Netruk44/uesp-wiki-content huggingface dataset:
Oblivion:Martina Floria

Martina Floria, an Imperial sorceress, is a Wizard of the Mages Guild who offers Master Training in Illusion and Recharging services at the Arcane University. 

Martina is a real night owl. Starting at 10pm and through the whole night, she can be found pacing restlessly around the ground floor of the University's Chironasium, offering her services the whole time. In the early afternoon, at 2pm, she finally heads to bed on the second floor for eight hours of sleep.

She wears the standard mage's robe, but no shoes. She also carries the key to the Enchanting Center and a sizable amount of gold. She doesn't wield any weapons, relying instead on a set of leveled spells from all of the magical schools but Mysticism.

The first time you meet her, she will introduce herself and her services: ''"Martina Floria, Master Enchanter for the Mages Guild. Welcome to the Chironasium. Enchanting, isn't it?" Unlike most of her colleagues at the Arcane University, she actually likes the city: "I like cities, and this is the biggest and the best. All races, cultures, cuisines, crafts... the City has them all." If you have started her related quest, she will make you an offer: "Hmm. A trade is in order, don't you think? My services in exchange for... oh, let's say ten Welkynd Stones. I'd say that's fair. Let me know when you have them." And when you bring her the stones, she will be delighted: "Ah, ten Welkynd Stones. Most useful for my research. Thank you. And now, I am at your service."'' If you ask her about your mage's staff in the related quest, she will direct you to Delmar: ''"Delmar handles all staff enchantments. You'll need to speak to him about it."''

Even other talented illusionists acknowledge Martina's skill: the heads of both the Anvil and Bravil guild halls will refer you to her once you reach an illusion skill of 70. Kud-Ei in Bravil tells you that "Martina Floria at the Arcane University has truly mastered Illusion spells. You should speak with her about training further." and Anvil's Carahil admits that "Martina Floria at the Arcane University has a much better mastery of Illusion spells than I. You should travel there and speak with her."

Related Quests
Oblivion:Corrick Northwode

Corrick Northwode is a Breton warrior and the sole inhabitant of the farm at Harm's Folly.  His wife, Kayleen, was recently killed by goblins and he seeks revenge for her death.

His late wife's gravestone is located next to his house and every morning at 6am, he can be found grieving in front of it. At 10am, he will head inside for a three hour lunch, before entering the vegetable garden and using his rake to work the land. He keeps going until 7pm, when he goes back inside, eats his dinner for three hours, and then spends the rest of the evening wandering around his house. At midnight, he finally falls asleep in his bed.

He is armed with a level-dependent mace and wears typical farmer clothing consisting of buckled shoes, a collared shirt, and green felt linens. He also carries a cheese wedge, his rake, a small amount of gold, and the key to Harm's Folly.

When approached, his first words reflect his sadness and his desire to seek revenge upon those who took his beloved away from him: ''"Please... I implore you, help me avenge my wife's death!" He is more than willing to tell you the sad details: "Barely a week ago, I left Harm's Folly to go buy supplies as I usually do once a month. What a fool I was to leave my wife alone. The Goblins must have been watching me, as they knew right when to strike. I could hear Kayleen's screams from far away. Those wretched beasts killed her! Filthy animals! Had I only been there to stop them!" "I'll tell you how you can help. Kill those things. Every last one of them! They destroyed   I hold dear! In their greed, the creatures grabbed a Jade Amulet off of Kayleen's... body. Bring me back that amulet, so I may use it to remember her by."

If you had already retrieved the amulet, he will instead announce: "But... this is amazing! I haven't tasked you to bring the amulet back to me, and yet you have. I don't know which of the Divines sent you, but I appreciate what you've done. Those Goblins in Exhausted Mine you got this from killed my poor wife while I was away from home. Now I have my vengeance."

When you return from Exhausted Mine, he will thank you for avenging his wife: "Then it's finally done. The Goblins have paid with their blood, and my wife's brutal slaying is avenged. You risked life and limb for a cause that wasn't your own. For that, I'm grateful. Please, accept these gems as a token of my gratitude. They're all I have left of value, but you must have them. I insist."

If you greet Corrick after the quest is complete, he will tell you: "Kayleen's grave is outside if you wish to pay your respects."''

