Netruk44/uesp-wiki-content huggingface dataset:
Morrowind:Hjrondir

Hjrondir is a Nord warrior who will fight by your side during the Siege at Firemoth. Though the toughest of the three mercenary companions on the quest, he will require periodic healing to survive; see the quest article for tips.

If he survives the quest, he can be retained indefinitely (i.e., until his demise) as a follower NPC if you swim (or Water Walk or Levitate) with him back to the mainland rather than take the scripted ship from Firemoth, and as long as you do not turn over the Ward of Akavir to Sellus Gravius as requested. If you take the ship back, Hjrondir will exit follower mode and remain with the ship.  If you hand over the Ward, Hjrondir will disappear from the game, whether in follower mode or not.

 
Related Quests
Morrowind:Aronil

Aronil is a High Elf battlemage who will fight by your side during the Siege at Firemoth. Caution is advised, as he may accidentally damage you or your followers with his spells (see the quest article for strategies for dealing with this).

If he survives the quest, he can be retained indefinitely (i.e., until his demise) as a follower NPC if you swim (or Water Walk or Levitate) with him back to the mainland rather than take the scripted ship from Firemoth, and as long as you do not turn over the Ward of Akavir to Sellus Gravius as requested. If you take the ship back, Aronil will exit follower mode and remain with the ship.  If you hand over the Ward, Aronil will disappear from the game, whether in follower mode or not.

Aronil wears an Imperial Newtscale Cuirass and Netch Leather Boots, along with a common robe and matching a shirt and pants. To supplement his Destruction magic, he carries a Daedric Dagger with him. Finally, he also has 5 Cheap Restore Health and 2 Quality Restore Health potions and up to 17 drakes on his person. Aside from his natural weaknesses to fire, frost, shock and magicka, his natural bonus to magicka, and resistance to disease, he knows the following spells: Lightning Bolt, Fireball, Frost Storm and Frost Bolt.
 
 
Related Quests


Unique Dialogue
Greetings
''"I'll follow you. I hope you know what you're doing."''
Morrowind:Mara

Mara is a Wood Elf who will fight by your side during the Siege at Firemoth. She is of no relation to the goddess Mara, one of the   worshipped by the Imperial Cult. Despite being an archer by character class, she is armed with an ebony longsword. She is the weakest of the three mercenary companions on the quest, and will require frequent healing to survive; see the quest article for tips.

If she survives the quest, she can be retained indefinitely (i.e., until her demise) as a follower NPC if you swim (or Water Walk or Levitate) with her back to the mainland rather than take the scripted ship from Firemoth, and as long as you do not turn over the Ward of Akavir to Sellus Gravius as requested. If you take the ship back, Mara will exit follower mode and remain with the ship. If you hand over the Ward, Mara will disappear from the game, whether in follower mode or not.
 

Related Quests
Morrowind:Silm-Dar

Silm-Dar is an Argonian sailor who will provide transport to and from Fort Firemoth for you and your companions during the Siege at Firemoth. Note that his transport is provided via scripts, and not the standard transport, so any other followers you may have with you at the time will not travel with you. Silm-Dar can only be seen during the quest. Prior to starting it, and after completion, he and his boat cannot be found. (However, they will remain at Seyda Neen after returning from the siege, if you keep the Ward of Akavir rather than hand it over to Sellus Gravius as requested; it is the transfer of the shield relic to Gravius that triggers the erasure of Silm-Dar, the ship, and its other NPCs.)

 
Related Quests
Morrowind:Shishi Report (note)

As instructed, a party of five entered the Velothi tower of Shishi. Five Telvanni sorcerers fell and the tower is now ours, but we have suffered heavy losses. We will hold Shishi as long as we can and await your orders.

Brerama Selas
Morrowind:Shishi Report

Shishi Report may refer to two things:
Shishi Report (quest), a quest to check on a House Redoran effort to occupy a Velothi Tower
Shishi Report (note), the note that is required to complete the quest
Lore:Green Emperor Way

Green Emperor Way (also called Green Emperor Road , the Imperial Gardens  or the Palace District)  is the inner section of the Imperial City, which surrounds the White-Gold Tower. It contains a large open street patrolled by the Imperial Palace Guard and parks with visages of past Emperors' heads created by topiary-mages. They can speak freely via magic and whenever an Emperor requires counsel, birds are drawn into these topiaries and control their branches to have them express. 

Various people of importance to the Empire have been buried in the park's mausoleums and cemeteries, including Imperial counts, saints, battlemages, and even emperors.  Some notable figures include Prince Camarril  and the Trentius family.  The northern gardens are the coolest acreage during the summertide. The historical fiction, 2920, The Last Year of the First Era describes it as austeric, with tiered flowerbeds of blue-gray and green flowers.  
 

