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

Related Quests

Notes
This ruin can be entered, fully explored and all items retrieved without starting the related quest. Selling the Ayleid Statue found in Ninendava is one way to start the quest.
This location is referenced in the book The Song of Pelinal, v 3, added by the Knights of the Nine plug-in. The Divine Crusader killed Gordhaur the Shaper here in single combat.
Ninendava also appears in ESO.

 

Exterior

The exterior is located at coordinates: Tamriel -10, 34
This location's map marker (M on map) is named Ninendava (editor name NinendavaMapMarker).  The entrance door is N of the marker, 80 feet away.
1 Wilderness Creature (Forested Mountains variety) is near the entrance
1 Wilderness Creature (Mountains variety) is near the entrance
1 Wilderness Creature (Snowy Mountains variety) is near the entrance
The following plants can be found near the entrance: 47 Clouded Funnel Cap plants, 6 Lavender plants, 17 Milk Thistle plants, 8 Tinder Polypore plants, and 15 Wormwood plants

 
Zone 1:
Upon entering, you are immediately faced with two intersections. The first is quite simple, and the two small rooms only contain one enemy while the second one is more complex. If you head left you will arrive at a hard-locked gate (C) which stops you from reaching the Ayleid Statue (S) needed for the related quest. The key for this gate can be obtained by going through the remaining portion of the dungeon.

Head right to arrive at a small intersection after having crossed a Swinging Blade Trap at T. The next few rooms contain a series of enemies, which are better dealt with separately to avoid having to fight with more than two at a time. The large room contains the boss chest (B) and the key (k), on top of a copy of Darkest Darkness.

The initial intersection can be somewhat confusing on the map: it is a two-way intersection that you first enter from the south. Although the map makes it look like a four-way intersection (with a fourth option to proceed northward), the fourth corridor is actually on a lower level. From the intersection you can either:
head west (left-hand turn when you first enter), which leads you to the Ayleid statue, after some minor zigzags and climbing two sets of stairs.
proceed to the east (right-hand turn when you first enter), which brings you downstairs, looping back underneath the original intersection, then continuing to the west.

thumb|right|279px|Ninendava
Occupants:
5-8 Vampire Enemies (each 50% probability Vampire, 33% Undead, 17% Vampire Beast)
2-5 Zombie Undead
Treasure:
1 Ayleid Statue at location S on map
1 boss-level Coffin (Vampire variety; locked) at B
3 Ayleid Casks 01 (1 locked)
3 Coffins 01
Ninedava Gate Key at k.  The key is on top of the book Darkest Darkness which is sitting on a table next to a (locked) Ayleid Cask.
Traps:
1 Swinging Blade trap at location T on map
Doors and Gates:
There is one door (at Out) in/out of this zone, leading outside
1 Gate at C (locked, "hard" level lock or can be opened by Ninedava Gate Key)
Oblivion:Vindasel

During the Ayleid occupation of Cyrodiil, human slaves were subjected to "art-tortures" here for the strange pleasure of the Ayleids. 
 

Related Quests

Notes
Vindasel is one of the smaller dungeons in the game, but it is home to a very popular target: the female Bosmer Umbra. Umbra can be found in Vindasel from the start of the game, even if you have not started Clavicus Vile's quest.

 
Exterior
thumb|right|150px|Key to Map
thumb|right|350px|Map of Vindasel Exterior

The exterior is located at coordinates: Tamriel 0, 7
This location's map marker (M on map) is named Vindasel (editor name VindaselMapMarker).  The entrance door is WSW of the marker, 50 feet away.
0-2 Conjurer Enemies (each 33% probability Conjurer, 67% Daedra) are near the entrance
1 Road Creature (Plains variety) is near the entrance
1 Wilderness Creature (Forest variety) is near the entrance
The following plants can be found near the entrance: 16 Green Stain Cup plants, 11 Monkshood plants, 12 Steel-Blue Entoloma plants, and 18 Summer Bolete plants

 
Zone 1:
thumb|right|267px|Vindasel
This ruin is very straightforward and linear; your ultimate objective being Umbra, found in the last room at U. Apart from the other, insignificant creatures in the dungeon, there are two traps (C and D) which can easily be avoided. In the final room you will also find a boss chest (B) and a bedroll (b) you are free to sleep in. Because Umbra isn't initially aggressive, you are free to loot the chest.

