Netruk44/uesp-wiki-content huggingface dataset:
Lore:Kamal (place)

Kamal (meaning Snow Hell) is a nation of Akavir. It is inhabited by armies of snow demons (also known as Kamal), who thaw out every summer and attempt to invade Tang Mo, but are always successfully repelled by the monkey-folk.  Ada'Soom Dir-Kamal, a king among the demons, once invaded Tamriel, but was defeated circa  , when Vivec, warrior-poet god of the Dunmer, flooded the entirety of Morrowind, successfully drowning the invasion. 

Kamal is known to be icy and snow-covered, with deep snows and northern forests. 
 
References
Lore:Tang Mo (place)

Tang Mo (meaning the Thousand Monkey Isles) is a nation of Akavir. It is inhabited by many breeds of monkey-folk, collectively known as the Tang Mo. The monkey-folk are kind, brave and simple, but can raise armies when they must, as all other Akaviri nations have tried to enslave them at one point. Every year, the demons of Kamal thaw out after winter and attempt to invade Tang Mo, but the monkey-folk always successfully repel them. They are enemies of the snake-folk of Tsaesci, but have become allies of their once-bitter enemies, the tiger-folk of Ka Po' Tun.  

References
OBMobile:Classes

Eight classes can be chosen from when beginning a game of Oblivion Mobile. Each is given a preset value for their attributes, a number of skills and perhaps a number of spells, along with beginning the game with a particular weapon and item of armor. Which class you choose determines what types of weapons and armor you can make use of.
OBMobile:Controls

The controls menu can be accessed from the main screen, under the "Help" menu.  "Basic Controls" are the main keys used for most actions and are always in the default location; "Custom Controls" can be assigned to keys other than the default.  Controls are also explained during the first scene, before the Champion's first scuffle with two  Mythic Dawn enemies.

Basic Controls
:Move Up - UP, #2
:Move Down - DOWN, #8
:Move Left - LEFT, #4
:Move Right - RIGHT, #6
:Action/Attack - OK, #5
:Inventory - Right Soft Key
:Menu/Back - Left Soft Key

Custom Controls
These keys can be switched around from the Help menu.
:Quick Health Potion - #7
:Quick Magicka Potion - #9
:Toggle Weapon - #3

Dialogue Controls
:Scroll Up - UP, #2
:Scroll Down - DOWN, #8
:Press OK or #5 to continue at the end of a text dialogue
Lore:Vigil of Stendarr

:''"Stendarr's Mercy be upon you, for the Vigil has none to spare."''
The Vigil of Stendarr is an order of paladins devoted to the extermination of   in  , in Stendarr's name. The order was created shortly after the Oblivion Crisis. Each provincial chapter is led by a Keeper of the Vigil. In addition to Daedra, the Vigil also hunts vampires, werewolves, and necromancers, which they see as abominations.  Vigilants will also cure diseases for free. 

The Skyrim chapter suffered heavy losses during a vampire attack by the  , and their main base of operations in  , known as the Hall of the Vigilant, was completely destroyed. 

The reformed Dawnguard began as a splinter group of the Skyrim chapter. The Vigil was also known to work alongside the Silver Hand, a group of werewolf hunters, with some of the Vigil's members also being part of the group. 

Gallery
 

See Also
For more information on the Vigil of Stendarr, see the Skyrim article.

References
Skyrim:Death Hound

Death Hounds''' are creatures added to Skyrim with the Dawnguard add-on.
They are guaranteed to carry a death hound collar and dog meat, as well as having a 10% chance of carrying minor loot, including leveled rings, gems, and gold.

They can be found both in the wilderness, as well as interior locations such as Castle Volkihar and the Redwater Den. In any location that they are found in, there are always vampires nearby. Generally they fill the guard-dog role, often patrolling around hallways or around doorways.

They do frost damage with their bite (10pt Frost, 50pt Slow) as well as having a minor frost cloak effect (1pt/sec) while in combat with them; the game describes them as having a bite "as cold as the grave".

 
Notes
Two Death Hounds, CuSith and Garmr, can be used as followers if you side with the Volkihar vampires in Dawnguard's main questline.
Death Hounds will flee if the Dragonborn is in Beast Form, even if the standard howl of terror is not used.
Lore:Movarth Piquine

Movarth Piquine was a Nord vampire who likely lived from sometime in the Second Era  to  . 

