Netruk44/uesp-wiki-content huggingface dataset:
Oblivion:Manheim Maulhand

Manheim Maulhand is the innkeeper at the Inn of Ill Omen. He sells food and rents beds. He will buy stolen goods from any character (even characters who are not in the Thieves Guild), because he is one of the few vendors with a Responsibility of 30 or less. This is effectively only useful for players with high mercantile skill: the journeyman skill perk is necessary if you want to sell him anything other than potions and ingredients, and investing in his store is necessary for him to have more than 50 gold available. 

He will spend day and night attending to his inn, behind the check-in counter. He never stops to eat or sleep and offers his services at any time.  

Manheim only wears a blacksmith's apron. However, he carries the rest of his clothes in his inventory: iron boots and greaves. He is armed with a leveled warhammer and a small amount of gold. 

Business is bad for Manheim so when you arrive at the inn he will be incredibly surprised: "Well I be a spotted snow bear, a customer!"

When you first speak with Manheim, he will be quick to get you to buy a room: ''"We got plenty of rooms if you want one. Ain't nobody here 'cept old Rufio." Asking about the inn will reveal his thoughts on it: "It's a horrible name for an inn, I know. But I just can't bring myself to change it. Besides, I like the sign." Asking about Rufio will reveal some information on the tenant: "Rufio? He's an old codger. Been living here for a couple of weeks now. If you ask me, he's hiding from something. But what do I care? He pays his tab. His room is downstairs, in what I like to call the Private Quarters. Use that hatch in the floor over there. But don't expect a warm reception."'' When ending the conversation, he has three different dialogue options: If his disposition is between 20 and 29 (he will attack you if it's lower than 20), he will exclaim: ''"Go on, now! Get out of my Inn! I don't need your kind hanging about!" Or if it is between 30 and 69, he will say: "Farewell! And tell your friends! The Inn of Ill Omen is open for business, as always." Or if it is above 70, he will say: "Goodbye my friend! And remember, you're always welcome here! 

Minerva, one of the regulars at the inn, will mention Manheim saying, "The only people that stay here are stragglers on the Green Road. Me, I got no place else to be. Besides, I think Manheim is sweet on me." If her disposition is low toward you, she will become upset and say, "You make me sick! Now get out of here before I have Manheim throw you out!"

 
Notes
Manheim will refuse to talk to you or provide any services if his Disposition towards you is less than 30, saying ''I don't care how bad I need the business. You ain't welcome here.''  Since he will not talk to you, persuasion is out of the question; however, a charm spell can boost his disposition enough for you initiate the persuasion minigame and permanently alter his disposition towards you.
 
For some unknown reason he only has one fatigue point.
Oblivion:Sercen Camp

The name of this small camp suggests some kind of connection with the Ayleid ruin of Sercen north of the Imperial City, but the camp's location in the wilderness of the Nibenay Basin suggests the name is merely coincidental. After disposing of the sole bandit inhabitant, the primary feature of the camp is the Ayleid Well just up the hill to the north. Sercen Camp is barebones and very small, with only one tent and a bedroll along with an unlit campfire with a stool and a plate. A few colorful flowers light up the camp, including two Flax plants and three Lady's Smock plants.
 
Occupants
1 Campsite Bandit (50% probability melee Bandit, 25% archer Bandit, 12.5% Bandit Hedge Wizard, 12.5% dog)
Contents
1 bedroll
Flora
2 Flax plants
3 Lady's Smock flowers
Oblivion:Lazare Milvan

Lazare Milvan is a Breton noble who lives in a large house in Skingrad. He is a wealthy and arrogant man who thinks that the player is of low birth.

Lazare leads a secluded and relaxing life. He wakes up at 6am every morning, and spends most of the day wandering around his house. At 8pm he takes a two hour supper, before going to bed at midnight.

He wears typical upper class clothing: a green brocade doublet with matching green silk garment and green velvet shoes. He carries a silver longsword, a sizable amount of gold, leveled jewelry, and his key. 

