Netruk44/uesp-wiki-content huggingface dataset:
Lore:Gold Coast

The  , also called the Strident Coast,   makes up the western coastline of  , bounded by the   to the north and the   to the south.  Aside from the occasional farmlands, the main feature of the region is  , a major port city. Other historical settlements in the area include Crowhaven, Garlas Malatar,  , and Sutch. 

The Cove of the Guiding Light is an isolated cove along region's the northern coast, named for the great beacon of Meridia that once shone above Garlas Malatar and served as a major landmark for sailors prior to its extinguishment after the Alessian Slave Rebellion.   
History
The Gold Coast was once dominated by Ayleid settlements, which were later reduced to broken marble and subterranean dangers after the First Era.  The   were determined to conquer the frontier, their primitive ferocity preferring bloody engagement and plunder over magic and the need for industry. They soon captured the Nedic port-cities of the Strident Coast, becoming known as the " " (and later Colovians), embarking on voyages from the Abecean Sea to colonize new lands. 

During  , the rebels built a stone wall known as   to separate the Gold Coast from the   and thereby protect the cities of Anvil and Kvatch from retribution by the  . This wall isolated the Gold Coast from much of the chaos of the later  , though Anvil was captured by a group of pirates known as the Red Sails. Their leader, Fortunata ap Dugal, named herself governor of the city and proclaimed it a free port. She later claimed dominion over the whole of the Gold Coast, including Kvatch, and declared it to be an independent state. Kvatch's loyalty remained with the  , however, and it became locked in a struggle with Anvil for control of the region.

By the time of the   and the formation of the  , no trace remained of Varen's Wall and the area had been reincorporated into Cyrodiil, where it remained well into the  . Anvil was besieged by the   early on in the  , and fell in  . The city was returned to the Empire when the war ended three years later.
 
Gallery
 

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

References
Lore:Valus Mountains

The   are a mountain range on the border between Cyrodiil and  . They meet the Jerall Mountains at the Skyrim border. They are sometimes considered an extension of the  . 
 

Cyrodiil
The  , a secret shrine to Boethiah, and the ruins of   are some of the many landmarks in the region. The mountains are home to several   ruins, such as   and  . The city of   is located on the foothills. 

During the   in  , one of the two bases of the   was located in the Valus Mountains, along with the  .  In  , a rogue   wizard   crossed the Valus Mountains from   in search for the lost Ayleid city of  , hidden beneath the ruins of  .  Circa  , a village called   existed in the Valus Mountains. It was evacuated when the undead forces of   crossed the mountains and invaded Cyrodiil. 

Morrowind
The Valus Mountains form the western border of two regions of Morrowind,   and  . The cities of Kragenmoor and   are located on the foothills. 

Gallery
 

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

References
Lore:Blackwood

is the swampland east of   along the Trans-Niben, adjacent to the Black Marsh border. The waters from this swamp drain south into Topal Bay.  Blackwood also shares many common traits with the Imperial Province of Black Marsh, such as climate, geography, and wildlife, due to it being directly adjacent to the province. It is dark and woodsy, hence the name. 

Located along the   is the headquarters of the  , a knightly chivalric order chartered by the Count of Leyawiin. The Imperial town of Slough Point is found in the region, close to the Black Marsh border.  The land to the west of the Lower Niben was ceded to Cyrodiil by Elsweyr in an agreement between the Count of Leyawiin and the   just prior to  , following a long-running dispute over the border. It is not uncommon for some to get lost in the trackless marshes east of Fort Blueblood, on the nebulous border between Blackwood and Argonia.  Due to their similar climate it is sometimes believed Blackwood is a natural part of Black Marsh, and the noble Nibenese of Blackwood have fought back against the spread of Black Marsh's influence for generations. 

When the   dissolved in  , a gradual depopulation of war-torn central Cyrodiil occurred as some fled to Blackwood and other areas of the province. 
 