In life, Movarth was ironically a skilled vampire hunter. He began his career as a trainer in the Fighters Guild, which taught him skill in battle and the value of asking questions.   directed him to a priest in Cyrodiil to learn about vampires. Using the priest's knowledge, Movarth hunted many different types of vampires across Tamriel, including the Volkihar of Skyrim and the many tribes of northern Valenwood. Movarth failed to find any members of the Cyrodiil Vampyrum Order due to their ability to blend into society. When he returned to his mentor, the priest revealed that he was actually a Cyrodilic vampire himself.  Taken by surprise, Movarth fell to the priest, who fed on him and turned him into a vampire. The priest later anonymously published the story in the book Immortal Blood.

Movarth went on to become a master vampire and create his own coven. Although he was believed to have been destroyed a century earlier,  Movarth resurfaced in   and planned to take over the town of Morthal in Skyrim. He turned a Nord woman named Alva into a vampire, and commanded her to seduce the guardsmen of Morthal and infect them as well in preparation for a takeover. Movarth could then use the town for protection, and the townsfolk as cattle.  His plans were undone when suspicions were raised and the Jarl ordered a stranger to look into the strange events in town. Movarth and his coven were slain when a mob of villagers stormed his underground lair northeast of town.  

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

References
Skyrim:Fort Dawnguard

The fort is home to the ancient order of vampire hunters who guard the realm from the vampiric Volkihar clan. It is hidden in the east of The Rift, and can be used as a player home. It can only be reached via Dayspring Canyon.

The fort was built sometime in the Second Era by the Jarl of Riften to contain his son, who had contracted vampirism. He hired a large mercenary band called the Dawnguard to guard his son. The threat of vampires was eventually disregarded by the people of Skyrim, and the fort was abandoned. Isran is using the fort as a base of operations for his attempt to rebuild the Dawnguard and combat the rising threat of the vampires.
 
Fort Dawnguard Residents
 

Related Quests
Dawnguard Questline







Side Quests









Fort Dawnguard

 

Notes
Five members of the Dawnguard are available as followers after the quest Prophet is completed. They are noted with the   icon in the NPC table above.
There are two war dogs in the dog pen in the northeast section of the fort, available as canine followers.
You can buy armored trolls for 500 gold from Gunmar.
There is a grindstone and tanning rack on the roof, reachable by climbing the west stairway inside and exiting at the top. These are technically in Dayspring Canyon, not part of Fort Dawnguard, though they can only be accessed via the fort.
You can access Dead Drop Falls through the southwest section of Fort Dawnguard. The entrance is between three combat mannequins and the armored husky paddock.
A similar-looking magna-geode stone with the same shape and appearance as Meridia's Beacon is found within Fort Dawnguard.

Bugs
Skyrim:Gargoyle

thumb|right|Gargoyle thumb|right|Gargoyle Brute thumb|right|Gargoyle Sentinel
Gargoyles are creatures introduced by the Dawnguard official add-on.

They have the abilities to absorb health with their claws, and are immune to both paralysis and poison. They have an additional ability: Resist Damage, 250pts. They drop various ores and gems when slain.

When stationary, gargoyles disguise themselves as statues. They can often be found beside regular statues, helping them blend in. While posing as a statue, they are immune to harm and cannot be killed. If they do not immediately burst from the rocks, magic (such as Soul Trap) can be used to distinguish a stationary gargoyle from a regular statue. Occasionally you may encounter gargoyles in the wild or attacking cities, accompanied by vampires and death hounds.

As a Vampire Lord, you may summon gargoyles to aid you in battle, much like a Conjuration spell. The power is only available through the Vampire Lord perk tree, by unlocking the Summon Gargoyle perk.


Gargoyles start dropping the   gems when you are at level 2, and they start dropping the   ore when you are level 6.
Necrom

Necrom is one of the largest Temple-owned cities in Morrowind. Located on a peninsula on Morrowind's east coast, the Sacred Lands region has an air of somber tranquility, well suited to the city where the dead of the Dunmer population of Morrowind are interred. Necrom has a unique, gleaming white style of architecture unseen elsewhere in the province, and winding tunnels of catacombs saturate the rock upon which the city above is built. Entrances to the Catacombs can be found in the Charnelworks, and the lowest levels of the Temple Administration Building in front of the Fane of the Ancestors.

