Netruk44/uesp-wiki-content huggingface dataset:
Online:Solitude

High King Svargrim rules Solitude from the Blue Palace, which lies atop the Great Arch. The palace is the city's easternmost structure. The road leading west from the palace passes by the Mages Guild, the Antiquarian Circle, the Magnate's Manse, Betnarre's House, the Bards College, Signgul's House, Proudspire Manor and the Fighters Guild. The wayshrine and the Hall of the Dead lie to the left of this road. This road eventually ends at the Courtyard Marketplace.

The Courtyard Marketplace, filled with guild kiosks, is in the middle of the courtyard below Castle Dour, Solitude's oldest fortifications. The Tower of the Wolf lies northwest of the market, and is a fairly new addition whose construction was ordered by High King Svargrim. If you head up the stairs leading to the tower but don't enter the tower, you'll come across the Solitude city guard's Officers' Quarters. Directly north of the marketplace is the Temple of the Divines, whose construction was inspired by Imperial rule.

If you head south from the road leading west out of the Blue Palace, you may pass through a street that lies between Magnate's Manse and Betnarre's House. Hjotund's House is located along this street. The street takes you to the Daily Quest Givers, which are flanked on the right by the Hall of the Dead and the city's wayshrine. The local outlaws refuge is located in a graveyard next to the Hall of the Dead. The road leading west of the daily quest givers brings you to Warrior's Wares, the location of the city's gladiators quarters. 

If you head west from the Wayshrine, you'll come across the marketplace. A Perfect Stitch, Fan's Tannery and Unyielding Steel are located in the circle to the south just beyond the wall separating the daily quest givers from the district containing all the shops; this is the southern section of the market district. If you head north, you'll pass by Favored Anima and The Swinging Axe and find a flight of stone stairs leading up to more shops. The shops in the northern section of the market district have crafting stations in them. Braryn's Hammer, The Frozen Chisel, Mara's Hearts, Radiant Raiment, A Measured Cut, Winter Harvest and Yew and Feather can be found up here.
 

thumb|right|Inside Solitude
Related Quests











Daily Quests
Delve Quests
Given by Tinzen:







World Boss Quests
Given by Hidaver







Harrowstorm Quests
Given by Swordthane Jylta:


Shops and Services
 
 
 
 
 
 
 
 
 
 

;Northern market street
 
 
 
 
 
 
 

;Southern market street
 
 
 
 
 

Other Places
 
 
 
 
 
 

People
 

text-bottom|32pxWayshrine
Solitude Wayshrine|thumb|left
Solitude Wayshrine can be found in the center of the city.
 

Notes
Solitude previously appeared in Arena and Skyrim.
You must exit the city in order to see map quest markers elsewhere in the zone.
In the Greymoor zone tour livestream, the developers stated they wanted the Winking Skeever to re-appear, but for consistency they could not have it keep the same name.

Maps
 

Gallery
Online:Morthal

Kjenstag ruins lies to the east. An intermediate safebox lies in the stable.

The frozen undead wander the wilderness around Morthal. Frozen zombies are found in the marsh north of the city, while skeletal remains lie closer to Kjenstag Ruins, to the east.
 

Related Quests
Morthal Objective: Investigate strange events around Morthal. / You helped break the curse imprisoning Freiwen.




Shops and Services
 
 

Other Places
 

text-bottom|32pxWayshrine
Morthal Wayshrine|thumb|left
Morthal Wayshrine can be found west of the town, on the riverbank.
 

People
 

Gallery
 

Notes
Morthal previously appeared in Skyrim.
Online:Dragon Bridge

Related Quests
Dragon Bridge Objective: Help the Dragon Bridge garrison find their missing supplies. / You stopped the Reach plot to blow up the Dragon Bridge.
 
 
 

Other Places
 

text-bottom|32pxWayshrine
Dragon Bridge Wayshrine|thumb|left
Dragon Bridge Wayshrine can be found in the southwest corner of the settlement.
 

People
 

Gallery
 

Notes
Dragon Bridge previously appeared in Arena and Skyrim.
Online:Blackreach: Greymoor Caverns

thumb|right|Blackreach: Greymoor Caverns Greymoor Caverns makes up approximately 40% of the area for Greymoor,  and contains four separate caverns connected by Dwemer ruins: Dusktown Cavern, Greymoor Cavern, Lightless Hollow, and Dark Moon Grotto.

