Netruk44/uesp-wiki-content huggingface dataset:
Oblivion:Miscarcand (quest)

Quick Walkthrough
# You are informed of the third item Martin needs - a Great Welkynd Stone.
# Travel to Miscarcand.
# Explore the ruins for the Great Welkynd Stone.
# Fight the King of Miscarcand.
# Return the stone to Martin.

Detailed Walkthrough
The Third Ingredient
Once you've found and brought the Armor of Tiber Septim to Martin, he'll let you know that the third ingredient he needs is a Great Welkynd Stone. This is a rare Ayleid artifact which - as far as he knows - can only be found in one place: the ruins of Miscarcand. He'll also warn you that the vengeful spirit of the last King of Miscarcand is rumored to guard it even in death. The ruins are marked on your map, halfway between Kvatch and Skingrad.

thumb|Miscarcand Morimath Hall
The Ruins of Miscarcand
A fairly standard Ayleid ruin dungeon crawl ensues, including undead battling a tribe of Bitterfish Goblins. Details on the interior of Miscarcand are provided on its page.

Once you take the Great Welkynd Stone in Morimath, the King of Miscarcand (a powerful lich) appears in the hall entrance and two Zombie Guardians come up the now raised staircases. Defeat them or run away (although the second option is not ideal - see Bugs). If you do defeat them, there is a shortcut exit that can be accessed through a small room opposite the main hall entrance, which is populated by more Zombie Guardians. Exit Miscarcand and head back to Cloud Ruler Temple.

Bugs
 
An indirect workaround is to reverse pickpocket permanent Bound Armor and Weapons into Martin's inventory.
 There are various commands that can be utilized to fix this:
Before you give the Armor of Tiber Septim to Martin, you must remove the Great Welkynd Stone from your inventory, using the command  . After handing over the armor, use the code   to return the stone to your inventory. You will get a journal entry and Martin should don his armor. Talk to him again to turn over the stone.
After you have given the Armor, you can type  , to make Martin don his armor. (If you want to get all the journal entries, you can instead type the following three commands:  ,  , and finally  ).
 
You can fix this by traveling to any city and committing a crime. Pay your fine and you will end up outside the city's castle, where you'll be met by the King and his Guardians. The fight will be a lot easier than it otherwise would be because the guards will join in the fight. Once these enemies are dead, the game should return to normal. Entering an Oblivion Gate will also accomplish a similar effect. This has also been reported to occur even if the zombies have been killed.
It is possible to escape being hunted down by the King of Miscarcand and his decomposing duo by remaining undetected before and after you pick up the Great Welkynd Stone. An Invisibility spell or potion may help, as well as a strong Chameleon spell or potion.
  You can also open the console and type   to cause every single enemy to stop attacking you, including the King and his zombies.
 

Journal Entries
Oblivion:Bravil

thumb|right|Main Street of Bravil with the principal shops and inns thumb|right|View of Bravil from the southwest bridge looking north. The building to the left is the Mages Guild. thumb|right|Bravil Castle
Bravil is a squalid town located on the banks of the Niben Bay, south of the Imperial City. The Larsius River passes through and wraps around the town, as the Green Road curves around it.

Bravil is described as one of the poorest towns in Cyrodiil. Houses are built like shacks, being wooden and stacked upon each other. The Larsius River that runs through the town serves as Bravil's sewers. Because of its location on the bay's shore and the marshes and swamps that surround it, the climate is damp.

The settlement has likely been in existence since at least  . It is known that Ayleids once lived in the region before the town was established. The Alessian Army attacked the Ayleids in the First Era, the army being led by the  's centurion Teo Bravillius Tasus. After discovering the Ayleids' ability to use Alteration type magic to defend themselves, Tasus managed to defeat them. Because of his success, the town owes its name to Tasus.

For more information about Bravil, see the lore article.

 
The Lucky Old Lady Statue
In the square east of Bravil's Great Chapel is a statue called The Lucky Old Lady.  Standing in front of the statue and activating it will cast the spell '''Old Lady's Luck''' on you, which fortifies luck +10 points for 720 seconds.  You can activate this statue as many times per day as you want.
The spell may be absorbed, replenishing your magicka rather than giving the blessing. If you want to receive the blessing, it is best to deactivate effects.  On the other hand, it can be used to advantage by characters with the Atronach birthsign: absorbing the spell will restore your Magicka.
You can no longer receive the spell's blessing once you complete the Dark Brotherhood questline.
The book Daughter of the Niben provides some interesting background.

