Netruk44/uesp-wiki-content huggingface dataset:
Skyrim:Let Sleeping Wolves Lie

Quick Walkthrough
#Read the Letter from Bolgeir Bearclaw.
#Locate the necromancer northwest of Folgunthur and read his journal.
#Bring the Totem Bone to the caged Bone Wolf nearby to complete the quest.

Detailed Walkthrough
thumb|right|An undead pet
Solitude Calls for Aid
Once The Wolf Queen Awakened has been completed, a courier will give you a letter from Bolgeir Bearclaw. After reading the note, you will be directed to a rocky overhang located along the coast northwest of Folgunthur, just across the bay from the Solitude docks. A hostile necromancer has set up camp underneath the outcrop. His camp is guarded by two hostile thrall wolves, and werewolf pelts can be found scattered all over. The necromancer will also likely resurrect the nearby dead wolf, so be prepared to face multiple enemies.

Once you have defeated the hostiles, search the necromancer to obtain his journal, along with a key and a bloody Totem Bone. The key can be used to unlock the nearby cage, which contains a non-hostile Bone Wolf. The necromancer had not yet completed the ritual to bind the wolf to his will, and it will be quite happy to have its bone back.

The quest will then conclude, and you can ask the Bone Wolf to follow you. It serves as a pet, meaning it will not fight enemies but can be used to carry items. While following you, the Bone Wolf will grant you a perk buffing the damage you do to undead enemies. It can also be told to wait at a city, wait at its current location (either temporarily or permanently), or wait at your house.

Notes
Bone Wolves previously appeared in the Bloodmoon expansion for TES III: Morrowind, where they could regularly be encountered alongside draugr.
The quest name is a reference to the phrase "let sleeping dogs lie".
At release, the note from Bolgier Bearclaw was added to your inventory automatically upon installing the Bone Wolf Creation, or as soon as you left Helgen Keep as a new character. This was changed in the Anniversary Edition.

Quest Stages
Lore:Seht's Affect Inducer

is a device that could manipulate a person's emotions. Created by  , the device was originally entrusted to  . 

Around  , High Magistrate   of The   (posing under the identity of Penewen with an enchanted necklace) manipulated Telenger the Artificer to use his teleportation device, The   on her to teleport her into the Clockwork City. She planned to obtain the Affect Inducer from the city so she could use it on Proxy Queen Alwinarwe for her own political gain and to revert the Summerset Isles to isolationism. 

Her efforts were stopped when Razum-dar caught wind of her plot and followed her tracks through the Clockwork City, the Evergloam, Artaeum (accidentally) and eventually caught her in Alinor where he managed to subdue her.  

References
Lore:Hyperagonal Locational Determinator

The   was a device created by Telenger the Artificer around  . It allowed the user to teleport themselves anywhere they desired, even to places that were protected by magical defenses such as Artaeum and The Clockwork City.

Circa  , High Magistrate   of The    (posing under the identity of Penewen with an enchanted necklace) manipulated Telenger the Artificer to use his teleportation device on her to teleport her into the Clockwork City. There she planned to find Seht's Affect Inducer, a magical device entrusted originally to   that can manipulate a person's emotions. She planned to use it on Proxy Queen   for her own political gain and to revert the Summerset Isles to isolationism. 

Her efforts were stopped when Razum-dar caught wind of her plot and followed her tracks through the Clockwork City, the  , Artaeum (accidentally), and eventually caught her in Alinor where he managed to subdue her.  

References
Lore:Clockwork Apostles

The   are devout followers of the Clockwork God,  . They reside in the Clockwork Basilica within the Brass Fortress of the  . 

Those seeking to become an Apostle must possess great expertise in magic, machinery, or some other skill that they deem worthy. Apostles are known to replace their limbs with "perfect" clockwork parts designed by Sotha Sil. They consider this practice to be an expression of faith in their god as well as a means to improve upon what they consider to be flawed biological anatomy.  An infrequently observed tradition among the Clockwork Apostles is to enshrine their amputated body parts after replacement. 

Apostles are often seen as elitist by outsiders, and they are known to delegate menial tasks to others.  They follow the sermons of Deldrise Morvayn and devote their work towards one goal: achieving Tamriel Final, a new  .   

The highest-ranking Apostles form the governing body of the City, the Congress of Calibration.  The highest rank of the Apostles is the Torbillon. 

