Netruk44/uesp-wiki-content huggingface dataset:
Oblivion:Sir Juncan

Sir Juncan is a Redguard ghost added by the Knights of the Nine official plug-in.  He was a Knight of the Nine long ago.

Sir Juncan wears chainmail boots, gauntlets, greaves, and helmet. He also wears a Knight of the Nine Cuirass. He wields a steel longsword in combat.

You will meet the ghost of Sir Juncan in the basement of the Priory of the Nine during the quest Priory of the Nine, where he will give you the quest Nature's Fury.

After completing the Knights of the Nine quests, his tomb in the basement of the Priory of the Nine grants you Kynareth's Blessing: "Kyraneth grants you the swiftness of the wild." Which gives you an additional five points to your Speed attribute.  This effect is semi-permanent: it stays in effect until you activate another of the Knights' tombs and receive a different blessing.

When you first speak to Sir Juncan, he will greet you by saying; "I wish to see you succeed where I failed. I was on the path to the Boots of the Crusader, but died before I reached them." Telling him that you are to busy to take up his quest at the moment will have him reply; "Then I shall await your return." Asking him to tell you more about the boots will have him tell you where you can find someone who can help you find the boots: "I cannot tell you exactly how to find the Boots, for that will be up to Kynareth. I can tell you to seek out her Priests, though. West of the Imperial City, on the edge of the Great Forest, is a shrine. You will find them there, and they will tell you what you need to know."

Speaking to Sir Juncan again before you recover the boots will have him greet you by reminding you on who you must seek out to find the artifact: "Find the Priestesses of Kynareth. Only they can guide you to the boots. All I can do is set you on the path." Asking him about the Boots of the Crusader before you recover them will have him reply; "The Boots are safeguarded by Kynareth herself. You must be tested, and prove yourself worthy to acquire them." Once you have obtained the Boots of the Crusader he will thank you for succeeding where he failed; "You are an asset to your Order. You have claimed the Boots, and for this I am grateful." If you ask him about Knights of the Nine, he says: "The wars of men undermined the service of the Nine. Do not follow in our mistakes." Asking him about the Shield of the Crusader before you obtain it will have him reply; "Sir Henrik spent his days looking for the Shield. He was so determined; we all were in those days." Telling him that the Boots of the Crusader were necessary to reclaim the Mace of Zenithar will have him be saddened to hear this news: "So it was the boots that Sir Ralvas needed to complete his quest? What a fool I was to refuse to help him. I will carry this regret for all time."
Related Quests
Oblivion:Sir Torolf

Sir Torolf is a ghost Nord added by the Knights of the Nine official plug-in.  He was a Knight of the Nine long ago.

Sir Torolf wears chainmail boots, gauntlets, greaves, and a helmet. He also wears a Knight of the Nine Cuirass and wields a silver longsword in combat.

You will meet the ghost of Sir Torolf in the basement of the Priory of the Nine during the quest Priory of the Nine.

After completing the Knights of the Nine quests, his tomb in the basement of the Priory of the Nine grants you Arkay's Blessing (+5 Willpower).  This effect is semi-permanent: it stays in effect until you activate another of the Knights' tombs and receive a different blessing.

Asking Sir Torolf about the Knights of the Nine will have him reply: "Complacency proved to be our greatest enemy. The service of the Nine requires eternal vigilance." Questioning him about the Gauntlets of the Crusader will have him reply to your questions by saying; "Sir Casimir took the Gauntlets to war with him. After what happened with Berich, who would try to stop him?" After you put Sir Torolf's spirit to rest, going to his tomb will have him offer you this blessing; "All that lives will die and all that is dead will live again. Arkay grants you the will to reverse the cycle."
 
Related Quests
Tribunal:Ingredients

The City of Mournhold contains many new and some exotic plants, as well as creatures, which can augment an already staggering amount of alchemical compositions available in the original game.  This page lists all the additional ingredients and their effects, and should be viewed as an addendum to the information listed on the Morrowind Ingredients page.

Ingredient List
A green background means a positive effect while a red background means a negative effect. Italicized text means the effect is unique and can never appear in a potion.
Bloodmoon:Ingredients

Ingredients

The island of Solstheim contains many new and some exotic plants, as well as creatures, which can augment an already staggering amount of alchemical compositions available in the original game. 