The Castle Gardens
The castle gardens are one of the few aesthetically pleasing locations in Bravil. While most of the town is run-down and ugly, the gardens are quite beautiful; as Dro'shanji will comment:  Bravil is perhaps not so nice, but Bravil castle and Bravil castle gardens, they are jewels are they not? 

 
 

Quests Starting Here
General





Dark Brotherhood



Mages Guild


Related Quests
 

Gallery
 

Bugs
 
 

Maps
Oblivion:Leyawiin

Leyawiin is a Cyrodilic city in the extreme southeast of the province, by the mouth of the Niben River where it opens into Topal Bay. Located in the recently ceded Trans-Niben, a small strip of land between the provinces of Elsweyr and Black Marsh, it has a sizable population that includes many Khajiit and Argonians.  Marius Caro is the Count of Leyawiin.

Leyawiin straddles a swampy estuary of the Niben River. It is roughly divided into four districts: Chapel District, Guild Plaza, Main Street and Castle Leyawiin.

For more information about Leyawiin, see the lore article.
 
 

Quests Starting Here
thumb|right|View of the Castle from top of Ra'Jahirr's House in Leyawiin thumb|right|Statue of Zenithar near the Chapel in Leyawiinthumb|right|Statue of Torval the Pilot
General







Mages Guild


Thieves Guild


Related Quests









Notes
Leyawiin also appears in ESO.

Bugs
 

Maps
Oblivion:Kvatch

Kvatch is a city in the hinterland of the Gold Coast of Cyrodiil, located between Anvil and Skingrad. It is built atop a large bluff, raising the city above the surrounding forests. Its coat of arms is a black Wolf on a grey background. The city is home to an arena, the imposing Kvatch Castle, and the Great Chapel of Akatosh. County Kvatch extends far to the northwest, up to the Brena River at the border of  .

 

 
Notes
The city has a destroyed arena, further evidence of the original plan to have arenas in every city.
The version of the Kvatch worldspace used at E3 still exists in the game files and can be accessed by typing  . All cell names are shown in your world map as the default "Wilderness".
Kvatch also appears in ESO.

Quests Starting Here
thumb|right|View of the Main Plaza with the statue of Antus Pinder and the Castle of Kvatch during the Oblivion Crisis
The quests here are all part of the main quest line.
 
  (side quest of "Breaking the Siege of Kvatch")

Related Quests
 
 
 
 

Maps
thumb|none|Top down view of Kvatch after the attack
Oblivion:Draconian Madstone

The Draconian Madstone is an ancient artifact of the Akaviri.  Although it is said to give the user complete immunity to poison, it really only grants 50% resistance. Last seen at Pale Pass, this amulet is the objective of the quest Lifting the Vale.

The construction set lists two separate madstones, because the ID of the madstone changes when you give it up at the end of the quest.  The weight and value in the table are actually those for the post-quest madstone (during the quest it is a weightless quest item, value 2000 gold).  The appearance and enchantments are unaltered, however.

Although you must give up the Draconian Madstone at the end of the quest (in exchange for a reward), it is subsequently possible to steal it back: it is kept in a display case in the Great Hall at Bruma (opening the very hard display case is not a crime, but taking the Madstone is).

Notes
Narina Carvain describes the amulet's appearance as "(...) a snake coiled around and encircling itself. The eyes of the snake are supposed to be precious gems or some such." However, the amulet as it is seen in the game does not appear to match that description.
Lore:Akaviri

Akaviri is used to refer to any sentient creature that inhabits Akavir, such as the Kamal and Tang Mo. No mer have ever lived there; the men that did live in Akavir were all "eaten"  long ago by the Vampiric Serpent Folk of Tsaesci.