The Clockwork Apostles' legal system is relatively rudimentary, mostly because it is used so rarely. Infractions, such as research sabotage or plagiarism, typically result in exile. For more serious crimes, Apostles use a method of punishment known as a cognitive prison &mdash; an induced coma where the condemned's mind is set to a recursive loop, trapping them in an inescapable mental space. By the mid-Second Era, the punishment had only been used twelve times. 

History

Following the death of Sotha Sil, the Apostles were led by the Dunmer, Galyn the Shelterer, who took it upon himself to keep the Clockwork City's inhabitants alive. With the Mechanical Heart finished, the exiled Apostle Mecinar returned into the realm circa  , in an effort to claim it. This endeavor was a success, and Mecinar claimed the artifact's godly powers, and he began the process of converting the realm to his own image, turning the inhabitants into Abominations. The tyrant was stopped when the Forgotten Hero trailed him into the City, but stories differ from there. One rumor states that the Forgotten Hero destroyed the Heart, and the Clockwork City's inhabitants were forced to abandon it as it ceased to function.  Another account holds that the hero used the Heart to harness its power and fought Mecinar on equal ground, allowing the Heart to live on along with the city. The Heart's power overwhelmed the Hero and they disintegrated, it is claimed, but their consciousness lived on within the City. In this story, the the Apostles remained in the realm.  

References
Online:Sharbarga

Sharbarga is an Orc seen working outside the Screaming Mermaid. When you advertise for Cyrodilic Collections' latest expedition to Murkmire, she is among those interested, along with Kassim af-Azik. She otherwise cannot be spoken to. She appears during the related quest and walks over to the handbill you hung when you start dancing.
 

Related Quests
Online:Seek Adventure in Murkmire!

Seeking stout adventurers for the journey of a lifetime! 

Ancient ruins! Captivating customs! Sublime vistas and fascinating fauna! You'll find all this and more in the mysterious swamps of  ! 

Do you find yourself pining for a chance to see the world? To escape the mundane and explore what lies just beyond the horizon? Join the ranks of   today and secure your place in the history books of tomorrow! Discoveries and adventure await. Sign up today! 

Please contact   in   for further details.
Online:Soul-Shriven

Soul-Shriven Soul-Shriven Soul-Shriven
A group of Soul Shriven, chained in Coldharbour|thumb|leftSoul-Shriven are the vestigial husks of mortals whose souls have been stolen by Molag Bal.

A Soul-Shriven skin can be earned in the Imperial City DLC, and the Soul-Shriven style of weapons and armor can also be earned by completing the quest Cadwell's Silver.   and   are available as furnishing items.
 
Hostile Soul-Shriven
Feral Shriven
Feral Soul Shriven
Shriven Blademaster
Shriven Invoker
Shriven Keeper
Shriven Noble
Shriven Scourge

Generic Soul-Shriven
Shriven Minstrel
Shriven Traveler
Shriven Worker
Soul Shriven

Named Soul-Shriven
Cadwell
Dralnas Moryon
Er-Jaseen
Famazar
Gahznar
Galynne
Gasteau Chamrond
Ghalor
Guzash gra-Bar
Helena
Hillaz
Jurisa Denter
Midura
Sage Tirora
Saryne Dralen
Suronii
Svaritra
Talian
Treva
Ugorz
Zirani
Lore:Tarnished

The   are those who lack the skills required to become a Clockwork Apostle, or are incapable of being merchants or craftsmen. As a result they are cast out and become Tarnished.  The Tarnished live in the slums of Slag Town. The Tarnished are disenfranchised,  and often have to rely on themselves to get by.  In the Second Era, an Orc named Razgurag acted as Slag Town's unofficial mayor, keeping track of Slag Town's supplies. The mayor petitioned the Clockwork Apostles for help, but they did little to aid the Tarnished. He ended up hiring mercenaries to obtain the supplies necessary to treat illnesses, fuel their fires for warmth, and improve their quality of life. 

References
Online:Valam

Valam is a Khajiit merchant found on Rinmawen's Plaza in Alinor where he is asked to pay a fee for unloading boxes by a High Elf with the title of Tithereeve Atofir.
 