This page will list all the additional ingredients and their effects, and it should be viewed as an addendum to the information listed on the Morrowind Ingredients page.

Ingredient List
The table below lists all the ingredients and their respective effects. A green background means an ingredient has a positive effect, while a red background means a negative effect. Italicized text means the effect is unique and can never appear in a potion.
Morrowind:Mannammu

thumb|right|The interior of the cave 
The large cave is cut into the hills on the southwestern shore of Lake Hairan, just southwards across the stepping stones from Pelagiad. Mannammu is the home of the Verethi Gang, who have a bounty offered by the Fighters Guild in Balmora. Dovres Verethi, the leader, can be reached by an underwater passage to the left, or you can follow the rope bridges and ladders through the whole cave.

 
People
 


Related Quests
Fighters Guild
 

Notes
Treasure includes a steel helm and gauntlets, two skill books (Mysticism and Security), a couple of potions, Uvisea Benethran's silver dagger, and an extraordinary large number of containers full of random, leveled loot.
There is an unlocked small chest underwater in the chamber where Brelan Indarys dwells that contains a random amount of gold. Watch out for a slaughterfish and dreugh that roam these waters.

Maps
thumb|left|Map of Mannammu
Bloodmoon:Valbrandr Barrow

It is easily distinguished by the large stone arch above its doorway. Valbrandr Barrow is the site of a quest and contains only one quest-related monster, the Valbrandr Draugr. Remember to let the Draugr attack you (without retaliating) while Ingmar tries to kill it. There is only one room containing three tombs with treasure on them.
 
Related Quests


Notes
There are three samples of raw stalhrim here.
The treasure consists of a Amulet of Shield, some gold, a Nordic Silver Claymore, and a piece of Nordic armor.
Outside the barrow, on the east side, you will find a pirate's treasure chest.

Maps
thumb|left|Map of Valbrandr Barrow
Bloodmoon:Skogsdrake Barrow

It is guarded by two undead creatures and has six treasure chests that can contain miscellaneous potions, ingredients, armorer's hammers, magical weapons, items, and armor, and even glass longswords. There is also one piece raw stalhrim that requires the Ancient Nordic Pick Axe to harvest it.

 
Notes 
Skogsdrake is Swedish and Norwegian for Forest Drake/Dragon.

Maps
thumb|left|Map of Skogsdrake Barrow
Morrowind:Saturan

If you don't have Levitate or good Acrobatics, you may have to walk south around the hills. The local Hlaalu noble, Serjo Avon Oran, has hired the Fighters Guild of Ald'ruhn to clear out the bandits living there; evidently, he does not trust the more local Fighters Guild branches in Balmora or Vivec to do the job.

Apart from raids, the bandits deal in a bit of everything; they smuggle booze, drugs, and slaves. Aside from a couple of potions, scrolls (Scroll of Hellfire, Scroll of Summon Frost Atronach, and an urn with five random scrolls), a minor magical amulet (of Shielding), and the Axe skill book The Axe Man, all the treasure in here is random and mundane. The bandit Jolgeir carries the key if you want to free the slaves here.

The agent Daldur Sarys provides medium training service in   as well as minor training for  , and   if he is snuck up on or calmed.

 
Related Quests
Fighters Guild


People
 

 

Notes
The bandits mostly wear netch or chitin gear, except for Muk gro-Dula who wears bonemold and Vevos Nerethi who wears iron.
Maps
thumb|left|600px|Interior map of Saturan
Morrowind:Reputation

Reputation is an attribute representing your renown in the world. You earn reputation by the deeds you do while completing quests and your reputation can only increase, never decrease. The primary function of reputation is increasing the ease and effectiveness of persuading others. Additionally, 50 Reputation is one of the requirements to enable a possible shortcut in the Main Quest.

Faction Reputation
Separate from your general Reputation are your Faction Reputations with the various Factions in the game. Unlike general Reputation, these can both increase and decrease. Generally, performing quests for one faction will raise your Faction Reputation for that faction. There are a few quests where in addition to this increase, you will get lower reputation with another group (e.g. performing Mages Guild quests will increase your Mages Guild Reputation, but may lower your Reputation with House Telvanni). Additionally, you may lose Reputation in factions of which you are a member if you fail quests (e.g. killing the person you were supposed to protect). Your Faction Reputation is a requirement for advancement.