Occupants:
Umbra (target in Clavicus Vile's quest; carries the sword Umbra and a full suit of Umbra's Ebony Armor; note that the armor is not true Ebony Armor below level 15) at location U on map
7 Nuisance Animals
Treasure:
1 boss-level Chest (Conjurer variety; locked) at location B on map
1 Restoration Ayleid Chest
9 Welkynd Stones. Five are high up in alcoves in the first room (see the stones' page for tips on how to reach them). The other four are on pedestals in the second room; watch out for the gas trap in the midst of the pedestals.
The following ingredients will always be found: 1 Bonemeal and 1 Bread Loaf
Traps:
1 Spike Pit trap at location C on map
1 Gas trap at D
Doors and Gates:
There is one door (at Out) in/out of this zone, leading outside
Other:
1 bedroll at location b on map (hidden under the U symbol)

 ==References==
Lore:Order of the Dragon

The Order of the Dragon is an order of knights originally founded by Tiber Septim. Throughout the Empire's history, there have been seven champions of this order, with the seventh being the Champion of Cyrodiil.  

See Also
For game-specific information, see the Oblivion article.
References
Lore:Cloud Ruler Temple

was an ancient stronghold of the   located high in the   near  . It is one of the most dramatic remaining examples of Akaviri architecture. 

Built by Reman Cyrodiil's Akaviri   at the founding of the Second Empire, it served as their headquarters. Even as they became known as the Blades, the Emperor's agents continued to occupy Cloud Ruler Temple until the end of the Third Era.  Legend has it the swords of those slain protecting the   were hung within the Great Hall of the temple.   The archives of the temple were believed to have been the primary repository of the oldest Blades lore.  

The temple was almost lost in  , during  's attempted  . A   was opened above the stronghold and the entire fortress was lifted out of the ground, to be transported to Bal's realm of  . The Planemeld was ended by a  ic invasion force, who entered Coldharbour and successfully destroyed the   with the aid of  . 

Following the assassination of   and his heirs in  , his bastard son Martin was brought to Cloud Ruler Temple by the Blades for protection against the forces of  . While at the temple, Martin and the Hero of Kvatch worked towards retrieving the   from the  , eventually opening a portal to   in the Great Hall.  Following Martin's death at the conclusion of the  , the Blades fortified themselves deep within Cloud Ruler Temple, waiting for a new Dragonborn to emerge when they would be called upon again. 

The   laid siege to Cloud Ruler Temple during the   in the  . It was considered a prime target due to the Blades having led several sabotage missions in the  , such as the Falinesti Incident.  Its archives were mostly destroyed during the siege, though a lone agent, Acilius Bolar, survived the attack and fled to  . 
 
Gallery
 
Notes
Cloud Ruler Temple is just one of several strongholds built by the Akaviri Dragonguard. Others include   in  ,   in  , and   in  .

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

References
Lore:Jerall Mountains

are a mountain range on the border between Cyrodiil and Skyrim. They meet the   and Valus Mountains at the Morrowind border, and the   at the   border. The Jeralls are rugged, steep, and inhospitable, with only a few traversable passes. Of particular note is the Pale Pass, which was the site of the abrupt end to the   in  , after which its location was lost, only being rediscovered in  .  
 
Cyrodiil
The largest town in the Cyrodilic part of the Jerall Mountains is  , which is connected to the rest of Cyrodiil via the Silver Road and Orange Road. The forests of the High Jeralls provide wood for the region.    and   are among the few named peaks in the region. Other settlements include  ,  ,  ,  , and the  . Shrines to Azura, Hermaeus Mora and Namira are located high up in the mountains, away from scrutinizing eyes. 
 

thumb|right|The Jerall Mountains seen from   circa  
Skyrim
The mountains border the   hold of   to the north and   to the northeast. Its harsh, cold climate has made the mountains nearly inhospitable, with few if any inhabitants living there and no major settlements throughout history. Some points of interest include  , the dragon shrines of   and  , the   ruins of  , or the large  ic ruin of  . In the easternmost part, where the mountain range meets   and  , the volcanic peak of   can be found.  
 