Dragons
 
Kamal
 

Ka Po' Tun
 

Tang Mo
 

Tsaesci
 

Other
Early documented encounters between the Akaviri and the earliest inhabitants of Tamriel suggest that there may be Akaviri people with rat-like features, and others who are canine in appearance. This suggests Akaviri cultures that have yet to be discovered and perhaps extinct  .
It’s somewhat likely, the Akaviri who succeeded in establishing cultures in Skyrim and Cyrodiil were the Tsaesci. Or perhaps those humans enslaved or displaced by them. In any case this culture was known to resemble samurai and wield katanas. They seemed to specialize in hunting dragons and perhaps work as bodyguards and warrior elites. The Blades, after all, are elite dragon killers, soldiers and protectors, and their style and gear at least has Akaviri origins.

Notes
 

References
Oblivion:Pale Pass

thumb|right|A view of Pale Pass
Pale Pass is a secluded mountain pass through the Jeralls which can only be reached via the Serpent's Trail, which in turn only appears after Lifting the Vale has begun. Fort Pale Pass was once the secret command post of the ancient Akaviri invasion, and is the last known location of the Draconian Madstone. 

An unlucky thief also hid a unique magical ring in the area, which can be uncovered by following a short treasure hunt.

 
Related Quests



Maps
thumb|left|Pale Pass
Oblivion:Dragonclaw Rock

It is the first of the landmarks mentioned in the Pale Pass Map and messenger's diary given to you by Countess Carvain in the quest Lifting the Vale. From here the path to Pale Pass heads due west to The Sentinel, then continues north to the Serpent's Trail.

Although your map makes it look like the road ends at Dragonclaw Rock, a road actually continues eastward (passing just south of Dragonclaw Rock). This road is described at Unmarked Roads.

 
Related Quests


Notes
Dragonclaw Rock appeared in The Elder Scrolls Online as Fort Dragonclaw.
Dragonclaw Rock also further appears in The Elder Scrolls Legends.
Oblivion:The Sentinel

This statue was used as a waypoint by Akaviri invaders to find the path to their hidden base, Pale Pass.  The path leads west from Dragonclaw Rock to The Sentinel, then heads due north to the Serpent's Trail.  The Sentinel is used as a waypoint once again in the quest Lifting the Vale, where its location is revealed in the Pale Pass Map and messenger's diary given to you by Countess Carvain.
 
Related Quests
 

Notes
This location does not have a marker on your map and you will only be notified of it if you are on the Lifting the Vale quest.
Oblivion:Serpent's Trail

Related Quests


Notes
The Serpent's Trail is a tunnel leading to the legendary hidden base of the Akaviri invasion, Pale Pass.
The entrance door to this tunnel will not appear until you have accepted the Lifting the Vale quest.  
This cave contains 2 Cairn Bolete plants and 23 Wisp Stalk plants.

 
Exterior

The exterior is located at coordinates: Tamriel 9, 41
This location's map marker (M on map) is named ''Serpent's Trail (editor name SerpentsTrailMapMarker).  The entrance door is N of the marker, 10 feet away.
0-2 Monsters are near the entrance

 
Zone 1:  ''
thumb|right|304px|Serpent's Trail
You enter this cave through door D.  Door C at the other end provides access to Pale Pass.  For stealthy characters, the narrow corridors make sneaking past enemies very challenging.  The numerous twists and turns can make the cave somewhat mazelike, although watching your map helps make it clear that there is only one path through the cave.

The one noteworthy item in the cave is the set of Akaviri Orders (E).  Although you do not need the orders to complete the quest, having them provides you with an easier option for how to complete the final stage of the quest.

Occupants:
4 Pale Pass Ogres (location-specific leveled variety)
4-5 Mixed Monster/Animal Enemies (each 80% probability Monster/Animal, 20% Rat)
2 Rats
Treasure:
Akaviri Orders at location E on map.  The orders are lying next to a skeleton, presumably the corpse of the Akaviri messenger.  Your journal will update as soon as you approach the area to make sure that you notice the orders.  
3 Chests 01 (all locked)
2 Chests 02 (1 locked)
2 Chests 04
The following plants will always be found: 2 Cairn Bolete plants and 23 Wisp Stalk plants
Traps:
1 Cave In trap at location F on map, triggered as you walk through the adjacent hallway.
1 Swinging Mace trap at G, activated by the adjacent Pressure Plate trigger (H).
Doors and Gates:
Door C leads outside to Pale Pass.
Door D leads outside to the Tamriel entrance.
Oblivion:Aleswell

NPCs who talk about Aleswell refer to it as a "town" or "village", although it consists of only two huts, the Aleswell Inn, and a vegetable garden. The garden is a fairly significant feature in the settlement, as 8 lettuce plants, 3 watermelon vines, 15 corn stalks, 5 potato plants, 2 pumpkin vines, and 6 radish plants grow inside of it, along with 4 sheep in the corral.