Notable Places
Leyawiin — The Imperial capital of County Leyawiin and the largest settlement in Blackwood.
Gideon — An ancient city in Black Marsh.
Rockgrove — An Argonian settlement in Black Marsh, known for its ancient xanmeer.
 — A ruined military fort located southeast of Leyawiin
 — A settlement situated on the northwestern shore of the Lower Niben.
 — A village northeast of Leyawiin, along the  .
 — A village close to the border to  , inhabited entirely by  .
 — A town in Blackwood. One notable building here is the Census and Excise office.

Fauna
The Badger Bears of southern Blackwood were nearly extinct in the wild when they were saved by the intervention of Imperial noble Viscount Glorion of Leyawiin, who rescued the species by breeding them as mounts.   ,  , as well as harmless frogs, monkeys, and snakes can be found on the border with Black Marsh.

Flora
 ,  ,  ,  s,  ,  es,  , and  s are plants native to the region. Native fungi include  s,  s, and  s. 

Gallery
 

References
Lore:Niben River

The Niben River (known to the Khajiit as the River Malapi, sometimes called the Imperial Run and the Red River  ) is a large river in Cyrodiil. Its source is Lake Rumare in the Heartlands and it empties into the Topal Bay.  The upper and lower sections of the river are divided by a large bay, on the banks of which stands the city of Bravil.

The land either side of the Lower Niben, where it flows through the region of Blackwood, is known as the Trans-Niben, and is frequently involved in border disputes between Cyrodiil, Black Marsh and Elsweyr. Just prior to  , the dispute on the Elsweyr side was officially settled in favor of Cyrodiil in an agreement between the Mane and the Count of Leyawiin.  However, the Renrijra Krin objected to the settlement and focused their efforts on liberating the Trans-Niben for the Khajiit. 
 
See Also
For game-specific information, see the Oblivion Niben River article.

References
Oblivion:Bleaker's Way

People around town will tell you that the village gets its name from Ulf the Bleaker, the first settler to arrive. Soon after that, Rayno Dalvilu and his family arrived. Descendants of those first arrivals make up the two major families that live in the village: the Ulfgar and the Dalvilu. The heads of each family, Hrol Ulfgar and Nivan Dalvilu, jointly lead the community and have done so for many years.

There is an inn here, the Bleaker's Way Goodwill Inn, which offers free beds.
 

NPCs Living Here
 

Related Quests


Notes
Bleaker's Way also appeared in ESO.

Maps
thumb|left|Bleaker's Way
Oblivion:Temple of the Ancestor Moths

Temple of the Ancestor Moths may refer to two things:
Temple of the Ancestor Moths (settlement), the small settlement in the Jerall Mountains
Temple of the Ancestor Moths (place), the catacombs where the retired Blind Moth Priests reside
Oblivion:Odiil Farm

thumb|right|The interior
It is owned by Valus Odiil, and his two sons, Rallus and Antus, live there. The farm has recently been attacked by goblins.
 

NPCs Living Here
 

Related Quests
 

Notes
There is a sample of Nirnroot and three bottles of Cyrodilic Brandy in the farmhouse.
Oblivion:Weatherleah

Residents
 
 This character moves to Weatherleah and restores the home after the completion of the related quests.

Related Quests



Weatherleah
The once and future residence of the Jemane family was overrun by ogres years ago. Upon visiting Weatherleah, and before speaking with Guilbert Jemane to begin the Legacy Lost quest, the house is in very poor condition. The typical farm house has been ransacked. A small room to the right of the front door, possibly a small study or dining room at one time, has overturned furniture and clutter strewn about. A charred body remains in the pass-through fireplace. The debris, as well as the bones left behind on the main floor, are evidence of a violent event or less-than-human occupancy.

Upstairs are two bedrooms. The first contains only clutter. The second has a single bed, a cupboard with groceries, and a bottle of Tamika's West Weald wine sitting upon a small table in the corner. A skeleton lies at the foot of the stairs up to the attic area. The third floor attic area holds only human remains. Numerous skulls and a skeleton again indicate acts of depravity; not surprising considering the cannibalistic tendencies of ogres.