Gallery
 

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

References
Tes4Mod:Save File Format/FACT

A FACT Change Record (change record type 6) describes changes to the game's factions (FACT mod file records).  It can contain the following subrecords (with their corresponding byte in the overall Flags), in order of appearance:
Faction Reactions (3)
Faction Flags (2)
The relative positions of the subrecords have all been confirmed; their contents (as far as they are understood) are based on actual save files.

Faction Reactions
The Faction Reactions subrecord is present when bit 3 (0x00000008) is set in a FACT record's overall Flags.  Its length is variable, but the parameters controlling its length are understood.  The meaning of the data contained in this subrecord is unknown.



Faction Flags
The Faction Flags subrecord is present when bit 2 (0x00000004) is set in a FACT record's overall Flags.  Its length is a constant 1 byte.  The meaning of the data contained in this subrecord is unknown.
Tes4Mod:Save File Format/BOOK

A BOOK Change Record (change record type 21) describes changes to the game's books (BOOK mod file records).  It can contain the following subrecords (with their corresponding byte in the overall Flags), in order of appearance:
Form Flags (0)
Value (3)
Book Skill (2)

The relative positions of the subrecords and their contents (as far as they are understood) are based on actual save files.

 

Value
The Value subrecord is present when bit 3 (0x00000008) is set in a BOOK change record's overall Flags. Its length is a constant 4 bytes.  This subrecord provides the new value (in gold) of an item.  However, this subrecord is never mentioned in the text dump files; the name "Value" has been assigned to it based on its inferred meaning.

The meaning of this subrecord has been confirmed by using the console command "SetItemValue" on select items and then checking the resulting save file contents.  It was previously misidentified as "Furniture Book" based on the fact that the subrecord appears for all furniture receipts after the player purchases them.  However, the Value subrecord appears in those cases because the script HouseFurnReceiptScript specifies "SetItemValue 0" for all such receipts.  It also appears on many items after "SetQuestObject 0" is called for the item, since a new item value needs to be assigned at that point.



Book Skill
The Book Skill subrecord is present when bit 2 (0x00000004) is set in a BOOK change record's overall Flags. Its length is a constant 1 byte, and provides the skill taught when a book is read.  This subrecord is typically used when a skill book has been read by the player, preventing the player from obtaining multiple skill increases by repeatedly reading the same book.
Lore:Places J

Jallenheim
Jallenheim is a village in the province of Skyrim. In  , a note pertaining to the   was discovered in an abandoned house, once owned by a cobbler, who was believed to be a member of the  . By then, the assassins' guild had been outlawed thirty-four years before then.  The settlement is mentioned several times in the fictional book series  . There is apparently a large palace in a park near the town center, owned by a nobleman. 

Japhet's Folly
 
Jehenna
 
Jerall Mountains
 
Jode's Light
 
Jodewood
 
Jonelight Path
 
Jylkurfyk
Jylkurfyk was a southern coastal city on  .   commissioned two ships, the Darumzu and the Harakk, from the city's large shipyard for  's legendary voyage to  . 

References
Lore:Knights of the Thorn

The   are a chivalrous order dedicated to the protection of Cheydinhal, in  . They own a lodge just outside the city gates. The order's crest is a sword enveloped in thorns; thorns are also symbolically related to the   family. Every member of the order wears a special medallion, and are typically outfitted with steel shields emblazoned with their coat-of-arms. 

History
The Knights were founded as an amateur order in   by  , the son of  . The group were considered by the town guard to be nothing more than a glorified club, and by many of the town's citizens to be only Farwil's drinking buddies, as they were arrogant and rarely performed any noteworthy deeds. 

In  , a Redguard knight named   learned of a strange portal which had appeared in  . Perceiving it as a threat, he departed to investigate. The portal was a door to the  , which had been opened by   in search of a mortal champion. Pyke passed into the Isles and began wandering the realm. Having apparently not succumbed to madness, he eventually settled in the village of  , where he fell in love and decided to never return to Cyrodiil. He contracted the Champion of Cyrodiil with retrieving his lost Knights of the Thorn medallion, and in return he gave the Champion the Thorn Shield, an enchanted steel shield. 