There are rumors that Aleswell's citizens vanished without a trace, and that it is now inhabited by ghosts.
 

NPCs Living Here
 

Quests Starting Here


Maps
thumb|left|Aleswell
Oblivion:Ring of the Vipereye

This Ring of the Vipereye is an Akaviri artifact given as a reward for completing the Bruma quest Lifting the Vale.  It was originally found with the diary of an Akaviri messenger sent to Pale Pass.  In appearance, it is identical to a silver emerald ring.

  
 

 
Leveled Statistics


Bugs
 
 It is possible to use the Console to fix the problem. To make the ring no longer quest essential and allow you to drop it, type  SetQuestObject FormID 000   (choose the correct FormID from the table). 
 
To remove the permanent bonus left after the ring is gone type  player.Dispel 000
Oblivion:Anvil

Anvil is a prosperous harbor city on the Gold Coast by the Abecean Sea at the very southwest end of Cyrodiil. It is the seat of County Anvil and it is located at the end of the Gold Road, west of Skingrad and Kvatch.

Anvil consists of five districts: Castle Anvil, Chapelgate, Westgate, Guildgate and Harborside. The Redguards have had a notable influence on local architecture, which is of a similar style to that of nearby  . The city's graveyard is located across the street from the Chapel of Dibella. North of the graveyard lies Benirus Manor, one of Anvil's many stately manors. The city also houses chapters of the Fighters Guild and Mages Guild, the latter of which specializes in Restoration.

For more information about Anvil, see the lore article.
 
 

Quests Starting Here
thumb|right|View of Anvil from the Main Gate looking south
thumb|right|Dawn in the Harbor of Anvil. The Castle is visible in background
General





Fighters Guild



 (sub-quest of Den of Thieves)



Mages Guild


Non-journal


Related Quests
  (Official Plug-in: Thieves Den)
 
 
 
 

Gallery
 
Notes
A guaranteed magic item, the helmet Fin Gleam, can be found west of Anvil  .
The helmet is located near the small island just west of the city. Go to the high ground at the middle of the north end of the island. You will find a large rock, with a small clearing in the grass just south of it. Stand at the south side of this rock, turn due west, walk down the hill to the water, dive in, and follow the land to the bottom. You should find skeletal remains with the helmet.
Anvil also appears in ESO.

Bugs
 
 
 

Maps
Oblivion:Spell Merchants

This is a list of spell merchants by their locations. Instead of listing every spell each merchant sells, this list simply denotes the number, type, and level of spells he/she sells. Click on the merchant's name to get a complete list of his/her spells and the times at which he/she will sell them. To see what the spells do, refer to the comprehensive Spell list that describes all spells. It is not recommended to kill a spell merchant, as unlike most merchants, many have unique spells.

The colors indicate difficulty,  (0-24),  (25-49),  (50-74),  (75-99),  (100).
US: The number of unique spells only available with this vendor, although their effects can be found elsewhere.
UE: The number of spells with unique effects only available with this vendor, which cannot be found anywhere else.
Merchants with footnotes are merchants only available in an official plug-in. 



Mod notes
Oblivion:How to Level

Increasing your level is an important part of gameplay. Understanding the leveling system is critical if you want to create powerful high-level characters; it can even be necessary to create a character that can survive to level 15. The following pages provide information on how the system works and various strategies that have been developed to beat the system:

Leveling - understand the mechanics of the Oblivion leveling system.
Increasing Attributes - tips on how to increase your Attributes
Increasing Skills - tips on how to quickly get better at the various skills.
Efficient Leveling - gain highest parameters at the cost of restricting your gameplay style freedom.
Under Leveling - avoid the leveling problem by not leveling up.
Lore:Bruma

is a Nibenese city located in the   of  , north of the  . Bruma's population is primarily  s, which is reflected in the city's architecture. It is always relatively cold and snow-covered.  The city's population includes followers of the Divines as well as those who follow the traditional Nordic Pantheon.

