Netruk44/uesp-wiki-content huggingface dataset:
Shivering:Prisoner

In the depths of the House of Dementia are a set of prison cells, ruled over by Herdir. Three of the cells are inhabited by Prisoners. All three wear pants and a shirt and, for some reason, carry a tan cup. They are all infected with the disease Ataxia.

The three prisoners spend their entire time asleep, and since they are behind locked gates for which there are no keys, they are typically impossible to talk to. Using the console to reach them, however, will produce the common I HAVE NO GREETING! glitch.

 
Prisoners
Shivering:Victim

In Xaselm, Relmyna Verenim conducts her gruesome experiments on a set of five unfortunate Victims. They are all naked and possess no spells. Their only purpose is to be the target of whatever experiment Relmyna has in store for them.

 
Victims
 
 
This victim appears in both Xaselm, Experiment Chambers and Xaselm, Sanctum of Vivisection. In the first instance, she is found in a deep pit into which various creatures can be released; the second is one of Relmyna Verenim's caged test subjects.

 
 
 
This victim also appears in both Xaselm, Experiment Chambers and Xaselm, Sanctum of Vivisection. The first version is found in a pool of water about to be ripped apart by baliwogs and a scalon; the second is one of Relmyna Verenim's caged test subjects.

 
 
 
This victim also appears in the Experiment chambers.

 
 
 
This Khajiit is also in the experiment chambers. He stands along all his life in his cage, never being experimented on. If you push his cage button, spikes will rain down on him and after he dies, the floor beneath him will collapse and will never be heard from again.

 
 
 
This victim won't be seen for more than a fraction of a second. He is initially far above the torture cells, but pressing the button on his cage causes the floor on which he stands to vanish sending him plummeting to his death. You will only see him as he passes the cell level.

 
Notes
There is a sixth victim; a female Argonian with a baseid of  , but she never appears in the game.
If you place a humanoid (Dremora) summoning in front of Relmyna while she is casting pain spells at her victims, the summoned humanoid will behave like the victims and withdraw in pain.
Shivering:Refugee

The Refugees are five NPCs in Xeddefen. Although they all exist in the game from the start it is impossible for them to be encountered without using the console. The three NPCs in Xeddefen are found swimming in an inaccessible ocean at the bottom of the level, while the two in Xeddefen, Fane stand in an inaccessible square room below and far to the southwest of the main level. They have no dialogue, and none of them are ever referred to by any script, so they remain where they are. The Refugees serve no functional purpose in the game whatsoever.

They all wear a lower-class outfit of laced leather pants and dark green shirt with stitched leather shoes and carry a few gold coins. They know how to cast a leveled Illusion spell - one of either Chameleon, Invisibility or Silence.

 
Refugees
 

 
 

 
 

 
 

 
 
 
Bugs
Asnadan

Take the eastern path out of Helnim and at the first point it jinks north, head southeast into the hills instead. The entrance to Asnadan should appear in front of you.

In the cave's lowest levels there is a large canvas tent filled with all the tools of a dark wizard: alchemical equipment, books, potions and ingredients, including two portions of the rare Human Flesh. There are also four scamps, one of which is already mysteriously dead.

Outside the tent there is no other treasure although the tunnels are guarded by more daedra. At the end of one passageway lies a lonely skeleton; presumably the remains of the wizard or one of his victims.
 

Maps
thumb|left|Map of Asnadan
Saekim-Sur Grotto

The entrance is close to the  . Head southwest from the farm, past the large group of mucksponges growing on the shore, and the cave will be dead ahead.

thumb|right|The memorial inside the cave
The first section of the cave is underwater and populated by four enemies. In the main chamber, however, is a strange kind of shrine containing a skeleton wearing a Telvanni cephalopod helm. A nearby   contains a few words about the identity of the skeleton. Apart from the helm, there is no treasure in the cave.
 

Notes
The grotto was originally named Ba'nal.

Maps
thumb|left|Map of Saekim-Sur Grotto
Telvan Grotto

thumb|right|The underwater entrance to the grotto
Take the northeastern path out of Alt Bosara across the bridge and follow it as it curves around. On your left you will see an innocuous-looking pool, which actually conceals the entrance to the grotto. Dive in and negotiate the tricky path to the door.

Inside the grotto is treasure enough to make the journey to the grotto worthwhile. In the northeast is a corpse whose Daedric dagger rests close by. Not far from this is the drowned body of an adventurer that still wears a pair of adamantium bracers and an Imperial dragonscale cuirass among other items. In the south is a dry section of the grotto, although you will need levitation or good acrobatics to reach it. In this area is another corpse, surrounded by chests and crates filled with gold and weaponry.
 