When you first meet Lazare, he will say: "You have obviously made a mistake. Sir Lazare Milvan would never speak with someone of your low birth. You are obviously of low birth. Unless you dispute my judgement... and you would press your suit at the end of a sword." To which you may reply by denying his claim of your origins: "I am not of low birth." Or you can excuse yourself from the conversation by saying; "Excuse me." If you chose the former he will reply by demanding that you leave or that you fight him in a duel: "You contradict me. This conversation is tiresome. Leave me. Or draw your sword." If you chose the latter he will claim that you must leave if you wish to live: ''"I'm afraid I cannot. Leave me, and I will spare you." Speaking to him again after your initial encounter will reveal that he has not changed his attitude towards you, which is evident when he greets you with: "You are talking again. You will stop."'' He will then exit out of conversation.

Lazare's snobbish and obnoxious attitude has not been lost on his fellow Skingrad residents, who may be heard saying to each other:

"I heard Lazare Milvan challenged someone else to a duel. The man is ridiculous."
:"''He's a moron. One of these days, he'll be taught a lesson."

"I've had about enough of Sir Lazare. He thinks he's so much better than everyone else."
:"What a fool. I hope he's happy with himself.''"

Notes
Although he challenges you to a duel, attacking him still counts as a crime.

Bugs
Oblivion:Fighters Guild Porter

The Fighters Guild Porters do very little other than spend their lives wandering around each of the Fighters Guild chapters. They will wander randomly throughout the building between midnight and 6am, at which time they will follow you instead until midnight. They will continue to follow you around even after midnight, until you leave and re-enter.

They will respawn like guards, though killing one will naturally expel you from the relevant guild. All Guild Porters offer repair services. They never sleep, so they're available for repairs 24 hours a day. All wear a full set of steel armor, except for a helmet, and carry a fine steel longsword. Their spell selection is somewhat limited, consisting of leveled chameleon, invisibility, and silence spells.

Anvil
 
 

Bravil
 
 

Bruma
 
 

Cheydinhal
 
 

Chorrol
 
This Porter is the only Imperial of all of his rank: the rest are Bretons.

He used to be unable to offer repair services (see bugs section).
 

Leyawiin
 
 

Skingrad
 
 

Bugs
Oblivion:Varla Stone

thumb|right|A Varla Stone on its pedestal.
Varla Stones are glowing white stones found in many Ayleid ruins, each worth 1000 gold. Varla Stones can be used to recharge all enchanted weapons in your inventory at once; however, the stone is destroyed in the process. Many Varla Stones are contained in "cages" that must be opened to retrieve the stone. Some Varla Stones are out of reach on high pedestals; see Welkynd Stones for tips on how to retrieve such stones.

Notes
The word "Varla" means "star" in Ayleidoon. 
Varla stones are crafted from meteoric glass: fragments of Aetherius that fall to Nirn as shooting stars. 
The Console object id for Varla Stones is 00000194.

List of Varla Stone locations
Without any mods, there are a total of 56 guaranteed Varla Stones to be found, with additional ones possible in Vahtacen.  They do not respawn, so use them wisely.

  It is theoretically possible to find as many as 15 Varla Stones in Vahtacen, however, you will actually be lucky to find even one Varla Stone.  Varla Stones in Vahtacen will only appear if you are level 9 or higher, at which point each of the 15 stones you can possibly find has a 10% chance of being a Varla Stone instead of a Welkynd Stone.

Additional Varla Stones are added by some of the official plug-ins:
Unearthing Mehrunes Razor: 1 Varla Stone is in Frathen Drothan's Quarters in Sundercliff Watch
Knights of the Nine: 2 Varla Stones are in Garlas Malatar, Carac Abaran
Battlehorn Castle: 3 Varla Stones are found in Battlehorn Castle's Grotto.

References
Oblivion:Jorck the Outcast

Jorck the Outcast is a Nord beggar living in  Bruma. His bedroll and food bag can be found behind Arnora's House. You may contract the rust chancre disease should you fight him.

He starts every day by strolling around the front of the Great Chapel of Talos from 6am to 10am, begging for food and money from any townsfolk passing by. After he has tried his luck there, he moves to the east gate of the city and continues to beg there for four hours. At 2pm he will move again, this time stationing himself in front of Nord Winds. After a long day of begging, he will return to his bedroll to eat from his bag and have a two-hour-long dinner. At 8pm he will roam around his bedroll until he goes to bed at 10pm.