History
thumb|left|Green Emperor Way in the Planemeld ca. 2E 582
When the   occurred in  , the Imperial City became tainted with the essence of   and the former capital of the Empire became a wasteland of ruins and monsters. Green Emperor Way, in particular, was left a shadow of its former self. Great stone shards jutted out of the ground and large pools of   laden the streets, while catacombs were rooted from the ground and left sundered.   claimed the White-Gold Tower and her minions swarmed the entire citadel. Her   and their thralls patrolled Green Emperor Way, or at least what was left of it. A   stood guard at the door. In an attempt to reclaim the White-Gold Tower, Empress-Regent   and a Moth Priestess enlisted the assistance of the   and entered Green Emperor Way through a manhole from the  .  In time, the Daedra were expelled from the Imperial City and Green Emperor Way was restored.

After   was named the Emperor in  , he tasked the topiary-mages to create the visage of his former mentor,  . So that he can be remembered and even provide insight to him like all of his other predecessors.  In  , Emperor   was assassinated by the  . His tomb was placed in Green Emperor Way, near a statue of Tiber Septim. 

Some time before the assassination, the   had placed runes on the tomb of Prince Camarril, which showed the location of their shrine in  , but only during midday. The   agent,   and the   used these runes to track the shrine and infiltrate the cult at their base.  At around the same time, the merchant,   hired gravedigger to steal from the catacombs in Green Emperor Way, so that he may sell those items and have a large stock. But when he was caught for his misdeeds, he decided to help apprehend the gravedigger as he pilfered in the Trentius Family Mausoleum. After the situation was dealt with, Thoronir joined the  . 

Gallery
 

Note
According to the 1st Edition of the  , Green Emperor Road was one of several garden paths that surrounds the Imperial Palace. What these other paths were called is currently unknown. 

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

References
Lore:Ria Silmane

Ria Silmane was the apprentice of Jagar Tharn, who sought to impersonate Emperor Uriel Septim VII. To avoid suspicion of his own disappearance, he convinced the Emperor that he was going to take a leave of absence to pursue magical studies, and the   to allow Ria to take his place as the Imperial Battlemage of Tamriel.  After Tharn accomplished this goal, he murdered Ria with the Staff of Chaos when she attempted to warn the Elder Council of his plot. However, her ghost appeared to King Eadwyre in a dream and revealed to him that the true Emperor had been kidnapped by Tharn and imprisoned in an alternate dimension.  

Ria kept her spirit bound to the mortal plane via her magic; yet her magicka reserves were constantly draining, limiting the time she had left. Ria could still cast magic, but it drained her energy even further. She aided the Eternal Champion in escaping the   by opening a Shift Gate and tracking down all eight pieces of the Staff of Chaos. She did not have a corporeal form, and she communicated largely through dreams and visions. She used up the last of her magicka by using a spell of altering which altered the appearance of the Champion so that the guards posted outside the   would be fooled, by doing this she sacrificed herself to ensure that Jagar Tharn would be brought to justice. 

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

References
Daggerfall:Maran Knights

The Maran Knights represent the military strength of Mara.  Although Mara represents love and peace, She and Her Benevolence recognize that, as hypocritical as it sounds, military strength is often needed to beget this peace.  The Maran Knights are admittedly a controversial knightly order. Some misguided clerics within the Temple would prefer that it disbands, but they are in the minority, and all respect the Order's skill and loyalty.

Political Views
Daggerfall:Order of the Lily

The Order of the Lily is firmly devoted to the cause of the House of Dibella. Consumed with the propagation of beauty to protect themselves adequately. That is the sacred cause of the Order of the Lily. They protect the House and receive the training and blessings of clerics of equal rank. One can think of no better reason to fight than the cause of beauty.

Political Views
Daggerfall:Order of the Raven

The Order of the Raven is a Knightly Order located in the Kingdom of Dwynnen, and a political faction associated with the region. The Knights of the Raven have been the consecrated protectors of Dwynnen for hundreds of years.

In all modesty, the Order of the Raven is a legendary fighting order. They have the honor of having led the battle against the Camoran Usurper and freed half of Tamriel from his tyranny. They remain the vanguards of the Barony of Dwynnen, protecting the entire region. Given their reputation, they cannot admit any but the greatest warriors, the most loyal servants of the Baron, into their order.
 