Maps
thumb|left|Map of Telvan Grotto
Lore:Weir Gate

The Weir Gate was a semi-permanent portal between Tamriel and the   in which the Battlespire Academy  was later established. It was known to have existed since at least  .  Once the Pillar Of Light (the Tamriel side of the portal) was entered, the user would arrive at the Weir Gate in the Battlespire.  

In  , during the Imperial Simulacrum, the Weir Gate was sealed by Mehrunes Dagon's forces with a powerful sigil in the shape of the   "Hefhed". This prevented the Imperial Legion reinforcements from entering the Weir Gate, and so the battlemages were sealed within. 

Years after Dagon's invasion was defeated,  the mage   and his apprentice used the Weir Gate to access the shattered remains of the academy. Despite an extensive search through the ruins, they discovered that all links to Oblivion had been broken. 
 
Gallery
 

References
Beranus Cavern

The cave has two entrances. Head northeast out of   and dive into the river at your first opportunity. Head south and one entrance will be found on the right bank, hidden among some rocks. The other entrance is on the far side of the river. If you head due east from the first entrance, up onto the far shore, and past a small pool, you will find it on your left.

Inside, the Beranus Cavern is a mixture of cave, grotto and ebony mine. Three kollops can be found in the north central of the cave while five ebony veins are underwater slightly further to the south. In the far south of the cave is a dead Imperial, with a decent array of treasure on his body.
 

Maps
thumb|left|Map of Beranus Cavern
Dorammu Cavern

thumb|right|The waterfall inside the cavern
Although the cave lies south of town, to reach it, first head north out of Adurin-Ouaka. Follow the road as it bends west then south and then southeast as it begins to climb. A short while later you will see a rope bridge across the gorge. Cross that and the entrance is right in front of you.

There isn't much of interest inside the cave. Three slaughterfish infest the waters while at the southern end of the cave is the den of the Alchemist Felms Sendas. It contains a few books, potions and pieces of alchemical equipment along with the usual crates and barrels containing food.
 

People
 


Related Quests



Maps
thumb|left|Map of Dorammu Cavern
Balsincag Diamond Mine

Starting from  , head southwest to the coast then south until you reach the mouth of a river. Follow the river until it passes under two rock arches then turn west into the hills. After passing two more arches, the entrance to the mine will be in front of you.

Inside there is evidence of a massive creature attack. The skeletons of several slaves still wearing their bracers can be found in a cave to the west but no other living NPCs appear in the mine. A room to the north contains potions, books and crates containing moon sugar and food and to the east is an overturned cart with three diamonds. The bulk of the mine's treasure is to be found in the 12 diamond veins.

A long and hard-to-find corridor leads to a cave with a collapsed Daedric portal. A dridrea and other daedra are present, as well as the corpses of two miners who dug too deep.
 

Maps
thumb|left|Map of Balsincag Diamond Mine
Adanibi Grotto

There are several islands in this area. The grotto is on the south shore of one of the larger ones.

Inside is little of interest. A quality potion of swift swim and two potions of water breathing help exploration but the only other treasure are the four pearl-bearing kollops and a   and Iron Broadsword found by a skeleton.

 
Maps
thumb|left|Map of Adanibi Grotto
Ashurnasaddus Grotto

North and a little east of Bahrammu is a sandy beach. The entrance to the grotto is at the western end of the beach.

The only treasure in the grotto are the three pearl-bearing kollops and a small sack next to the corpse of a thief on a ledge towards the south that contains minor loot.
 
Maps
thumb|left|Map of Ashurnasaddus Grotto
Girithammu Grotto

The grotto lies on the sea bed southwest of the Dwemer ruin of   and northeast of the  .

The treasure in the grotto lies to the west, although there isn't much of interest: a few barrels and crates contain minor loot. Two eyestars can be found - one in the south and one to the east.

During the events of the Imperial Legion quest,  , the player may find themselves teleported here by their target.

Related Quest


 
Maps
thumb|left|Map of Girithammu Grotto
Mzankh

The site can be seen from a distance, but there's no easy way to reach it. Climb or levitate into the mountains and you should find one of the two entrances.

It is a fairly typical Dwemer ruin, with centurions guarding the usual hoard of ingredients and machinery.
 

