Netruk44/uesp-wiki-content huggingface dataset:
Aymasindo

Aymasindo is a short, linear cave, containing evidence of ancient Indoril presence, in the form of an aqueduct and ruined shrine. While diamond ore can be found in the flooded pool at the northern end, there is no actual means of leaving this pool without levitation. A Rising Force potion can be taken from under the brazier in the aqueduct chamber just before this pool however, allowing adventurers to acquire a means of escape before diving in (and there is another in the same room, under a root).

The pool beneath the wooden walkways also contains diamond ore, although again, there is no means of escaping this without levitation (fortunately, a rising force potion is present at the bottom of the pool). A passage from this pool leads to a hidden eastern chamber, which contains the remains of a statue dedicated towards Almalexia, and of two lovers who sought escape here.

Pearls can be scavenged from the kollops in the water of both pools, but expect Slaughterfish to beeline towards any divers.
Bassuranu

The cavern itself is well-hidden in the woodlands of  . One way to find it would be to proceed along the road running west from  , and journeying directly south after passing under the rocky arch.

The location itself contains three smugglers, with their loot in crates. Chests are hidden behind the waterfalls in the northeastern chambers, with a ruby and raw gold present on the same rocky ledge. Beware however, as the ruby is cursed, and will summon a dremora on being taken. Another cursed gem can be found under the mushrooms to the left of the topmost waterfall, with this being a cursed emerald, while Cyrodiilic Brandy is in the pool below.

People
Maarawat

The cavern can be found by exiting   by its eastern gate and continuing south until reaching the cave entrance. Two smugglers are present inside, along with many locked chests throughout the cave, containing an array of gems, junk and gold. Sacks of gold can be found under the stairs in the northernmost chamber. The locked gem chest can also be found here, on the top wooden platform.

People
Mahsamsi

Bluefoot, Luminous Russula and Violet Coprinus can be found in abundance here. A bottle of vintage brandy can be found on a corpse on a ledge in the northeastern chamber, with a base value of 500 gold. This is otherwise a scenic cavern, with little in the way of loot.

While only rats spawn in this cavern at early levels, Nix-Hounds and potentially Parastylus can appear at higher ones.

This cavern is directly southwest of  , near Bosmora. It is visible from the path that runs through that region of the woods.
Mulnabi Tunnel

To reach this place, proceed north from   or west from  , until you reach the Daedric ruins of  . Ignoring the pool it sits on, proceed north to a second pool. The eastern entrance to Mulnabi Tunnel is on the west side of this pool.

The most immediately notable loot is concealed on a rocky ledge that protudes out across the flooded eastern chamber. Here, a thief's corpse can be found, with his stolen Daedric Naginata in a level 55 locked chest. Otherwise, pearls can be found in the kollops of both flooded pools, guarded by Slaughterfish. Note that the western pool will require waterwalking or levitation to escape from.
Ossu

This small cave is devoid of loot in itself, but the Vermai's heart and skin are valuable enough to be worth taking. Two Scamps also guard this location. To reach it, follow the road south from  , past the lumber camp. Ossu is on a cliff overlooking the river.
Azurranu

As with another ruin of the Indoril,  , this place also contains Plaguebearers; undead that can confirm various diseases on all they attack (and can even transmit disease when their inanimated corpses are searched).

Follow the road south of   to reach this cavern, striking out to the east on reaching the  . On entering the cave, there will be a level 30 locked door in the style of the ancient Indoril directly before you. Beyond the locked door, where the dungeon takes a left, there is a Dagger of Stalking on top of the wardrobe.

Expect to meet vampires from this point on, with the chamber containing the first having a copy of the Acrobatics skill book, The Black Arrow on the desk. There is also a Security skill book (Surfeit of Thieves) in the westernmost room. On top of a wardrobe in the same room is a copy of Galur Rithari's Papers, used in the Morrowind quest of the same name.
 
Lower Level
In the westernmost chamber, a copy of the valuable Vampires of Vvardenfell, v II can be found on the desk. The central room contains piles of vampire dust on top of the chest of drawers. The easternmost chamber (blocked behind a level 45 locked door) contains the sarcophagus of General Thadas Ra'Athim.