 
Related Quests
  

Notes
His house is always locked and entering is considered trespassing.
If you are inside his house when he wakes up at 6am, he will sit up in bed and start praying until you leave.
If you have the Shivering Isles DLC installed, Corrick's line ''"Kayleen's grave is outside if you wish to pay your respects."'', gets a retake, due to an oversight when recording the original line. 

Bugs
Oblivion:Renald Viernis

Renald Viernis, a Breton mage, is a Wizard of the Mages Guild and the Proctor at the Practice Rooms in the Arcane University.

He upholds his duty of Proctor with rigor and can be found casting spells and augmenting his knowledge of magic for most of the day. He sleeps in the basement of the Mage Quarters from midnight until 6am, when he exits the building to reach the Practice Rooms, where he will spend the rest of his day. Until midday, he will be found casting a random Destruction spell at the target on the ground floor. After that, he switches targets and will spend the next four hours reading and practicing alternately for an hour each: he will study the common text Manual of Spellcraft between 1pm and 2pm and between 3pm and 4pm. He will cast a Superior Soul Trap spell in the remaining hours. From 4pm up until 6pm he will cast a Shock spell repeatedly. For the remaining six hours of the day he will stand still in his current location, since he has nothing else to do.

When met for the first time, he will introduce himself like this: ''"Renald Viernis. I'm the Practice Room Proctor. No horseplay or foolishness. This is for serious exercises." Similar to Martina Floria, he also likes the Imperial City: "I like to walk. You can walk for hours in the city. Always something to look at, someone to talk to.''" Apart from this, he isn't a very talkative person and prefers to train.

He wears the standard mage's robe and a pair of stitched leather shoes. He also carries his Manual of Spellcraft and a meager amount of gold. He doesn't wield any weapons, relying instead on his two practice spells and on a set of leveled spells from all of the magical schools.
Lore:Factions N

Naga-Kur
 

Natives
Natives were an insurgent group based in Skingrad County that operated sometime in the early Fourth Era. Known for their distinctive arrows and modes of attacks, such as beheading the people they ambushed. They were allegedly funded by the Thalmor. 

Nerevarine Cult
 

Nighthollow Clan
 

Nightingale Trinity
 

Nisswo
 

Nycotic Cult
 

References
Oblivion:Knights of the White Stallion

The Knights of the White Stallion may refer to two things:
Knights of the White Stallion (faction), a group of knights from the city of Leyawiin
Knights of the White Stallion (quest), the quest involving the faction
Oblivion:Mazoga the Orc

Mazoga the Orc may refer to two things:
Mazoga the Orc (person), a female Orc who can be found wandering around Castle Leyawiin
Mazoga the Orc (quest), the quest involving her
Oblivion:The Forlorn Watchman

The Forlorn Watchman may refer to two things:
The Forlorn Watchman (ghost), a ghost that can be seen wandering around County Bravil
The Forlorn Watchman (quest), the quest involving the ghost
Oblivion:Amulet of Kings

The Amulet of Kings is a pendant initially worn by Uriel Septim VII. After his assassination, you must deliver it to the Grandmaster of the Blades. After escorting Martin, Uriel's illegitimate son,  back to Grandmaster Jauffre, the Amulet is stolen by the Mythic Dawn. You are forced to enter the Paradise of Mankar Camoran in order to recover it. This achieved, preparations are made for Martin's coronation, but the ceremony is interrupted by a Daedric assault on the capital. After fighting his way to the Temple of the One, Martin is forced to smash the amulet, this being the only way to defeat Mehrunes Dagon. The power of Martin's blood summons a rare Aedric avatar in the form of Akatosh, a fiery dragon. Dagon is defeated, but the nearly four thousand year history of the Amulet of Kings is ended.

For more information, see the lore article.

 
Related Quests





Notes
Attempting to equip the Amulet of Kings will result in the following message: "The Amulet of Kings slips off as you try to fasten it around your neck."
On the PC, you can obtain an equippable version of the amulet by using console commands. If you don't have the amulet, type:  . Once you have it, type:  . If you have the amulet, you can also use:  , then click on your clone and type:   (or kill it normally) to obtain an equippable version of the amulet.
The Amulet of Kings can be equipped by any NPC, since the Amulet's script only checks if you are trying to equip it.
Oblivion:Hirtel

Hirtel is a High Elf commoner and a refugee from Kvatch. He is the first person you will encounter at the Kvatch refugee camp. He will inform you of the Daedra's attack, before promptly fleeing in wild panic. 