Maps
thumb|left|Map of Mzankh, Sky's Wrath Gallery
thumb|left|clear=none|Map of Mzankh, Sage's Whim
Kvazmunduncharz

Head south from Ranyon-ruhn along the west bank of the river and you should see the ruin on your right before too long. Head into the hills and there are several rough paths leading to the ruin.

Kvazmunduncharz is most notable for the large number of Dwemer robots still on patrol - there are 17 of them. They guard typical Dwemer loot including two "rare" chests that contain better than average loot.
 

Maps
thumb|left|Map of Kvazmunduncharz
Massapi

Head west from Alt Bosara until the road swings south then head west-northwest towards the ruin of  . The entrance to Massapi is just north of the shrine although it can be tricky to find.

thumb|right|The waterfall inside the caveThere is no treasure in the cave nor are there any enemies. The only item of interest is a Shrine of Almalexia's Mercy, which can be used to cure poison and common or blight disease. It can also cast ''Almalexia's Mercy'', which gives the player a 5% resistance to normal weapons for 48 minutes.

The most notable thing about Massapi, however, is the stunning waterfall that dominates the cave. It alone makes Massapi worth a visit.
 

Maps
thumb|left|Map of Massapi
Nassurdanami

The cave is not easy to reach. Head south out of   on the road towards  . When the road turns west and you reach a rope barrier on your left, levitate southeast over the mountains into an area of grass. Keep heading southeast under one rock arch until you come to a fork, both paths heading under more rock arches. Head east and just before you reach the coast, turn left and head under yet another arch. The entrance will be on your left.

The main feature inside the cave is the den of Feric Litain; a Breton necromancer who has the usual stock of ingredients, potions and books. His stash includes two rare portions of human flesh.
 

People
 


Maps
thumb|left|Map of Nassurdanami
Oda-Nammu Grotto

In the ocean north of Tel Ouada there are several islands. Oda-Nammu is underwater on the south side of an island to the south of the largest one of the group.

The cave contains the usual sea creatures guarding a small amount of treasure. A drowned corpse to the south has a netch leather helm and a bonemold shield along with a cheap potion of swift swim and a bottle of skooma. Only one of the kollops may contain a pearl but there are three  .

 
Maps
thumb|left|Map of Oda-Nammu Grotto
Dead Man

The Dead Man was a Breton   and Journeyman in the   who was delivering an   to   in  ,  . Unfortunately, he ran into a group of three   agents led by   who were keen to see the information never reached its intended destination.
 

Related Quests
Alendu Plantation

If you travel east from  , you should eventually come across Alendu Plantation. The first building you will encounter is the twisted manor of the plantation owner, Ralnym Alendu. The manor is on two levels, and in the second one is the skill book '' . The slave shack is located behind the manor, in the middle of the muckspunge patches. 

One of the slaves describes the place with great accuracy: "This is the Alendu Plantation, sera. It's a mucky place; there's muck everywhere, in these big muckspunges growing everywhere. Everything is just completely mucked-up.''"
 
Related Quests

Notes
The quote listed above is from the slave Hates-the-Muck, who was removed from the plantation. This explains why the slave shack contains three bedrolls, while there are only two slaves on the plantation.
People
Helnim, Diamond Mine

The mine has seen some heavy mining and many of the diamond veins are already exhausted. There are still several veins containing gems, however, and a large number of mined diamonds can be found loose or in crates. As might be expected, the mine is heavily guarded by the Imperial Legion.
 

People


Maps
thumb|left|Map of Helnim, Diamond Mine
thumb|left|clear=none|Map of Helnim, Diamond Mine Packing Room
Helnim Egg Mine

Although the mine is large, it contains only a small number of eggs. Underwater to the south, near the Queen, lie the remains of an adventurer; an iron viperslayer near what's left of a skeleton. Beyond that there is little of interest.
 

Notes
This location used to be called Helnim Kwama Mine.

People


Maps
thumb|left|Map of Helnim Egg Mine
Ranyon-ruhn, Mine

The first zone of the mine is the Mine Office, in which various minor loot can be found including several pieces of Bonemold Armor. In the mine itself there are five ebony veins and a few pieces of raw ebony, but otherwise there is little of interest.

 
People


Maps
thumb|left|Map of Ranyon-ruhn, Mine Office
thumb|left|clear=none|Map of Ranyon-ruhn, Mine
Mining Bunkhouse

People
UESPWiki:Server Setup

General Setup
The following lists the various setup steps and software required for each server type.

