Netruk44/uesp-wiki-content huggingface dataset:
Oblivion:Fort Wariel

Notes
Fort Wariel is mentioned in ''Grommok's Journal'' as one of the dungeons they looted.

 
Exterior
thumb|right|Key to Maps|150px
thumb|right|350px|Map of Fort Wariel, Exterior
The exterior is located at coordinates: Tamriel -41, 0
This location's map marker (M on map) is named Fort Wariel (editor name FortWarielMapMarker). The entrance door is SSE of the marker, 130 feet away.
1-3 Campsite Marauders (each 50% probability melee Marauder, 16% archer Marauder, 16% Marauder Battlemage, 16% dog) are near the entrance
1 Chest 04 is near the entrance
The following plants can be found near the entrance: 1 Arrowroot plant, 6 Fennel plants, 1 Flax plant, 1 Ginseng plant, 10 Lady's Mantle plants, 19 Motherwort plants, 4 Viper's Bugloss plants, and 21 Goldenrod plants

 
Zone 1:
thumb|right|221px|Fort Wariel
This fort is quite complex and you may find navigating through it challenging. Immediately after you enter, you will come across a broken bridge with a swinging mace (D; tripwire just in front at E). At this point there are three potential routes you can take.
The most obvious is simply continuing along the bridge: jump across and make your way along the corridor until you find yourself in front of door F. It is heavily locked; and since you will find the key later on, it is advisable to simply turn right for the time being. You will find yourself in the room beneath the bridge.
With a high Acrobatics skill, it is possible to jump from the bridge onto the ledge on the left. This path leads you to an area with two bedrolls (b), three minor loot chests, and a few marauders. Continuing along the corridors will eventually lead you to the room beneath the bridge.
After having taken one (or both) of the following paths, or by simply jumping down from the bridge, you will find yourself in a small room. Head east and you will end up in a room containing the fort's boss chest (B), guarded by a boss-level marauder (A) and a standard one. Try to use the swinging maces at D to your advantage by luring the enemies towards them and then triggering the tripwire at E. On the table next to the boss chest is the key (k) which opens door F; providing you with a quick way back to the entrance.

Occupants:
1 boss-level Marauder at location A on map
4-5 Campsite Marauders (each 50% probability melee Marauder, 16% archer Marauder, 16% Marauder Battlemage, 16% dog)
1 Marauder Battlemage
Treasure:
1 boss-level Chest (Marauder variety; locked) at location B on map
2 Chests 01 (both locked)
1 Chest 02
1 Chest 03
2 Chests 04
Wariel's Key at k
The following armor will always be found: 1 Iron Boots, 1 Iron Cuirass, 2 Iron Gauntlets, and 1 Iron Helmet
The following weapons will always be found: 3 Iron Shortswords
Some of the above items are clustered at location C: 1 Iron Boots, 1 Iron Cuirass, 2 Iron Gauntlets, and 1 Iron Helmet
Traps:
3 Swinging Mace traps at locations D on map
2 Tripwire triggers at E
Doors and Gates:
There is one door (at Out) in/out of this zone, leading outside
1 Old Wooden Door at F (locked, opened by Wariel's Key)
Other:
2 bedrolls at locations b on map
Oblivion:Trumbe

Notes
Trumbe is mentioned in ''Grommok's Journal'' as one of the dungeons the adventurers tried to loot, and is where Dawnfang/Duskfang was discovered.
Despite Grommok saying in his journal that a trap in Trumbe broke Syndelius' arm and almost "crushed him to death", no traps are located in this ruin.

 

Exterior

The exterior is located at coordinates: Tamriel -40, 2
This location's map marker (M on map) is named Trumbe (editor name TrumbeMapMarker).  The entrance door is NE of the marker, 70 feet away.
3 Wilderness Creatures (Highlands variety) are near the entrance
1 Wilderness Creature (Plains variety) is near the entrance
The following plants can be found near the entrance: 11 Lady's Mantle plants, 21 Motherwort plants, 6 Viper's Bugloss plants, and 12 Goldenrod plants

 
Zone 1:
thumb|right|324px|Trumbe
From the entry door (Out) you find yourself in a corridor leading northeast (past one enemy) to the gate at C, which is initially closed but can be opened simply by stepping on the pressure plate. From that point there are multiple options to make it through to the boss chest (B).
To deal with the fewest possible enemies, jump down from the elevated walkway in the first room, and take the southern corridor, leading to gate E.
The most obvious path is to head straight across the elevated walkway and go through the large southeastern room.
The third option is to jump down in the first room and take the northern corridor, leading to gate D.

