Netruk44/uesp-wiki-content huggingface dataset:
Skyrim:Hendraheim (place)

Related Quests


Exterior
Small stables with multiple sacks and barrels.
Multiple harvestable items hanging directly outside the door.
Forge, smelter, workbench, grindstone, and wood chopping block near the rear of the home, accompanied by a chest and some barrels.

Interior
thumb|left|Hendraheim interior
 

The hall features a downstairs  trophy room in the basement filled with display cases, mannequins, weapon racks, weapon plaques, and holders for various unique items. There are two sets of weapon racks on either side of you as you come in, and a total of twelve mannequins positioned around the room. On the left as you come in, there is shelving where you can display all ten dragon claws. On the back wall you will find busts to hold all 14 dragon priest masks. To the left of the busts are three weapon plaques, two of which are to hold Dragonbane, Dawnbreaker and the Mace of Molag Bal. To the right are more plaques for holding the Ebony Blade, Rueful Axe, and Volendrung; beside them, against the righthand wall, are plaques for Auriel's Bow, Auriel's Shield, and Harkon's Sword, and a single plaque above them for the Dawnguard Rune Hammer, Shield, and Axe. Further along the righthand wall is a set of shelves: the bottom shelf holds the Initiate's Ewer, Torsten's Skull Key, Saerek's Skull Key, and the unique "Kolbjorn Skull"; the middle shelf holds the five bugs in a jar; and the top shelf has receptacles for the five Paragons from the Forgotten Vale. Finally you will come to a display board for holding the Dwarven Black Bow of Fate, Champion's Cudgel, Bloodskal Blade, Glass Bow of the Stag Prince, Bloodscythe, Soulrender, and Hoarfrost. Above it is a plaque for Miraak's Staff and Miraak's Sword. In the center of room lies several display cases on a set of drawers and a wooden divider; on the divider, you can place the Shield of Ysgramor and Wuuthrad on one side, and Spellbreaker, the Aetherial Shield, and the Targe of the Blooded on the other.
 

Notes
This location is the only one to make use of the wooden castle map icon, which is present but unused in the base game. It was originally designed to be used by Highmoon Hall, the White Hall, and the Falkreath Jarl's Longhouse.

Bugs
 
 
  
 Workaround: use the console to select the item on the rack and use   to take the item from the frame and place it at the players feet.
 
 
 
 
 

Gallery
Lore:Hew's Bay

Hew's Bay  (formerly known as '''Hubalajad's Bay''')  is the body of water that encompasses south-central Hammerfell, around the eastern coast of Hew's Bane and the cities of Abah's Landing and Taneth.  It is named after Prince Hubalajad, the Yokudan noble that founded the aforementioned region of Hew's Bane, but his efforts throughout the years ended in failure and tarnished his name.  

The bay also contains smaller locations such as the village of  , the towns of   and  ,  as well as landmarks like  . The bay opens up from the narrow mouth to the south near Abah's Landing, where it meets with the Abecean Sea, further down leads to other major cities like   and  , as well as the  . Hew's Bane north coast is riddled with steep mountains, leaving no room for any harbor or landing on the bay.  The   and the   are found on the northern end of the bay. 
 

Gallery
 

References
Lore:Roseguard

Roseguard (also called Rosgard)  is a town found in southern Hammerfell, on the eastern shores of Hubalajad's Bay near the city-state of Taneth. 

The town has been in existence since at least the Tiber Wars.  During the   in the late- , the town of Roseguard was an active settlement. It was ruled by Prince Febun and had a rivalry with  .  Roseguard is neighbored by several settlements, including   to the southeast,   to the northeast, and Taneth to the northwest.  

A conflict took place in Roseguard sometime in the  , roughly before  , concurrent with   against the Third  . A soldier named Angarion the Bold was a named champion of this battle. 
 

Gallery
 

References
Online:Pellitine Outlaw Style

Pellitine Outlaw Style is a style whose individual pieces are available in Frost Atronach Crates as a Legendary-level reward.
Weapons and Shields


Gallery
Blades:Decorations

They come in three different sizes: small, medium and large.
 
    
Small Decorations
 

Medium Decorations
 

Large Decorations
 

Unsorted
Ancient Stone Tablet
Fountain
Lantern
Ysgramor Statue
Crypt Door
Armillar Sphere
Burnt Tree
Golden Flame
Harrada
Garden Statue
Water Well
Daggerfall:Spells

Dozens of spells are available for magically-inclined characters in Daggerfall. Spells can be purchased from merchants in either the Mages Guild or the Temple of Kynareth. In addition, custom spells can be crafted through the Spell Maker.