An entrance to Dusktown is found in the southern part of Western Skyrim, inside Silversnow Mine, and there are three Great Lifts which connect to the other caverns.

Blackreach: Greymoor Caverns is a zone added by the Greymoor Chapter. The zone also contains an entrance to the Stone Garden group dungeon, but the Stonethorn DLC is needed in order to access it.

Two other sections of Blackreach that are part of the Dark Heart of Skyrim story but not the Greymoor chapter include Blackreach: Mzark Cavern, which can be accessed from the southeastern corner of Lightless Hollow, and Blackreach: Arkthzand Cavern, which can be accessed from the southwestern part of Dark Moon Grotto. The Markarth DLC is needed in order to access Arkthzand Cavern.
thumb|right|Blackreach
 
Places
Delves



Points of Interest








Striking Locales



Set Stations


Public Dungeons


Group Dungeons
 

World Bosses



World Events





Player Houses


Wayshrines









Unmarked Locations







Quests
Side Quests












    

References
Online:Labyrinthian

Originally known as Bromjunaar, these ruins once served of the capital of the Dragon Cult, and Arch-Mage Shalidor is responsible for creating the famed Labyrinth here from which the ruins derive their name.
 

Related Quests


Characters
 

Enemies
Normal Enemies
;Labyrinthian
Bone Flayer
Skeletal Boneshaper
Skeletal Defender
Skeletal Frost Knight
Skeletal Frostmaul
Skeletal Hunter
Skeletal Icehurler
Skeletal Slayer
Skeletal Tormentor
Skeletal Warrior

;Labyrinthian Temple
Draugr Brute
Draugr Charger
Draugr Dreadmage
Draugr Feral-Fiend
Draugr Icecaster
Draugr Sentry
Draugr Warrior
The Pale Maiden
Spectral Draugr Archer
Spectral Draugr Conduit
Spectral Draugr Infantry
Spectral Draugr Legionary
Spectral Draugr Mauler
Spectral Draugr Sorcerer
Spectral Wolf
Wisp

;Andumgar Boss Summons
Draugr Archer
Draugr Guardian
Draugr Mauler

;Group Event
Bone Colossus
Risen Dead

Elite Enemies
Bone Colossus
Draugr Deathlord
Frostbite Spider
Troll
Frost Troll Rockthrower

Bosses
Andumgar
Blackmaw
Garneld the Hollow (Group Event)
Gralthum the Tormented
Hjarnnir and Sleeraak
Tulnir

Books




Achievements
There are three achievements associated with this location:
 

Sections
Labyrinthian
thumb|left|Labyrinthianthumb|right|Labyrinthian
Tulnir's arena is located to the southwest, up a flight of stairs and on top of a set of ruins. A chest can be found in the southeast, overlooking the ruins to the west. Another chest is located on the west side of the long ruins in the northern central portion of the courtyard. A chest can be found on the first floor of the eastern ruins, sitting against the wall near a Troll.
 

Labyrinthian Temple
thumb|left|Labyrinthian Templethumb|right|Labyrinthian Temple
A heavy sack can be found in the back of Gralthum the Tormented's chamber. A chest and a heavy sack can be found in the easternmost hallway, which connects to Hjarnnir's arena. A chest can be found against the western wall in the southeastern chamber.

After you defeat Hjarnnir and Sleeraak, a glowing chest appears to the south. A chest can be found against the wall behind a frost atronach at the end of the hallway north of Hjarnnir's arena. A heavy sack can be found in the hallway leading into Morokei's tomb.
 

Group Event
thumb|right|Labyrinthian Temple

 

Maps
 
 

Gallery
Lore:Shatter-Shield Clan

The Shatter-Shield Clan is an ancient noble family of Nords from the city of Windhelm, with an expansive history from the city's shipping industry and relieved of work after living from generations of "old money." While they spearhead the operation, all the hard work and paperwork is done by their workers down at the harbor office and the Argonian Assemblage,   the latter of which has been held in great regard by their higher-ups.  The sigil of Clan Shatter-Shield is an enchanted iron warhammer called Aegisbane.  
 

History
When the   established their presence in Windhelm, they became direct competitors with the Shatter-Shield Clan.   In  ,   was the family patriarch. The Shatter-Shield Office began to work with the  , a group of pirates from the inhospitable island,   to attack EEC trading ships  and halt shipment between   and  . This arrangement ended when their island base was sacked by EEC mercenaries and their leader,   was killed.  

