Netruk44/uesp-wiki-content huggingface dataset:
Lore:Leyawiin

thumb|115px|right|Leyawiin's banner, displaying the city crest
  is a Nibenese city in the extreme southeast of the province, by the mouth of the   where it opens into  . Known as the city that spans the waters,  the city straddles a swampy estuary of the Niben on the small strip of land between Elsweyr and Black Marsh called the  . Leyawiin is roughly divided into four districts: Chapel District, Guild Plaza, Main Street and Castle Leyawiin. 

The ancient symbol of Leyawiin is a white horse on a field of green, known variously as the Ivory Horse  or the White Stallion.  Topal the Pilot is the patron saint of the city, and a statue of him can be found by the southwest wall.    
 
History
After the death of   at the conclusion of the   in  , a messenger carried the   to the   settlement of Leyawiin. Centuries later, the master craftsman Saint   built the Chapel of   in Leyawiin as a tribute to the legend.  Only a couple centuries later, Leyawiin was captured by the  i wander-kings of   amidst the   of  . Scholars theorized that at this point, the invaders converted the chapel of Zenithar to worship of the Two-Moons Dance. 

The first Imperial bear cavalry came into use by the 10th Legion in  , walking through Leyawiin's streets each week in a bear parade.   In the mid- , during the war between the   and the forces of  , Leyawiin was allegedly single-handedly freed by  , who fought both Emperor  's forces and his own men who had been employed by Leovic as double agents. 

At the end of the  , the Trans-Niben was annexed back into Cyrodiil and County Leyawiin  due to an agreement between the Mane and the Empire. Following this, a group of Khajiiti bandits and freedom fighters known as the Renrijra Krin sought to reclaim all land along the Trans-Niben which they believed to rightfully belong to Elsweyr. They disagreed with the Mane's decision to cede the Trans-Niben and actively blamed Count   for driving Khajiit from the county's fertile land. The city itself boasted a considerable Khajiit and   population at the time. Racial tension proved to be a problem between the Khajiit and the influx of Argonians and  , and Count Caro attempted to encourage   culture in the city in order to move towards mainstream Imperial society. The city was besieged by the forces of   during the   in  . 

Leyawiin briefly became an independent city-state early in the Fourth Era. During this time, the county of Bravil, which had rebelled against the Empire, warred with County Leyawiin until the rise of the Mede Dynasty by  .  During the Great War, Dominion forces marched out of hidden camps in Northern Elswyer, marched into Cyrodiil and flanked the Imperial defenses along the Valenwood border. The southern coastline of Cyrodiil was then overwhelmed by the invasion forces, and Leyawiin was one of the first cities to fall to the Aldmeri Dominion's invasion in Cyrodiil.   
 

Gallery
 

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



References
Lore:Places A

Abagarlas
 

Abah's Landing
 

Abamath
 

Abanabi Cave
 
Abecean Sea
 
Abibon-Gora
 
Aetherius
 

Ahemmusa Camp
The   is the home of the Ahemmusa Tribe, one of the four distinct tribes of   in  . The Ahemmusa Camp is commonly found in the northeast coast of Vvardenfell, in the region of the  , but because of territorial expansion between   and  , they migrated to the   in  .  They returned to that area, living there as far as  , until the Ahemmusa Tribe were forced to relocate to the ruins of  , where they most likely have stayed ever since. 

Akavir
 
Akos Kasaz
 
Alabaster
 
Alcaire
 
Aldmeris
 
Ald Daedroth
 
Ald Marak
 
Ald Redaynia
 
Ald Sotha
 
Ald Velothi
 
Ald'ruhn
 
Alftand
 
Alik'r
 
Alinor
 
Alten Corimont
 
Alten Meerhleel
 
Lake Amaya (Deshaan)
 
Lake Amaya (Vvardenfell)
 
