivion can be found under the left-hand bed.
The Falkreath Hall of the Dead also appears in Legends, in The Fall of the Dark Brotherhood story expansion.
Skyrim:Hall of the Dead (Windhelm)

Residents


Related Quests
 
 

Hall of the Dead (Windhelm)

The entrance to the Hall of the Dead is located on the north wall of the graveyard, which is north of Windhelm's small market area. 
The entrance is a little dreary, as befitting a crypt, with only a couple of food barrels. Down the stairs, is  a T-junction. Turning left you enter Helgird's chambers.  The room is elongated, and candles provide some ambient lighting. Straight ahead is a small table, which is rather bare. Looking to the left, find a set of shelves with only a bottle of wine and Alto wine. Leaning against the shelves is a knapsack holding a random book, a leveled potion of health, and some jewelry. To the right of the doorway, a low table holds Nord mead, and an iron dagger. Next is a wardrobe holding only clothes. Further into the room is the owned bed, but little else.
Exit the room, and head south to enter the crypts. At the bottom of the stairs the doorway to the right opens to the shrine of Arkay, which bestows the Blessing of Arkay for eight hours when activated. The crypts are honeycombed into multiple sections, but hold nothing of interest.

Once Blood on the Ice has progressed sufficiently, the body of Susanna the Wicked will be laid out on a table for autopsy by Helgird.  The body will remain here for the rest of the game.


Bugs
Skyrim:Hall of the Dead (Markarth)

There are two entrances to Markarth's Hall of the Dead. The first is found near the entrance to the Hag's Cure and the Markarth Ruins. The second is found inside Understone Keep, near Calcelmo. The Hall is home to Brother Verulus, and is the starting point for the quest The Taste of Death. It consists of one zone, Hall of the Dead.
 
Residents

  Moves to Reachcliff Cave after the related quest.

Related Quests
 

Hall of the Dead
thumb|right|Hall of the Dead interior
There is very little within the hall. To the west of the shrine is a food barrel, two bottles of alto wine, a bottle of wine, two eidar cheese wedges, and a sample of wheat. To the east of the shrine is the skill book ''2920, Rain's Hand, v4'' above an owned bed.

Notes
You are required to pick either adept-level locked door to enter without the key. The key is given to you by Brother Verulus during the related quest.
There is a secret room in the Hall. It can be seen on the map to the left of the altar of Arkay, if you stick to the wall.
Skyrim:Delivery

:For other quests with that name see Delivery (Hillevi) and Delivery (Sorex).
 

Radiant Options
This is a radiant quest which you can receive from each and every one of the following six people.  The item you need to deliver and the recipient are uniquely determined by the quest giver.


Quick Walkthrough
# Talk to any of the six quest givers to start the quest.
# Accept the quest to be given an item to deliver.
# Deliver the item to the target and receive your reward.

Detailed Walkthrough
This quest begins once you have spoken to one of the quest givers listed above. These six people all have something that needs to be delivered but they haven't found the time to do it themselves. Asking how you can help will end with them giving you a unique item or note and tell you to deliver it to a correspondent of theirs (as listed in the Target column). Once you have completed the delivery, the recipient will thank you and reward you with a leveled amount of gold to end the quest.

Reward
 

Notes
Only one radiant quest of this type can be assigned at any given time. You must clear the radiant quest from your miscellaneous quests in order to be eligible to receive another of the same type.
Because this is a favor quest which affects the quest giver's disposition, it will count towards the "Help the People" part of the thane quest for the quest giver's hold.
Aeri will only give this quest if Skald is Jarl of the Pale.
Idgrod will only give this quest if she hasn't been exiled to the Blue Palace.
Although the quest data suggests that Giraud/Quintus should have a larger reward, since the related dialogue script fields are named FavorRewardGoldLarge, the script properties are both filled with the same value as all the others: FavorRewardGoldSmall.