Catacombs
The most important structure in the city, the Catacombs of Necrom run deep and long under the city above. They are home to the remains of innumerable Dunmer ancestors, who watch over the people of Morrowind and are revered in turn by the living. Below the more modern structures is a warren of ancient burial caverns built by the original Velothi exodites, and it is surprisingly easy to get lost. Be sure to bring a scroll of Almsivi intervention for a quick exit.

Docks
Most visitors to Necrom will find themselves here first. There are a few buildings of note, mainly a shrine to seafarers, a hostel and a small trader's shop. Access to the rest of the city is through the docks administration building, at the center of the district.

Charnelworks
The main funerary works of Necrom, this is where the bodies brought across the causeway are prepared for internment in the catacombs. This district is the home of the many priests and workers who help prepare and cremate the bodies, and is also where holy bonewalker guardians are created.

Fane District
Home to the majestic Fane of the Ancestors, one of the most important religious buildings in Morrowind, this area of the city above is a sight to behold. In front of the Fane is the central administration building for Necrom, which contains one of the access points to the catacombs below.

Upper District
The upper district houses most of Necrom's shops, inns and cult hostels. There are also various museums and shrines venerating the history of Morrowind, so this district is a must for any pilgrim.
 

People
See  .

Getting There and Around
Necrom is well-connected to other nearby settlements. A boat service takes passengers from the docks to Alt Bosara, while Silt Striders will ferry to nearby Sailen and the cliff city of Akamora. A long stone causeway connects the peninsula to the mainland by road and allows foot travel, as well as the passage of funerary processions that do not come by boat or Silt Strider.

Related Quests







Maps
Skyrim:Soul Tear

Soul Tear is a dragon shout that is added with the Dawnguard add-on. At full strength, it casts soul trap upon foes, drains their health for 300 points on impact, and if the target dies within 2 seconds, it resurrects the corpse to fight for you for 1 minute.
The shout affects only the first target it impacts.
The Reanimation works on most creatures (akin to the Ritual standing stone effect) such as mammoths and giants. They abide by standard Conjuration summon rules and perks, as well as the standard one summon (two with Twin Souls) limit. Upon death, the thrall will crumble into a pile of ash.

Shouting one or two words will push objects a slight distance away.

Achievements
One achievement is unlocked when you learn all three words of this shout:
 

Notes
You can learn all three parts of the shout quickly by summoning Durnehviir, listening to him, waiting two hours, and then repeating until all three words are learned.
Sundered Scar

:When the Tribunal came to power, the Indoril set out to transform Morrowind. Their reach extended to the far corners of the nation, and by and large they succeeded. The Indoril seat associated with House Mora, however, remained empty by tradition, filled in name by Indoril Nerevar, whose spirit could not rule it. So the region it commanded was left neglected where its neighbours flourished, an unacknowledged scar in the heart of Morrowind. What remained of the region eventually turned into a dangerous bog where packs of dangerous beasts prey on lost travelers. — Tamriel Rebuilt
  thumb|left|Sundered Scar 
thumb|325px|Map of the Sundered Scar region
Sundered Scar is a region in the   of  . It is  

Its largest settlement is  . Sundered Scar borders Azura's Coast across the sea, the   to the north and east,   to the south, and   to the west.
 

Places
A list of places found in the Sundered Scar region.

Settlements
Villages (Tier IV)


Hamlets (Tier VI)


Dwellings







Caves









Daedric Ruins



Dunmer Strongholds


Dwemer Ruins


Grottoes



Mines


Tombs




Unreleased Places
These places are planned, in development, or partially complete and available through TR_Preview. Due to the ever-changing nature of unreleased content, only major locations on the concept map are listed here.

Settlements
Outposts (Tier V)
Id Vano

Related Quests
A list of quests involving the Sundered Scar region.