Notes
The presence of the general's tomb implies that this location was once ruled by the Ra'athim Clan, who once held the high-kingship of Morrowind, that would eventually become absorbed into House Hlaalu. Alternatively, the general may simply have falled in battle, and been buried at the site.

People
Denaven Egg Mine

Denaven Egg Mine is at the end of the road running west of Denaven Manor, with the manor itself being accessible by following the road west out of  , crossing the bridge and turning left, to cross the bridge to the south. Denaven Egg Mine consists of a number of separate locations, including two working mines (Denaven-Zerabu and Denaven-Duladdon), miner housing and a forewoman's hut.

Despite its large size, there is nothing of interest to the passing adventurer with the exception of those who have a fondness for fighting kwama.

 
People
Farys Ancestral Tomb

To reach the tomb, follow the road south of  , as the entrance lies directly upon  it. The location itself is filled with twisting passageways, presumably intended to confuse the intruder. A few undead guard them, although no treasure of note remains.
Soril Ancestral Tomb

To reach the tomb, seek the ruin of Khananzr to the northwest of  , and circle around it until you reach the riverside, where a Dwemer pier sticks out into the water. The pier points directly at the tomb entrance, on the other bank of the river.

The door to the tomb itself has a level 20 lock. A Scroll of Elemental Burst: Fire lies on a sarcophagus in the first chamber to the left. At the western end of the flooded chambers, there is an Amulet of Frost on another sarcophagi. Undead, including a Bonelord, throng the tomb, so expect resistance.
Zuldassur Ancestral Tomb

To reach the tomb, strike out west across the countryside from  's temple. The location itself is filled with Ancestor Ghosts, and Ancestor Ghosts alone. It contains a Shrine of Almalexia's Mercy, and an Amulet of Health, but no other pickings of note.
Khananzr

To reach this location, proceed northwest of Bosmora until you sight the ruins, and then circle round to the riverside. The entry to this place is only possible through the door at the end of the Dwemer pier that sticks out over the water.
 
Inside
The flooded chamber at the far eastern end of the ruin, behind a level 50 locked door, contains two Dwemer chests, each of which containing a decent number of Dwemer coins. The northern, dry chamber, contains a similar chest, but also a Centurion Sphere and Dwarven Spectre.

Notes
The name of this ruin has changed from Khananzr in up-to-date section files, and will be called Alencheth in future releases.
Tulesmath

Tulesmath now serves as little more than an underground passage linking   with  , bypassing the high ridge separating the northern parts of those two areas. It lacks both items of interest and enemies of any description.
The Ballad of Berelas

Quick Walkthrough
#As a vampire, speak to   at the stronghold of  .
#Kill the two Indoril soldiers at the  .
#Return to Berelas for your reward.

Quest Stages
Lan Orethan Outpost

The outpost is situated on the road between   and  , and functions as a shelter for Indoril scouts, tasked with keeping the surrounding woods free of bandits and other threats, and reporting on the movements of travelers. Their scouting forays and close proximity to the old Dunmer stronghold of   has spooked the resident vampire,  , who will task a visiting vampire with eliminating the occupants of this place.
 
Related Quests


People
Online:Letter to Magus

Adventurer, we seized this letter and medallion as its courier journeyed through Glenumbra. Investigate this organization, uncover their goals,  and report back to me.You can name your price.

Lady Arabelle Davaux

Magus,

Our knights obtained this medallion during a raid on a secret Mages Guild workshop. Study it. Protect it. Its purpose will play a vital role in the Ascendant Order's plans. Find the made who created it and send our knights to secure the master template. Remember, we cannot ascend until we meet our overarching goals. The secret of these medallions is the key to our success and the salvation of Tamriel.

Do not fail me.

Your Lord

center
Thalotheran Quarry

Gold can be taken (discreetly) from the exposed veins here, and the pool of water conceals a couple of chunks of raw gold and a small chest. There is little more to the location, although the presence of bones beneath a cave-in suggests a lack of regard for safety, and also, blocked off tunnels. To the east, a grand platform in the Indoril style provides the managers of the quarry and their visitors with a peaceful view of the pit.