Order of the Raven Overview
Political Affiliations


Garrison Locations


Garrison Map Blocks
Daggerfall:Alteration Spells

{|class="wikitable sortable" width=100% style="text-align:center"
|-
!width=10%|Spell||width=10%|Element||width=10%|Range||width=10%|Magnitude||width=10%|Chance of success (%)||width=10%|Duration (in-game minutes)||width=15%|Spell Effect(s)
|-
| ||Magic||Target at Range||(1-30) + (1-10)/per level||10 + 5/per level (for Paralyze)||1 + 1/per level||Damage: Health; Paralyze
|-
| ||Magic||Caster only||-||-||3 + 1/per level||Jumping  (at twice natural capacity)   
|-
| ||Magic||Target at Range||-||1 + 8/per level||1 + 1/per level||Paralyze
|-
| ||Magic||On Touch||-||25 + 2/per level||3 + 1/per level||Paralyze
|-
| ||Magic||Caster only||-||30 + 5/per level||2 + 1/per level||Elemental Resistance: Frost  (or half the damage if unsuccessful)
|-
| ||Magic||Caster only||-||30 + 5/per level||2 + 1/per level||Elemental Resistance: Fire  (or half the damage if unsuccessful)
|-
| ||Magic||Caster only||-||30 + 5/per level||2 + 1/per level||Elemental Resistance: Poison  (or half the damage if unsuccessful)
|-
| ||Magic||Caster only||-||30 + 5/per level||2 + 1/per level||Elemental Resistance: Shock  (or half the damage if unsuccessful)
|-
| ||Magic||Caster only||(1-12) + 1/per level||-||5 + 2/per level||Shield  (absorbs melee damage up to the spell's limit)
|-
|{{Anchor|Slowfalling {{Intnote|1=Slowfalling Note|2=×}}||Magic||Caster only||-||-||3 + 1/per level||Slowfall
|-
|{{Anchor|Spider Touch}}||Magic||On Touch||-||5 + 15/per level||1 + 1/per level||Paralyze
|-
|{{Anchor|Water Breathing}}||Magic||Caster only||-||-||5 + 2/per level||Water Breathing
|-
|{{Anchor|Wizard Rend}} {{Intnote|1=Wizard Rend Note|2=±}}||Magic||On Touch||(1-14) + 1/per level||10 + 5/per level (for Paralyze)||1 + 1/per level||Damage: Spell Points; Paralyze
|}
{{Note|1=Slowfalling Note|2=×|3=You are unable to jump while Slowfalling is active.}}
{{Note|1=Wizard Rend Note|2=±|3=Enemies can cast Wizard Rend at range.}}
Daggerfall:Illusion Spells

One hour game time is 5 minutes real time, or 60 minutes game time is 300 seconds real time, which works out to 5 seconds real time for each unit of duration.  e.g. A level 2 character's light spell would last (1 + 2x4) x 5 = 45 seconds real time.
Daggerfall:Thaumaturgy Spells

The effect "Pacify: Humanoid" does not work on human enemies listed as "Humanoids" in the bestiary, which instead require application of the effect "Charm" in order to be pacified. "Pacify: Humanoid" instead applies to other humanoid enemies, including centaurs, gargoyles, giants, harpies, imps, nymphs, orcs, spriggans, wereboars, and werewolves. "Charm" applies to human enemies, but has no effect on non-hostile town NPCs. 
  You cannot climb any obstacles while Levitate is active.
UESPWiki:Messages/Notice-Experimentation

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Daggerfall:Restoration Spells

