Netruk44/uesp-wiki-content huggingface dataset:
Oblivion:Gromm

Gromm is a Nord barbarian living in Bruma, where he is employed as a manservant and bodyguard for the elderly Elf nobleman Baenlin. Their relationship goes way back and has evolved into a friendship over the years, and as Baenlin feels comfort in the presence of his friend, he has offered him a bed in his large residence in the southern part of town. Unfortunately, somebody hired the Dark Brotherhood to assassinate Baenlin, and it's up to you to figure out how to get past Gromm.

Gromm takes his responsibilities seriously, and every morning at 5am, an hour before his master wakes up, he will get out of bed and take a stroll around the ground floor of the house, making sure everything is okay. At 10am, he will go up the stairs to make sure Baenlin isn't disturbed during his naptime and continue to keep an eye on him, following the old man around until 6pm. As hardworking and responsible Gromm may be, he needs to relax every once in a while, and at 6pm, he finally takes a seat in the small compartment next to the dining area for a few bottles of mead, leaving Baenlin to himself in his favorite chair. At 11pm, his break is over, and he will spend the last two hours on the ground floor before escorting Baenlin to bed at 1am. If he spots you sneaking around the house, he will quickly point you towards the door with various threats: ''"The Master doesn't like visitors. Leave this house. Now. If you're still here in twenty seconds, I will be forced to crush you.", "For your sake, you'd better be on your way to the door.", "Don't make me show you to the door.", "You do NOT belong in here!", "The Master doesn't like visitors. Leave this house. NOW." or "Why are you still here? Leave this house, before my anger gets the best of me."'' If you don't follow his instructions, he will shout "You had your chance, fool! Now you will never leave this house alive!" and then attack.

During the related quest, Gromm will do his rounds as usual, and never even consider the giant Minotaur head above Baenlin's chair a threat. The moment it "accidentally" falls down and kills Baenlin, Gromm will break off all his routines and just stand in front of him, in a state of shock and disbelief. Once the quest is completed, Gromm can be found practically living his life at Olav's Tap and Tack, drowning his sorrows in mead and sobbing to everyone who cares to listen: ''"Baenlin... Oh Baenlin... I loved ya, old man. I loved ya... But I couldn't protect ya... Oh Baenlin! Waaaahhhhh! [sobbing]"

Townsfolk feel sorry for Gromm after his master died: "Poor Gromm. I wonder what he'll do now that Baenlin is dead. Serving that old man was the joy of his life, or so I've heard." They also ask "Any idea what Gromm will do now that old Baenlin is dead?"''

He wears an almost complete set of fur armor: boots, gauntlets, a cuirass and greaves. His weapon of choice is a leveled warhammer. He also carries five bottles of mead and a leveled amount of gold.  
Related Quests

Bugs
Tribunal:Palace Sewers

The Palace Sewers are directly accessible from the Palace basement. The sewers provide access to the West Sewers, north to the Residential Sewers and east to the Bazaar Sewers. It is infested with leveled undead and rats.
 

Maps
thumb|left|map of Palace Sewers
Oblivion:Afflicted Brethren

The Afflicted Brethren are five vampires found in Gutted Mine. They were once worshippers of Azura, and were infected with vampirism when they slew a powerful vampire named 'Dratik'. Azura will enlist your support in "releasing" them from their curse as part of her quest. Although all five vampires are named "Afflicted Brethren", one of them carries a Worn, Faded Note, which can be used to work out which was which from their names and races.

All the afflicted possess a set of unique abilities to make them especially tricky opponents:
:

Aranalda
 
Aranalda is the only archer in the party. She wields a leveled short blade, but her main weapon is her leveled bow that can be enchanted at level three and above. She also carries arrows that again can be enchanted - this time at level four plus, and may even carry a staff (25% chance). Aranalda is clad in a random lower-class robe.

 

Ghola gro-Muzgol
 
Ghola gro-Muzgol is the one who holds the Worn, Faded Note. He wears a leveled cuirass, greaves and shield and wields a leveled weapon that can be of any type and may be enchanted at level three or above. Ghola also carries a spare set of random lower-class clothes.