His only possessions are a sack cloth shirt along with sack cloth pants. He may also be carrying any amount of gold that he earned in the day. By being a beggar he doesn't have access to weapons or powerful spells, using instead his fists in combat.

He and the other beggars around Cyrodiil can give you information about how to join the Thieves Guild and also play a part in the Speechcraft Training quest. For a small fee, he will also prove useful during the quest Spies, as he will provide information about Jearl and her new resident. 

 

Related Quests

 

Bugs
Lore:Nirn

(which means 'Gray Maybe' in Ehlnofex)   is the Mortal Plane, the planet upon which Tamriel and the mortal races reside. It floats in the void of Oblivion and comprises the realm known as Mundus.  Sources often use the terms Nirn and Mundus synonymously. Nirn was created during the Dawn Era by the Aedra and Anu-aligned spirits, based on Lorkhan's inspiration  and Magnus' designs.   

Geography
Tamriel is the main continent of Nirn and is its mythic and symbolic center. Tamriel is divided into 9 provinces: Black Marsh, Cyrodiil, Elsweyr, Hammerfell, High Rock, Morrowind, Skyrim, Summerset Isle, and Valenwood.

Other landmasses on Nirn are mentioned in various texts, but they have not generally been shown on maps or described in detail.  

Akavir is a continent east of Tamriel with four known regions: Kamal, Tsaesci, Tang Mo, and Ka Po' Tun; home to the Kamal, Tsaesci, Tang Mo, and Ka Po' Tun races, respectively. 
Atmora is a continent north of Tamriel and the homeland of the modern Nords' ancestors. 
Yokuda was a continent west of Tamriel and the original homeland of the Redguards, but it has since sunk into the sea.
Pyandonea is an island south of Tamriel. It is home to the elusive Maormer. 

More obscure landmasses are also believed to have existed at some point, such as Aldmeris, the possibly mythical homeland of the Aldmer,  as well as Lyg, a region where Mehrunes Dagon was created by the Magna Ge. 

Cosmology
Nirn has two visible moons: Masser and Secunda  According to the Khajiit, there is a third moon, which they consider the corpse of Lorkhaj.   The other astral bodies in the sky above Nirn are believed to actually be the planes of the gods as seen from the mortal plane.  Their appearance as spheres is a visual phenomena caused by mortal mental stress.  The sun and stars are also punctures in the veil of Oblivion, through which the light of Aetherius shines into Mundus. One exception is the snake constellation, The Serpent, which 'wanders' about the sky.  It is made up of "unstars". 

Mythology
According to The Anuad, Nirn was formed from the remnants of the original twelve worlds by Anu after a vengeful Padomay tried to destroy Creation. It is said that originally Nirn had no oceans, and the current landmasses were formed during the cataclysmic war between the Old Ehlnofey and the Wanderers. 

In Khajiiti mythology, Nirni is personification of Nirn and is considered the mother of all mortal life in the Mundus.  Khajiit tend to use Nirni to refer to both the world and the deity interchangeably.
:→ for more information on her role in the Khajiiti creation myth, see main article here'''''

Notes

In The Anuad has the feminine entity Nir, who is said to have birthed Creation.

Gallery
 

References
Oblivion:Varus Camp

Located in flat terrain and surrounded by shriveled grass, Varus Camp is put up in a clearing dangerously close to the leveled undead guardians of the Ayleid ruins of Niryastare, just a few feet to the northeast. The main attraction of the camp is obviously the Ayleid Well behind Niryastare, which can be reached within minutes on foot. The camp itself contains two tents with bedrolls, with a closed foodsack near the northern tent and a locked chest with minor loot near the southern tent. An unlit campfire and a stool makes up the rest of the camp, with an open non-respawning grain sack and a stone pitcher. The vegetation is, typical for the region, quite sparse, with only a few Aloe Vera plants in the grass. Additionally, the rock formation north-northeast of the camp hides eleven Bergamot plants. Unfortunately, with the exception of Niryastare, and due to the flatness of the landscape, not much can be seen from the camp. 
 
The campsite only becomes significant with the installation of the Orrery official plug-in. After clearing the first camp on Bothiel's list, an undelivered letter will lead you to Varus Camp, where an Imperial Bandit Carrier will appear, holding one of the Dwarven cogs needed for the quest. This bandit doesn't respawn. 
 