{|class="wikitable sortable" width=100% style="text-align:center"
|-
!width=10%|Spell||width=10%|Element||width=10%|Range||width=10%|Magnitude||width=10%|Chance of success (%)||width=10%|Duration (in-game minutes)||width=15%|Spell Effect
|-
| ||Magic||Caster only||-||15 + 5/per level||-||Cure: Poison
|-
| ||Magic||Caster only||1 + (2-10)/per two levels||-||-||Heal: Health
|-
| ||Magic||Caster only||(1-10) + (3-4)/per level||-||5 + 1/per level||Fortify Attribute: Personality
|-
| ||Magic||Caster only||-||15 + 5/per level||-||Cure: Disease
|-
| ||Magic||Caster only||-||60 + 2/per level||-||Cure: Poison
|-
| ||Magic||Caster only||(1-10) + 3/per level||-||5 + 1/per level||Fortify Attribute: Speed
|-
|{{Anchor|Fortitude||Magic||Caster only||(1-10) + 3/per level||-||5 + 1/per level||Fortify Attribute: Endurance
|-
|{{Anchor|Free Action}}||Magic||Caster only||-||20 + 5/per level||2 + 1/per level||Free Action  (cures and sets immunity to paralysis)
|-
|{{Anchor|Heal}}||Magic||Caster only||(1-10) + 5/per level||-||-||Heal: Health
|-
|{{Anchor|Iron Will}}||Magic||Caster only||(1-10) + 3/per level||-||5 + 1/per level||Fortify Attribute: Willpower
|-
|{{Anchor|Jack of Trades}}||Magic||Caster only||(1-10) + 3/per level||-||5 + 1/per level||Fortify Attribute: Luck
|-
|{{Anchor|Nimbleness}}||Magic||Caster only||(1-10) + 3/per level||-||5 + 1/per level||Fortify Attribute: Agility
|-
|{{Anchor|Orc Strength}}||Magic||Caster only||(1-10) + 2/per level||-||5 + 1/per level||Fortify Attribute: Strength
|-
|{{Anchor|Spell Absorption}}||Magic||Caster only||-||10 + 5/per level||1 + 1/per level||Spell Absorption
|-
|{{Anchor|Stamina}}||Magic||Caster only||(1-8) + 2/per level||-||-||Heal: Fatigue
|-
|{{Anchor|Troll's Blood}}||Magic||Caster only||1 + 1/per level||-||5 + 5/per level||Regenerate: Health
|-
|{{Anchor|Wisdom}}||Magic||Caster only||(1-10) + 3/per level||-||5 + 1/per level||Fortify Attribute: Intelligence
|}
Daggerfall:The Hunter

Quick Walkthrough
# Talk to the Quester of a knightly order.
# Head to the dungeon the Quester points you to.
# Find and kill the giant.
# Report back to the Quester within the time limit.

Detailed Walkthrough
A Monstrous Problem
Speak to a Quester for any knight order you don't belong to, and he may say:

:''"I don't trust you, (player's name). You are not a member of our order. If you would like to earn my trust, and maybe even a modicum of respect, go kill the (monster) raiding the farms. Are you up to it?"

Accept
The Quester goes on:

:"The (monster) has made its lair in (dungeon). Go there and kill it. There may be other (monster)s there, but I don't care. I am only interested in one with a large burn mark on its back. It's the one that has been raiding the peasants. You have (time limit) days."

Decline
The Quester answers:

:"I thought so. The heart of a coward beats within your chest. The sight of you makes me ill."

Kill the Beast
This quest is a standard dungeon crawl. Head to the dungeon the Quester mentioned to you and find the target within, a giant. While there may be other giants in the dungeon, only a particular one counts as the quest target. When this giant is killed, you receive the following message:

:"On it's back is a large scorched area. This must be the one (Quester's name) spoke of."

Reward
Return to the Quester after killing the giant, and he will say:

:"Hmmph. You did better than expected, (player's name). Maybe someday you will even be worthy of a membership in the knightly order."

Reputation Gain/Loss
A successfully completed quest results in reputation gain according to the table below.


A failed quest results in a loss of reputation according to the table below.



Enemies
Random dungeon monsters
Quest Target: One Giant

 

Notes
When completing this quest for the Knights of the Rose, the Knights of the Hawk, or the Knights of the Flame, you will receive reputation with the Dark Brotherhood and its associated factions rather than the order and its associated factions.

Additional Dialogue
After you have accepted this quest, NPCs may say when asked for any news:
"That (monster) is a real nuisance in (current town)."
"Many wish the knights would do something about that (monster)."
If you fail the quest, NPCs may say when asked for any news:
"Thank (random god), and not the knightly order, the (monster) moved on."
"It's only natural that the (monster) moved. But it'll return."
If you successfully complete the quest, NPCs may say when asked for any news:
"Everyone is thanking the knights for slaying that (monster)."
"No one expected the knightly order to do anything about the (monster)."
If you successfully complete the quest, the quest giver may later greet you with:
"Awright, kid. After what you did, I can be civil to you."
If you failed the quest, the quest giver will greet you with:
"(Monster) Lover, get outta here."
"You make me sick, (monster) Lover.""

Quest Log
Daggerfall:Trouble with Orcs

Quick Walkthrough
# Talk to the Quester of a knightly order.
# Head to the dungeon the Quester points you to.
# Find and kill the orc sergeant.
# Report back to the Quester within the time limit.

Detailed Walkthrough
Orcish Banditry
Talk to the Quester of a knightly order that you don't belong to, and he will say:

:''"I am (Quester's name). You are not a member of this knightly order. We are not sure if you can be trusted yet. If you were to slay the leader of the bandit band of orcs troubling our area, it might change our minds. Do you have the stomach for such work?"