Anequina
 

Anga
 

Anticlere
 
Antiphyllos
 
Anudnabia
 
Anvil
 
Apocrypha
 
Applewatch
 
Aphren's Hold
 
Arcane University
 
Archon
 
Archon's Grove
 

Arcwind Point
 
Arenthia
 
Arkngthamz
 
Arpenia
 
Lake Arrius
 
Artaeum
 

Arum-Khal's Realm
 

Ascadian Isles
 
Ash Mountain
 
Ashalmawia
 
Ashlands
 
Ashmelech
 

Ashpit
 
Asil Yelir
 
Aswala Stables
 
Atatar
 
Atmora
 
Aurbis
 
Auridon
 
Avanchnzel
 
Ayasofya
 
Azra's Crossing
 
Azura's Coast
 
Azurian Sea
 

References
Lore:Places K

Ka Po' Tun
 
Kagrenzel
 
Kairou
 
Kamal
 
Kambria
 
Kanesh
 
Kardesh
 
Karndar Watch
 
Karnwasten
 
Castle Karstaag
 
Karthald
 
Karthmad
 
Karth River
 
Karthspire
 
Karthwasten
 
Karthwatch
 
Keel-Sakka River
 
Kemen
 
Kevalla
 
Khartag Point
 
Khefrem
 
Khenarthi's Roost
 
Khuul
 
Kilkreath Temple
 
King's Haven Pass
 
Klithi
 
Knifepoint Hollow
 
Koegria
 
Kolbjorn Barrow
 
Kozanset
 
Kragenmoor
 
Kurallian Mountains
 
Kvatch
 
Kyne's Aegis
 
Kynesgrove
Lore:Places L

Labyrinthian
 

Lagomere
 

Lainlyn
 
Larsius River
 
Leki's Blade
 
Leyawiin
 
Library of Andule
 
Lillandril
 
Lilmoth
 
Lindai
 
Lipsand Tarn
 
Longhaven
 
Lord Rugdumph's Estate
 
Lost Valley Redoubt
 
Loth'Na Caverns
 
Lyg
 
Lynpar March
Lore:Places I

Icereach
 
Iggnir River
 
Ilayas Ruins
 
Ilessan Hills
 
Iliac Bay
 
Lake Ilinalta
 
Ilinalta's Deep
 
Ilunibi
 
Imperial City
 

Imperial City Prison
 

Imperial Province of Akavir
 
Imperial Reserve
 
Infernium Forge
 
Inner Sea
 
Ione
 
Ionith
 
Irkngthand
 
Irranhu
 
Isild River
 
Isinfier Plains
 

Isle of Gold
 

Isle of N'Gasta
 
Ivarstead
 
Ixtaxh Xanmeer
Oblivion:ConsoleLocationCodes

This page lists the Console codes for various locations in the game.  Only codes that are not provided elsewhere on the wiki are included here.  Most of the location codes are detailed on the individual place pages.  Eventually, this page is likely to be made obsolete as the remaining codes are incorporated into other, more appropriate pages.

Open the console and enter:
 player.coc   
Where   is one of the values from the following tables.

Listings of all the test locations (that are only accessible via console) are provided at:
Interior Test Cells
Exterior Test Cells

List created by www.planetelderscrolls.com originally and modified to fit the wiki properly.

 

A


B


C


D


E


F


G


H


I


J


K


L


M


N


O


P


Q


R


S


T


U


V


W
Oblivion:The Gravefinder's Repose

Quick Walkthrough
# Speak with Malene behind the counter about the necromancer.
# Clear Moss Rock Cavern, and corner Raelynn at the end of the cavern.
# Return to Malene for your leveled gold reward and her thanks.

Detailed Walkthrough
Raelynn the Gravefinder
Talk to Malene behind the counter at the Roxey Inn, and she will tell you that Raelynn the Gravefinder, a necromancer hiding out in Moss Rock Cavern, has been scaring potential customers away from the area. Malene will ask you to kill Raelynn.

Moss Rock Cavern
Follow the path behind the inn and you will get to the cave. Clearing the cave is not too hard; nonetheless, sneaking is rather helpful. You can pick the   on the door to the cavern with Raelynn in it or go all the way to the end of the cavern to get the key (it's in the chest next to the small statue).

When you return to Malene she will thank you and give you gold (the reward is leveled, 20 gold at level 1, plus an additional 25 gold for each level above that, to a maximum of 745 gold at level 30+).

Journal Entries
Bloodmoon:The Disappearance of Captain Carius

Quick Walkthrough
#Return to the fort to find it has been attacked.
#Find and speak to Saenus or Gaea (the soldier you didn't travel with) to learn that the Captain is missing.
#Travel to the Nord Skaal Village at the north end of the island.
#Talk to Tharsten Heart-Fang in the Greathall in Skaal Village to learn they have nothing to do with the attack.
#Go back to the Fort Frostmoth and speak with either Saenus or Gaea.

Detailed Walkthrough
Return to Fort Frostmoth
As you return to Fort Frostmoth you will notice that parts of the wall have been demolished, and you will receive a journal entry informing you that the fort has been attacked in your absence. The gates are destroyed and much of the interior is ruined as well. Your companion will tell you to visit Captain Carius right away, but the guards will point you towards whomever you did not choose as your companion. If you return to Carius' chambers, you will find them empty. Follow the guards' suggestion and speak with the person you didn't choose to travel with during the previous quest: Artoria will still be in the General Quarters, Upper Level and Lusius in the General Quarters. They will tell you that the captain has gone missing and that the attack was made by a number of wolf creatures, which they speculate may have been werewolves. They will mention that the Nords in Skaal Village to the far North of Solstheim might have some information, and will give you the Skull of a Skaal Warrior, which they suggest you use to win the trust of the Skaal.