 
People
Garvs and Fedura Ovav's Shack

The farmhouse is near old ruins in the Indoril style, which has given the two residents some grief, as rumors of dealings with the Daedra spread about them in the nearby village of Dondril.

By the time of your arrival here, Fedura Ovav has died of an illness, and her father,  , wanders the streets of Dondril in mourning, seeking a member of the Tribunal Temple who will agree to conduct her last rites. These events form part of the Tribunal Temple quest,  .
 
Related Quests


People
Burraburiash

Burraburiash sits on the southern side of the same island on which   can be found, but can also be easily found by crossing the river northwest of  .

The first bandit here, Niloth Otheri, carries a master-level mortar and pestle, a worthwhile find even for non-alchemists. Shortly after this encounter, you will sight a door. The chamber in which you first sight this on has a ledge, on which rests a sack containing 100 gold. The door itself is a level 50 locked door, and just before it, two passageways lead off, one to the left and one to the right.

Turning right
This passageway ends in a pool, but levitating up from it will reveal the entrance to a further chamber, where lies a skeleton with a ruby and an  .

Through the door
A small chamber lies here, filled with smuggler crates, and guarded by the Khajiit, Riddrs.

Turning left
The Orc, List gra-Murda, carries an enchanted crossbow, the  , and can be persuaded (like the other bandits here) to drown in the nearby underwater area if a straight fight is not desired.

Berysa leads this smuggler group, and her room contains two chests with gold, a plate of pearls and dreugh wax, and a number of gems on the bookshelf (the diamond here is cursed, and will summon a Dremora Lord). The Light Armor skill book, the 36 Lessons of Vivec, Sermon 28, can be found on her bookshelf, and her journal is present on her table. It details the group's trades with the Dreugh in the water - Skooma seems to be highly desired by at least the individual Dreugh present in this dungeon.

Following the underwater tunnel to the southwest (beginning just below the wooden walkway across the water, outside of Berysa's room) will take you to a chamber filled with kollops, and guarded by the Dreugh.

People
Burden of Proof

Warning
Completing this quest successfully will cause certain individuals to disappear. This prevents a playthrough of  , although Honns will gratefully reward you with moonstones when he hears of the disappearances.

Quick Walkthrough
#Talk to   at the Crossing of the Lamps in   about her 'investigation'.
#In Vhul, speak to  ,   and   about 'Syvvit Tong rumors'.
#Search  's house for Punavit.
#*Blackmail Ienasa Llothil over the Punavit with 40 Speechcraft.
#Speak to   with 50+ disposition, and make a deal.
#Search  's house for his journal.
#*Blackmail Dolyn Valor with his journal, revealing Seran's betrayal.
#Return to Diranya to present your results.

Notes
You can find Lloryno Norom in the temple, Sodeen and Ienasa Llothil at the market, Crotobar Plebo in the Howling Hound (and Dolyn Valor outside of it), and Seran Dreth in the Watcher Cornerclub.
Lloryno Norom's rumor about the Hlaalu agent is a red herring, and no evidence can be found to support this.
You will be rewarded with the armor and 300 gold if you fail to blackmail both individuals - the journal and punavit jug are evidence enough for this lower-tier reward.

Quest Stages
Getting the Hell Out of Aimrah

Quick Walkthrough
#Speak to   on the road north of  .
#Speak to   in The Sailors' Inn in Aimrah.
#Return to Horrav and ask him to pay for the room. Either:
#*Lie, and demand 300 gold (requires 38 Speechcraft).
#*Tell the truth, and demand 30 gold.
#Return to Dilvene and offer her 30 gold to complete the quest.

Detailed Walkthrough

Quest Stages
Wry-Eye Moranie

Wry-Eye Moranie is an Dunmer thief and a Ringleader of the  . She can be found at the Empress Katariah tavern, and is a firm believer the Thieves Guild's role as caring for the poor of the city. As a result, her quests concern dealing with the activities of  , a Cyrodiilic gangster who has been muscling in on the   slums.

She is not entirely the one-eyed guttersnipe she claims to be -  , whom Moranie directs you to help, refers to her as 'her highness', which fellow thief   laughingly notes could be in reference to Nelara's supposed descendance from the lost  . It later becomes clear that Moranie knows more about House Raathim than she lets on, being well-aware of the location of the deathmask of the Empress Katariah, a member of that same house.