Once the Jemane brothers are reinstated in their home, and the Sins of the Father quest is progressing, the brothers work to restore the house. Furniture is righted and repaired, clutter is stowed away, and housekeeping begins. No new items of interest are added to the house after the brothers begin repairs. Outside, fences are mended, and the brothers try their hand at farming, planting a garden of pumpkins, potatoes, and lettuce.

Notes
Weatherleah could be used as a potential player house, as it contains a free bed and its containers are non-respawning.
Upon completion of the quest Sins of the Father, the following plants will grow in the garden: 12 Potato Plants, 12 Lettuce Plants, and 4 Pumpkin Vines.

Bugs
Bloodmoon:Frossel

Frossel is presumed to have originally been a temporary settlement for a group of thieves operating in Solstheim. Inside is a pen for Tusked Bristleback that the thieves were presumed to be living on while in Solstheim. 

After pulling off a jewelry heist, the thieves hid the treasure in the Fjell ice caves and prepared to go in their separate directions. While inside the pen, two or more thieves were killed by the bristlebacks, one could possibly be Borogon due to the note the corpse held.

The cave is now home to Rieklings, who use the cave as an underground breeding area for bristleback mounts. 
 
Notes
The cave itself only contains minor loot like some Nordic weapons and armor, liquor, gold, lockpicks, repair hammers and some magical weapons and apparel.
The unique creature, Riekling Boarmaster, appears here. 
Frossel also appears as a part of the Dragonborn add-on to Skyrim.

Maps
thumb|left|Map of Frossel
Bloodmoon:Gronn

Gronn possibly contains the largest amount of berserkers on Solstheim. Close to a dozen berserkers call the caves home, including the supposed leader of them all: the Berserker Denmother. The caves contain various items of minor value, a large amount of mead and the unique Helmet of Bearkind, which is found on the Denmother's body. 

 
Maps
thumb|left|Map of the cavern
Bloodmoon:Mortrag Glacier

A hidden entry leads to a cave that is buried inside this glacier, where the last part of the Main Quest unfolds. Here you'll meet Hircine, who will "invite" you to join his Hunt.

The maze is populated with a number of powerful werewolves who seem much stronger than those you've encountered previously (on 100 difficulty they can hit for up 300 hit points, and they have several hundred more hit points). Levitation and teleport spells are disabled while in the maze.
 

Related Quests
Main Quest
 

Notes
In the water of a small Y-shaped inlet, south of the Glacier, is a Leather-Sealed Chest with ten Scrolls of Bodily Restoration. You can find the chest at the beginning of the northeast branch. 

Maps
thumb|left|Mortrag Glacier, Entry
thumb|left|clear=none|Mortrag Glacier, Outer Ring
thumb|left|clear=none|Mortrag Glacier, Inner Ring
thumb|left|clear=none|Mortrag Glacier, Huntsman's Hall
Oblivion:Crumbling Mine

Notes
At the end of the mine, you can see what appears to be an attempt to tunnel into Chorrol's sewer system, but there is no way of actually entering the sewers. If using console commands to get into the area, there are a few winding corridors beyond what you can see from the cave, but eventually ending in black, impassable barriers. The area contains nothing.
You can see parts of the foundations of Chorrol's city wall in some areas.

 

Exterior

The exterior is located at coordinates: Tamriel -15, 22.
This location's map marker (M on map) is named Crumbling Mine (editor name CrumblingMineMapMarker). The entrance door is north of the marker, 60 feet away.
The following plants can be found near the entrance: 8 Fly Amanita plants, 5 Steel-Blue Entoloma plants, and 3 Strawberry bushes.

 
Zone 1:
thumb|right|393px|Crumbling Mine
This is a relatively small mine and contains loads of traps. Upon entering from door Out, you will encounter an enemy guarding a chest in the very first room. Advancing further leads you to another room with a Bandit and a swinging mace trap at E. From this room, two paths can be taken. Taking the path to the right will lead you past one bandit, one minor loot chest and two bedrolls (b), before ending up in a large room. The second path only holds one minor loot chest, before it ends up in the aforementioned large room. This room has two enemies in close proximity. It will be difficult to get rid of them one at a time. This room also holds a dining table, two bottles of cheap wine and various cutlery. There is a slaughtered deer in a dark nook as well, probably serving as food.