Occupants:
1 boss-level Bones Undead at location A on map
2 Bones Undead
2 Ethereal Undead (always best possible level)
5 Undead Enemies (each 83% probability Undead, 17% Rat)
Treasure:
1 boss-level Ayleid Reliquary (Undead variety; locked) at location B on map
3 Ayleid Casks 01 (1 locked)
3 Ayleid Casks 02 (all locked)
1 Restoration Ayleid Chest
12 Welkynd Stones (4 on elevated pedestals in the large southeast room; 4 on standard pedestals in the northwest room, before door D; 4 on standard pedestals around the boss chest at B)
Doors and Gates:
There is one door (at Out) in/out of this zone, leading outside
3 Iron Gates (opened remotely) at C, D, and E
C is opened by stepping on the pressure plate in front of it (cyan dot on map).
D and E are both opened by "Press Blocks" on either side of the door (cyan dots on map).
Oblivion:Shattered Mine

Notes
This mine contains 9 Cairn Bolete plants and 16 Wisp Stalk plants.

 
Exterior

The exterior is located at coordinates: Tamriel -37, 4
This location's map marker (M on map) is named Shattered Mine (editor name ShatteredMineMapMarker). The entrance door is SSE of the marker, 40 feet away.
3 Wilderness Creatures (Highlands variety) are near the entrance
1 Wilderness Creature (Hills variety) is near the entrance
The following weapons can be found near the entrance: 4 Iron Arrows and 1 Steel Arrow
The following plants can be found near the entrance: 24 Motherwort plants and 4 Viper's Bugloss plants
Some of the above items are clustered at location C on the side of the crates facing away from the camp: 3 Iron Arrows and 1 Steel Arrow
2 bedrolls are at locations b on map

 

Zone 1:
thumb|right|300px|Shattered Mine

This is a very straightforward and linear zone. All five rooms contain a minor loot chest; you will find two enemies in the first and third, and one enemy in the second and fifth. There are also two bedrolls (b) in the third room. At the entrance of the final room, be wary of the swinging mace trap (E), which is set off by the tripwire at D.

Occupants:
6 Bandit Enemies (each 50% probability melee , 25% archer Bandit, 12% Dog, 12% Nuisance Animal)
Treasure:
2 Chests 01 (1 locked)
3 Chests 02 (2 locked)
The following plants will always be found: 2 Wisp Stalk plants
Traps:
1 Swinging Mace trap at location E on map
1 Tripwire trigger at D
Doors and Gates:
There are two doors in/out of this zone
1 door (at Out) leads outside
1 door (at C) leads to the zone Shattered Mine New Galleries
Other:
2 bedrolls at locations b on map

 

Zone 2:
thumb|right|231px|Shattered Mine New Galleries

The first room contains an enemy and a minor loot chest, with a further chest in a small room to the southeast. In the next room you will likely face two enemies, guarding two chests. In a room to the southeast you will find two more enemies and another chest. After heading north, turn left into a room containing two enemies, a chest and two silver veins. Head east and avoid the tripwire (E) triggering the swinging log trap at D. The final room is large and inside are three enemies guarding three minor loot chests.

Occupants:
10 Bandit Enemies (each 50% probability melee , 25% archer Bandit, 12% Dog, 12% Nuisance Animal)
Treasure:
4 Chests 01 (2 locked)
2 Chests 02
3 Chests 03
2 Silver Veins (non-respawning) located in the northwestern room
The following plants will always be found: 9 Cairn Bolete plants and 14 Wisp Stalk plants
Traps:
1 Swinging Log trap at location D on map
1 Tripwire trigger at E
Doors and Gates:
There is one door (at C) in/out of this zone, leading to the zone Shattered Mine
Oblivion:Mongrel's Tooth Cave

Notes
This cave contains 5 Cairn Bolete plants and 12 Wisp Stalk plants.