Dialogue
:Valam: "This one fails to understand. One must pay a fee for... unloading boxes?"
:Tithereeve Atofir: "A levy is imposed on any shipments that are due for commercial resale, yes. As designated by the proclamation of the Proxy Queen."
:Valam: "And yet this one does not see High Elf merchants paying such tithes."
:Tithereeve Atofir: "The tariff is waived in the cases of vendors who have regularly traded in Alinor for decades."
:Valam: "You mean that only new arrivals get taxed."
:Tithereeve Atofir: "The taxes fund our customs officers and ensure that only quality goods are brought into Summerset. As the goods of our High Elf vendors are above reproach, their exemption from the tax is only logical."
:Valam: "Valam brought these spices all the way from  , and you say he must pay for the privilege to sell them? Did your queen open this land, or did she not?"
:Tithereeve Atofir: ''"We have complied with the Queen's proclamation. All visitors are welcome to our land. Their refuse, however, is not."''
Lore:Oldgate

Oldgate (also spelled Old Gate)  is a fortified gate located on the border of the region of Rivenspire, situated within the province of High Rock. Oldgate serves as the regional bulwark for the city of Shornhelm, and a gateway between Rivenspire and Stormhaven. It works adjacent with Newgate, which is found in Stormhaven instead of Rivenspire. It is the home of the  . 
 

History
Oldgate has been a part of Shornhelm's history in war, such as when the Oldgate Lancers joined the Charge of the Shornhelm Knights at the   of  , an important battle against the   and the invading  . The Oldgate Lancers were also present during   in  , when the Kingdom of Rivenspire invaded the city-state of  . Had the Oldgate Lancers been able to scatter the Wayrest militia,   would have been able to conquer Wayrest, and by extension, the  , however, things turned out for the better.   fought against the Oldgate Lancers, wielding his enchanted broadsword, the  . Emeric was able to defeat the Oldgate Lancers, being able to break the first siege against Wayrest. When Ranser was defeated at  , the Kingdom of Rivenspire, and the fort of Oldgate were brought into the Greater Daggerfall Covenant. Captain Philmont of the Oldgate Lancers was a war leader of the Daggerfall Covenant.   

During the   in  , the fort of Oldgate served as a bulwark against the rising threat of  , as the Montclair Knights took over the road between Oldgate and Shornhelm, around Hinault Farm. At this point, High King Emeric had become involved as the Montclair took over Upper Shornhelm, and so the   made their way into Oldgate, to handle the situation.   

During the   in the late  , the town of Old Gate was an active settlement, being ruled by Count Tristyval. It had a rivalry with  .  It was neighbored by several settlements, including   in the northeast,   in the southwest, and   in the south. 

Notes
The M'aiq the Liar seen in ESO claims Oldgate was once simply known as "Gate". However, because of the Khajiit's dubiousness when it comes to facts, this may not be true.

Gallery
 

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

References
Online:Wayrest People

Dreughside People
 
 
 
 
Notes:
Before Update 11, Khojifa and Madame Lemaitre resided in Lemaitre Manor
Online:Indirim's Report, Part 1

Definite evidence of Sea Sload incursion on Summerset. We're tracking one of the vile creatures along the coast to the west of Alinor, near the vicinity of Welenkin Cove.

  
We ran into a phenomenon that seemed to be not entirely natural in origin. A geyser sprang up, but instead of just spouting water, it also unleashed the terrible sea creatures that have been reported near Shimmerene and other parts of the island, the yaghra. Worse, there were also undead monstrosities among the unleashed horde.

  
We need to confirm my findings, but I have come to the conclusion that the yaghra and the undead have been set upon us by some sort of Sea Sload magic.
Online:Indirim's Report, Part 2

At the center of the strange geyser, we discovered one of the sea gems the Sapiarchs have named "abyssal pearls." It radiated a foul magic that not only appeared to anchor the geyser, but seemed to serve as a lure of sorts for the yaghra. Upon destroying the pearl, the terrible event came to an abrupt end.

  
We tracked the Sea Sload to its hiding spot in Welenkin Cove. The creature called itself B'Korgen as it addressed its yaghra servants with a combination of its guttural verbal language and by speaking directly into their minds. If we got close enough, the mind magic seeped into our own heads. It was a strange and defiling experience.

  
B'Korgen appeared to be tending to a bed of growing abyssal pearls. It drew strange sigils in the water around the pearls and even upon their lustrous surfaces, and added alchemical mixtures to the water that made the sea glow with an arcane light. I'm sure this is the source of each pearl's magic.
Online:Indirim's Report, Part 3

A cloaked and hooded High Elf paid a clandestine visit to the Sea Sload in Welenkin Cove while we made our observations. The figure spoke softly, but a few words reached us on the seaborne breeze. It seems that B'Korgen is one of a small number of Sea Sload currently active in Summerset's shadows. They call themselves "the Abyssal Cabal" and they appear to have partnered with a group of High Elves that calls itself "the Court of Bedlam." The Battlereeve will want to find out more about this subversive group.