In the same year, the Shatter-Shield Clan has become an object of pity when one of their own,   was one of several victims murdered by the notorious killer,  .   Not long after that, their prized treasures including their family heirloom, Aegisbane was stolen from their home by the Bandit lord,   who used a close one to infiltrate their home. He later took shelter in the nearby ruined city-state,  .  At around the same time, the family was one of the few in Skyrim to possess one of the rare  , which were in circulation following the crown's theft from  . But it was eventually recovered by the   and the crown was restored. 

Gallery
 

References
Shadowkey:Goblin Sergeant

The Goblin Sergeant is found in the southwest of the Fearfrost Caverns. He will provide you with Sissithik's will if you talk to him, he can be killed if you tell him "no deal" to leaving him alone.
 
Related Quests
 
Quest-Related Events
When approached: (A goblin sergeant is munching away on some mutton. He sees you approaching.):
:"I stick myself as far away as I can, and you come to hunt me down?"
:Yes.
:" 

:No.
:"Leave me be, and I will give you a scroll I found. Deal?"

If you accept his deal:
:Deal.'''
:(The sergeant goblin has dropped a scroll. It is sealed with wax, and bears the inscription, 'Sissithik's Will.')

:No Deal.
:(Your sudden attack does 21 points of damage to the Sergeant.)
Lore:Japhet's Folly

Japhet's Folly is a fort on the inhospitable Rockjoint Island found northeast of Winterhold, off the coast of Skyrim in the Sea of Ghosts. It is known for its rough climate, lack of habitability, and tales of ghosts by the people of nearby Dawnstar. A sailor by the name of Japhet decided to build a large citadel here, only to pass away from the sheer cold and the isolation, hence the name.  
 

History
At some point, the  ic sailor, Japhet led a small band of warriors from Dawnstar to build a fortress on the island and prove himself. However, after the first winter, several people had left to return to the mainland. When even his couriers left the island, Japhet decided to take up farming and become self-sufficient as his father once was. With his grain supply eventually running low he wrote to his journal "The ghosts are speaking to me now, the more of this icemoss that I eat, the more clearly I can hear them.".   Eventually Japhet found his demise in the sea caves. Ever since it has been called Japhet's Folly. 

In  , the   led by the storm mage  , took refuge in the fortress on Japhet's Folly. The pirates had struck a deal with the   to destroy any passing ships between   and  , except for clan ships which raised suspicion in the   in  .  This led to a siege on Japhet's Folly by the EEC that led to the death of Haldyn and the broken deal with the Shatter-Shields. 

References
Skyrim:Paralysis Rune

Paralysis Rune is an adept level Alteration spell that creates a rune which will explode when enemies come near, causing Paralysis for 8 seconds. You can't cast it just anywhere. When you press the cast button, the cross-hair will let you know if you are pointing at a valid surface within range. If it is red, then you can't cast the spell there.
 
Effects
Paralysis Rune, for 8 secs

Perks
Rune Master increases range to 100 feet.
Stability raises duration to 12 secs. 

Notes
Paralysis Runes were originally developed as part of the Game Jam.
Blades:(Place): The Missing Townsfolk

Quick Walkthrough
#Rescue the townsfolk.
#Defeat the boss.

Detailed Walkthrough
Once you have started the Job, you will be transported to a different location. Explore the area to locate and free the two trapped townsfolk. There will be enemies that will attack you as you navigate the area. The boss will remain stationed somewhere within the location. Find and defeat it. Clairvoyance will lead you to each of the closest townsfolk before leading you to the boss, but you can complete the objectives in any order. Upon completing both objectives, you will receive your Gold or Gem Rewards and XP. You may choose to return to Town or continue to Explore to find any remaining secrets, enemies, and loot.
Possible Locations
    
Possible Rewards
The Normal variant of this Job will award  . The   variant will award   and the   variant will award  .

The boss will drop 1   or 1-3   on the Normal variant of this Job. The   and   variants' boss drops 1  .
Blades:Jobs

thumb|right|Job symbol|class=backdrop
Jobs are small, dynamic quests that get added to your menu over time. There are three variants: Normal,  , and  . There are four slots for Normal jobs, with a new replacement whenever one is completed. Every 24 hours at 5am UTC, in  , all Normal jobs refresh. At this time, a new   job will also become available or the uncompleted one refreshed. Every Monday at 5am UTC, in  , a new   job will become available or the uncompleted one refreshed.