 
Exterior

The exterior is located at coordinates: Tamriel -34, 6
This location's map marker (M on map) is named ''Mongrel's Tooth Cave (editor name MongrelsToothCaveMapMarker).  The entrance door is NE of the marker, 40 feet away.
1 Wilderness Creature (Highlands variety) is near the entrance
The following plants''' can be found near the entrance: 3 Motherwort plants and 3 Viper's Bugloss plants

 
Zone 1: '' ''
thumb|right|396px|Mongrel's Tooth Cave
''Mongrel's Tooth Cave is a fairly unremarkable cave and contains quite a bit of opposition compared to the amount of available treasure. Upon entering from door Out, proceed forward through a semi-large room with a locked chest. Following the path lands you near a bonfire in a huge room with two minor loot chests and tunnels leading north and south. You will have to backtrack to this room regardless of your choice of route; heading north gives you the largest area to explore and the biggest amount of chests and enemies. The southern tunnel will net you a single chest and encounters with a few hostile inhabitants. When all is said and done, backtrack to the room with the intersection for the last time, then leave the cave the same way you came.

Occupants:
8-15 Monster Enemies (each 80% probability Monster, 20% Rat)
Treasure:
1 Chest 01
5 Chests 02 (3 locked)
2 Chests 03
The following plants will always be found: 5 Cairn Bolete plants and 12 Wisp Stalk plants
Doors and Gates:
There is one door (at Out''') in/out of this zone, leading outside
Oblivion:Horse Armor Pack

thumb|left|Two Bay Horses, one in Elven armor and one in Steel
The Horse Armor Pack is an official download that allows you to outfit any owned horse with a set of protective armor. Horse armor is purchased from Snak gra-Bura at the Chestnut Handy Stables outside of the Imperial City. Each set of horse armor costs 500 gold, and comes in Elven and Steel varieties. The two styles are simply cosmetic, and a horse with one armor style can be outfitted with the other by returning to Snak and paying the fee again. Armor can only be given to horses that you own.

As part of the related quest, the first set of armor can be obtained for free. If you don't own a horse, Snak gra-Bura will offer her Old Nag free of charge, although even with armor the nag is the weakest horse in the game. Putting armor on the horse simply increases the health of the horse rather than applying any kind of protection from damage. For most horses the health doubles, but only to a maximum value of 750. See the Horses page for full information.

:''The Horse Armor Pack for Oblivion gives you the ability to outfit your favorite horse with a set of stylish armor. Snak Gra-Bura of the Chestnut   Stables outside of the Imperial City has recently opened her new business and she's making horse armor available to the adventurers of the Imperial Province. You can choose elegant elven armor or durable steel to protect your mount from the dangers of Cyrodiil. —Former Official Summary

:Tamriel is a dangerous place. Protect your horse from danger with this beautiful and resilient armor. —Official Summary

Gameplay Information
Quest Information — How to receive a free set of horse armor, or even a free horse.
Creatures''' — 8 armored variants of horses are introduced with the download, in both Elven armor and Steel armor variations.
:
Horse Armor Note — A note that entitles the bearer to a free set of horse armor

Notes
All ownable horses, including Shadowmere, may be outfitted with horse armor. The Unicorn is excluded since it cannot technically be owned.
Purchasing horse armor actually replaces the creature with its armored variant. This is important to be aware of if you decide to armor Shadowmere, since she will lose any items you may have given her (see notes).
The download erroneously adds an unused item named Horse Armor Plans to the Cursed Mine, Lower Galleries. See bugs for more information.
This DLC was heavily criticised at release for its premium price point despite adding very little to the game. It has since become the butt of a running joke within the franchise, examples of which include the Dwarven Armored Mudcrab, Horse Armor - Elven, and Horse Armor - Steel Creations for Skyrim Special Edition and the Horse Armor card from Legends.
Oblivion:Arpenia

Related Quests


Notes
thumb|One of the crystals
This ruin can be entered, fully explored and all items retrieved without starting the related quest. If you do have the quest active, once you reach the marker at M, a quest update will be triggered.
This seemingly uninteresting ruin presents one curious feature: some rooms are illuminated by peculiar white crystals, set on the pedestals which usually hold Welkynd Stones.
Arpenia also appears in ESO.
 

Exterior

The exterior is located at coordinates: Tamriel 27, -24
This location's map marker (M on map) is named Arpenia (editor name ArpeniaMapMarker). The entrance door is E of the marker, 70 feet away.
2 Road Bandits (each 67% probability melee Bandit, 33% archer Bandit) are near the entrance
The following plants can be found near the entrance: 9 Clouded Funnel Cap plants and 33 Green Stain Cup plants

 
Zone 1:


Arpenia, while large, is fairly unpopulated. The enemies present are the standard nuisance animals, and the only real danger is therefore posed by the multitude of traps that dot the ruin. Your first taste of what's to come is the Ceiling Spikes trap (C) in the second large room you enter. In the center of the third large room are an Ayleid Cask and a Dark Welkynd Stone (D). Use the walls to protect yourself and dash for the chest when the trap is recharging. Opening the Hidden Door at H by standing on the pressure plate in from of it (cyan dot on map), will give you access to a minor loot chest.