Occupants
1-2 Campsite Bandits (50% probability melee Bandit, 25% archer Bandit, 12.5% Bandit Hedge Wizard, 12.5% dog)
1 Bandit Carrier (non-respawning) (plugin-specific)
Contents
1 Camp Chest (locked)
1 sack (food)
1 open grain sack (non-respawning)
2 bedrolls
Flora
1 Aloe Vera plant
11 Bergamot flowers
Related Quests
Oblivion:Camp Ales

A small bandit camp deep in County Kvatch, overlooking the Imperial Reserve. The camp is on an easily defensible hill, making it hard to sneak up on the bandits. A single tent is located here, along with a barrel, a stool, some pottery and a sack hiding some minor loot. The camp lives up to its name, as many bottles of ale lie scattered around the clearing. Usually only one bandit inhabits the camp. In the center of the camp lies a cold fireplace, with scorched ground being the only evidence of use. Due to its mountainside location just south of the Colovian Highlands, looking south will net you a rare view of the entire ruined city of Kvatch, while Fort Hastrel is hidden behind a small hill to the west. A few Motherwort plants grow near the camp. A Gate to Oblivion can appear at the top of the hill during the Main Quest, making the camp potentially unsafe to sleep in.

The campsite only becomes significant with the installation of the Orrery official plug-in. The note from Bothiel will mark this location on your map as the only known location of the bandits who stole the Dwarven artifacts. The male Redguard Bandit Carrier will appear in the camp, holding the first Dwarven cog and an undelivered letter revealing the locations of the rest of the artifacts. This bandit doesn't respawn.
 
Occupants
1 Campsite Bandit (50% probability melee Bandit, 25% archer Bandit, 12.5% Bandit Hedge Wizard, 12.5% dog)
1 Bandit Carrier (non-respawning) (plugin-specific)
Contents
1 bedroll
6 Ale bottles
1 Camp Sack
1 barrel (food)
Flora
4 Motherwort plants
Related Quests
Oblivion:Gnoll's Meeting Camp

Of the four campsites located between Skingrad and Kvatch, Gnoll's Meeting Camp is the only camp not located in the close proximity of the Gold Road; it is set up in a clearing west of Fort Istirus, a few feet from Strid River and the border to Valenwood, providing a good view of the mountains to the south and occasionally the Shade of the Revenant to the east. The bandit inhabitants rarely drift away from the site, which consists of three tents with bedrolls and three stools around an unlit campfire. Next to the cooking pot is an open grain sack and a tied food sack. Inside the central tent lies four knocked-over bottles of ale and a locked chest with a chance of some valuable loot. The camp appears colorful due to a hefty amount of flora; the clearing itself has a strawberry bush, two Morning Glory on the nearby rock, three Peony plants, two Flax plants and two Alkanet flowers, while the surrounding area offers more Flax and Peony plants, two Motherwort sprigs and three deadly Nightshade plants. 
 
Occupants
1-2 Campsite Bandits (each 50% probability melee Bandit, 25% archer Bandit, 12.5% Bandit Hedge Wizard, 12.5% dog)
Contents
1 sack (food)
1 open grain sack (non-respawning)
1 Camp Chest (locked)
3 bedrolls 
Flora
5 Peony flowers
1 Strawberry bush
4 Flax plants
5 Nightshade plants
5 Motherwort plants
1 Blackberry bush
2 Morning Glory plants
2 Alkanet flowers
Oblivion:Ra'sava Camp

Located in high-risk territory along the Gold Road, this campsite often turns into a battlefield as the bandit inhabitants are often detected by both the residing Bitterfish Goblins guarding the exterior of Miscarcand a few feet away to the north, and the occasional Imperial Legion Soldier patrolling the road. The camp itself has been put up in a clearing at the end of a small cobbled path off the main road, and consists of a large tent and two smaller tents, all three with bedrolls. The large tent hides a copy of Brief History of the Empire, v 4 and a locked treasure chest with some valuables. Behind the tent, facing the road, are two barrels with clutter. A large, unlit campfire and a few stools make up the rest of the camp. Plenty of colorful flora are present as well, including three Flax plants and one Primrose plant near the road, two Morning Glory plants attached to a rock and a tall Willow Oak covered with two Cinnabar Polypore yellow caps and one red cap. Across the road lies Fort Istirus, where the Shade of the Revenant can be seen every eight days.
 