Bugs
 
 Alternatively, you can open the console and enter  , which will complete the quest (although you will not get the reward).  The NPC from whom you would have gotten the incorrectly-journaled quest will never give you his/her quest (as you just completed it).  You can go back to the NPC from whom you got the incorrectly-journaled quest and get his/her quest again; note that you will receive another of his/her quest items, so you may need to use the console command   to remove it from your inventory.


Quest Stages
Skyrim:Special Delivery

Special Delivery may refer to three quests:
Special Delivery (Sylgja), a quest given by Sylgja in Shor's Stone
Special Delivery (Bolli), a quest given by Bolli in Riften
Delivery, a radiant quest with the name "Special Delivery" in the official game guide
Lore:Orma

The   were a tribe of   native to Black Marsh, along with the Horwalli, Kothringi, and Yespest. How they arrived in Black Marsh is unknown, possibly having been sent there as refugees or prisoners, or settled along the coastal waterways on their own and adapted to the environment.  They were born without eyes, becoming masters of their other senses.  One of the few known members of the race was  , who was with  's army at   when   was poisoned before the   at  . She later worked at   to falsely implicate the Emperor's mistress in a plot to poison the Emperor.   
See Also
For a list of notable Orma, see here.
References
Lore:Yespest

The   (or Yerpest)  were a tribe of   indigenous to Black Marsh, along with the Horwalli, Kothringi, and Orma. How they arrived in Black Marsh is unknown, but it is possible that they were sent there as refugees or prisoners. Alternatively, they may have settled along the coastal waterways on their own and adapted to the environment.  The Yespest were active in the region around Blackrose. They may have been contemporaries of the Barsaebics, and some Imperial scholars erroneously credit them with building the ancient Argonian xanmeers.   

References
Lore:Horwalli

The Horwalli are a tribal race of Men that live in Black Marsh. Scholars theorize they were either sent there as refugees or prisoners, or that they settled along the coastal waterways and adapted to the environment.    

References
Skyrim:Psijic Order

The Psijic Order is a mysterious and ancient order of powerful mages based on the Isle of Artaeum. One of their number used to advise the Arch-Mage of the College of Winterhold, but the order and their headquarters have not been seen for over a century. The Psijic Order is considered by the Thalmor to be rivals to their power and potential threats since they will not allow themselves to be controlled by the Thalmor. For historical information on the order, see the lore article.

Throughout the quests given by the College of Winterhold, in which the Eye of Magnus acts as a plot device, a monk of the Psijic Order named Quaranir constantly warns the player that the device is not something the world is prepared for and that it is the player's sole responsibility to prevent anyone channeling powers from the eye at all costs. Their intentions for, as well as their connection with, the Eye of Magnus remains unknown.

The extent of the Order's power is unknown, but members have been shown to be capable of either slowing or stopping time entirely as well as a form of teleportation, though the former ability was said by Quaranir to require great effort on the mage's part and could not be performed for very long. All members of the Psijic Order seen in Skyrim wear their unique eponymous robes, which cannot be obtained legitimately. 

Members


Related Quests
 
 
 
 

Note
The Order's name is spelled 'Psijic' in subtitles and in-game texts but is spelled 'Psiijic' in the game's item files (viewable with the Creation Kit). This discrepancy is normally never viewable in-game, as the Order's robes, gloves, boots, and hood are not obtainable without console commands.
Skyrim:Synod

The Synod is one of the two major magical groups in Cyrodiil ever since the fall of the Mages Guild at the start of the fourth era, the other being the College of Whispers.

While not hostile, it is evident that the Synod are also zealous with their works and have severe tensions with the College of Winterhold, with members accusing the school for sabotaging their research and their council.

In Game
The only appearance the Synod makes in the game is in the quest Revealing the Unseen, for the College of Winterhold, which involves the dwarven ruins of Mzulft. Inside, you meet a dying Synod member, who informs you that the Synod made an expedition to Mzulft for a secret purpose. Among the scattered dead of the Synod, there is one of two living Synod members in the quest and entire game, who meet you at the end of the ruins and desperately hopes that you have the focusing crystal his fellow comrades were trying to bring to him. Once the crystal is handed over, he reveals a special dwarven device known as the Oculory that can harness the powers of the stars to create a map showing the locations of all magical levels of Tamriel.