Quests
This is a list of all quests that will increase your general Reputation.
Main Quest
Gra-Muzgob Informant (1 point)
Vivec Informants (1 point)
The Path of the Incarnate
Visiting Nibani Maesa with lost prophecies (1 point)
Pass Warrior's Test (1 point)
Getting Moon and Star (5 points)
Urshilaku Nerevarine (2 points)
Ahemmusa Nerevarine (2 points)
Zainab Nerevarine (1 point)
Erabenimsun Nerevarine (1 point)
Redoran Hortator (4 points)
Hlaalu Hortator (4 points)
Telvanni Hortator (4 points)
Hortator and Nerevarine (5 points)
Assault Dagoth Ur (10 points)
Total: 42

----



  These points can be earned without being a member of the faction that gives the quest.

 

Note that this 'Grand Total' amount is not obtainable during normal game-play. Becoming a member of one of the three great houses (Hlaalu, Redoran, and Telvanni) excludes you from becoming a member of the other two. There are, however, some quests within each house that can be completed without being a member of that house. This allows for a maximum possible value of 150 without glitches, mods, or console commands, and requires selecting House Telvanni.
Lore:The Adabal-a

Editor's Note: The Adabal-a is traditionally believed to be the memoirs of  , consort to   the Slave Queen. While this cannot be historically verified, the Adabal-a is certainly among the oldest written accounts to come down to us from the early First Era. 


: nd in the blood-floored throne room of  , the severed head of   spoke to the winged-bull, Morihaus, demigod lover of Al-Esh, saying, "Our enemies have undone me, and spread my body into hiding. In mockery of divine purpose, the  s cut me into eighths, for they are obsessed with this number."

:And Morihaus, confused, snorted through his ring, saying, "Your crusades went beyond her counsel, Whitestrake, but I am a bull, and therefore reckless in my wit. I think I would go and gore our prisoners if you had left any alive. You are blood-made-glorious, uncle, and will come again, as fox animal or light.   is still ours."

:Then Pelinal spoke again for the last time: "Beware, Morihaus, beware! With the foresight of death I know now that my foe yet lives, bitter knowledge to take to my grave. Better that I had died believing myself the victor. Although cast beyond the  , he will return. Be vigilant! I can no longer shield the host of Men from  's retribution."


:  original tribe is unknown, but she grew up in Sard, anon  , where the Ayleids herded in men from across all the  :  ,  ,  ,  -of-'  (though these were later known to be imported from the  ),  , men-of-ge (who were eventually destroyed when the Flower King   made great sacrifice to an insect god named  ),  , men-of-ket, others; but this was Cyrod, the heart of the   saliache, where men knew no freedom, even to keep family, or choice of name except in secret, and so to their alien masters all of these designations were irrelevant.

:Men were given over to the lifting of stones, and the draining of the fields, and the upkeep of temple and road; or to become art-tortures for strange pleasures, as in the wailing wheels of   and the gut-gardens of  ; and flesh-sculpture, which was everywhere among the slaves of the Ayleids in those days; or, worse, the realms of the Fire King  , where the begetting of   drawn from the admixture of daedrons into living hosts let one inhale new visions of torment, and children were set aflame for nighttime tiger sport.


: hen Morihaus said to them: "In your tales you have many names for her: Al-Esh, given to her in awe, that when translated sounds like a redundancy, 'the high high  from which come the more familiar corruptions: Aleshut, Esha, Alessia. You knew her as Paravant, given to her when crowned, 'first of its kind  by which the gods meant a mortal worthy of the majesty that is killing-questing-healing, which is also Paraval, Pevesh, Perrethu, Perrif, and, in my case, for it is what I called her when we were lovers: Paravania. 

:"Though she is gone to me, she remains bathed in stars, first Empress, Lady of Heaven, Queen-ut-Cyrod."

