Netruk44/uesp-wiki-content huggingface dataset:
Caught Off-Guard

Quick Walkthrough
#Speak to  .
#Wait two days.
#Enter the vault in Bosmora between 5 and 7am, and speak to  .
#Wait until evening and apprehend the thief. Either:
#*Arrest them for 300 gold and the Watchman's Ring.
#*Kill them for 500 gold.
#Return to Relamus for your reward.


Detailed Walkthrough
This quest follows directly on from  . Relamus Saravyne asks for your assistance with his cunning plan. It turns out that the guards of the Indoril vault in Bosmora are being called away to attend a lecture by the usually reclusive   of  , for a lecture on 'the nonviolent resolution of conflicts'.

While the guards are gone, he wants you to hide in the vault and apprehend the thief. You need to sneak into the vault before dawn on the day of the lecture, and wait until evening for the thief to appear.

This quest is timed - once you've been given it by Relamus, you must get into the vault 'before dawn' in two days time, and speak to   inside. A journal update will trigger at the start of the day in which you need to enter the vault, so keep an eye out for it. You must enter the vault between 5 and 7 am. Speak to Ararvyne and he will unlock the door. Your job is to guard the corridor between the two level 100 locked doors, and you'll need to wait until evening for anything to happen (activate the chair in the corridor to do this).

You will be awoken from your wait by muffled noises. The door at the top of the stairs will unlock, and an invisible thief,   will walk down the stairs. Talk to him. You can convince him to stand down and be arrested: appealing to reason ("Be reasonable...") needs 40 Speechcraft to succeed, appealing to good nature ("you're just a thief") needs 65 Speechcraft and 30 Personality). If a high strength or level, you can intimidate him into surrender. You can alternatively kill him there and then.

If you kill him, use the chair to wait for Relamus's return, and then speak to him in his quarters for your reward of 500 gold. Having him arrested yield slightly less gold (300) and a Watchman's Ring.

Sadly, whatever happens, he will not unlock the vault door for you - he will simply leave if not challenged, having seen Araryvyne guarding the door. You can pick the lock yourself however, and rob the vault - but you will need to kill Ararvyne Saram to get away with it, and pin the burglary on him.

Quest Stages
The Messenger

Quick Walkthrough

Detailed Walkthrough
 

Quest Stages
Missing Merchandise

Quick Walkthrough

Detailed Walkthrough

Quest Stages
Stamping Out Corruption

Quick Walkthrough

Detailed Walkthrough
 

Quest Stages
Silvin's Shack

People
Jaran's Shack

People
A Matter of No Concern

Quick Walkthrough

Detailed Walkthrough
 

Quest Stages
Latag gra-Lumbak's Shack

People
Llethnen Indri's Shack

People
Lore:Karstaag

Karstaag was a Frost Giant who lived along the northern coast of Solstheim in the late Third Era. He resided in Castle Karstaag, a giant fortress of ice. He employed a large number of rieklings to guard and maintain his castle. The Skaal held an uneasy truce with him.  In  , as part of the  , Karstaag was taken from his castle by the Hounds of Hircine to serve as Prey in the Hunter's Game. He along with three other champions from the island were brought to a maze beneath the Mortrag Glacier, which served as the hunting ground. When the Hunt began, Karstaag successfully navigated the werewolf-filled maze and made it to the central chamber, where he would face off against an aspect of Hircine to earn his freedom. However, Karstaag was then killed by the Nerevarine, another participant in the Hunt. 

Following the Nerevarine's defeat of the Hunter, the glacier collapsed, and Karstaag's remains were buried in the ice. His castle was taken over by the rieklings and fell into ruin, gradually losing its shape. Through unknown means, the majority of Karstaag's skeletal remains were recovered and placed upon his throne.  Spell tomes to learn the frost spell "Karstaag's Breath" were in circulation circa  .  His skull was discovered in   by the Last Dragonborn, embedded in the wall of a glacial cave. The Dragonborn placed the skull on Karstaag's throne, summoning his angry spirit. Karstaag's ghost was defeated, and temporarily gifted the Dragonborn with the power to summon his spirit to aid in battle.  

Gallery
 

See Also
For game-specific information, see the Bloodmoon and Dragonborn articles.