During the Oblivion Crisis, an Oblivion gate was opened right beside the Knights of the Thorn Headquarters outside Cheydinhal. Count Andel Indarys tasked the Champion of Cyrodiil with entering the gate to rescue Farwil and six other knights who had foolheartedly stormed the portal. The Champion led Farwil and a knight named Bremman Senyan into the Citadel to remove the   and close the Gate. Consequently, Farwil made the Champion an honorary Knight of the Thorn, and the story was published in a special edition of the  . By the end of the Third Era, only four Knights remained: Farwil, Bremman, the Champion, and a knight named Jhared Strongblade who had stayed behind.  

In  , the Knights of the Thorn, led by  , aided the city guard and the   in evacuating citizens when the floating city of   passed over Cheydinhal and the city itself was besieged by  , Umbriel's undead minions. Riding barded horses, the twenty knights escorted the citizens along the   towards the Imperial City. They saved two legionnaires,   and  , from the wormies when the two were driven away from the road. 

Gallery
 

See Also
For more information, see the Oblivion article.

References
Lore:Knights of the White Stallion

The Knights of the White Stallion is a chivalric knightly order chartered by Count Marius Caro of  . The order aims to put an end to banditry in the Lower Niben. The knights are based in and around County Leyawiin, and own a lodge along the Green Road. The symbol of the order is the city crest, the white horse of County Leyawiin.  

Circa  , Count Marius Caro named the Champion of Cyrodiil and Mazoga the Orc as Knights-Errant of the White Stallion for taking out the leader of the local  , an Orc named Black Brugo. The count subsequently continued to fund a campaign against the Black Bow Bandits, paying a bounty to the Knights-Errant in return for each signature black bow brought to him. 

See Also
For more information, see the Oblivion article.

References
Tes4Mod:Save File Format/INFO

An INFO Change Record (change record type 58) describes changes to the game's dialogue responses (INFO mod file records).  Only one flag has been observed in an INFO record, and it does not add any subrecords:
Topic Said Once (28) -- zero-size
This information has been confirmed from actual save files.

Topic Said Once
"Topic Said Once" is true when bit 28 (0x10000000) is set in an INFO record's overall Flags.  No subrecords or data are added to the record when this flag is set.
Tes4Mod:Save File Format/QUST

A QUST Change Record (change record type 59) describes changes to the game's quests (QUST mod file records).  It can contain the following subrecords (with their corresponding byte in the overall Flags), in order of appearance:
Quest Flags (2)
Quest Stages (28)
Quest Script (27)
The relative positions of the subrecords and their contents (as far as they are understood) are based on actual save files.

Quest Flags
The Quest Flags subrecord is present when bit 2 (0x00000004) is set in a QUST record's overall Flags.  Its length is a constant 1 byte.  The meaning of the data contained in the Quest Flags subrecord is unknown.



Quest Stages
The Quest Flags subrecord is present when bit 28 (0x10000000) is set in a QUST record's overall Flags.  Its length is variable.  The parameters controlling the subrecord length are well-understood, although the meaning of all the data contained in the Quest Stages subrecord is unknown.



Quest Script
The Quest Script subrecord is present when bit 27 (0x08000000) is set in a QUST record's overall Flags.  Its length is variable (minimum 3), and the parameters controlling the subrecord length are only partially understood.  The meaning of the data in the subrecord is unknown.

The structure provided below for the Quest Script subrecord is the best description possible at this time, and works for the majority (>90%) of subrecords.  The pattern of data in the subrecord supports the 12-byte segments (each segment starts with 0x00 value bytes and ends with multiple consecutive non-zero bytes).  However, exceptions exist, where this subrecord is shorter than predicted by the provided structure (4-12 bytes shorter in analyzed cases).  No pattern has been recognized yet for predicting these exceptions.  In the meantime, care must be taken to not read past the end of the QUST change record when processing the Quest Script subrecord.
Tes4Mod:Save File Format/PACK

A PACK Change Record (change record type 61) describes changes to the game's AI packages (PACK mod file records).  Only one flag has been observed in a PACK record, and it does not add any subrecords:
Never Run Flag (28) -- zero-size
This information has been confirmed from actual save files.