Faction Quests
Tribunal Temple: 


Miscellaneous Quests


People
 


Notes
This region was originally called Inlet Bog.
The area it covers is analogous to Bal Foyen in official content.
Shadowkey:Multiplayer

thumb|right|Promotional image of multiplayer
Shadowkey's multiplayer mode allows for up to four-player co-op via Bluetooth. Using the "Host Game" option from the main menu, one player must act as the host. The other player may then join the game using a Bluetooth connection. To join a multiplayer session, you must use a character from a singleplayer save file. They can then explore the host's world and help out with combat in dungeons. The host has the ability to terminate the game at any time. Both players have the power to pause the game. The game depends on the shared internal memory of the connected N-Gage devices; if they both run out of space, the game will be ended.

When a player dies in multiplayer, they will be kicked from the game with the message: "Your death in the shadow realm severs your bond with the magic that allows you to share worlds. You are back on your own." Multiplayer is not splitscreen, so players can only see from their own perspective. Players can see their friends' character models in multiplayer, which is noteworthy as they remain unseen during singleplayer because of the game's first-person perspective. Any gold, items or XP you earn in multiplayer will still be present when you return to your singleplayer game. Most quest items (such as Shadowkeys) will only be obtained by the host player. Players may explore freely within an area, but must travel together to new areas. If you enter a new area, all other players will automatically join you.
 

Gallery
Shadowkey:Music

The Shadowkey soundtrack consists of six songs taken from the Morrowind soundtrack, composed by Jeremy Soule. See the Morrowind article for more information.



Notes
The tracks are shorter and of much lower quality than their Morrowind counterparts. This is likely due to the necessary compression needed for a mobile game.
Oblivion:Knights of the Nine NPCs

Knights of the Nine  NPCs
The Knights of the Nine official download adds 32 new NPCs and four new creatures to Oblivion, including eight new unique followers and eight generic followers.

Knights of the Nine
At different points, people will arrive at the Priory of the Nine to join.
Areldur, from the Chapel of Stendarr in Chorrol, is found reading and wants to join the Knights of the Nine.
Brothers Geimund & Gukimir are found sparring in the practice room and request to become Knights of the Nine.
Sir Thedret, who has escaped from Fort Bulwark, is found in the dining room and requests to become a Knight of the Nine.
Sergius Turrianus is found in the basement. He says he heard from his friend, Sir Thedret, that you would need a blacksmith. He will not join you in combat.
Avita Vesnia, from the shrine to Kynareth, is found in the sleeping area and asks to become a Knight of the Nine.
Lathon, a companion of Sir Roderic, is found in the entrance. He reveals some plot points, and requests to become a Knight of the Nine.
Brellin appears in the chapel and requests to become a Knight of the Nine.
Carodus Oholin, from the Chapel of Zenithar in Leyawiin, is found in the dining room and asks to become a Knight of the Nine.
If any of these knights die during the final quest or after Knights of the Nine has been completed, the named knight is replaced by an anonymous "Knight of the Nine". These knights are not as powerful as the named ones and do not cast magic.

After the questline is complete, you can ask any of your Knights to follow you, one at a time. There is a known bug caused by asking a knight to follow you before they have actually joined the faction; see the bugs section for details.

Other NPCs


Bugs
 
:To avoid this problem, be sure to recruit the knights either before or after Thedret's speech, and do not ask a knight to follow you immediately after recruiting them.
:*     On PC and PlayStation 3, if you have not done the Molag Bal Daedric quest, then you can simply complete that quest while the knight is following you and they will disappear.
:*  On Xbox 360, one option is to disable the entire Knights of the Nine download, load your saved game and re-save it, then re-enable the download. Before doing this, make sure to remove any items stored in the Priory or other locations added by KotN. You will lose all items added by KotN, and you will need to redo the KotN questline from the start.
Oblivion:Knights of the Nine Places

Places Knights of the Nine
Eight new places will appear in Tamriel after you install the plug-in. They can all be discovered without starting any of the plug-in-related quests. However, access to the interiors may be prevented until the appropriate quest has been started.
 
 
 
 
 
 
 
 

The following changes are also made to existing places:
The Chapel of Anvil is ruined.
Gauntlets of the Crusader appear in a corner of the Chapel of Stendarr in Chorrol.
Lord Vlindrel's tomb and wraith are added to Underpall Cave.