References
Online:Flame Atronach

right|thumb|One of Molag Bal's cold-flame atronachs in Coldharbour
:''"When you're out exploring, keep your ears open for crackling flames&mdash;it may save you!"
Flame Atronachs''' are a common yet deadly Daedric creature, of an almost completely malevolent nature. Their graceful motion hides a desire to annihilate all mortals they encounter. They float across the ground, spinning and twirling at leisure, while wreathed in magical fires. 

When Molag Bal banished flame atronachs from his realm one of his denizens took it upon himself to find a replacement. After searching over 37,000 planes and realms he found a suitable replacement on the Fourth Sinus of Takubar, the apparent inversion of the flame atronach known as the cold-flame atronach. 
 

Skills and Abilities
As they are considered Daedric creatures, flame atronachs are especially vulnerable to Fighters Guild abilities.
;Fire Brand:
;Flare: A basic ranged attack that does minor flame damage.
;Radiance: The atronach surrounds itself in an aura of flames, doing minor flame damage over time to all players near it.
;Lava Geyser: The atronach summons a pillar of flame from the ground that does moderate flame damage to all players as indicated by a red circle.
;Combustion: When defeated, the flame atronach explodes, dealing moderate flame damage to all players around its body as indicated by a red circle.

Variants
Cold-Flame Atronach
Fire Atronach
Lava Atronach
Summoned Flames

Unique Flame Atronachs
Blaze, one of the two guardians of Balreth
Brimstone, a flame atronach found in the northern ruins of Tormented Spire
Dark Ember, a flame atronach encountered in the City of Ash
Hatewarden a flame atronach in the southern ruins of Tormented Spire
Magdra Ibrai, a flame monarch located in the Flame Lair in Molavar
Ragebinder, one of the two guardians of Balreth
Rulantaril's Construct, a flame atronach located in a tower in Crow's Wood

Achievements
They have several achievements associated with them:
 

Generic Flame Atronachs
thumb|right|A Flame Atronach in Vateshran Hollows
Generic, unnamed Flame Atronachs can be encountered in various places across Tamriel, including delves, dungeons, and DLC content. These atronachs have varying stats, namely health. Below is a list of Flame Atronachs, categorized by location, difficulty and health.


Gallery
Morrowind:Helm of Tohan

thumb|right|A picture of the helm
''Helm of Tohan is an official plugin that includes a new quest to find the titular, legendary artifact. The quest can be started by asking for rumors around Dagon Fel, who will direct you to the Daedric ruin of Onnissiralis. Outside the ruin are two warring brothers, one of whom will accompany you as you enter the ruins to find the artifact. It is not an Artifact in the usual sense in TES games, as it does not come pre-enchanted.
 
Official Summary
:"The Adamantium Helm of Tohan is a rare and powerful artifact lost in the Sheogorad Region. Travel north to Dagon Fel to find out more about this legendary helm. " —Official Summary

New Content
Quests
 

Apparel


Notes: This helm is usable by beast races, like all Adamantium Helms. The Helm of Tohan also has triple the enchantment value of the standard Adamantium Helm added by the Tribunal expansion, though its stats are otherwise the same. It is the most enchantable helm in the game, including all official expansions and plugins – double the enchantability of even the Daedric ones, and half-again as enchantable as the Telvanni Cephalopod Helm, the most enchantable in the vanilla game. If you are not running Tribunal but are running the Adamantium Armor plugin, then Helm of Tohan is the only way to get any Adamantium Helm.

People
Dalin Norvayne
Daris Norvayne
 
Notes
This plugin was first released as a pre-order bonus from EB Games, with the installer being made available on their website at Morrowind'' s release. This is still reflected in the plugin's file name:  . The helmet's model was later reused in the Tribunal expansion for generic Adamantium Helms.
Morrowind:Siege at Firemoth

Siege at Firemoth is an official plugin that adds a small island chain southwest of Seyda Neen, and a small quest involving taking out a large army of skeletons.  Unlike most areas in the game, this place is very combat-oriented—you may find yourself facing dozens of enemies at one time.  At the end, you will face Grurn, the leader of the island's undead, and a powerful lich to boot. You will be rewarded with the Ward of Akavir, a shield with a constant effect Fortify Luck enchantment.
 