He wears a set of middle-class clothing: a brown shirt, a pair of light brown linens, and pigskin shoes. As he left his former home in a hurry, he carries nothing except a small amount of gold.

When you arrive at the refugee camp south of Kvatch for the first time, Hirtel will actively seek you out and engage in conversation: ''"Come on! Run while there's still time! The Guard still holds the road, but it's only a matter of time before they're overwhelmed!" If you ask him for a reason, he will reply: "Gods' blood, you don't know, do you? Daedra overran Kvatch last night! There were glowing portals outside the walls! Gates to Oblivion itself! There was a huge creature... something out of a nightmare... came right over the walls... blasting fire. They swarmed around it... killing..." If you beg to differ, an insulted Hirtel will say: "Go and see for yourself! Kvatch is a smoking ruin! We're all that's left, do you understand me? Everyone else is dead!" When asked about how he managed to escape, he will point you towards Savlian Matius: "It was Savlian Matius... some of the other guards... helped some of us escape... they cut their way out, right through the city gates. Savlian says they can hold the road. No... no, I don't believe him. Nothing can stop them. If you'd seen it, you'd know... I'm getting out of here before it's too late! They'll be here any minute, I'm telling you. Run while you can!" If you manage to approach him again, he will add: "There's nothing left here for me. I'm getting out as soon as I can." 

Should you ask him about Brother Martin, he will reply: "I knew a priest named Martin once. I'm sure he's dead, just like the rest of them. They're all dead, don't you understand?" If you approach him after he arrives in Anvil but before the Kvatch gate is closed, he will say: "You can say what you like, but I'm never going back to Kvatch." After you have closed the gate, he will be a bit more optimistic: "You closed the gate? How did you do it? We can't thank you enough."''

He will then take off at a running pace down the Gold Road and run all the way to the Anvil dockside, where he will book himself in permanently at the Flowing Bowl. Once there, he will live a relaxed existence while waiting for the crisis to blow over. He will sleep in the upstairs area, in the second room on the left, between 2am and 6am and then just hang out all day long while chatting with the regulars and pirates that might stop by. He will eat a two hour lunch at midday and a two hour dinner at 6pm.
Oblivion:Agnar the Unwavering

Agnar the Unwavering, a Nord warrior, was the Chieftain of Thirsk and husband to Svenja Snow-Song. He and Svenja left Thirsk to track down the fearsome Uderfrykte Matron, mother of the Udyrfrykte that had previously attacked the mead hall. Their search led them to Cyrodiil, for they had heard of a creature living near Dive Rock. Once you arrive there, you will find ''Agnar's Journal'' describing their quest in detail.

Agnar wore a full set of fur armor - the helmet and shield being close to his corpse; and wielded a silver war axe. However, it is impossible to pick up his helmet. He also carried a shirt with suspenders, a pair of blue suede shoes and two or three gold coins.
 

Related Quests
 

Notes
His journal states he fought with a steel war axe, but a silver war axe is found next to his corpse.

Bugs
Oblivion:Black Dog Camp

thumb|right|View of nearby river and docks from Black Dog Camp
This established camp lies on the north shore of the Panther River, immediately east of the meander at the mouth of the river. One or two bandits usually inhabit it. The camp is fairly secluded, and the surrounding Ayleid ruins cannot be seen. The campsite itself contains two tents, a grain sack which is safe for storage, and three regular sacks, two of which hold food with the remaining one being used to store some minor loot. Three stools surround a cold campfire in the center of the camp. A Dragon's Tongue grows nearby, which may be of use to those who have been suspended from the Mages Guild.

A rough path leads down to a wooden pier on the banks of the river. A Nirnroot can be found growing behind a boulder next to the steps. A small boat is docked at the pier. Five barrels line the edges of the jetty; each has a small chance of containing a repair hammer, but holds little else of interest. Hidden in between some rocks at the bottom of the riverbed lies a submerged treasure chest which once belonged to Grantham Blakeley; it's usually empty until the completion of The Forlorn Watchman, when it will fill with riches. After the quest, the chest is safe for storage.
 