  
From what I could glean of the conversation, the geysers are just part of a larger plan to wreck havoc across Summerset and eventually sink the island so the Sea Sload can reclaim it.
Online:Indirim's Report, Part 4

I took a chance and slipped closer to try to get a better look at the sigils, the pearls, and the cloaked and hooded figure. B'Korgen is definitely combining magic and alchemy to alter the nature of the abyssal pearls. I wish I had more time to study the creature's techniques. I heard the Sea Sload tell the hooded figure not to worry. "K'Tora accomplished his role in the mission, and while his death is regrettable, it doesn't change the overall plan."

  
The hooded figure slipped away and Miriya and the Captain decided not to give chase. Better to return to Alinor with what we've learned and let the Battlereeve decide our next move.
Online:Indirim's Report, Part 5

From what we've been able to learn, Summerset is not being invaded by an overwhelming force of Sload. Instead, a small cabal of Sea Sload—what started out as four, now reduced to three due to the death of one called K'Tora—has infiltrated the island in order to unleash the destructive abyssal geysers and hordes of yaghra and undead. And they appear to be working in conjunction with a group of High Elves that calls itself "the Court of Bedlam."

  
Marine Saruwy slipped on a wet stone and revealed our presence to the Sea Sload. It ordered its yaghra servants to dispatch us. Time to make a run for it. We need to get this report and everything we learned to the Battlereeve.
Online:Pledge: March of Sacrifices

Quick Walkthrough

Detailed Walkthrough
Speak to Urgarlag Chief-bane and she will provide the details of her daily quest.
:'''What's the pledge today?
:"The Great Hunt. A savage contest hosted by Hircine himself. You'll have to fight your way through his realm of Oblivion in order to capture his grand prize. He calls the place the March of Sacrifices. For obvious reasons."
:And if I can handle more than that?
:"Hircine revels in the brutal combat between his contestants. And the way I hear it, your greatest competition is the werewolf Balorgh. Taunt the Orc by burning his pack's banner, and show Hircine what you're truly made of."
:I pledge to seek out the March of Sacrifices and return Undaunted.
:" "''


You have the option of burning Balorgh's banner to initiate hard mode.
: Any boons granted from the Golden Indrik Hunts will also be removed from all players for the duration of the fight.>

After completing the dungeon, return to Urgarlag for your reward.
:''"Go on then, you've got your pledge. Show me what you're made of."
:I made my way through the March of Sacrifices.
:"That's what I like to hear! Be it ancient ruin or Daedric Realm, the Undaunted always come to dominate. I'm sure you're just scrambling to get back there, but don't worry. I'll be on a lookout for any other Great Hunts that Hircine announces."
:And as for my reward?
:"Hircine's little challenge was nothing against your might. And hey, not everyone has the guts to wade through a Daedric Prince's backyard of monstrosities for bragging rights. That earns you a key, I'd say."''

Quest Stages
Online:Prologue Quests

Prologue Quests are quests that are released ahead of new story DLC to act as an introduction to the plot. They do not form a major part of the storyline of a particular zone, and are a type of side quest. Prologue quests can be started from relevant in-game locations, but can often also be started with a quest starter from the Crown Store.

The following prologue quests have been released:

The Missing Prophecy, ahead of the Morrowind Chapter.
Of Knives and Long Shadows, ahead of the Clockwork City DLC.
Through a Veil Darkly, ahead of the Summerset Chapter. Started with  .
Ruthless Competition and The Cursed Skull, ahead of the Murkmire DLC. Started with  .
Once the above Murkmire prologue quests are completed, six daily quests are unlocked and are obtained from Jee-Lar: 
A Taste for Toxins
Anti-Venom Agitation
Bug Off!
Reeling in Recruits
Salty Meats
The Winds of Kyne.
The Demon Weapon and The Halls of Colossus, ahead of the Elsweyr Chapter. Started with  .
Once the Elsweyr prologue quests are completed, nine daily quests are unlocked and are obtained from Zahari:
Dark Souls, Mighty Weapons
'''Dragon Lore: Icehammer's Vault
Dragon Lore: Shroud Hearth
Dragon Lore: Stormcrag Crypt
Goblin Demonstration
Lamia Demonstration
Lurcher Demonstration
Skeleton Demonstration
Spider Demonstration.
The Dragonguard's Legacy and The Horn of Ja'darri, ahead of the Dragonhold DLC. Started with  .
The Coven Conspiracy and The Coven Conundrum, ahead of the Greymoor Chapter. Started by purchasing the free quest starter from the Crown Store.
The Ravenwatch Inquiry and The Gray Council, ahead of the Markarth DLC. Started by purchasing the free quest starter from the Crown Store.
A Mortal's Touch and The Emperor's Secret, ahead of the Blackwood Chapter. Started by purchasing the free quest starter from the Crown Store.
An Apocalyptic Situation and The Key and the Cataclyst, ahead of The Deadlands DLC. Started by purchasing the free quest starter from the Crown Store.
Ascending Doubt and A King's Retreat''', ahead of High Isle Chapter. Started by purchasing the free quest starter from the Crown Store.
Lore:Divine Prosecution

The   are a state-level law enforcement organization tasked with enforcing not just the temporal laws, but also the religious laws of the  . Under the First Aldmeri Dominion, they were a division of the  ,   and were the highest authority of law and order on  , second only to the Queen and her Royal Court.  They target what they perceive to be heresy, including   worship.  The Divine Prosecution are wary of outsiders, but were known to have deputized skilled adventurers to handle dangerous threats after the island of Summerset was opened to outsiders by Queen   circa  .  

The Divine Prosecution is made up of jurisreeves, justiciars and bailiffs. Jurisreeves oversee investigations, normatively in groups of three. Each such group, known as an examiner's quorum, consists of a revelator-naganwe or "death seer"  to conduct magical inquiries; an admanen—literally "listening eye"—to act as a fulcrum and balance competing theories about the case; and a thalmilan to judge the evidence and render a verdict.   The rule of three relates to an Altmer superstition that holds the number two to be inauspicious,  but also serves the utilitarian purpose of ensuring that each case is examined from multiple perspectives. 

One of the units of the Divine Prosecution is the Hindalatus wing, which is led by a jurisreeve titled the Chief Inquisitor and charged with the investigation of "adoctrinal crimes".  Before Queen Ayrenn's decree opened Summerset to foreigners and the rise of the Court of Bedlam, the Prosecution primarily busied itself with settling petty disputes and policing seditious speech. 

Notes


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

Gallery
 

References
Lore:Rinwaray

of the   (posing under the identity of Penewen with an enchanted jeweled brooch) manipulated   to use his teleportation device, the  , to teleport her into the  . There she planned to find  , a magical device originally entrusted to   that can manipulate a person's emotions. She planned to use it on   for her own political gain and to revert the  s to isolationism. Her efforts were stopped when   caught wind of her plot and followed her tracks through the Clockwork City, the  ,   (accidentally), and eventually caught her in   where he managed to subdue her and now awaits the Queen's judgement.  

Notes
She wrote the book Cases of the Divine Prosecution, which criticizes another Altmer for breaking the law. Later on she goes and breaks the law as well.
She is also an author of reports for the Proxy Queen Alwinarwe - The Mystery of Artaeum and Meet the Character - Khamira.

References
Lore:Moon Hunter Pack

The   was a werewolf pack that dwelled inside   around  , the former garrison of the Werewolf hunting organization the  . Many werewolves rushed to join the pack for safety in numbers after hearing tales of the pack defeating the Silver Dawn and as a result, it became the biggest werewolf pack   has ever seen. 

It was led by  , one of the first werewolves. She could bend the will of werewolves, and she recruited both the willing and unwilling. Her pack had three known kinds of Werewolves. The first is the common Werewolf. The second is the  . Not much is known about them but their werewolf appearance is beast-like even while in a humanoid form.  and are observed to be more intelligent and less primal and are able to cast magic and use weaponry. The third are Werewolf Behemoths which is an experimental werewolf form created by Vykosa's Archivist Ernarde which grants them amplified strength and size and are unstoppable warriors, should they survive the process. 

Vykosa plotted to use her pack to take over  , exact revenge on  , and take down anyone that stood in her way.   The Moon Hunter Pack was stopped and Vykosa's plot was foiled in 2E 582 by the  , who participated in the Great Hunt and prevented the pack from gaining Hircine's boon, and when they entered Moon Hunter Keep and destroyed the pack and slayed Vykosa.  

References