:And they considered themselves full-answered  and departed.
Lore:Shezarr and the Divines

he position   enjoys in Cyrodilic worship   often misconstrued. He, and a thousand other deities, have sizeable cults in the  . Shezarr is especially venerated in the Colovian West, though he is called   there, as the West Kings are resolutely, and religiously,  ic.

The haziness of Shezarr's relationship to the Divines (he is often called their  Missing Sibling ) begins with  , the so-called  Slave Queen of Cyrodiil,  the founder figure of the original Cyrodilic Empire. In the earliest Cyro-Nordic stories of the Heartland, Shezarr fought against the Ayleids (the  ) on mankind's behalf. Then, for some unknown reason, he vanishes from the stage (presumably to help other humans elsewhere), and, without his leadership, the Ayleids conquer the humans and enslave them.

This slavery lasts for generations. The isolated humans eventually begin to venerate the pantheon of their masters, or at least assimilate so much of High Elven religious practices into their native traditions that the two become indistinguishable.

In  , under the leadership of Alessia, her demigod lover,  , and the infamous  , the Cyrodilic humans revolt. When Skyrim lends its armies to the Slave-Queen of the South, the revolution succeeds. The Ayleid Hegemonies are quickly overthrown. Shortly thereafter,   is captured by Alessia's forces, and she promptly declares herself the first Empress of Cyrodiil. Part of the package meant that she had to become the High Priestess of Akatosh, as well.

Akatosh was an Aldmeri god, and Alessia's subjects were as-yet unwilling to renounce their worship of the Elven pantheon. She found herself in a very sensitive political situation. She needed to keep the Nords as her allies, but they were (at that time) fiercely opposed to any adoration of Elven deities. On the other hand, she could not force her subjects to revert back to the Nordic pantheon, for fear of another revolution. Therefore, concessions were made and Empress Alessia instituted a new religion: the Eight Divines, an elegant, well-researched synthesis of both pantheons, Nordic and Aldmeri.

Shezarr, as a result, had to change. He could no longer be the bloodthirsty anti-Aldmer warlord of old. He could not disappear altogether either, or the Nords would have withdrawn their support of her rule. In the end, he had become "the spirit behind all human undertaking." Even though this was merely a thinly-disguised, watered-down version of Shor, it was good enough for the Nords.
Lore:The Song of Pelinal, v 1

'' Editor's Note: Volumes 1-6 are taken from the so-called Reman Manuscript located in the Imperial Library. It is a transcription of older fragments collected by an unknown scholar of the early Second Era. Beyond this, little is known of the original sources of these fragments, some of which appear to be from the same period erhaps even from the same manuscript . But, as no scholarly consensus yet exists on dating these six fragments, no opinions will be offered here. ''

 hat he took the name " " was passing strange, no matter his later sobriquets, which were many. That was an Elvish name, and Pelinal was a scourge on that race, and not much given to irony. Pelinal was much too grim for that; even in youth he wore white hair, and trouble followed him. Perhaps his enemies named Pelinal of their own in their tongue, but that is doubtful, for it means "glorious knight  and he was neither to them. Certainly, many others added to that name during his days in Tamriel: he was Pelinal the Whitestrake because of his left hand, made of a killing light; he was Pelinal the Bloody, for he  drank  it in victory; he was Pelinal Insurgent, because he gave the crusades a face; he was Pelinal In Triumph, as the words eventually became synonymous, and men-at-arms gave thanks to the Eight when they saw his banner coming through war; he was Pelinal the Blamer, for he was quick to admonish those allies of his that favored tactics that ran counter to his, that is, sword-theory; and he was Pelinal the Third, though whether this was because some said he was a god guiser, who had incarnated twice before already, or that, simpler, he was the third vision given to Perrif, anon Alessia, in her prayers of liberation before he walked among the quarters of rebellion, is unknown.
Lore:The Song of Pelinal, v 2