All jobs take place in a dynamic location: an Arena for the Duel jobs, and a job place for the rest. The Normal jobs will award  .   jobs will award   and   jobs will award  . Each job has a boss. The boss will drop 1   or 1-3   on the Normal jobs. The   and   jobs' boss drops 1  .

Defeat Jobs
  

Duel Jobs
  

Explore Jobs
  

Fetch Jobs
 

Gather Jobs
  

Rescue Jobs
Online:Master Architect Sulim

Master Architect Sulim is a Redguard who can be found dead in the Architect's House in Tava's Blessing.
 
  
Notes
The curious specificity of Sulim's condition and title may mean that he was originally meant to be part of a quest, perhaps Warship Designs.
Lore:Band of The Three

The Band of The Three (or simply The Three)  was a bandit clan from the region of Stormhaven, in the province of High Rock. They were active sometime in the Second Era, were garnered an infamous reputation across the land and acquired a vast amount of wealth.  Their leaders were the eponymous Three, who started at humble beginnings as thieves and scavengers, but throughout the years formed a notorious clan of murderers and highwaymen that gained the attention of High King Emeric and the Knights of the Flame in Alcaire.  In  , the bandit clan re-surfaced as spirits and renamed themselves The Fallen Three.  
 

History
The leaders of the Three,  ,  , and   were raised in poverty and used theft to make it through a day at a time. Eventually, they got better at it and garnered wealth and followers. Ever since then, the Bane of The Three had wreaked havoc across Stormhaven, pillaging and murdering the people, building their piles of gold and treasure, even acquired a map to an old   grave.  This had caught the attention of High King Emeric of   and the Knights of the Flame in Alcaire. In time, The Three realized that evading the law would inevitably end in their capture so they looked to get pardoned by the High King, in exchange for half of their wealth.  However, this never came to be as the Knights of the Flame cornered them in  , at the base of the  . The group of knights, led by Sir   faced The Three to the bitter end, deep in the cave until they collapsed the cave. Sir Edain and The Three were kept in the caves, with a severe lack of food. Sir Edain had never faced The Three, only saw them eating their own followers to survive. Everyone stuck in the cave eventually died of starvation and the knights had completed their task, at least in life. 

In 2E 582, Windridge Cave had re-opened and The Three, now known as The Fallen Three return as vengeful spirits to steal the souls of the living. Sir Edain returned as a spirit, hoping to finish his mission in death when a   came onto the site. The Spirit asked them to slay the spirits and bind their souls into his ancient sword, to completely destroy them. The traveler delved into the cave, defeated each spirit, and bound them into the sword. Deep in the cavern, the traveler destroyed the sword in the cave's lava river. With The Three gone forever, Sir Edain's spirit was able to rest in peace. 

Gallery
 

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

References
Lore:The Three's Petition to the King

Petition to the  :

  have become a feared name in  , but we come from humble beginnings. Each of us was raised in abject poverty. We learned to steal, but only to scrape by. Our cunning and our collaboration have now earned us great wealth and many followers, but this is not what we sought. 

Nor are we fools. We know our days as outlaws are numbered. Though we may elude capture and even expand our enterprise for many years, there will come a day when we will be called to answer for our crimes, and that is a day we hope will never come to pass.

At   we are not criminals, and that is why we now seek a pardon from the king. We do not wish to spend the rest of our lives robbing innocent people and running from the  . We want to turn our operation into a legitimate enterprise. 

In exchange for our pardon, we offer half of all the wealth we have amassed. We have not completed the process of counting it, but rest assured, it is a considerable sum. We hope you take this small gift as proof of our earnestness and that you will give our petition due consideration. 

Respectfully and Humbly your Loyal Subjects,
Lore:The Three

The Three may refer to two groups:
Band of The Three, the infamous bandit clan in High Rock
The Tribunal, the living gods of Morrowind
Lore:Abamath

Abamath (translated as "Forbidden Home" in Ayleidoon) is an Ayleid ruin found on the Xylo River in the region of Malabal Tor, in the province of Valenwood. It was initially an ancient town of Wood Orcs that worshipped Mauloch, the God of Curses. The cave system underneath it contains a spring of magical war paint called the Blood of Mauloch, which was believed to give them strength. Unfortunately for them, the Ayleid refugees of Cyrodiil captured the town and built their city over it, until that eventually fell into disrepair.  
 