Bugs
right|thumb|The Spiritual Plane becomes visible from the Imperial City.
Oblivion:Knights of the Nine Quests

Quests
Knights of the Nine adds 11 quests to the game, all following a main questline.
Quests
 
 
   The following four quests must be completed before Priory of the Nine is considered complete:
Lore:Nix-Hound

Nix-hounds are medium-sized bloodsucking insectoid predators that are native to Morrowind,  as well as having migrated to Solstheim by the Fourth Era as a result of the Red Year.  Its cousin, the rogue nix-hound, is larger and much more dangerous.  

They are considered distant relatives of nix-oxen and kwama.   In Tribunal mythology, Nix-Hounds were created by Vivec to hunt the Dreugh during a time-lost campaign against them.  

Life Cycle
When young nix-hounds emerge from their chrysalis, they can immediately drain up to four similar sized prey a day using their proboscis. They have been noted as being very opportunistic whilst searching for food, easily killing small animals and children even whilst at this early development stage.  Adult wild nix-hounds are aggressive pack-hunters, with many men and mer meeting their end from an unsuspected ambush. Nix-hounds sustain themselves by draining prey of bodily fluids, leaving behind a 'meat-husk' that other creatures such as alits will eat. Common prey include baby guars, goats, kwama pupae and ash hoppers.  In rare cases, large nix-hounds may prey on other, weaker nix-hounds.  They spend hours a day grooming themselves with their pedipalps, but can still suffer from pests such as ash mites, which can cause a nix-hound to become extremely aggressive. They are also subject to several diseases, including   and Blight, the latter making them stronger and more dangerous to travelers.  

While usually vicious predators, they are well-known to be affectionate, attentive, and faithful pets that will follow their owners around. They are also commonly used as trackers, watch-hounds, and netch-deflators.    Nix-Hounds were used as war dogs in the House Dagoth chap'thil.  Ashlanders use nix-hound parts in a variety of their tribal customs. 

Gallery
 

See Also
For game-specific information, see the Morrowind, Skyrim, ESO, and   articles.
Nix-Hound Fabricant — an artificial creature engineered by Sotha Sil

Books


References
Skyrim:Nord (dead)

Nords are unnamed and deceased Nords scattered around Skyrim. 


 
 
These Nords are all male farmers and wear randomly determined clothes (7 variations), boots (4 variations), with a 50% chance for a  hat (3 variations). Additionally there is a slim chance they may carry a lockpick and a small amount of gold.  
 



 
 
These Nords are all female farmers and wear randomly determined clothes (7 variations), boots (4 variations), with a 50% chance for a  hat (3 variations). Additionally there is a slim chance they may carry a lockpick and a small amount of gold.  
 
 



 
 
These Nords are all male farmers, but slightly different, as they are older and wear ragged robes. They all carry a leveled necklace. 
 


 
 
 
If Dawnguard is installed, another dead Nord will be added to the game.
 
  

This elderly male Nord lies on a blood-splattered table in the  chamber of Redwater Den where two death hounds are caged. He wears ragged robes, and carries no items. 
 

Notes
During your travels, you may encounter a living female Nord who taunts you. See the Taunting Adventurer page for details. 
Inside Broken Helm Hollow you will find a dead Nord. His real name is Leifnarr and was named 'Nord' due to a developer oversight.
One additional Nord, a living Berserker with base ID  , should have been included in a random world encounter.
Two more lie dead in the rocky, forested area of OLDBluePalaceWing01. This cell was unused in the game, but could have been a different version of The Mind of a Madman.
Skyrim:Corpse

This corpse of a male Imperial soldier, with a full set of Imperial Light Armor, is likely a guard to the members of the team from The Lost Expedition. Finding the corpse does not update the quest. It is located in Nchuand-Zel Quarters, near the torture room on the left.

  
 

This corpse of a female Imperial soldier is near the entrance of Nchuand-Zel Armory in the camp made with a bed roll and a small barrel. She wears a full set of Imperial Light Armor, and was likely a guard to the members of the team from The Lost Expedition. Finding the corpse does not update the quest.

  
 

This corpse belongs to a male Imperial soldier and can be found near the corpse of the female soldier, at the entrance to Nchuand-Zel Armory.

  
 

This corpse belongs to a male Imperial soldier, equipped with a full set of Imperial Light Armor. It is located in the second room of Forelhost Stronghold, on the left of the fire.

  
 

This corpse, although an Imperial, belongs to a male Stormcloak soldier.

 
 

This corpse, although an Imperial, belongs to a female Stormcloak soldier.