 

Nille Elf-Daughter
 
Nille Elf-Daughter wears light armor, with a guaranteed cuirass, shield and greaves of the best quality for the player's level, along with a 25% chance of a pair of boots and pair of gauntlets. She wields a leveled blade that can be enchanted at level three or above. She may cast a leveled Illusion spell. Nille also carries a spare set of random lower-class clothes.

 
Avita Cassiana
 
Avita Cassiana will always wear a leveled pair of light gauntlets but only has a one in four chance of wearing any other piece of armor - a leveled light cuirass. She can cast one leveled Alteration spell. Avita wears a set of random lower-class clothing. As a monk, she fights with her fists.

 

Umar gra-Khar
 
Umar gra-Khar wears a leveled heavy cuirass and greaves and wields a two-handed weapon that may be enchanted at level three and above. She can cast a leveled Destruction or Restoration spell. Umar wears random upper-class shoes and carries a spare pair of upper-class pants, as well as a spare upper-class shirt.

 
Related Quests


Bugs
Oblivion:Battlehorn Kitchen Area

The furnishings you selected for the kitchens will be delivered promptly to Battlehorn Castle. I hope you get many years of enjoyment out of them!



Thank you for your patronage,



Nilphas Omellian

The Merchants Inn, Market District

Imperial City
Morrowind:Writ for Odaishah Yasalmibaal

Quick Walkthrough
# Talk to any of the Morag Tong Masters at the guildhalls for a new writ.
# Go to the Bensiberib Camp to execute Odaishah Yasalmibaal.
# Find Odaishah in his yurt and kill him.
# Return to any of the Masters to complete the quest.

Detailed Walkthrough
Writ
Any of the Morag Tong Masters at the guildhalls will give you a writ for Odaishah Yasalmibaal, who has taken up hiding within the Bensiberib Camp, northwest of Tel Fyr and southwest of Tel Aruhn, on the mainland on Azura's Coast.

Odaishah Yasalmibaal
Yasalmibaal, the sole occupant of the yurt in which he resides, is a Dark Elf Barbarian armed with a Chitin War Axe, and bereft of both armor and spells.

After honorably slaying him, return to a Morag Tong quest-giver to receive your contract fee of 500 drakes for successful completion of the writ.

Notes
If you kill Odaishah Yasalmibaal before being given the appropriate writ, the disposition of the quest-giver drops by ten points as opposed to a five point increase for normal completion, as it "is not healthy for you to anticipate the Morag Tong."

Quest Stages
Bloodmoon:System Requirements

Following are the minimum and recommended system requirements for Bloodmoon.

;Display: 3D, designed for high end T&L 3D cards at end of 2001 (GEForce3 is typically mentioned)
;System Requirements: Win ME/98 (128 MB RAM) Win XP/2000 (256 MB RAM) 500 MHz Intel Pentium III, Celeron, or AMD Athlon processor 8x CD/DVD-ROM Drive 1 GB free hard disk space Windows swapfile DirectX 8.1 (included) 32MB Direct3D Compatible video card with 32-bit color mode support and DirectX 8.1 compatible driver DirectX 8.1 compatible sound card Keyboard Mouse
;Recommended System: 800 MHz or faster Intel Pentium III or AMD Athlon processor 256 MB RAM NVIDIA GeForce2 GTS, or ATI Radeon 7500 or faster video card NVIDIA GeForce3 or better (except GeForce4 MX series), or ATI Radeon 8500 or better is required for pixel-shaded effects such as realistic water reflections.
Lore:Bal Molagmer

The  , meaning "Stone Fire Men" in Dunmeris, were a group of righteous thieves from Vvardenfell who died out early in the Third Era. Although the Bal Molagmer were thieves, they stole only from the unjust and gave to those in need. The Bal Molagmer carried burning stones from the Red Mountain, and their special protective gloves became the symbol of the group. 

In  ,  , who was the master thief of the Thieves Guild on Vvardenfell, attempted to rekindle the now-legendary Bal Molagmer. This move was likely an attempt to appeal to the local Dunmer, who preferred the Camonna Tong to the Imperial Thieves Guild. Stacey made the new Bal Molagmer a subfaction of the Guild, and enlisted his best thieves to continue the tradition of aiding the poor, using the group's distinctive gloves to give the impression that the Bal Molagmer had returned.  The ultimate fate of this subfaction is unknown. 
See Also
For game-specific information, see the Morrowind article.