Skaal Village
The village is located in the Felsaad Coast region, north of the Mead Hall of Thirsk, and will be marked on your map. Once you arrive, speaking with the nearest villager will reveal that you should speak with Tharsten Heart-Fang in the Greathall. Tharsten denies that the Skaal had anything to do with the attack and mentions that the attackers were no mere wolves, and if you have the skull you were given earlier in your inventory, he will also tell you that he is angry that the Imperials have upset the balance of nature, and proclaims that you must atone for their mistakes and restore the power of the Skaal. This begins the next quest, The Skaal Test of Loyalty, but in order to finish this quest you must return to Fort Frostmoth.

Mingle with the Skaal
If you go back to Lusius/Artoria with the news, he/she will be disappointed that you hadn't found out more and tell you to gain the Skaal's confidence until you can find out what happened to Captain Carius.

Bugs
 
 

Quest Stages
Oblivion:Raid on Greyland

Quick Walkthrough
# Meet Lerexus Callidus outside Leyawiin's west gate and speak to him about drug traffickers.
# He will tell you that the Skooma dealer ringleader is Kylius Lonavo and ask you to kill him.
# Travel to Greyland, kill Kylius and retrieve his ring.
# Bring the ring back to Lerexus to receive your reward.

Detailed Walkthrough
Drug Traffickers
Just outside of the Leyawiin west gate you should meet a legion guard called Lerexus Callidus. Apparently, there is a drug trafficking problem, and he will ask you to help him put a stop to it. He tells you about Kylius Lonavo, a ringleader of Skooma dealers in the Greyland settlement. Lerexus firmly believes the only way to end the trafficking problem is to kill Kylius. You are asked to travel to Greyland, kill Kylius and any of his accomplices, and bring back Kylius' ring as proof of his death.

Slay the Ringleader
Greyland is a tiny settlement due southwest of Leyawiin. Simply follow up the road from where you met up with Lerexus Callidus. The road leads right up to the house where your victim is currently hiding. Kylius has a companion marauder with him, so make sure you are well prepared before entering. After killing Kylius, make sure to take ''Kylius Lonavo's Ring'' from his corpse.

Return to Lerexus Callidus for your reward. The reward is a leveled amount of gold, as specified in the table below.

An Easier Alternative
Kylius' companion is actually an independent Marauder who respawns every three days in the Greyland house, regardless of the quest status.

Clean up Greyland before starting this quest: you will only have to deal with the sole Marauder. Backtrack to Lerexus Callidus and accept the quest, which will trigger the appearance of Kylius. He is much easier to dispatch alone.

Gold Reward
A random amount of gold is given from the range corresponding to your character's level when you report your success to Lerexus Callidus.


Notes
Greyland can be used as a personal house because everything in it is legal to use, including the bed. However, be cautious about using the containers for storage; see Greyland for details.
You can find three bottles of Skooma in the chest behind the table in Greyland.

Journal Entries
Oblivion:The Bloodworm Helm

Quick Walkthrough
# Talk to Arch-Mage Traven about the missing artifacts.
# Travel to Fort Teleman and fight through the necromancers to Irlav Jarol.
# Recover the Bloodworm Helm and return it to Traven.

Detailed Walkthrough
Discord in the Council
Talk to Arch-Mage Traven two days after the last Mages Guild quest. He will tell you that the council is divided on the issue of how to deal with Mannimarco, and as a result, the last two artifacts that were known to belong to the Worm King, the Necromancer's Amulet and the Bloodworm Helm, were taken away from the Imperial City by Caranya and Irlav Jarol, respectively. However, having continued misgivings about the safety of the items and their current caretakers, he wants you to retrieve the items back to the University for safekeeping.

Being approximately equal in ease and difficulty, length and reward, and being unable to proceed until both are completed, there is no clear advantage of doing one or the other first and so the choice of which to complete first and which to complete second is up to you.

Fort Teleman
Travel to Fort Teleman (northeast of Leyawiin). You'll find the place full of Necromancers, which is probably not good news for Irlav. Continue on to the Order of the Black Rose area. As soon as you enter the Black Rose area you should find a few Necromancers fighting with a number of Daedra. If you stay hidden they will fight among themselves. If they spot you, however, they will all likely try to attack you. This does however, provide a nice opportunity to test the Wizard's Fury spell, obtained from the previous quest. At the end of the Black Rose section you'll find the body of Irlav Jarol with the Bloodworm Helm still on him.