Related Quests


See Also
For more information on the Synod, see the lore article.
Skyrim:Some Light Theft

Radiant Options
This is a radiant quest which you can receive from any and all of the three following people. The quest item and its location is uniquely determined by the quest giver.


Quick Walkthrough
# Speak to the quest giver.
# Steal the requested item.
# Return to the quest giver.

Detailed Walkthrough
Dengeir of Stuhn
Dengeir of Stuhn was once the Jarl of Falkreath but has since stepped down and is now a Thane. He is a paranoid and patriotic supporter of the Stormcloaks. He believes that Lod the Blacksmith is writing a treasonous letter and wants you to steal it for him.

The letter is on Lod's bedside table. It is a note requesting extra iron supplies. Steal it and return it to Dengeir. Dengeir will at first be confused, and then realize Lod is probably not up to treason, even if he is making extra weapons for the Empire. He will then give you a reward of leveled gold.

Completion of this quest opens up another radiant quest, Dark Ancestor. At the end of this second quest, you will receive leveled gold.

Malur Seloth
Talking to Malur Seloth and asking him what he does prompts him to reveal that he doesn't really do anything. He wants to appear more mage-like when in the jarl's presence, and wishes to acquire a staff. 

The one he wants belongs to Nelacar who resides in the inn. The staff is located in the shop counter in Nelacar's room—you must steal it and return to Malur. He will reward you with one skill point in Speech.

Stands-In-Shallows
When speaking to Stands-In-Shallows, he mentions that some pirates were caught smuggling extra powerful Skooma, and he would like to get some.

The bottle is located in the New Gnisis Cornerclub in Windhelm, underneath the second set of stairs. Steal it and return to Stands-in-Shallows, who will reward you with a skill point in Sneak.

Notes
Only one radiant quest of a similar type can be assigned at any given time. You must clear the radiant quest from your miscellaneous quests in order to be eligible to receive another of the same type.
Because this is a favor quest which affects the quest giver's disposition, it will count towards the "Help the People" part of the thane quest for the quest giver's hold.
This quest requires you to commit a crime; see that page for details about criminal activity.

Bugs
 
 
 

Quest Stages
Skyrim:Kill the Bandit Leader

Radiant Options
This is a radiant quest that you can receive from any of the following four people. Apart from Ahtar's quest, which has a fixed location, the dungeon is randomly determined based on the quest giver's hold.


;Quest Reward for Ahtar, Brunwulf, and Fanari
 

Quick Walkthrough
# Talk to the quest giver.
# Travel to the bandit lair or dungeon.
# Return to the quest giver for your reward.

Notes
If you kill Captain Hargar during the quest Lights Out!, or by clearing out the grotto without the quest, then Ahtar won't give you his quest and can never become a follower.
If you have only recently cleared Broken Oar Grotto, it may be possible go back and resurrect Captain Hargar using console commands, unless his body has disappeared. The quest should then be given.
 This is not the case with the Unofficial Skyrim Patch, as it adds Orphan's Tear and Ironback Hideout as possible targets.
Because this is a favor quest which affects the quest giver's disposition, it will count towards the "Help the People" part of the thane quest for the quest giver's hold.
The quest Harsh Master can have identical quest objectives.
If you do the quest Lights Out first, the captain may be extremely high level to prevent you from killing him and forcing you to leave without clearing out the cave.  This allows you the possibility to still get the other quest from Ahtar.