nd then  Perrif spoke to the Handmaiden again, eyes to the Heavens which had not known kindness since the beginning of  lven rule, and she spoke as a mortal, whose kindle is beloved by the Gods for its strength-in-weakness, a humility that can burn with metaphor and yet break  easily and  always, always doomed to end in death (and this is why those who let their souls burn anyway are beloved of the Dragon and His Kin), and she said: "And this thing I have thought of, I have named it, and I call it freedom. Which I think is just another word for Shezarr Who Goes Missing...  You  made the first rain at his sundering  and that  is what I ask now for our alien masters...  that  we might sunder them fully and repay their cruelty  by  dispersing them to drown in the  . Morihaus, your son, mighty and snorting, gore-horned, winged, when next he flies down, let him bring us anger." ...  And then  Kyne granted Perrif another symbol, a diamond soaked red with the blood of  lves,  whose  facets could  un-sector and form  into a man whose every angle could cut her jailers and a name: PELIN-EL  which is  "The Star-Made Knight"  and he  was arrayed in armor  from the future time . And he walked into the jungles of   already killing, Morihaus stamping at his side froth-bloody and bellowing from excitement because the   was come...  and Pelinal  came to Perrif's camp of rebels holding a sword and mace, both encrusted with the smashed viscera of  lven faces, feathers and magic beads, which were the markings of the  , stuck to the redness that hung from his weapons, and he lifted them, saying: "These were their eastern chieftains, no longer full of their talking."
Lore:The Song of Pelinal, v 3

elinal Whitestrake was the enemy of all  lfkind that lived in   in those days. Mainly, though, he took it upon himself to slay the sorcerer-kings of the   in pre-arranged open combats rather than at war; the fields of rebellion he left to the growing armies of the Paravania and his bull nephew. Pelinal called out   of Copper and Tea into a duel at the  , and ate his neck-veins while screaming praise to Reman, a name that no one knew yet.   the Shaper's head was smashed upon the goat-faced altar of  , and in his wisdom Pelinal said a small plague spell to keep that evil from reforming by  . Later that season, Pelinal slew   on the granite steps of  , the Fire King's spears knowing their first refute. For a time, no weapon of the Ayleids could pierce his armor, which Pelinal admitted was unlike any crafted by men, but would say no more even when pressed. When  , whom Pelinal raised from grain-slave to hoplite and loved well, took death from an arrowhead made from the beak of   the Singer, the Whitestrake went on his first Madness. He wrought destruction from   all the way to  , and erased those lands from the maps of Elves and Men, and all things in them, and Perrif was forced to make sacrifice to the Gods to keep them from leaving the   in their disgust. And then came the storming of  , where the Ayleids had made pact with the  s of  , and summoned them, and appointed the terrible and golden-hued " alf-Elf" Umaril the Unfeathered as their champion … and, for the first time since his coming, it was Pelinal who was called out to battle by another, for Umaril had the blood of the 'ada and would never know death.
Lore:The Song of Pelinal, v 4

elinal  drove the sorcerer armies past the  , claiming all the eastern lands for the rebellion of the Paravania, and Kyne had to send her rain to wash the blood from the villages and forts that no longer flew Ayleid banners, for the armies of   needed to make camps of them as they went forward. ... and  he broke the doors open for the prisoners of the   with the Slave-Queen flying on Morihaus above them, and Men called her Al-Esh for the first time. He entered the Gate at ... to win back the hands of the Thousand-Strong of   (a tribe now unknown but famous in those days), which the Ayleids had stolen in the night, two thousand hands that he brought back in a wagon made of demon-bone, whose wheels trailed the sound of women when ill at heart...  Text lost ...  And after  the  , which consolidated the northern holdings for the men-of-'kreath, he stood with white hair gone brown with  lfblood at the Bridge of  , where Perrif's falconers had sent for the  s, and they, looking at him, said that Shor had returned, but he spat at their feet for profaning that name. He led them anyway into the heart of the hinterland west, to drive the Ayleids inward, towards the  , a slow retreating circle that could not understand the power of Man's sudden liberty, and what fury-idea that brought. His mace crushed the  s that   sent as harriers on the rebellion's long march back south and east, and carried Morihaus-Breath-of-Kyne to   the Clever-Cutting Man (a   with a   name) for healing when the bull had fallen to a volley of bird beaks. And, of course, at the Council of Skiffs, where all of the Paravania's armies and all of the Nords shook with fear at the storming of White-Gold, so much so that the Al-Esh herself counseled delay, Pelinal grew furious, and made names of Umaril, and made names of what cowards he thought he saw around him, and then made for the Tower by himself, for Pelinal often acted without thought.