Going deeper into this mine leads you past a room on the right, which collapses as you approach it due to a cave-in trap at C. Further on are two traps. First you have to watch out for another swinging mace trap at D, and secondly you will have to avoid the falling logs at F. This path eventually ends up in a bandit camp. This bandit camp consists of one regular bandit, a boss leveled Bandit at A, two tents with two bedrolls (b) and more cheap wine. The boss-level chest is also located here (B). At the end of the camp, you can see Chorrol's sewer system through a hole in the wall. The bandits are trying to get into Chorrol, judging from the various tools scattered around, such as pickaxes and shovels. It is impossible to get into the sewers, however.

Occupants:
1 boss-level Bandit at location A on map
6 Bandit Enemies (each 50% probability melee , 25% archer Bandit, 12% Dog, 12% Nuisance Animal)
Treasure:
1 boss-level Chest 01 (Bandit variety) at location B on map
4 Chests 02 (2 locked)
Traps:
1 Cave In trap at location C on map
1 Falling Log trap at F
1 Pressure Plate trigger at G
2 Swinging Mace traps at E
2 Tripwire triggers at D
Doors and Gates:
There is one door (at Out) in/out of this zone, leading outside
Other:
4 bedrolls at locations b on map
Oblivion:Fort Virtue

Bugs
 
 

Exterior

The exterior is located at coordinates: Tamriel -2, 10
This location's map marker (M on map) is named Fort Virtue (editor name FortVirtueMapMarker). The entrance door is NNE of the marker, 110 feet away.
1 Imperial Legion Soldier is near the entrance
2-3 Mud Crabs are near the entrance
1 Wilderness Creature (Plains variety) is near the entrance
1 Nirnroot is at location N on map
The following scrolls can be found near the entrance: 1 Shadow Shape scroll
The following plants can be found near the entrance: 4 Fly Amanita plants, 6 Monkshood plants, 6 Sacred Lotus plants, 1 Summer Bolete plant, and 9 Water Hyacinth plants
Wayshrine of Dibella is at location W on map

 
Zone 1:
thumb|right|340px|Fort Virtue
The gate at E forces you to go through this dungeon in a counterclockwise direction. On your first time here, after reaching the boss chest (B) you will be able to open the gates at F and E using the adjacent levers (cyan dots) and quickly get back out of the dungeon. On subsequent trips, however, you will be forced to go back around the long way because the gates F and E will not open.

Occupants:
1 boss-level Undead at location A on map
1 Undead (always best possible level)
6 Undead Enemies (each 83% probability Undead, 17% Rat)
Treasure:
1 boss-level Chest (Undead variety; locked) at location B on map
1 Chest 01
2 Chests 02
2 Chests 04
2 Coffins 02
Traps:
4 Dart traps at location D on map. There is no need to go through these dart traps: on the other side there are just two coffins containing clutter (bones, cheap clothes). However, the darts can on occasion be used to your advantage: they can be used to kill the enemy who spawns behind them.
3 Swinging Mace traps at C, along a bridge. Each of these traps is activated when you walk under it. If you are running fast enough you will completely avoid them.
Doors and Gates:
There is one door (at Out) in/out of this zone, leading outside
There are 2 Portcullis Gates at E and F. Each gate is activated by the adjacent lever (cyan dots on map). However, the levers will only work once (see notes).
Oblivion:Cloud Ruler Temple

thumb|The Great Hall
thumb|The East Wing
thumb|The armory in the East Wing
thumb|The sleeping quarters in the West Wing
thumb|The Grandmaster's room
thumb|The Emperor's Chambers

Before bringing Jauffre and Martin to the temple during the main quest, the main gate will be locked and requires a key to enter. Upon joining the Blades, taking items in the temple is not considered stealing. There are also stables, holding a free horse, and a practice area in the courtyard of the temple. Watching the two Blades sparring here, Fortis and Pelagius, results in a free skill boost: 2-point bonuses to your Blade and Block skills.