Occupants
1-2 Campsite Bandits (each 50% probability melee Bandit, 25% archer Bandit, 12.5% Bandit Hedge Wizard, 12.5% dog)

Contents
1 Camp Sack
2 sacks (food)
1 grain sack (non-respawning)
5 barrels (clutter)
1 chest (quest related) (contents can be viewed here)
3 bedrolls
Oblivion:Hidden Camp

Located in the rough, snowy terrain in the Jerall Mountains, Hidden Camp is set up right next to the Ayleid ruin of Sedor. Not exactly 'hidden', the campsite can easily be found by following the unmarked road between Bruma and Cheydinhal, tucked away behind some boulders. It is inhabited by Bandits and consists of three tents with bedrolls, a food sack, and an unlit campfire with a cooking pot. Underneath the pot, scattered amidst the logs, are two samples of bonemeal. A few utensils surround the fire, including a basket with a slice of semi-valuable boar meat, and two bowls, one containing two large bones. The camp contains no vegetation whatsoever, and the only thing visible in the horizon is the ruin entrance to the west, and a possible Oblivion Gate near Gutted Mine to the east. 
 
Occupants
1-2 Campsite Bandits (each 50% probability melee Bandit, 25% archer Bandit, 12.5% Bandit Hedge Wizard, 12.5% dog)
Contents
3 bedrolls 
1 sack (food)
1 slice of Boar Meat
Oblivion:Absorb Health

Transfer M points of Health per second from the target to the spellcaster for D seconds.  The total health transferred is MxD points.  On the target, the effect is comparable to Damage Health; on the spellcaster the effect is comparable to Restore Health.

Notes
Only "On Touch" absorb spells are possible, even at the spellmaking altar.
Despite the availability of Absorb Health for custom enchanting on Bows, the range limitation inherent in Absorb effects makes the effect largely useless.  The Marksman must be very close for the Absorb effect to apply at all, thereby defeating the purpose of using a Bow at all.  The maximum range is currently unknown.  There are no patches known which address this issue.
The Absorb Health effect is more magicka-efficient than separate spells for damaging your opponent's health and restoring your own: the base cost of Absorb Health is 16, versus a total of 22 for the other two effects (10 for Restore Health plus 12 for Damage Health). Note, however, that the spell may become less efficient based on the target's magicka resistance or the difficulty level being played, as both of these factors will lower the amount of damage dealt and health absorbed.    
You can easily kill multiple enemies using this effect if you add an area of effect to it; you are healed for every single enemy affected within the spell's area.
This effect can be gained for spell making and enchanting via spells only.

See also
Sections:
Drain vs. Damage vs. Absorb: A comparison of these similar effects.
Restore vs. Fortify vs. Absorb: A comparison of these similar effects.

Related effects:
Damage Health, Drain Health, Fortify Health, Restore Health
Absorb Attribute, Absorb Fatigue, Absorb Magicka, Absorb Skill
Oblivion:Absorb Fatigue

Transfer M points of Fatigue per second from the target to the spellcaster for D seconds.  The total fatigue transferred is MxD points.  On the target, the effect is comparable to Damage Fatigue; on the spellcaster the effect is comparable to Restore Fatigue

Notes
Only "On Touch" absorb spells are possible, even at the spellmaking altar.
Despite the availability of Absorb Fatigue for custom enchanting on Bows, the range limitation inherent in Absorb effects makes the effect largely useless. The Marksman must be very close for the Absorb effect to apply at all, thereby defeating the purpose of using a Bow. The maximum range is currently unknown. There are no patches known which address this issue.
This effect can be gained for spell making and enchanting via spells or choosing the Imperial race.

See also
Sections:
Drain vs. Damage vs. Absorb: A comparison of these similar effects.
Restore vs. Fortify vs. Absorb: A comparison of these similar effects.

Related effects:
Damage Fatigue, Drain Fatigue, Fortify Fatigue, Restore Fatigue
Absorb Attribute, Absorb Health, Absorb Magicka, Absorb Skill
Oblivion:Absorb Skill

Transfer M points of a given Skill from the target to the spellcaster for a duration of D seconds.  On the target, the effect is comparable to Drain Skill; on the spellcaster the effect is comparable to Fortify Skill.

Oddly enough, Absorb Skill works even on creatures who presumably have no skills.  For example, casting Absorb Mercantile on a zombie will fortify your mercantile skill.

Internally, all of the various Absorb Skill effects are considered to be the same, so learning Absorb Skill:Athletics, for example, will give you access to all 21 Absorb Skill commands at the Spellmaking Altar.

Notes
Only "On Touch" absorb spells are possible, even at the spellmaking altar.
Despite the availability of Absorb Skill for custom enchanting on Bows, the range limitation inherent in Absorb effects makes the effect largely useless. The Marksman must be very close for the Absorb effect to apply at all, thereby defeating the purpose of using a Bow at all. The maximum range is currently unknown. There are no patches known which address this issue.
This effect can be gained for spell making and enchanting via spells only.