Occupants
1-2 Campsite Bandit (50% probability melee Bandit, 25% archer Bandit, 12.5% Bandit Hedge Wizard, 12.5% dog)
Contents
1 Camp Chest (locked)
2 barrels (clutter)
1 Brief History of the Empire, v 4
3 bedrolls
Flora
3 Flax plants
2 Cinnabar Polypore Yellow caps
2 Morning Glory plants
1 Cinnabar Polypore Red cap
1 Primrose plant

Notes
There is a male Khajiit slave named Ra'Sava in Morrowind.
Oblivion:Vile Lair

thumb|left|Vile Lair
The Vile Lair is an official download for Oblivion providing your character with a new house, an underwater lair known as Deepscorn Hollow. The lair boasts several unique features; the Garden of Venomgrowth where various poisonous plants grow, including the deadly chokeberry, the Font of Renewal, where a player can be purged of vampirism and the Shrine of Sithis where an infamous player may heal and be cured of disease. A Dark Minion can be recruited to find gold in a most unseemly manner and a "Cattle Cell" with a prisoner can be purchased as a regular feeding source for vampires.

The download also introduces Rowley Eardwulf, an apprentice merchant with 2,000 gold. He can be found inside the Wawnet Inn outside the Imperial City.

 
Gameplay Information
Deepscorn Hollow — a new home for the infamous character
Items — 14 items are included with the download, including books, ingredients and weapons.
Magic — 4 new blessings can be received at the Shrine of Sithis
:
NPCs — 3 new NPCs are introduced with the download
:
Quest — to buy upgrades for the lair

Background
This text was originally displayed on the official obliviondownloads.com website, which has since become unavailable. The text serves to provide background and context for the events of the download.


 
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Oblivion:Magub gro-Orum

Magub gro-Orum, an Orc warlock, is a member of the local skooma-dealing ring in Cheydinhal. The other members are gang leader Dulfish gro-Orum, Bazur gro-Gharz, Borba gra-Uzgash, who runs Borba's Goods and Stores, and Oghash gra-Magul, who runs the drugs to and the money from the local Camonna Tong representatives. When asked about Cheydinhal, he will provide map markers for Fort Facian and Fort Naso.

Oghash and Dulfish are the ones in charge of the drug trade, so Magub spends most of his time hanging out with the other gang members and relaxing in downtown Cheydinhal. He shares his house with Dulfish and they both sleep in the upstairs area. Magub wakes up at 6am and spends the first two hours of the day wandering around near his bed. At 8am he heads to the Great Chapel of Arkay where he receives a single blessing from Akatosh and sits on a pew for two hours. After another two hours at home, he takes his lunch at the Newlands Lodge with all the other Orcs and regulars. At 2pm, if the weather is clear, he will stroll around the area between the east gate and the graveyard next to the chapel. If it is raining, he will spend the afternoon in his house. At 8pm he returns to the Lodge for a two-hour dinner before he heads back home for a bit of wandering before his bedtime at midnight.

Magub wears a middle-class outfit consisting of a burgundy linen shirt, tan linens, and a pair of pigskin shoes. He carries the key to his house, as well as a medium amount of gold. He knows the standard leveled Warlock spells, as well as all major Destruction spells.

With the exception of Borba, all the Orum gang members are unusually rude, even for Orcs. Magub is no exception and will introduce himself like this: ''"Yeah? I don't care who you are. I ain't talking to you. You ain't from around here. So push off."'' Should you first meet him in Borba's Goods and Stores then he will introduce himself like this: ''"Me? I'm Magub gro-Orum. Borba and me, we were pals in the adventuring trade. Now I help   run the store." He will, however, add two markers to your map when you ask him about Cheydinhal: "Treasure holes near Cheydinhal? Not close by. Fort Naso and Fort Facian, though... bad news. Undead, and then some. But far out and foul enough, you'll get plenty of action." On subsequent meetings, he will reject you with the words: "I'm done talking to you. You ain't listening. I got better things to do."

Notes
Magub has another response to the Cheydinhal topic, but because his other line takes prominence over it, the line "You stupid or something? What are you doing here? Go back where you came from. We don't like your kind here."'' goes unused.

Bugs