References
Daggerfall:Mantella

thumb|right|The Mantella
The Mantella is a massive green gem created from the soul of Tiber Septim's Imperial Battlemage, Zurin Arctus. It serves as the power source of Numidium, a gigantic golem used by Tiber Septim during his conquest of Tamriel. The Mantella was one of two artifacts created by Arctus that allowed the Emperor to use Numidium (along with the Totem of Tiber Septim). He placed his "heart", or life force, into the Mantella in order to power the golem. 

It is said that after conquering Tamriel, Septim began using Numidium against neutral royal families, in order to place Imperial loyalists in power. Arctus became infuriated that his stolen heart was being used in such a manner, and fought to reclaim his heart. The battle Ended with the destruction of both the Battlemage and Numidium, and the Mantella was blasted into Aetherius. Zurin Arctus was unable to truly die without his heart, and became the Underking. Tiber Septim sent out agents to recover the scattered pieces of his golem, while the Underking sent his forces to recover the Mantella.
Oblivion:Valley Head Camp

This mysterious, deserted campsite lies hidden deep in the Nibenay Basin, and is very hard to find. It is located north of what appears to be a dried-up river valley, on a slope northwest from Deserted Mine and northeast of Trossan Camp. It contains one tent with a bedroll, partially overgrown with grass. The tent shelters a mix of odd items hidden in the grass: a cheese wheel, a pair of tongs, a skull, and six bottles of beer. The purpose of the camp is completely unknown and there is no flora or wildlife nearby. The camp overlooks the valley to the south, with most of the view blocked by big pines; if anything, this camp offers peace and quiet for adventurers and not much else. A gate to Oblivion has a chance of opening uphill from the campsite over the course of the Main Quest.
 
Contents
1 Cheese Wheel
6 beer bottles
1 bedroll
Lore:Daedric Crescent

The   is a Daedric artifact created by the Daedric Prince Mehrunes Dagon. It has the power to paralyze those it strikes, and puts heavy wear on their armor; it has also been known to create a green ball of energy, but its effects are unknown. There were once many Crescents, which were used by Dagon's forces to take the Battlespire during the Imperial Simulacrum. When the Empire later reclaimed the ruined academy, the Crescents were gathered up and destroyed - all but one. Unknown to the Empire, one of the unique blades remained in existence somewhere in Tamriel, although none had ever seen it. . 

Daedric Crescent staves and daggers existed,  and the crescent is also used symbolically as architectural elements in Daedric ruins dedicated to Dagon in Morrowind. 
 
History
In  , this last Crescent was discovered by the Nerevarine. It had been in the possession of Lord Dregas Volar, a Dremora who dwelled in the Daedric shrine of Magas Volar, a Daedric sanctuary inaccessible without teleportation. Divayth Fyr of Tel Fyr had come to possess an amulet which would teleport the wearer to the hidden shrine; the Nerevarine used the amulet and defeated Lord Volar, claiming the last known Daedric Crescent. 

Previous Owners:
Mehrunes Dagon's Invasion Forces
Unknown Dark Seducer
Unknown Orc-like Daedra
Lord Dregas Volar
 
Gallery
 

Notes
Although their imagery is associated with Mehrunes Dagon, Dregas Volar used Daedric Cresent Daggers when he served as a general in Molag Bal's service.  He was tasked with protecting Dark Anchors, and was slain by the Fighter's Guild while doing so.  After his defeat, his crescent daggers and a staff were recovered from the Dark Anchor he defended.  
The Imperial Battlemage, Abnur Tharn, was also known to have crescent weapons. 
The Daedric Crescent Blade appeared in An Elder Scrolls Legend: Battlespire, but not as an obtainable item, and in TES III: Morrowind, where it was an obtainable weapon.

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

References
Daggerfall:Generic Factions

Generic Factions are groups of people which are or were primarily supposed to provide services. However, some of these services were never implemented while some generic factions don't even appear in-game.

You can, on the occasion, be offered Merchants and Innkeepers quests from members of these groups, resulting in a Reputation gain or loss with the corresponding faction.