One hour game time is 5 minutes real time, or 60 minutes game time is 300 seconds real time, which works out to 5 seconds real time for each unit of duration. e.g. A level 2 character's light spell would last (1 + 2x4) x 5 = 45 seconds real time.

 
Alteration Spells
 
Destruction Spells
 
Illusion Spells
 
Mysticism Spells
 
Restoration Spells
 
Thaumaturgy Spells
 


Summary of Default HUD Magic Icon Assignment
An overview of icon-to-spell association on the HUD for all spells listed above, including when those spells are cast by magic items and traps, cast by the player, or by the enemy.
Lore:Dushnikh Yal

Dushnikh Yal is an   stronghold nestled in the southern scarps of   in  , located on the northern slopes of the   across the border of Craglorn in Hammerfell. 

During the  , the stronghold was built onto the side of a mountain and was ruled by Chieftain Ugorz. Sometime before the Planemeld, his envious son Begnar sought to be chieftain and made a deal with the Dremora Grexev. To fulfill the terms of the deal, Grexev caused a rockslide that swallowed the entire stronghold, with Begnar's hopes that his father would be one of the casualties, but to his misfortune he too had perished in the rockslide and the stronghold was dragged into Molag Bal's Village of the Lost.   It would come to be known as Dushnikh's Shadow as daedra and undead tortured the spirits of the village's inhabitants, but former chieftain Ugorz later managed to escape with the help of the   in  . 

Following Molag Bal's defeat and the end of the Planemeld it is unknown if Dushnikh's Shadow was returned to Tamriel or if the ruins remained in the realm. Whatever the case, by  , Dushnikh Yal had become an isolated but prosperous stronghold, with one longhouse and an   mine.  It was led by Chief Burguk, son of wise woman Murbul and the previous chief, who was married to hunt-wife Arob, forge-wife Gharol, and Shel. His older brother Oglub worked in the mines and his younger brother Ghorbash left to travel with the Legion for many years before returning to the stronghold, and had great respect for his leadership. His sons Nagrub and Umurn were strong warriors, uneasy with the prospect of one day fighting each other for chiefdom, while his daughter Lash left the stronghold to work in Karthwasten.  Lash's mother Gharol enlisted the help of the Last Dragonborn to deliver a sword for her daughter.  
 
Gallery
 

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

References
Skyrim:Knight of the Crypt

A dead Knight of the Crypt is found at Simon Rodayne's grave west of Purewater Run and west of Dushnikh Yal, during the Crypt of the Heart quest. ''Knight Captain's Orders and an Iron Sword can be found on them.

The Knight wears a full set of iron Spell Knight armor. As a spellsword, he knows Bound Sword, Chain Lightning, Firebolt, Healing, and Ironflesh.
 
 
A dead Knight of the Crypt is found at Simon Rodayne's grave west of Purewater Run and west of Dushnikh Yal, during the Crypt of the Heart quest. ''Knight Captain's Orders'' and a Steel Sword can be found on them.

The Knight wears a full set of steel Spell Knight armor. As a spellsword, he knows Bound Sword, Chain Lightning, Firebolt, Healing, and Ironflesh.
 
Related Quests
Skyrim:Hyenril's Journal

Master Ellane said the   was crafted by  , and passed on through the generations until it was stolen by  , before being shattered into pieces by the  .

While the pieces may be lost forever, they say centuries later, a descendant of Loreth sought to recreate their magic. The results were the Arms of Chaos, magical staves that harnessed the power of the Sun and the Moon. Yet one day, the mage dismantled the staves and left them lifeless, convinced they were possessed by some unknown madness. 

It was my master's obsession to restore these artifacts, and in her honor, it has become mine. If only I could speak to her, I would know what to do next.

  
Leave it to my late master to provide guidance on how to proceed. Going through her effects, I found a sketch of the necklace she often wore. It's identical in all ways but one - there's an orb set in the center of the amulet, teeming with fire. If it's true that Loreth's magic allowed one to travel to distant worlds, then it's possible this orb is a Sigil Stone! If my hunch is right, the staves are missing the same. 