Official Summary
:''"The island fortress of Firemoth was taken by the skeleton army of Grurn years ago. It's time to take it back. Sellus Gravius, Captain of the Seyda Neen Census and Excise Office, hires you to lead a band of adventurers to the Fort." —Official Summary

New Content
Quests


Equipment
Only one new item is included with this plugin. The Ward of Akavir resembles an Imperial Dragon Scale Shield.


Creatures


People

Aronil
Hjrondir
J'Hanir
Mara
Silm-Dar
Skyrim:Ice Storm (shout)

Ice Storm is an exclusive shout only used in combat by Sahrotaar during At the Summit of Apocrypha. It deals frost damage in an area.
Skyrim:Experimental Subject (B)

Quick Walkthrough
# Speak to Neloth.
# Allow him to cast a new silence spell on you.
# Demand repayment for the spell's failure.

Detailed Walkthrough
The Eighth Silence
Neloth is excited about his new research. Offer to help and he will explain that he is working on a new silence spell. If you agree to help Neloth will reply, ''"Excellent. If this works, I'll prepare a version that you can cast yourself, if you ever wish to inflict... er, study silence." He will then prepare and cast the spell.

Tentacle Things
You will be rendered blind for a short time, and your stamina will drain. In the dark, Neloth will speak to you, while a panicked Talvas Fathryon interjects:


Compensation
Your sight will automatically be restored at this point. You can ask Neloth for compensation:

:I think you owe me for that spell.
:"I suppose I do. It's too bad it wore off so quickly though. Unfortunately you don't appear to be suffering from any side effects. Anyway, take this for your time."''

He will give you 250 gold.

Bugs
 


Quest Stages
Skyrim:Experimental Subject

Experimental Subject may refer to one of two quests:
Experimental Subject (A), in which Neloth's spell decreases your maximum health by 25 points when you enter water
Experimental Subject (B), in which Neloth's spell temporarily blinds you
Skyrim:Restore Health to Undead

Restore Health to Undead allows for the spellcaster to heal an undead target. The effect is only available in the game as a spell.

Spells
The following spells have the Restore Health to Undead effect. Following each spell is the specific variant of the effect that it uses:
Necromantic Healing: Restore Health to Undead ( ;  )
Heal Undead: Restore Health to Undead ( ;  )

Related Effects
Restore Health
Online:Emotes

thumb|right|A character using an emote
Emotes are chat commands that cause your character to perform an animation. They are simply aesthetic, and add an extra level to in-game socialization. Personalities can be used to change certain emotes.

On PC and Mac, all emotes are activated by bringing up the chat window, then typing in the emote command and nothing else. These commands do not appear in the chat log of other players. On PS4 and Xbox, emotes must be selected through the "Social" menu, and up to eight emotes can be assigned to quick-slots accessed using D-pad Right. Playing in Gamepad Mode on PC and Mac also enables the use of this menu by long pressing D-pad Right.

Quick Chat
There are 22 premade phrases that can be selected and assigned to the emote quick-slots. When you use a Quick Chat phrase, it will appear as a text chat bubble, visible to those around you. A few phrases also have an accompanying emote. Quick Chat is available by default on consoles, and on PC with the Gamepad UI mode.


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Standard Emotes
 
These emotes are available to all characters and do not require achievements or Crown Store purchases.


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Lore:Vaults of Gemin

The Vaults of Gemin are a ruined structure located southwest of Stormhold in Black Marsh.

The vaults once belonged to the  , an organization based out of Stormhold. They were used to store an ancient tablet which could be used to decipher the Elder Scrolls in order to divine the current location of Murkwood. However, the vaults sank into the ground when an associate of the organization cast a powerful spell with disastrous results. The crumbling ruins of the vault became partially flooded and infested with monsters. 

During the Imperial Simulacrum, the Eternal Champion was sent into the ruins by the Conclave to recover the ancient tablet.  
 