Never Run Flag
The "Never Run Flag" is true when bit 28 (0x10000000) is set in a PACK record's overall Flags.  No subrecords or data are added to the record when this flag is set.
Oblivion:The Renegade Shadowscale

Quick Walkthrough
# Speak to Teinaava about Scar-Tail.
# Head to Bogwater camp, and meet Scar-Tail.
# Decide what you will do with him.
# Bring Teinaava the heart of an Argonian to collect your reward.

Detailed Walkthrough
Heart of an Argonian
Any time after you have finished Scheduled for Execution, talking to Teinaava reveals that he has a personal matter that he would like to discuss. Teinaava will only offer to discuss the topic if his disposition towards you is greater than 70. If you say that you are interested, he will reveal that his fellow Shadowscale, Scar-Tail, fled the Black Marsh, violating code, and refuses to return. Because Shadowscale cannot kill their own kin, as in the Dark Brotherhood, he has contacted you to do the dirty work. You are to bring back the Argonian's heart as proof.

Bogwater Camp
Head to Bogwater, a camp southeast of Leyawiin, there you will see a lone Argonian standing next to the fire. Speak with Scar-Tail and he will tell you of another assassin's attempt on him prior to now. The assassin lies dead next to the tree just west of his camp, yet he injured Scar-Tail greatly. You have three possible options to complete the quest:
Kill Scar-Tail and take his heart. Scar-Tail's health is quite low, and therefore he is an easy kill.
Find the dead assassin, take his heart (Teinaava can not tell the difference), and spare Scar-Tail's life. Scar-Tail will then tell you where his treasure is hidden.
Agree to Scar-Tail's proposition initially, and then after learning the location of his treasure, kill him.

Reward Options
Whichever way you choose to complete this quest, bringing the heart of an Argonian to Teinaava will grant you a pair of boots known as the Boots of Bloody Bounding, which have level-dependent Fortify Acrobatics and Fortify Blade enchantments (both up to 18 points). If Scar-Tail is killed before he reveals the location of his treasure, it can still be found inside the large boulder near his tent.

Notes
Taking the reward before the quest is active will leave the rock empty when the quest is completed. Since the reward is leveled, this could result in you obtaining less gold than expected.
You can use Scar-Tail's blood for the Vampire Cure quest. If you haven't yet started the quest, be sure to spare Scar-Tail now so you can use his blood later on.
Teinaava still offers you this quest even if you happen to be an Argonian with the Shadow birthsign.

Bugs
 
 It's possible to place Teinaava somewhere using the console command  . You can for example place him in the Sanctuary, finish this quest and then leave him there with no ramifications.
 
 
 

Journal Entries
Lore:Nibenay Basin

The   consists primarily of the eastern side of the valley of the  , and its tributaries. It's mostly an open, agricultural area where the    s hail from. The regions of the   and the   are sometimes considered as an extension of the Nibenay Basin area, with the   being located on an   at the head of the valley. Beyond the   foothills at the eastern end of the basin, the   form the border with the province of  . To the south, the Panther River marks the border with  .

As the drainage basin of the Niben, a number of tributaries and solitary lakes can be found in the region. These include the Reed, Corbolo and Silverfish rivers, and the lakes Arrius, Poppad and Canulus.
Lore:Great Forest

The   is an immense crescent-shaped geographic woodland region in   that extends around the  , starting just northeast of the city of   to the south, around the western border of the Heartlands, ending just west of   to the north. The outer edge of the Great Forest is bordered by the   to the south, the   to the west, and the   to the north. The city of   lies along the western border of the Great Forest and is the only city in this region. The terrain consists of rolling hills, and the region is dotted with caves, mines, abandoned forts,   ruins and Daedric shrines. 

Circa  , the effects of the Planemeld were evident in parts of the Great Forest with at least one known dolmen being present in the area.
 
Gallery
 

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