The   connects Bruma to the Imperial City, while the   connects it to  .   is located nearby. Bruma has a small sewer system which connects up with the natural caves that run beneath the town.  This underground area was used by the Mythic Dawn during the Oblivion Crisis. The deeper levels of the sewers are home to  s. The city also houses the Great Chapel of the youngest of the  ,  , which dominates the center of town. 

History
The settlement has likely been in existence since at least  .  

During   (  -  ), Bruma was a base for the Colovian troops.  The Second Legion was stationed in the vicinity of Bruma in peacetime , although it originally came from the Gold Coast. 

In  , Bruma became neutral ground during the ongoing  , although it was initially within the territory controlled by the  . The city was attacked by   and   cultists in the name of  . A   was then opened above the ruins of the city in an attempt to draw it into   as part of the  , as well as to provide Daedric reinforcements. Several citizens barricaded themselves within key buildings, and the survivors sent pleas to both the Daggerfall Covenant and the   for aid.  Passing soldiers helped the citizenry recover and fight back against the invaders, and the Dark Anchor was eventually lifted. 

In  , Bruma came under attack from the forces of  .  The   planned to sack the city as they did  , by opening a   to the   and allowing a Daedric siege force to enter Nirn. These plans were discovered by the  , but were allowed to continue at the request of   in order to obtain a  . Soldiers from the other cities of Cyrodiil flocked to Bruma to aid in the defense.  Rallied by Martin himself, the soldiers held back the tide of Daedra long enough for the Champion of Cyrodiil to enter the Deadlands and retrieve the Sigil Stone, ending the invasion. The   became one of the most important conflicts of the  .  During the same year, the Bruma   branch was burned to the ground in a surprise attack from the  . 
 

Gallery
 

See Also
For game-specific information, see the Oblivion and ESO articles.

References
Lore:Chorrol

Chorrol is a Colovian town in northwestern Cyrodiil, between the Great Forest of west Cyrodiil and the Colovian Highlands of the Hammerfell border. Citizens of Chorrol are known as "Chorrolians".  

History
While not much is known about the town's early history, Chorrol has housed a chapel to Stendarr since at least the First Era. The position of Archbishop of Chorrol was filled by one Vincius Imbrex by no less than  . . The Academy of Chorrol was a scholarly institution which was based in the city at some point, but very little is known about it.  The city has had a focal point for merchants in the shade of an oak tree since the Second Era when it was known as "Little Oak Place". 

According to some sources, Varen Aquilarios was the Duke of Chorrol before Emperor Leovic's decriminalization of Daedra worship caused him to take up arms and usurp the Emperor in a long and bloody war,  though other sources state he was the Count of Kvatch.   After being defeated at Fort Ash, Varen took control of the Legion of Chorrol which routed Leovic's troops into the Heartlands, paving the way for the Colovian Estates to unite and fight under his dragon banner. 

The first Count of Chorrol was Kantus Jeril, appointed for heroisms performed at the Battle of Pale Pass.  The powerful Motierre family have also been firmly established in Chorrol since at least  . 

Chorrol was significantly affected by the Soulburst in   when earthquakes ruptured the ground, splitting the town and leaving a gaping fissure infested with flame atronachs that killed Doran, the town's prefect. Wooden walkways were erected over the chasm but the noxious fumes caused many to fall to their deaths while crossing.  Many buildings, including the Great Chapel, were damaged or destroyed by the constant earthquakes, with the Oak and Crosier inn resorting to nailing furniture to the floor. . During the Three Banners War circa  , the town was initially located within the territory held by the Daggerfall Covenant, although it changed hands many times over the course of the war. However, the real power over the roads around Chorrol was determined by control over nearby  . 

At some point following the Sack of Sancre Tor in  ,  a statue dedicated to Saint Osla entitled "The Touch of the Healer's Hand" was erected just inside the city gates.  

As of   the city was divided into five main districts: Fountain Gate, Castle Chorrol, Chapel Street, West District and the Great Oak Place.  and the town was protected by thick walls and guard towers. The ruler of Chorrol at this time was Countess Arriana Valga, widow of the hereditary Count of Chorrol.

 
Gallery
 

See Also
For more information, see the Oblivion and ESO articles.
Books



References