Notes
For game-specific information, see the Arena article.
In the game files of The Elder Scrolls Online, there is a concept map titled "Vaults of Gemin" with Daedric writing in the bottom right corner reading "JEREMY JAYMOND".   It seems that there were plans to include the location in the game, but was later cut during development.
The Conclave of Baal has not been mentioned since Arena, but the Daedra   is based off a the real-world demon of the same name.
References
Online:Shadowfen

It is a fetid mire, often fought over by the   and   slavers. The ancient city of   is located here, the source of the devastating (to non-Argonians)  . Local creatures include giant snakes, fleshflies and  , and diseases such as  , the  , and   are quite common. Though the practice of Argonian slavery was abandoned when Black Marsh joined the  , rogue Dunmeri slave traders can still be found roaming the marshes.   trees and ruined temples can also be found along the winding channels and dank foliage.

The region borders   to the north, and   to the west. It is also home to the  , those Argonians born under the sign of  , and thus destined for a life in the Dark Brotherhood.
 
 
Places
 

Delves
 
 
 
 
 
 

Points of Interest
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Striking Locales
 
 
 
 
 
 
 
 

Set Stations
 
 
 

Mundus Stones
 
 
 

Public Dungeons
 

Group Dungeons
 
  
  

World Bosses
 
 
 
 
 
 

World Events
 
 
 

Player Houses
 
 

Wayshrines
 
 
 
 
 
 
 
 
 
 

Unmarked Locations
 
 
 
 
 

Unnamed Camps
 
 

Quests
Quest Map
 
 
 
 
 
Key
 

 
Ebonheart Pact Story Quests
;Reticulated Spine





;Leafwater


;Venomous Fens



;Alternate Story Pointers




Reticulated Spine Side Quests
 
Leafwater Side Quests
 
Venomous Fens Side Quests
 

Dungeon Quests

 




 
 
 
 

Skyshards
 

Maps
left|thumb|A map of Shadowfen
 
Gallery
Lore:Great Collapse

The Great Collapse was a major disaster in the city of   in  .  Shortly before the collapse, the   came alive as monstrous waves battered the city destroying entire districts.  When the city collapsed into the sea, most of it was lost, save for the Jarl's longhouse, a few surrounding houses, and the  , which was allegedly protected by magical means, leading some  s to suspect the College could have either been involved in the disaster or could have prevented it.  

Nobody is certain of the true cause of the disaster, though some believed the eruption of Red Mountain had far-reaching consequences that were only felt years later. 
Gallery
 

References
Reputation

Reputation can be increased by accomplishing quests in the mainland.

Quests
This is a list of all quests that will increase your general Reputation.

Fighters Guild
  (2 points)
  (1 point)
  (1 point)
  (1 point)
  (1 point)
  (2 points)
  (2 points)

House Telvanni
  (3 points)

Tribunal Temple
  (1 point)

Imperial Cult
  (1 point)
  (2 points)
  (1 point)

Miscellaneous
  (1 point)
  (1 point)
  (1 point)
  (1 point)
  (1 point)
  (1 point)
  (1 point)
  (1 point)
  (2 points)
  (1 point)
  (1 point)
  (1 point)
  (1 point)
  (1 point)
  (1 point)
  (1 point)
  (1 point)
  (1 point)
  (1 point)
  (1 point)
  (1 point)



The quest   can decrease your reputation by 1 point if you fail it, but will not increase it otherwise.
Oblivion:Knights of the Nine (faction)

The Order of the Knights of the Nine was founded in   with the ambitious intent of recovering the lost Relics of the Divine Crusader, Pelinal Whitestrake, who was killed while fighting the forces of the Ayleid king, Umaril the Unfeathered. The order was founded by Sir Amiel Lannus, a hero of the War of the Isle. He named his order the Knights of the Nine after the Nine Divines, and set up base at the Priory of the Nine in the West Weald. The original members of the order were Sir Amiel and his friends, Sir Caius and Sir Torolf.

Advancement
Tes5Mod:Save File Format/Actor Causes

Actor Causes


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Lore:Scourg Barrow

is an enormous underground complex located deep within the   of northern  . It once served as the headquarters of the  , a sect of   led by the infamous  . Deep within the barrow is the Hall of the Necromancers, where the order assembles. 

The gloomy halls are roamed by all manner of undead. The ruins served as Mannimarco's base of operations during the events leading up to the  , which is said to have resulted in his ascent to godhood.   
 