General
The Merchants
The Bards
The Fey
The Prostitutes
The Children
Dancers
Of all these general purpose factions, the only functional one is The Merchants, from whom all merchants and innkeepers which appear in-game belong to. NPCs belonging to The Bards, The Prostitutes or The Children are common but don't provide any specific service. They can, however, offer commoner quests. People belonging to The Fey or Dancers are not present in-game.

Knightly Orders
Generic Knightly Order
Smiths
Questers
Healers
Seneschal
People belonging to the last four subfactions are found in every knightly order building. They are used to provide guild services.

Temples
Generic Temple
Temple Missionaries
Temple Treasurers
Temple Healers
Temple Blessers
People belonging to the last four subfactions are found in every temple building. They are used to provide some of the guild services available in all Temples. Each Temple faction also has other non generic subfactions providing Temple specific services.

Palaces
Random Ruler
Random Noble
Random Knight
These factions are assigned to nobles located in palaces.

Gallery
The Bards
 

The Children
 

The Prostitutes
Daggerfall:Agents of the Underking

thumb|right|An Agent of the Underking
The Agents of the Underking (sometimes shortened to the Agents) are the mortal agents of the mysterious figure known only as the Underking, and also a political faction of the same name. 

Like their patron, the Agents of the Underking prefer to remain in the shadows. But where the Underking exists as whispers and tales, no one doubts the existence of the Agents. They carry out the Underking's bidding with fanatical devotion.

The Agents have long been accused of nefarious deeds (falsely, they claim). These denials may have a grain of truth; pursuit of their goals often puts them in position to act nobly, especially if those actions harm their hated enemies, the Necromancers.
 

Related Quests
UESPWiki:Deletion Review/Tes4Mod:Midas Magic

===
This includes all the subpages too.

I've been pondering getting rid of these pages for some time. There was an initial flurry of activity in 2008 and some more in 2009, but since then the Midas Magic pages have remained unfinished and, it turns out, inaccurate. The one   is absolutely awful.

One of UESP's great strengths is that it's complete and accurate, so these pages are a real drag on the site. Unless somebody is prepared to step up and document this mod properly, I think it's time the pages are deleted. rpeh  08:31, 30 July 2011 (UTC)

 
Delete: These should have been deleted back in 2008. Better late than never! ''   ( )  17:12, 30 July 2011 (UTC)
Delete''': Complete support from me. If articles in modspace aren't even accurate, I don't see a reason to host them on the site. --Legoless 19:09, 30 July 2011 (UTC)
Delete: This one is conditional, if someone is willing to take improve these pages I'll change my vote to keep. Until then though, there isn't much here worth saving. --AKB   20:57, 30 July 2011 (UTC)
Delete: Having read through the pages (I’ll have to admit I never looked at them before), I’ll just say “delete” without thinking twice. The UESP is all about perfectionism and attention to detail and these pages are useless. --Krusty 21:07, 30 July 2011 (UTC)

Consensus: Delete. rpeh  12:01, 7 August 2011 (UTC)
Lore:Gnaar Mok

was a financially deprived fishing village located on an island in the   region of  .  The local Hlaalu manor dominated the village; the   also operated out of a dilapidated hut in town. The road to Gnaar Mok from   was a long and exceptionally unpleasant walk, made perilous by the lack of trails or marked routes and casual travelers being ill-equipped for the attacks of wild beasts and brigands, making it preferable for them to instead keep to the roads and travel services. 

During the  , Gnaar Mok was not a settlement but rather the site of a Arenim Manor, consisting of a mansion and a warehouse; however, an area known as Gnaar Mok was a stop for   caravaneers during this time.  In  , Councilor Dolvara of House Redoran resided in the manor, and was later assassinated in it by the Morag Tong. 

In  , Sixth House bases were founded near Gnaar Mok, with its operatives exploiting smuggler organizations and communications to spread their influence among victims unbalanced by Dagoth Ur's dream sendings.  By  , a number of huts had been built around the manor, turning it into the settlement of Gnaar Mok. That year the Boots of Blinding Speed were seen in the possession of a Redguard by the name of Peminie, who asked the Nerevarine for safe passage to Gnaar Mok. The Nerevarine complied, and received the boots upon leading her there. The Nerevarine was then informed by locals that Peminie was in fact a wanted felon; upon interrogation, she became hostile and had to be killed.  
 