  
My spirit renewed, I scoured the archives in Winterhold and found my path forward. I must find a way to summon three Daedra, Guardians of the Sigil Stones. There's an altar on the eastern shore of Skytemple Ruins, bearing a Daedric mark. It may be what I need.

  
I've hit a snag. The ring used to activate the summoning circle was buried with my late master, which I foolishly had shipped to her ancestral home. To think she even gifted me the ring, and I mistook it for sentiment! I feel thicker than Netch Jelly.

Still, complaining won't undo my mistake. The name of the ship was the Sea Stallion, I wonder if I can catch it before it departs.

  
The courier has yet to return. I'm beginning to fear the worst; that the ship had already left the dock long before my letter arrived. I'm not sure what to do at this point. I haven't had much sleep, and my mind is starting to hear creaking noises where nothing exists. 

I wish my master were here still, so I could seek her wisdom. They say there is a Shrine of   at the pass to the south. Come morning, I will visit it and pray for an answer.
Skyrim:Loss of the Sea Stallion

Orthrus,
 
The new route you suggested may help us avoid the pirates, but not the storms. The Sea Stallion now lies at the bottom of Pilgrim's Trench, and its cargo along with it.  If I ever find that charlatan of a priest we paid to bless the ships, I'm going to rip the amulet of Kynareth off his neck and strangle him with it.
 
Anyways, if you know any divers looking for a challenge, I've enclosed a potion of waterbreathing and some scrolls with this letter. It won't do anything about the slaughterfish, but at least it'll help you hold your breath.
Skyrim:Master Ellane's Last Words

If you're reading this, it means I'm dead, a fate I'm sure brings a smile to your face, if you're standing on your head anyway. Otherwise it would just be a frown, and we can't have that. That would be far too predictable.
 
For who doesn't appreciate a little chaos? Maybe I'll finish this sentence by saying flying   loaf. Hopefully now your frowns are facing the right direction.
 
After all, neither rhyme nor reason has a home here. Fire is water, up is down, right is wrong. Death is life. 
 
And so like   to   before me, I speak to you now, dear apprentice, from inside this box. A wise sage might caution you to be careful when you follow my path, lest you end up in the same place. 
 
But I have never claimed to be wise. To me, death is yet another adventure, another possibility to explore. The same should be true of your life.
Lore:Great Bay

Great Bay is the body of water found between the regions of Rivenspire and Wrothgar, serving as an extension of the waters of the Sea of Ghosts.  A number of settlements are found along the coastline of the bay, most notably Northpoint, Old Orsinium, and   Stronghold. The  ,   , and   all feed into it. The inlet of its southernmost coastline forms the Shipwreck Cove, a harsh series of jagged rocks that many ships have fallen victim to.  
 
 
Notes
-->
References
Skyrim:Blackbone Isle

It can only be reached via the boat at Orphan's Tear.  

The island consists of a small strip of coastline as well as the entrance to a cave known as Blackbone Isle Grotto. The Grotto houses a ship named ''Dead Man's Dread'', which can be repurposed as a player house after completion of the related quest.
 
Related Quests
 

Blackbone Isle
You will arrive on Blackbone Isle just at the entrance to the Grotto, where you may immediately be attacked by an undead enemy (see below). You will need to enter the Grotto as part of the related quest, but a quick detour down the coast can offer additional loot. The island cannot actually be circumnavigated due to invisible barriers, and tall mountains block any progress into the interior. Your only option is therefore to head south, towards a shipwreck visible from the entrance.

The remainder of the coast is crawling with undead if you have either the Bone Wolf and Plague of the Dead Creations installed. There are a total of six undead enemy spawn points along the shore where you may encounter some of these new enemy types, including the one at the entrance. If you have neither Creation installed, the island will instead be inhabited by six harmless rabbits. Several chests can be found by exploring the island, as well as two moonstone veins.

Notes
Blackbone Isle has a map marker and it can be fast travelled to from the mainland. However, although you can display the world map while you are on the island, there are no displayed place names and you are therefore compelled to return to the mainland using the boat on the beach outside the grotto entrance, as fast travel is impossible in the reverse direction. It is worth bearing in mind that you will probably be immediately attacked when you land at Orphan's Tear unless you have dealt with the 3 respawning resident bandits before you left for the island.

Maps
Online:Karndar Watch

It is found at the end of the main road east of Gryphon Aerie and south of Direnni Abyssal Geyser. The grounds of the ruins are occupied by hostile imps, and indriks can be found at the terrace reached by the stairs. A copy of Ayrenn: The Unforeseen Queen is found next to one of the shrines on the eastern side.