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

References
Tes5Mod:Save File Format/StoryTeller

StoryTeller
Tes5Mod:Save File Format/PlayerControls

PlayerControls
Tes5Mod:Save File Format/Story Event Manager

Story Event Manager
Tes5Mod:Save File Format/MenuControls

MenuControls
Tes5Mod:Save File Format/MenuTopicManager

MenuTopicManager
Online:Clannfear

Clannfear are aggressive, quick, and dangerous bestial Daedra. They have a small frill, plated spikes on their spines, and a deadly tri-tipped tail. They are flock inclined&mdash;they will work together to bring down enemies&mdash;but they are still deadly individually. They have bird-like movements, but retain an almost brutish quality to their attacks. 

They have a chance to drop the   antiquity lead for the Spaulder of Ruin.
 

Skills and Abilities
A black clannfear from ON:The Banished Cells II|The Banished Cells II|thumb|right
;Claw: A basic melee headbutt that does minor physical damage.
;Tail Spike: The clannfear swings its tail around, doing moderate physical damage to all enemies around it as indicated by a red circle.
;Rending Leap: The clannfear leaps on the target, stunning them for a while.
;Devour: While stunned, the clannfear will chew on the target, dealing moderate physical damage over time and healing itself. This can be interrupted or broken free from.
;Ferocious Charge: 
;Savage Claw: Melee attack that deals major physical damage.
;Headbutt: The Clannfear deals melee damage with its crest.

Quests Involving Clannfear
 
 
 
 
 

Variants
Celestial Clannfear
Dark Clannfear
Dread Clannfear
Sardavar Clannfear
Shadow Proxy

Unique Clannfear
Ancient Clannfear, fought during the main questline
The Devourer, a clannfear found in the Imperial City's Arena District  
Gurlisk, a clannfear found in Stonefalls
Gutsripper, a clannfear found in Cheesemonger's Hollow
Maebomaz, a clannfear encountered in the Emberflint Mine
Marrow, a clannfear found at the Refuge of Dread
Marrow Thief, a clannfear found in The Vile Manse
Nazullu, a clannfear encountered in Craglorn
Rotmouth, a non-hostile clannfear found in the Hollow City
The Screeching Matron, a clannfear found in the Elven Gardens District of the Imperial City  
Shadowrend, a clannfear encountered in the Banished Cells I
Snapjaw, a clannfear found at the Heretic's Summons camp
Spinesnap, a clannfear encountered during the Anchors from the Harbour quest

Generic Clannfear
Generic, unnamed Clannfear can be encountered in various places across Tamriel, including delves, dungeons, and DLC content. These Clannfear have varying stats, namely health. Below is a list of Clannfear, categorized by location, difficulty and health. 


Gallery
Dreynim Spa

thumb|left|Dreynim Spa at night
thumb|right|The hot springs of Dreynim Spa

Dreynim Spa is a famous resort northwest of  , at the edge of the Lan Orethan forest. It is quite large, with its own hotel, restaurant, and underground hot springs. According to a sign-in book in the resort, some well-known people, such as King Helseth, Barenziah, and Grand Ascendant Neril Sevuro, have visited the spa before.
Skyrim:Cellar (disambiguation)

Cellar may refer to several things:
Cellars, a list of major cellars
Cellar , a construction option when building a house
Cellar (Anise's Cabin), Anise's secret underground basement
Cellar (Burguk's Longhouse), the longhouse's cellar
Alva's Cellar, the basement of Alva's house 
Driftshade Cellar, an extensive zone under the fort
The Frozen Hearth Cellar, the innkeeper's bedroom
Heljarchen Hall, Cellar , the manor's basement
Ironback Hideout Cellar , a hidden cellar beneath the ruined house
Lakeview Manor, Cellar , the manor's basement
Largashbur Cellar, the longhouse's basement, accessible through a trapdoor behind the longhouse
Mauhulakh's Cellar, the longhouse's cellar 
Mor Khazgur Cellar, a jail under the longhouse
Nightgate Inn Cellar, the inn's storage area and Balagog's room
Old Attius Farm Cellar , the basement of a ruined farmhouse
Windstad Manor, Cellar , the manor's basement
Tes5Mod:Save File Format/Temp Effects

Temp Effects


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This is for types 1, 3, 4, 5, 7 and is also element of other types.


Unknown1_0
For type 0.


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Tes5Mod:Save File Format/Timer

Timer