Gallery
 
See Also
For game-specific information, see the Morrowind articles on Gnaar Mok and Arenim Manor and the ESO article on Arenim Manor.
References
Oblivion:Coast Guard Station

Though strategically located where the Lower Niben meets Topal Bay northeast of Leyawiin, the dock is the station's only evidence of activity. The sole inhabitant, Captain Decentius Opsius, merely patrols the premises, rambling about Torval the Pilot if approached. During Permanent Retirement, retired Imperial Legion commander Adamus Phillida visits every day from 10am to 1pm with a bodyguard.

The front door is always locked, so pick open the lock or steal the key from Decentius. The interior echoes the exterior, as it is messy and lower-class, although an impressive array of tapestries line the walls. The alcove next to the entrance contains a locked chest with a chance of some minor loot or gold and a set of wooden shelves holding a watermelon and a sack with clutter. Both are safe for storage. Some food can be found in the eastern part of the dining area, including eight ears of corn, two heads of lettuce and twelve tomatoes in a basket. There are two cupboards as well, one with food and one with clutter. At the other end of the room sits a locked, non-respawning, armory chest, two crates, a sack holding clutter and a pumpkin. The small bedroom contains a single bed, some spare lower-class clothing scattered around and another locked chest containing only clutter. The two drawers at the foot of the bed holds more cheap clothing, and a copy of On Morrowind can be found atop the easternmost drawers.
 

People
 
    Adamus and his bodyguard only appear during Permanent Retirement.

Notes
Dead Drop Orders 8, obtained during the Dark Brotherhood questline, states that there is a sack containing the next dead drop orders and a reward under the bed. However, the sack is not there at any stage, presumably because the traitor was caught.
Oblivion:Guard House

Obviously owned by the Imperial Watch, but currently uninhabited, the Guard House makes for an attractive free house early in the game. The items are all owned and taking them is considered stealing, but you will never get caught in the act due to the lack of witnesses. Additionally, the front door is unlocked at all times, although the doors leading upstairs and downstairs are initially locked.
 
The building is divided into three areas: Guard House, Guard House Private Quarters and Guard House Basement.
 

Guard House
The ground floor consists of two tables, both loaded with food, apparently meant for hungry City Watch Guards. The table near the entrance is laden with three potatoes, two ears of corn,  a carrot, a wedge of cheese, a tomato and a head of lettuce, with two bottles of mead to wash it down. Two more bottles of mead can be found on the next table, along with three carrots, two cheese wedges, two tomatoes, a leek, a potato, an ear of corn and a loaf of bread. Three wine racks are present, but only one contains wine, specifically eleven bottles of cheap wine. Also in the room are two cupboards, both with food; the cupboard near the basement entrance has two bread loaves sitting on top. Three barrels contains clutter, while the small table next to the stairs holds a copy of the Block skill book A Dance in Fire, v2.

Guard House Private Quarters
The private quarters are designed as sleeping quarters for a high number of guards, and contains five tightly-packed beds in total, all of which are free to sleep in. Additionally, the bulk of the valuable items are all stored up here. Next to the entrance door, a chest with a leveled lock contains up to three pieces of equipment (up to silver quality), which can safely be used for storage. The chest between the beds in the southeastern corner is locked with a leveled lock but holds only clutter. The third locked chest is located atop the clothing cupboard against the western wall and holds silverware, gold and a slim chance of some pelts or jewelry; it can also be safely used for storage. The unlocked chest in the northern alcove contains clutter. There are three chests of drawers as well; the one near the alcove contains clothing and has a pair of Legion greaves and a Legion helmet sitting on top. The other drawers consist of nothing but clutter.

Guard House Basement
On the landing halfway down the stairs are two barrels and a non-respawning sack, all with clutter. The basement itself is decorated with training equipment for target and weapons practice, but the numerous weapons racks are all empty. A clutter barrel sits against the western wall and has an iron shortsword sitting on top. Nearby, carelessly thrown on the floor, lies a discarded iron battle axe.