Return to Traven
Swipe the helm, and make your way out of the fort. Return the Bloodworm Helm to Traven, then, as usual, speak to Raminus Polus for advancement to the next rank if you have already also completed The Necromancer's Amulet.

Notes
  An achievement will be unlocked upon being promoted to Master-Wizard.
The Bloodworm Helm will disappear from the game once you turn it in at the end of this quest.
The Unofficial Oblivion Patch will place the helm (along with the Necromancer's Amulet) into the Arch-Mage's Night Stand, which you can then remove scot-free upon completion of the final quest in the Mages Guild main questline, Confront the King, since you will become the Arch-Mage and inherit the nightstand and all its contents.

Bugs
 
 
 

Journal Entries
Oblivion:Maps

thumb|400px|A map of Cyrodiil
thumb|400px|A map of the Shivering Isles

This page provides information on various maps available for The Elder Scrolls IV: Oblivion and The Elder Scrolls IV: Shivering Isles. Local and interior maps with further zoom and higher detail can be found on the articles for each location in the game.

General Maps
:  — UESP's own high resolution Cyrodiil map.
:  — UESP's own high resolution Shivering Isles map.
:Tamriel Maps: Cyrodiil
:Tamriel Maps: Shivering Isles
:Colorized map of Cyrodiil
:Labelled map of Cyrodiil
:Interactive map of Shivering Isles
:Colorized and labelled map of the Shivering Isles

Specific Maps
:Daedric Shrines — A map showing the locations of all Daedric Shrines
:Wayshrines of the Nine — A map showing the locations of all Wayshrines
:Oblivion Gates — A map showing the locations of all 100 possible Oblivion Gates
:Exterior Creatures — A map showing where creatures encountered outdoors can be found
:Cyrodiil roadmap — A map showing back roads as well as the major routes.
:Shivering Isles Region Map — A map denoting the separate regions of the Shivering Isles: Mania and Dementia

Icons
These are the icons used on the in-game map. 
On the compass and map, dark brown locations are places you have previously visited (and therefore may fast travel to), and those in light brown are undiscovered. Icons are not displayed on the map unless you have either discovered them or they have been marked for you on the map.

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See Also
Unmarked Roads&mdash;Information about roads that are not marked on the in-game map.
Oblivion:Spell Effects

The Base Cost values in this table can be used to determine the base cost of spells in the game, using the equation provided on the Spell Making page.  (Note, however, that a few built-in spells have arbitrary base costs that are not derived in this manner).

The Barter Factor is the increase a Constant Effect enchantment gives to an object's value per magnitude of the effect. So a Fortify Blunt 10pts enchantment will increase the cost of the item by 1000. Effects without a magnitude, such as Night Eye, Water Breathing, and Water Walking, use a fixed magnitude of 5 for the calculation.

Several other pages also provide information on the spells in Oblivion:
Magical Effects provides details on these spell effects.
Spells lists all the built-in spells, sorted by school and mastery level
Leveled Spells lists the leveled spells that can be received on various quests.
List of Spells by Effect lists all the built-in spells, similar to Spells but sorted by effect.
See Magic for a comprehensive list of magic-related information.

School of Alteration



School of Conjuration



School of Destruction



School of Illusion



School of Mysticism



School of Restoration



Special Spell Effects
Several of these effects are described in more detail on the individual effect pages; see links provided below.
Oblivion:The Ghost Ship of Anvil

Quick Walkthrough
# Speak with Varulae on the deck of The Serpent's Wake in Anvil Docks.
# She asks you to retrieve her crystal ball from the cargo hold of the haunted ship.
# Defeat the Spectral Sailors or run past them, making your way down to the hold.
# Return Varulae's crystal ball to her, and she rewards you with the enchanted cutlass, Redwave.

Detailed Walkthrough
The Serpent's Wake
On the west side of Anvil Docks, there's a ship called The Serpent's Wake. Speak with Varulae, who is standing on the main deck. She will tell you that the ship has recently returned from Summerset Isle with a family heirloom of hers, a crystal ball. Unfortunately, the crew of the ship has been murdered and their ghosts now haunt the lower decks. Varulae will ask you to go down to the cargo hold and recover her crystal ball. When you agree to help, you're given a key so that you may enter. You can either run this quest quickly, without a fight, or stand against five Spectral Sailors; as with all ghosts, they are immune to normal weapons. Inside the first door is a ghost that will sometimes stay in the room, so you can use a ranged spell to kill it easily, even at a low level. Once a ghost dies it leaves a sharpened cutlass, which can be used to fight other ghosts.