Accept
The Quester goes on:

:"Kill as many orcs as you can, but be sure to kill their leader, (orc leader's name). The foul band is hiding up in (dungeon). If you're not back in (time limit) days, I will know you are the coward everyone says you are."

Decline
The Quester answers:

:"Why am I not surprised? Come back when you are ready to earn our respect."

Finding the Bandit Leader
This is a standard dungeon crawl. Head to the dungeon the Quester points you to and find the orc leader within. The leader will be an orc sergeant, distinguishable from other orcs by his horned helmet without a plume. When the correct orc is slain, you receive a message saying:

:(Orc leader's name) is dead. Without a leader, these orcs will never be more than a nuisance.

Reward
Return to the Quester, who will say:

:"Hmmm. Maybe we should consider you for membership. Not a bad job at all, (player's name)."

Reputation Gain/Loss
A successfully completed quest results in a reputation gain according to the table below.


A failed quest will result in a reputation loss as seen in the table below.



Enemies
Random dungeon monsters
Quest target: One orc sergeant

Notes
If you complete this quest for the Knights of the Rose, the Knights of the Hawk, or the Knights of the Flame, you will not gain reputation with their associated factions, but with the Dark Brotherhood and its associated factions.

Additional Dialogue
After you have accepted this quest, NPCs may say when asked for any news:
"That orc tribe has eluded the knights so far."
"That orc tribe would be lost without its leader."
If you fail the quest, NPCs may say when asked for any news:
"The orcs will be back. Their leader still lives."
If you successfully complete the quest, NPCs may say when asked for any news:
"Some (player's race) came out of nowhere, slew the orc leader, and left."
If you successfully complete the quest, the quest giver may later greet you with:
"What can I do for you, orc slayer?"
If you failed the quest, the quest giver will greet you with:
"You are not worth my time, orc fancier."
"Why would I talk to a lousy orc lover?"''

Quest Log
Daggerfall:Retribution

Quick Walkthrough
#Talk to a Quester of your Knightly Order.
#Head to the dungeon where the traitor is hiding.
#Find and kill the nightblade.
#Return to the Quester within the time limit.

Detailed Walkthrough
Perfidious Villainy
thumb|right|Infiltrate the nightblade's hideout
thumb|right|Be quick, for the nightblade is a powerful enemy
 
Speak to the Quester, who says:

:''"We have a traitor in (town), a villainous Nightblade who has turned against (his/her) brethren. Our honor is at stake, (player's guild title). Join our righteous fury."
or
:"(Knightly order) has been betrayed by a perfidious Nightblade. Will you help us track the cowardly villain down and destroy (him/her)?"

Accept
The Quester goes on:

:"Very good. The traitor is a Nightblade named (traitor's name) who has taken refuge in (dungeon) to the (direction). If you have not returned in (time limit) days, your honor will be forfeit and another will take your place. Do not fail us in this, (player's first name)."

Decline
The Quester answers:

:"An ignoble reply. I expected better."

Deal With the Double-Dealing Defector
This is a standard dungeon crawl. Go to the dungeon the Quester mentions to you and find the target, a nightblade. Nightblades are dangerous enemies who can attack from a distance with bows or up close with Destruction magic, so you may wish to bring potions of healing or magic resistance. There may be multiple nightblades within the dungeon, but when you have find and kill the traitor, you receive the following message:

:You have slain (traitor's name), the nightblade.

Reward
Upon your return, the Quester says:

:"Well done. You have reason to be proud."

Reputation Gain/Loss
 

Enemies
Random dungeon monsters
Quest Target: One Nightblade

Notes
Aside from the dialogue, this quest is essentially identical to the quest The Traitor that is offered by Knightly Orders; however, this quest is only offered to those who have joined that particular Order.

Additional Dialogue
After you have accepted this quest, NPCs may say when asked for any news:
"That nightblade ran off to (dungeon) like the hounds of hell were behind him."
"(Quester's name) can't just let (traitor's name) go after what (he/she) did to the (knightly order)."
If you fail the quest, NPCs may say when asked for any news:
"(Traitor's name) is apparently tougher than (Quester's name) thought. What an escape."
"(Traitor's name) has moved north I hear, but (his/her) memory still plagues the order."
If you successfully complete the quest, NPCs may say when asked for any news:
"(Traitor's name)'s story just proves it. You don't play around with the (knightly order)."
"I always thought the Order would be more merciful to a dolt like (traitor's name)."
If you successfully complete the quest, the quest giver may later greet you with:
"You have proven yourself in the (traitor's name) affair. How can we help you?"
If you failed the quest, the quest giver will greet you with:
"(Knightly order)has been embarrassed by the (traitor's name) affair. What do you want now?"''

Quest Log