See also
Sections:
Drain vs. Damage vs. Absorb: A comparison of these similar effects.
Restore vs. Fortify vs. Absorb: A comparison of these similar effects.

Related effects:
Drain Skill, Fortify Skill
Absorb Attribute, Absorb Fatigue, Absorb Health, Absorb Magicka
Oblivion:Alessia Ottus

Alessia Ottus is an Imperial commoner who can be found wandering in the Imperial City's Market District and Temple District. She can also be found in Skingrad. She is married to Hastrel, and they have one daughter, Ida.

Alessia is the author of the guidebooks to each city, which are full of bigoted criticisms and observations. Her few favorable descriptions, particularly of the Temple District of the Imperial City, are insipid and almost devoid of any true analysis. She seems to be heavily prejudiced against Nords, Orcs, Dark Elves, Khajiit, Argonians, merchants, sailors, arena contestants, beggars, and the ancient Ayleids. She also has a deep hatred and distrust of the Mages Guild and the use of magicka, considering mages to be "godless". The upper classes of Cyrodiil will delicately state that ''"I have not read the works of Mrs. Ottus. I'm told some find her guide books useful, though she apparently has strong opinions on some matters."''

She sleeps in a single bed upstairs in the Ottus' house from midnight to 6am, then spends the next few hours bustling about downstairs. On Loredas she heads to the Arboretum at 10am and stays there until 5pm, chatting to other locals. On Sundas she stays in until midday then walks around the Temple District for four hours before going to a service in the Temple of the One until 8pm. On all other days she leaves the house at 1pm and walks around the market district until 5pm, after which she goes to the Temple District for an hour. Whatever she does during the day, she eventually returns to the house and walks around the ground floor before bedtime. There are two exceptions. On the 10th of each month, at midday, Alessia heads to the Black Horse Courier offices, where she was supposed to play a role in the Imperial Couriers Unfinished Quest - she wanted to send a message to Hafid Hollowleg in Bruma. On the 2nd of the month, she heads to the Two Sisters Lodge in Skingrad. At 8am the next morning, she will head to the area near the guild halls and shops and walk around for eight hours. After that, she will head back to the Imperial City and resume her usual schedule. During the Light the Dragonfires quest, Alessia (like most Imperial City citizens) is confined to her home. 

She wears a russet felt outfit with doeskin shoes, carrying with her a middle-class amount of gold, a spare pair of tan linens and her house key.

Alessia is a devout worshipper of the Nine Divines and will introduce herself exactly how she opens all her guides: ''"My name is Alessia Ottus, and I'd like to talk about the Nine Divines." When asked about the Imperial City, she replies "St. Alessia has blessed our city and all its people. Visit the Temple of the One, and renew your faith."''

Books by Alessia Ottus
Oblivion:Fire Damage

Use fire to damage the target's health by M points each second for D seconds (total damage MxD points).  Fire damage is not decreased by Armor. It is decreased by Fire Shield and Resist Fire; it is enhanced by Weakness to Fire.

Of the three elemental damage effects, fire is intermediate in magicka cost (7.5 for fire, vs 7.4 for frost and 7.8 for shock).  All three are cheaper than Damage Health (cost=12).

Notes
Since you start with the spell Flare, this effect is immediately available for spell making and enchanting as soon as you gain access to the appropriate altars.
Fire Damage is one of the enchantments available for making a custom mage's staff (it is also found on random generic staves).
Fire damage has a Ball projectile, as opposed to a Bolt like Shock Damage or a Fog like Frost Damage. The Area effect of Fire damage dictates the explosion size on contact with scenery or an NPC, as opposed to the projectile size as in Frost damage.
In general, Fire damage is most effective against Altmer NPCs, undead, trolls, spriggans, Frost Atronachs, and grummites . Fire damage is ineffective against Dunmer NPCs and most Daedra. See Creature Resistances for a complete summary of weaknesses and resistances to Fire Damage.

See also
Related effects:
Fire Shield, Resist Fire, Weakness to Fire
Damage Health, Frost Damage, Shock Damage

Alchemy Ingredients
The following alchemy ingredients can be used to create a poison of Fire Damage:
 
Apparel with Fire Damage
Blackwood Ring of Silence 150pts