After going through two sets of Swinging Blade traps (G), you will arrive at a room with an intersection. Take the southwest exit and brave two Falling Blade traps (E) to gain access to two minor loot chests. Jump down in the room below, taking care to avoid the six Gas Traps (F). Explore the southern passage and then locate the northern corridor. Take a left at the intersection and follow the corridor to a minor loot chest and easy access to the second room from the balcony.

Occupants:
10 Nuisance Animals
Treasure:
4 Ayleid Casks 01 (2 locked)
2 Ayleid Casks 02 (1 locked)
2 Restoration Ayleid Chests
Traps:
1 Ceiling Spikes trap at location C on map
1 Dark Welkynd Stone trap at D
2 Falling Blade traps at E
6 Gas traps at F
6 Swinging Blade traps at G
Doors and Gates:
There is one door (at Out) in/out of this zone, leading outside
1 Hidden Door at H, activated by standing on the adjacent pressure plate (cyan dot on map)
Other:
Marker that triggers quest update at location M on map.  You must approach within 200 feet of this marker for the Azani Blackheart quest to advance.
Oblivion:Culotte

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 Culotte is one way to start the quest.
There is an Ayleid Well right next to the entrance, which will supply you with some potentially useful extra Magicka.
This ruin is fairly extensive on the surface. Inside, however, it is small and (at first) completely empty.
Culotte also appears in ESO.

 

Exterior

The exterior is located at coordinates: Tamriel 18, 3
This location's map marker (M on map) is named Culotte (editor name CulotteMapMarker).  The entrance door is NW of the marker, 30 feet away.
1 Mud Crab may spawn on the shore near the entrance
1 Wilderness Creature (Farmlands variety) is near the entrance
1 Nirnroot is at location N on map
1 Ayleid Well is at location A on map

 
Zone 1: Culotte
thumb|right|262px|Culotte
The dungeon is at first completely empty. The six zombies only appear after you have entered the room containing the Ayleid Statue (at S on the map). They appear even if you do not pick up the statue. To open gate C, which initially blocks your way, you will have to go down the stairs to the left and step on the pressure plate (cyan dot on map). The crumbling bridge trap (T) forces you to return to the entrance using the northern passageway out of the main room. This conveniently leads you to the boss-level Ayleid coffer (B), which is on an upper level and therefore cannot be accessed your first time past it.

Occupants:
6 Zombie Undead
Treasure:
1 Ayleid Statue on the floor at location S on map
1 boss-level Ayleid Coffer (Undead variety) at B.  It is on a bridge above the main passage.
1 Ayleid Cask 01 (locked)
2 Ayleid Casks 02 (1 locked)
2 Restoration Ayleid Chests
Traps:
1 Crumbling Bridge trap at T
Doors and Gates:
There is one door (at Out) in/out of this zone, leading outside
1 Iron Gate, at C, is opened by stepping on the activation plate in the small room at the southeast end of the dungeon (the cyan dot on the map).
Oblivion:Morahame

Exterior

The exterior is located at coordinates: Tamriel 30, -11
This location's map marker (M on map) is named Morahame (editor name MorahameMapMarker).  The entrance door is E of the marker, 60 feet away.
0-2 Monsters are near the entrance
1-2 Mud Crabs are near the entrance
1 Wilderness Creature (Valley variety) is near the entrance
2 Nirnroots are at locations N on map
The following plants can be found near the entrance: 1 Fennel plant, 4 Fly Amanita plants, 25 Foxglove plants, 2 Ginseng plants, 1 Green Stain Shelf plant, 4 Monkshood plants, 1 Primrose plant, 11 Domica Redwort plants, and 5 Summer Bolete plants

 
Zone 1:
thumb|right|395px|Morahame
This zone has sections that are underwater.