The Anvil Harbor Massacre
Inside the ship there is a trap door to the mid deck on the floor to your left, and a normal door in front of you. There's a Spectral Sailor behind the door in front, but some nice treasure too. If you decide to enter the room up ahead, make sure you search the "Dead Captain" to find the Serpent's Wake Captain's Key and open the Captain's Chest at the foot of the bed to get the randomly generated treasure. Proceed to the mid deck through the trap door. There are two Spectral Sailors here, and they'll most likely attack you at once. You can fight or run down the corridor to another trap door leading to the cargo hold. There's nothing of interest in the mid deck anyway.

Forget the Crew, Get the Ball
Downstairs, there's a Chest just next to where you enter, and in it is 'Varulae's Crystal Ball' that you're after. The last two Spectral Sailors are here as well. There's no need to fight them if you choose, although there is a bottle of Skooma and some gems behind them. Retrace your steps back to the main deck, and speak with Varulae again to give her back her crystal ball and receive Redwave, an enchanted cutlass, as your reward.

Notes
In the quest Following a Lead you will find the ''Traitor's Diary'', which reveals what happened to the ship's crew.

Bugs
 
 
 

Journal Entries
Lore:West Weald

The   is an open countryside of southern  , well known for its vineyards and tomato farms. The city of   is located here. Within its province, the West Weald borders the   and   to the east, and a portion of the   region called the " ". To to south of the   it borders the   region, sometimes called the "South Weald", within the provinces of Elsweyr and Valenwood. 

 
Gallery
 

See Also
For game-specific information, see the Oblivion article.
Lore:Places W

Wasten Brukbrook
 
Wasten Coridale
 
Water's Edge
 
Wayrest
 
Weir Gate
 
Welke
 
Wellspring Cave
 
Wendir
 
West Gash
 
West Weald
 
Western Reach
 
Westmark Moor
 
Weye
 
Weynon Priory
 
Whisper Grove
 
White-Gold Tower
 
White River
 
White Rose River
 
Whiterun
 
Whiterun Hold
 
Wilderking Court
 
Wind Keep
 
Windhelm
 
Winterhold (city)
 
Winterhold (region)
 
Wolfskull Cave
 
Wolverine Hall
 
Woodborne Hall
 
Woodhearth
 
Wretched Spire
 
Wrothgarian Mountains
Oblivion:The Unfortunate Shopkeeper

Quick Walkthrough
# Speak with Azzan.
# Talk to Norbert Lelles at Lelles' Quality Merchandise.
# Confront the burglars.
# Defeat the burglars.
# Return to Lelles to receive your reward.

Detailed Walkthrough
Quality Burglaries
Azzan asks you to speak to Norbert Lelles at Lelles' Quality "Mercandise".    The shop is outside Anvil in the harbor district along the dock. Ask Norbert about Break-Ins to learn that he's lost a great deal of merchandise over the past month. The thieves always come at night after he has gone to sleep. Norbert gives you permission to stay overnight to guard the place and mentions that he'll be staying next door at the Flowing Bowl Inn until you resolve the matter.

thumb|The three criminals waiting outside their target

Good Help is Hard to Find
Wait around inside the store, as the thieves may appear anytime; however, they will generally appear between 11 p.m. and 1 a.m. Aenvir, Dranas Lerano, and Storn the Burly will appear in the store. Kill them and head next door to the Flowing Bowl to tell Norbert the news. It seems that all three men had worked for Norbert in the past.  Norbert will give you a standard level-dependent gold reward, and your Fame will also increase by one point.

If you have not yet been to Cheydinhal to do Burz gro-Khash's quest The Desolate Mine, you need to head there next.  If you have already completed that quest, Azzan will promote you to the rank of Journeyman and send you to Chorrol to talk to Vilena Donton and Modryn Oreyn for Unfinished Business.

Notes
The thieves are flagged as part of the  , which is a unique faction created just for this quest to ensure they attack you on sight. So you can simply kill them as they loiter outside the shop without acquiring a bounty. Any nearby guards will help with this.
An easy way of killing the thieves is to exit the shop when fighting them. This will get the attention of the guards and townsfolk, who will attack the thieves for you.
All three men have the store key, but removing the keys by pickpocketing will not prevent them from entering the store.
You can easily take anything not nailed down in the shop while Lelles is out. This includes the Boots of the Eel on the top floor, second bedroom from the right, behind the door.

Bugs
 

Journal Entries
Oblivion:Marker Books

Marker Books
If you open such a book, a sign will appear on your map, marking a place.