Karndar Watch was originally intended to be a point of interest with its own quest, which would have involved going deep underground to the elven ruins below, but was cut for unknown reasons. There is no entrance to the ruins as it was removed, though it was likely intended to be at the arch.
 
 

Occupants
Imps
Indriks

Maps
 
Gallery
 
Notes
The ruins of Karndar Watch were datamined in the files before the release of Summerset, named twice as "  Watch" and "Karndar". When Summerset was released, many map files for the location were found, showing that the interior descended deep into the depths of Summerset. The exterior location still remains on the map with a main road leading directly to it, but the entrance door was removed and it is unmarked.
Skyrim:Blackbone Isle Grotto

The cave is initially filled with undead. It houses a haunted ship named ''Dead Man's Dread'', which can be repurposed as a player home after completing the related quest.
 

Related Quests


Walkthrough
Exterior
The entrance to this cave can be found directly next to the boat connecting Blackbone Isle to Orphan's Tear. For more information, see the Blackbone Isle article.

Blackbone Isle Grotto
left|thumb|Blackbone Isle Grottoright|thumb|The skullBlackbone Isle Grotto is a flooded cavern containing ''Dead Man's Dread'', a famed ship which became trapped underground roughly six hundred years ago. Two undead enemies block your path when you first approach the ship, although they do not respawn. A giant skull has been hewn into the stone wall of the cavern. In the mouth of giant skull, behind and to the right of the fire is a treasure chest. To reach it you can use Whirlwind Sprint from the ship's bowsprit and aim for the mouth.
Lore:Kelps Yat

Kelps Yat (also called Dragon Grove)  is a town found in southwestern Hammerfell, on the shores of the Eltheric Ocean near the city-state of Hegathe.  

The town of Kelps Yat has been in existence since at least the Tiber Wars.  During the   in the late- , the town of Dragon Grove was an active settlement. It was ruled by Lady Klaltaki and had a rivalry with  .  Dragon Grove is neighbored by several settlements, including   and   to the north, and Hegathe to the south. 
 

Gallery
 

References
Lore:Sunkeep

Sunkeep is a town found in southwestern Hammerfell, near the shorelines of the Eltheric Ocean and Abecean Sea.   

The town of Sunkeep has been in existence since at least the Tiber Wars.  During the   in the late- , the town of Sunkeep was an active settlement. It was ruled by Prince Alazen and had a rivalry with  .  Sunkeep is neighbored by several settlements, including Chasetown and Sentinel to the north and Kelps Yat and Hegathe to the south. 
 

Gallery
 

References
Lore:Chasetown

Chasetown (or Chastown)  is a village found in western Hammerfell, on the shores of the Eltheric Ocean near the city-state of Hegathe.  

The village of Chastown has been in existence since at least the Tiber Wars.  During the Imperial Simulacrum in the late- , the village of Chasetown was an active settlement. It was ruled by Lord Fhalan and had a rivalry with Lainlyn and Kelps Yat.  Chasetown is neighbored by several settlements, including   to the north and   to the south. 
 

Gallery
 

References
Skyrim:Dead Man's Dread (place)

It is initially filled with undead, but can be claimed as a player home after completing the related quest.

 

Related Quests


Interior
thumb|left|The captain's quarters
 
 
Notes
The ship's cupboards contain unique clothing items added by this Creation.
Although Blackbone Isle has a map marker and can be fast travelled to from the mainland, you are required to take the boat back to Orphan's Tear to leave the island. This makes ''Dead Man's Dread'' particularly inconvenient as a player home, requiring three loading screens to reach via fast travel. The bandits at Orphan's Tear also respawn, meaning you will likely be attacked upon landing.

Bugs
 
Wait for ten full days before reading the Pirate's Note and coming back to the island.
 
  
 -->
Lore:River View

River View (or Riverview)  is a village found north of Gilane in west-central Hammerfell, in the inland area between Illiac Bay and Hubalajad's Bay.  

The village of River View has been in existence since at least the Tiber Wars.  During the Imperial Simulacrum in the late- , the village of Riverview was an active settlement. It was ruled by Lord Blotten and had a rivalry with Shady Grove and  .  Riverview is neighbored by several settlements, including Vulnim Gate to the north as well as Taneth and   to the south. 
 