Immediately to your right once you enter, there is a cluster of weapons in the right corner of the room (marked as C on map), all of which are low-level equipment. Continuing down the stairs, you will be staring down a hallway connected to a nearby staircase. From here, you can either descend the staircase or drop off the platform. Either way, you'll pass through a couple of corridors and go down another set of stairs until you reach a small chamber lit up by a bonfire in its center.

The next area is a large chamber, making up a good percentage of the dungeon; however, the enemies tend to spawn scattered from each other, making it easy to pick on one enemy at a time.

The boss chest (B) is located on a small platform surrounded by falling blades (all marked as D). A Dark Welkynd Stone (E) is positioned nearby below the platform, as well as one enemy. Below the main level in the chamber is a shallow pool of water, which holds the Dark Welkynd Stone and a single cask.

Occupants:
7-11 Monster Enemies (each 80% probability Monster, 20% Rat)
Treasure:
1 boss-level Ayleid Reliquary (Monster variety) at location B on map
2 Ayleid Casks 01 (1 locked)
3 Ayleid Casks 02 (2 locked)
8 Welkynd Stones
The following weapons will always be found: 2 Iron Bows, 2 Iron Daggers, 1 Iron War Axe, and 1 Steel Mace
Some of the above items are clustered at location C: 2 Iron Bows, 1 Iron Dagger, 1 Iron War Axe, and 1 Steel Mace
Traps:
1 Dark Welkynd Stone trap at location E on map
6 Falling Blade traps at D
Doors and Gates:
There is one door (at Out) in/out of this zone, leading outside
Oblivion:Narfinsel

Notes
It is possible that the dungeon's boss monster will be killed by the gas traps located in the boss area before you can even reach it.
The Gas Room trap in this dungeon does not function properly, as the grate does not expel any poisonous gas once the walls rise.
Narfinsel also appeared in ESO.
 

Exterior

The exterior is located at coordinates: Tamriel -12, 15
This location's map marker (M on map) is named Narfinsel (editor name NarfinselMapMarker).  The entrance door is NW of the marker, 80 feet away.
The following plants can be found near the entrance: 3 Fly Amanita plants, 13 Green Stain Cup plants, 29 Monkshood plants, 12 Motherwort plants, 10 Somnalius plants, 28 Steel-Blue Entoloma plants, 10 Summer Bolete plants, 6 Tiger Lily plants, and 33 Viper's Bugloss plants

 
Zone 1:
thumb|right|297px|Narfinsel
After descending the two sets of stairs at the entrance, you will arrive in a small chamber with alcoves built into the walls and two exits out. In one of the alcoves is an Ayleid cask, and the chamber is patrolled by one monster enemy guarding the loot. The southeast exit in this chamber accesses the boss area, but is initially obstructed by the gate at E, which is opened by a pressure pad on the opposite side of the gate. Thus, your only option currently for further exploration is the southwest exit.

The southwest exit leads to a four-way intersecting hall, with an Ayleid cask in its center. At this intersection, you can access the remainder of the ruin, separated into three distinct sections.
The gate immediately facing you upon entering the intersection leads only into a small room with one Ayleid cask and a monster enemy.
The gate at your left accesses a northeast section of the dungeon with two chambers. The closer chamber features a Gas Room trap, D (see Notes for information regarding its behavior), and Welkynd stones perched on pedestals inside the trap. The farther chamber contains another Ayleid cask and a trio of monster enemies.
The gate to your right leads to the majority of this dungeon's treasures, including the Ayleid Coffer (B), as well as the remainder of the creatures that haunt its halls. The initial hall you enter in this section contains three monsters, two Ayleid casks, and the rest of this dungeon's Welkynd stones. A hallway at the end of this chamber contains two more casks and accesses this ruin's boss area. This chamber contains numerous gas traps (C) in addition to the boss enemy and Ayleid coffer. Once you have slain the boss and gathered the treasure, you can activate the pressure pad to open the gate at E and easily return to the ruin's exit.

Occupants:
1 boss-level Monster in the gas trap room at location A on map
8 Monsters
Treasure:
1 boss-level Ayleid Coffer (Monster variety; locked) at location B on map
3 Ayleid Casks 01 (1 locked)
3 Ayleid Casks 02 (2 locked)
2 Restoration Ayleid Chests
12 Welkynd Stones
Traps:
1 Gas Room trap at location D on map
9 Gas traps at C
Doors and Gates:
There is one door (at Out) in/out of this zone, leading outside
1 Iron Gate at E (opened by activating the pressure pad marked on the map as a cyan dot)