Bugs
 
  Selecting Linwe's body in the console then typing   will bring him back to life as soon as you resume the game. Killing him again will then count for the quest completion. (Doesn't work if you have already received the favor quest, as resurrecting Linwe&mdash;before or after entering the cave&mdash;doesn't put the quest arrow back on him and killing him again doesn't complete the quest)
  If Linwe's body has already disappeared, typing   in the console will advance the quest.
  If   doesn't help you, type the following commands:   and then  . This should select the original quest target and kill him for you, advancing the quest to the next stage.
  If   doesn't help you, type the following commands:  , then  , and then type  , then  , and finally  . This should place Linwe at the empty chair where the quest marker is pointing. Additional Summerset Shadow thieves should spawn as well.
  If all previous codes don't work, try  , then   and finally  .
 
 
 

Quest Stages
Skyrim:Kill the Vampire

Quick Walkthrough
# Speak to Sybille Stentor.
# Kill the Master Vampire in Pinemoon Cave.
# Return to Sybille Stentor for your reward.

Detailed Walkthrough
Speak to Sybille Stentor in the Blue Palace throne room and ask what her problem is. She will tell you about a local nest of vampires which you should wipe out.
thumb|right|The first area of Pinemoon Cave
Make your way to Pinemoon Cave, west of Solitude. It is a very small cave with only four chambers, and an assortment of vampires and wolves. You only need to kill the Master Vampire to complete the quest. He can be found in the third chamber, a large room with pews facing an altar. The Master Vampire can be found on the altar area. However, he has two companions who will also attack if you are detected. They will reanimate a corpse of a Nord which lies on a table in the southern part of the chamber.
thumb|left|Vampires attacking
If you do clear out the cave, there is a locked chest next to the altar. Also do not forget the fourth chamber, the sleeping quarters, which contains the Illusion skill book Incident at Necrom and another chest.

Reward
Exit the way you came in and return to Sybille Stentor for your reward, which is jewelry and a single free skill boost in Illusion.

 

Notes
Because this is a favor quest which affects Sybille's disposition, it will count towards the "Help the People" part of the Thane of Haafingar quest.

Quest Stages
Skyrim:Kill the Forsworn Leader (Jarl)

Radiant Options
This is a radiant quest which is received from Igmund, if he is the current Jarl of Markarth. The forsworn outpost is chosen from the following list:


Quick Walkthrough
# Talk to Jarl Igmund to initiate quest.
# Travel to the dungeon.
# Kill the Forsworn Leader.
# Return to Jarl Igmund in Understone Keep to collect the gold reward.

Detailed Walkthrough
Travel to Understone Keep in Markarth and speak to Jarl Igmund to initiate the quest in which you have to kill a Forsworn Leader. He will direct you to a dungeon in The Reach, which is where the Forsworn Leader is hiding. You must travel there and face the leader.

Once you travel to the dungeon you will most likely have to deal with most leveled Forsworn before you can eliminate the leader. 

Reward
Once you have dealt with him/her, return to Understone Keep to collect your reward from Jarl Igmund.
 
 
Notes
If Raerek is in a room with an adept lock, wait until he is sitting by the Jarl to receive your reward. He is there by 10am.

Bugs
 

Quest Stages
Skyrim:Kill the Giant (Jarl)

Radiant Options
This is a radiant quest which is received from Skald, if he is currently the Jarl of Dawnstar. The giant camp is randomly determined from the following list:  .

Quick Walkthrough
# Speak with Skald, the Jarl of Dawnstar.
# Kill the giant at the given camp.
# Return to retrieve the bounty.

Detailed Walkthrough
The Jarl of Dawnstar, Skald, will ask you to deal with a giant to send a message to all the other giants in the hold, for although they are not a problem now, the jarl believes they will be in the future. The giant can be found at one of three camps (above) and can be taken down by any means necessary.

Reward
Once the giant is dead, return to Skald for your reward of gold:


Completing this quest is required to start the Thane of the Pale quest and purchase land in Dawnstar  if Skald is still Jarl.

Notes
This quest requires a giant to kill.  If you have cleared all of the giants from all of the giant camps, then you cannot receive this quest from Skald. To solve this issue, wait or sleep indoors for 30 days and all giant camps will have been respawned.

Bugs
 

Quest Stages