All Servers
:* Common user/group setup (see )
:* atd
:* vsftpd
:* ntpd
:* libmcrypt
:* libtool-ltdl
:* swig
:* gcc
:* zabbix agent
::* Modify /etc/services to include Zabbix entries 
::* Create /etc/zabbix/zabbix_agentd.conf 
::* Copy custom commands to /etc/zabbix/commands/
::* Setup zabbix_agentd to start automatically
:* DenyHosts
:* Public/private keys
:* Path modification to include /usr/sbin and /sbin
:* Host name modification
:* Ensure max open files is at least 8192.
:* Setup smartd for disk monitoring:
::* /etc/smartd.conf should look something like:
      DEVICESCAN -m email1,email2 -H -M test
::* Restart smartd and confirm a test e-mail has been sent/received.
:* Setup mdmonitor for raid monitoring if required:
::* Edit relevant e-mail address for event messaging in /etc/mdadm.conf which should look something like:
     DEVICE partitions
     MAILADDR email
     ARRAY /dev/md2 level=raid1 num-devices=2 uuid=...
     ARRAY /dev/md1 level=raid1 num-devices=2 uuid=...
     ARRAY /dev/md0 level=raid1 num-devices=2 uuid=...
::* Restart mdmonitor and confirm a test e-mail has been sent/received.
::* Add the noatime option to relevant drives in /etc/fstab and remount (mount -o remount /)

Content Servers
:* Apache v2
:* memcached (if required)
:* php v5
::* eAccelerator
::* wikidiff2
::* php-pear
::* php-devel
::* php-common
::* php-cli
::* php-pecl-memcache
::* php-gd
::* php-mbstring
::* php-mcrypt
::* php-mysql
::* php-pdo
::* php-xml
::* php-bcmath
::* Change session path to shared directory
:::* session.save_path = "/mnt/uesp/phpsessions"
:* mysql (just client)
:* perl
::* perl-DBD-MySQL
::* perl-DBI
::* perl-String-CRC32
::* perl-URI
:* ImageMagick
:* tidy
:* Mount file shares (wikiimages, filecache, phpsessions)
::* Start portmap, rpc.statd, rpc.lockd
::* Add server IP to all entries in hosts.allow and exports on files1
::* Update exports on files1 with exportfs -a
::* Create mount points:
:::* /mnt/uesp/wikiimages
:::* /mnt/uesp/filecache
:::* /mnt/uesp/phpsessions
::* Mount file shares
::* Add mount commands to rc.local
:* Copy content files

File Server
:* Lighttpd
:* Setup NFS shares: wikiimages, filecache, phpsessions
:* Copy file data: wikiimages, mapimages, filecache, phpsessions

Database Server
:* Apache v2, php v5 (optional)
:* MySQL v5.0.X
:* Setup/copy database content

Squid Server
:* Squid v2.6
:* Apache v2

Other
:* Zabbix Server (on monitoring server)
::* OpenIPMI
::* libssh2 
:* MySQL v5.0 (on backup/replication server)

Setup Scripts
The following are various scripts to aid in setting up new servers:

:* 
:* 
:* 


Setup History
Record of server setup steps

:* 
:*
Lord Drolar

Lord Drolar is a   who lives in an eponymous manor deep within the   at the southern end of the  .

He is armed with an   but prefers to use his powerful magic to attack. Unusual for a unique creature, Drolar will eventually respawn after having been killed.
Oblivion:Chapel of the Brethren

thumb|right|Oblivion:Etira Moslin|Etira Moslin preaching to Hackdirt's people
thumb|left|Chapel room

Very little is known about the mysterious Deep Ones except that they lived in the Hackdirt Caverns and brought welfare and fortune to the small mining town. The only tidbit of information is a quotation from their Bible: "He taught me his language and his runes." Since the Bible is written in Daedric, it can be suggested that these mysterious entities are Daedric in nature. The citizens with the strongest beliefs have moved into the underground caverns to be closer to the Deep Ones. The townsfolk refer to these citizens as the Brethren and the chapel is named after these sun-fearing beings. 

Every evening when the clock strikes 8, the entire population of Hackdirt will gather around in the chapel and silently listen to cult leader Etira Moslin recite passages from the Bible of the Deep Ones. The Bible is a unique book written by Irlav Moslin - the founder of Hackdirt and one of the original worshippers of the Deep Ones - in 3E 345. Because of these suspicious practices, the town was overrun and burned to the ground by the Imperial Legion thirty years ago. In the chaos, the Bible disappeared but recently surfaced once again. Etira Moslin managed to translate it, leading to the new cult activities with the goal of reviving the Deep Ones and reinstating the wealth and fortune of Hackdirt. Despite the chapel's name, the real Hackdirt Brethren are not allowed to set foot inside. 