Gallery
 

Notes
A large mansion named Riverview appeared in Oblivion in the city of Cheydinhal, but is unrelated to the Hammerfell town.

References
Lore:Vulnim Gate

Vulnim Gate (also called Oulnim Gate)  is a town found in west-central Hammerfell, north of the city-state of Gilane. 

The town of Oulnim Gate has been in existence since at least the Tiber Wars.  During the   in the late- , the town of Vulnim Gate was an active settlement. It was ruled by Count Lhohte and had a rivalry with  .  Vulnim Gate is neighbored by several settlements, including   to the south,   to the northeast, and Lainlyn to the northwest. 
 

Gallery
 

References
Online:Endrothir's Home

Endrothir's Gemporium is run within. There are plenty of barrels and crates underneath the house. Within are several desks, crates and bookshelves.thumb|right|Interior
Online:Shrine of Jode

thumb|right|InteriorThe containers in and around the shrine can be looted freely.
 
Related Quests
 
Residents
Characters appear outside the shrine after the Daedric invasion has been quelled.
Agarthe Dantien
Grohanar
Louna
Online:Shrine of Jone

thumb|right|InteriorThe containers in and around the shrine can be looted freely. There is a banana on the altar.
 
Related Quests
 

Residents
Characters appear outside the shrine after the Daedric invasion has been quelled.
Arnarne
Zebabi
Online:Shrine of Lorkhaj

The containers in and around the shrine can be looted freely. The interior can only be accessed during the related quest.
 
Related Quests
 
Residents
Characters appear outside the shrine after the Daedric invasion has been quelled.
Hanillal
Manabi
Milira
Pilgrim Touraz
Online:Shadow of Namiira

The Shadow of Namiira is an aspect of Namiira which is heard during a Cantor Trance at the village of Black Heights in Southern Elsweyr. While she makes no physical appearance, the impact she had on the lives she interacted with is devastating. Another aspect of Namiira also appears in Shadowfen, as the Aspect of Namira.

Related Quests
 

Quest-Related Events
While helping Adara'hai free her brother-in-law from the grip of the dro-m'Athra, she will ask you to investigate the village through a trance to see the sources of the corruption. The visions follow Dak'radhi after the death of his wife and his son's onset of illness. With the third vision, he is seen standing on the bridge praying to Khenarthi for his son's survival. The Shadow of Namiira answers instead and taunts him:
:'''Dak'radhi: "Khenarthi. Please. He is a boy. He is our only boy …. If you must take someone, take me!"
:Shadow of Namiira: "She doesn't want you."
:Dak'radhi: "W&mdash;who's there?"
:Shadow of Namiira: "She never wanted you."
:Dak'radhi: "Shut up."
:Shadow of Namiira: "Or your wretched wife."
:Dak'radhi: "Shut up."
:Shadow of Namiira: "Or your wretched son."
:Dak'radhi: "Shut up!"
:Shadow of Namiira: "She's forsaken you. But I haven't. There's a place in the Dark for all you cast off, forgotten souls."
:Dak'radhi: "You&mdash;you will save Vijari-ma."
:Shadow of Namiira: "No, lonely creature. You will."''

The Shadow kept its word and had Dak'radhi gather reagents for a special paint. In the fifth and final vision in the Colorworks, the Shadow of Namiira enacts a ritual with Dak'radhi.
:'''Dak'radhi: "Dak'radhi brought what you asked."
:Shadow of Namiira: "Pour it all into your art."
:Dak'radhi: "Blood of a flightless bird."
:Shadow of Namiira: "Too terrible and ugly for Khenarthi's sky."
:Dak'radhi: "Petals, blue as the sky."
:Shadow of Namiira: "Numbing dreams are as close as you'll come."
:Dak'radhi: "The skin of her fallen children."
:Shadow of Namiira: "Torn down by her own wind and claws."
:Shadow of Namiira: "Come, my lost cat. Paint your mark for me and we'll dance on Khenarthi's graves."''

While the vision ends here, it is known that Dak'radhi went to the Wall of Life to paint his mark which corrupted the mural. This caused it and the Passage of Dad'na Ghaten to become a beacon for the dro-m'Athra.
Online:Haldwyn (merchant)

Haldwyn is a Nord traveling merchant found on the road between Fort Grimwatch and Greenhill.
 
Dialogue
She likes the weather.
:''"It's so wonderfully warm. A fine day for a bit of trade."''