History
Abamath has been an active settlement as early as   when it was occupied by Wood Orcs. In that year, a group of Ayleid refugees fled to Valenwood and sacked the town.  The Wood Orcs covered themselves in the Blood of Mauloch and relied on their shaman's magic to repel the invaders, but it ended in failure and they were driven out of Abamath. The Ayleids built their new settlement over the old cave system and the few that survived had fled the scene, which shames their descendants to this day. The event has been remembered by the modern-day Wood Orcs as a rallying cry and those that trace their ancestry to the battle paint their faces in red war paint, hoping to clean the shame of loss and display renewed ferocity. 

In  , the   scoured across Abamath's ruins to summon Mauloch as an unwilling servant of Molag Bal through the blood magic of the red water spring, the Blood of Mauloch and a sacrifice of the local people. However, one of their former members and a local   sought to disrupt their activities. When the Daedric Prince   spoke with the traveler, they told them that the barrier to the spring can only open at the expense of a soul, and the former cult member offered her own in the effort to defeat the Worm Cult. In the end, the ritual was over and the threat was gone. 

Notes
The name has been used as a clan name for Wood Orcs, likely for those that descended from survivors of the battle. 

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


References
Blades:Lost in (Place)

Quick Walkthrough
#Rescue the townsfolk.
#Defeat the boss.

Detailed Walkthrough
Once you have started the Job, you will be transported to a different location. Explore the area to locate and free the two trapped townsfolk. There will be enemies that will attack you as you navigate the area. The boss will remain stationed somewhere within the location. Find and defeat it. Clairvoyance will lead you to each of the closest townsfolk before leading you to the boss, but you can complete the objectives in any order. Upon completing both objectives, you will receive your Gold or Gem Rewards and XP. You may choose to return to Town or continue to Explore to find any remaining secrets, enemies, and loot.
Possible Locations
    
Possible Rewards
The Normal variant of this Job will award  . The   variant will award   and the   variant will award  .

The boss will drop 1   or 1-3   on the Normal variant of this Job. The   and   variants' boss drops 1  .
Blades:Rescue: (Place)

Quick Walkthrough
#Rescue the townsfolk.
#Defeat the boss.

Detailed Walkthrough
Once you have started the Job, you will be transported to a different location. Explore the area to locate and free the two trapped townsfolk. There will be enemies that will attack you as you navigate the area. The boss will remain stationed somewhere within the location. Find and defeat it. Clairvoyance will lead you to each of the closest townsfolk before leading you to the boss, but you can complete the objectives in any order. Upon completing both objectives, you will receive your Gold or Gem Rewards and XP. You may choose to return to Town or continue to Explore to find any remaining secrets, enemies, and loot.
Possible Locations
    
Possible Rewards
The Normal variant of this Job will award  . The   variant will award   and the   variant will award  .

The boss will drop 1   or 1-3   on the Normal variant of this Job. The   and   variants' boss drops 1  .
Blades:Trapped in (Place)

Quick Walkthrough
#Rescue the townsfolk.
#Defeat the boss.

Detailed Walkthrough
Once you have started the Job, you will be transported to a different location. Explore the area to locate and free the two trapped townsfolk. There will be enemies that will attack you as you navigate the area. The boss will remain stationed somewhere within the location. Find and defeat it. Clairvoyance will lead you to each of the closest townsfolk before leading you to the boss, but you can complete the objectives in any order. Upon completing both objectives, you will receive your Gold or Gem Rewards and XP. You may choose to return to Town or continue to Explore to find any remaining secrets, enemies, and loot.
Possible Locations
    
Possible Rewards
The Normal variant of this Job will award  . The   variant will award   and the   variant will award  .

The boss will drop 1   or 1-3   on the Normal variant of this Job. The   and   variants' boss drops 1  .
Blades:The Prisoners of (Place)

Quick Walkthrough
#Rescue the townsfolk.
#Defeat the boss.

Detailed Walkthrough
Once you have started the Job, you will be transported to a different location. Explore the area to locate and free the two trapped townsfolk. There will be enemies that will attack you as you navigate the area. The boss will remain stationed somewhere within the location. Find and defeat it. Clairvoyance will lead you to each of the closest townsfolk before leading you to the boss, but you can complete the objectives in any order. Upon completing both objectives, you will receive your Gold or Gem Rewards and XP. You may choose to return to Town or continue to Explore to find any remaining secrets, enemies, and loot.
Possible Locations
    
Possible Rewards
The Normal variant of this Job will award  . The   variant will award   and the   variant will award  .

The boss will drop 1   or 1-3   on the Normal variant of this Job. The   and   variants' boss drops 1  .