Like the rest of Hackdirt, the chapel is still worn-down and sooty from the invasion thirty years ago, both on the outside and inside. The chapel room itself is barebones and only contains six worship pews and a podium where the Bible can be found. A ladder leads up onto the rooftop of the chapel. No altars are present in the chapel. Taking the Bible is not considered stealing until after the topic The Brethren appears.

 
Worshippers
Lore:New Sheoth

is the ever-changing capital of the Shivering Isles and the seat of Lord Sheogorath. It is located in the eastern part of the Isles, at the feet of the Jester's Spine Mountains. It is placed on the border between   and Dementia, the two halves of the Isles. The city itself is divided into two districts, Bliss on the Manic side and Crucible on the Demented.  New Sheoth Palace overlooks the city; contained within is the Palace of Sheogorath, as well as the Houses of Mania and Dementia. The Sacellum Arden-Sul is located at the base of the Great Torch. The ruins of Xirethard are mostly located beneath the city. Like everywhere in the Isles, root tunnels run deep below the city. Of particular interest is the Fountainhead, where the insanity of the realm's inhabitants settles to supply the waters of the Font of Madness. 

Every era, during the Greymarch, the city is destroyed by Jyggalag and the forces of Order along with the rest of the Isles. Prior to the building of New Sheoth,   was the capital of the realm.  New Sheoth survived the Greymarch of  , when the Champion of Cyrodiil assumed the title of Mad God and freed Jyggalag from his curse. The city was still in existence by  . 

 
The Fountainhead
thumb|left|The entrance to the Fountainhead
The Fountainhead is an intricate root system that lies below New Sheoth, and is home to the Pools of Madness. Tamed gnarls tend to the root system. The water from the Pools pours into the Font of Madness, and is the very lifeblood of the Isles.  The Fountainhead can be accessed from the Palace of Sheogorath through the base of the Tree of Madness, and leads deep under the palace to the Pools of Dementia and Mania.  Lord Sheogorath often visited the Fountainhead to escape his duties and meditate. 

In  , the Pools of Madness were tainted by Order. Sheogorath's Champion, who needed to immerse the   in the waters, defeated the Forces of Order and restored the Pools, imbued the Staff with Madness, and assumed the position of Madgod. This gave the Champion the power necessary to defeat Jyggalag, thus ending the Greymarch and the Prince's curse. 

 

See Also
For game-specific information, see the Shivering Isles articles on New Sheoth and The Fountainhead.

References
Oblivion:Bruma House for Sale

Notes
 

Bugs
UESPWiki:Archive/CP Legitimate Mod Linking

Legitimate Mod Linking

Most mods are uploaded by their authors to large download sites, where users usually have to sign up in some way in order to download from them. Usually the signup is a pretty minor requirement (e.g. equivalent to signing up for a UESP wiki account), but sometimes the signup is rather more complicated (user has to signup for a specific forum and request download from there). The latter type of signup is a bit controversial -- many players avoid downloading mods with overly complicated requirements; however, even so, the right of the authors to impose such requirements is widely respected.

I've been on the wiki since the beginning and I've never seen this be an issue before. We're not primarily a mod listing site (though we do have a number of notable an important pages), and the sites that we link to (usually TesNexus, PES or Elric) have trivial signup requirements. Since it hasn't come up before, we've never had a formal policy stated.

Anyway, the issue came up on  today, and I have accordingly reverted the links. As it turns out, the editor adding the problem links was blocked for "language issues" anyway, so I doubt this will be an issue outside of this particular editor. Still, I wanted to drop a note regarding what has been an informal policy up to this point. --Wrye 04:28, 1 September 2009 (UTC)
UESPWiki:Archive/CP Improvement to User IRC userbox

Improvement to User IRC userbox

Just to let everybody know, I've made some small improvements to the   userbox.  Namely, you can now specify something instead of "frequently" in the text (though it will keep "frequently" by default to ensure backwards compatibility with existing   transclusions).  I also added proper documentation to it.  There's one minor concern, pointed out by Timenn a while back, in that people can do something like specify "never" and it will still include them in the "Users Who Frequent the IRC chatroom" category, but rather than try to account for all forms of silliness, I simply noted it in the docs. —Robin Hood   20:07, 5 September 2009 (UTC)