For more information, see the lore article.
 
The Great Hall
The ceiling of the Great Hall is decorated with Akaviri Katanas. There are two katanas set apart from the others above the fireplace. One of those belonged to Glenroy, one of the Blades met in the Tutorial who dies just before the Emperor, and the other to Captain Renault, the first Blade to die in the game. If Baurus dies at any point and you talk to Jauffre with Baurus's Akaviri Katana in your hand Jauffre will say something nice about Baurus, then he will take Baurus's katana to a place on the wall above the fire place next to Glenroy's and Captain Renault's. The athletics skill book Beggar can be found on a shelf in this room.

The East Wing
In the East Wing, there is a small library with a number of books, including the sneak skill book Legend of Krately House. There is also a dining room area and a desk with novice alchemy equipment, including a retort, alembic, calcinator, and a mortar and pestle, as well as a few ingredients. An armory with weapons and armor (Blades armor is heavy armor) is located at the bottom of the stairs next to the exit into the courtyard. In this room, there is also a chest, labeled "Armory," which is the only one in this temple that won't respawn and is safe for long-term storage.

The West Wing
The general sleeping quarters is in the downstairs portion of the West Wing, which also features an exit into the courtyard. The upstairs portion includes an extra room with unusable bed and Martin's quarters.

NPCs Living Here
 
 
 
 

Quests Starting Here











Related Quests




Notes
You can enter the Temple before starting the Main Quest by attacking the patrolling Blade on the battlements with a staff, distance spell or arrows. He and the Blade guarding the Temple's front door will come rushing out to you, leaving the gates wide open. The entrances to the main hall and both wings will still be sealed however. Killing the attacking Blades will provide a full set of Blades armor, but can break the Main Quest.
Cloud Ruler Temple also appears in ESO.
In the Great Hall, if you jump above the fireplace to where Renault's Katana is placed, you can see it's labelled "Renote's Akaviri Katana" which was an early name for Renault before being changed.

Maps
thumb|left|Map of Cloud Ruler Temple
Oblivion:Memorial Cave

Related Quests


Notes
This cave contains 13 Cairn Bolete plants and 15 Wisp Stalk plants.
If you decide to let Roland Jenseric live, Seridur will be found here during the related quest.
 

Exterior

The exterior is located at coordinates: Tamriel 14, 11
This location's map marker (M on map) is named Memorial Cave (editor name MemorialCaveMapMarker).  The entrance door is S of the marker, 40 feet away.
0-1 Mud Crab is near the entrance
2 Nirnroots are at locations N on map

 
Zone 1:

The primary use for this cave is as part of the quest "The Order of the Virtuous Blood", but Phintias of the First Edition gives a little extra background on the cave's history. There are two paths to take you deeper into the cave once you reach the first enemy. Going straight ahead leads to a few enemies and minor loot chests, while taking a left leads to the majority of enemies in the cave, but also to the dead captive (C) and boss chest (B). The small light blue dots on the map near (B) are ropes dangling from the ceiling with skulls attached.  Seridur also appears near (B) if you decide to spare Roland during the aforementioned quest.

Occupants:
12-15 Vampire Enemies (each 50% probability Vampire, 33% Undead, 17% Vampire Beast)
Treasure:
1 boss-level Coffin (Vampire variety) at location B on map
1 Key (does not open anything) at k
1 Chest 02
1 Chest 04
4 Coffins 01
1 Coffin 02
The following weapons will always be found: 1 Silver Dagger
The following plants will always be found: 13 Cairn Bolete plants and 15 Wisp Stalk plants
Doors and Gates:
There is one door (at Out) in/out of this zone, leading outside
Other:
1 Dead Captive (10% chance enchanted jewelry) at location C on map

Bugs