 
Starts Quests
Maniel Sylbenitte

Maniel Sylbenitte is a slightly incautious Breton enchanter of Conjurer rank in the  . He can be found in his basement room in the   guild hall, engaging in his current project - the study of cursed gems found at Daedric Shrines.

Despite being a much lower rank than the leader of the Mages Guild here,  , Maniel is double the level, suggesting that his studies have far outstripped his ambitions. He will engage passing individuals in his work on researching the properties of cursed gems, with the first one being a diamond left outside of his quarters.

He sells a variety of spells, including Conjuration ones, along with enchanted items, and also offers training in Conjuration, Enchant and Mysticism.

 
Starts Quests
Valkreia Krex

Valkreia Krex is an Imperial battlemage and a Warlock of the   in  . She can be found on the top floor of the guild hall. At the time of your arrival in the city, she is growing increasingly concerned at the absence of fellow mage,  .

 
Starts Quests
Illene Teloth

Illene Teloth is a Dunmer Monk and a Master of the  .

Suspicious, as befits a member of the Office of Intercession, which among other things has the power to appoint Inquisitors, she maintains a keen awareness of the political situation in  , and will proactively arrange investigations to maintain the peace (and adherence to doctrine) among the Tribunal faithful. As a result, working with her will often involve moving behind the scenes, occasionally with an accompaniment of armed Ordinators of War; a velvet glove concealing a mailed fist.

Due perhaps to her work, she is suspicious of   in the Canalworks Temple, being concerned that she may be a sympathiser of Great House Hlaalu, and will also question you on the actions of priest  , when that individual gives you a sealed letter to deliver to the heir of the  .

 
Starts Quests
Vaden Baro

Vaden Baro is a Dunmer Ordinator and a Disciple of the  . In addition to these roles, he is also a member of the  , and will offer membership of this organisation to those sufficiently advanced in rank.

Vaden is an active member of the Speakers for the Dead, and as such will undertake dangerous missions, in addition to handing them out to fellow members. Needless to say, as a member, he has a particular interest in funerary rites, the sanctity of ancestral tombs, and acting as an advocate for the deceased. Quests for him will often investigations into paranormal activity, as well as working with the living relatives of the dead to assist ancestors beyond the grave.

 
Starts Quests
Tedril Draren

Tedril Draren is a Dunmer assassin who has been waylaying pilgrims at the isolated Shrine of Hindsight. As a result, the Fighters Guild have been contracted to bring him down. He carries a Glass Shortsword.

 
Related Quests
Sabotage

Quick Walkthrough
#Speak to  .
#Journey to   in   and find  .
#Win the combat against Weikel Urenim.
#Return to Olfvur.

Detailed Walkthrough
Olfvur Steel-Skin is concerned about reports of a saboteur operating from Port Telvannis, who is endangering the already precarious position of the Imperial colony of   by obstructing naval supplies. He orders you to journey to Port Telvannis and attempt an arrest of the saboteur, Weikal Urenim, believed to be operating from the city's main tower, Tel Thenim. He will warn you also to be very careful of the spells of Telvannis wizards, of which Weikal is one - a hint of things to come.

Once at Port Telvannis, obtain a means of levitation and enter Tel Thenim by the lower tower, and show your arrest warrant. While you can order the two troopers in this room to follow you, accessing Weikal requires the use of levitation. Weikal Urenin himself maintains a study in the upper tower.

Tell Weikal that you are here to arrest him. After a few moments of fighting, he will fire a spell at you that, if it hits or is not absorbed/reflected, will teleport you to  . If you end up here, you will need to leave it via the exit at the southwestern end, and return to Port Telvannis to continue the combat. However, Weikal can keep casting this teleport spell.

You will want a means therefore of ensuring either a quick return to the fight on being teleported (through the use of Mark and Recall), a means of silencing the mage, or a means of dodging, absorbing or reflecting the spell. Reflecting the spell will actually result in Weikal being teleported, which serves him right, and allows you to report his location to Olfvur so that he can be arrested. Successfully winning the combat will allow you to kill Weikal, for no difference in the reward.

Return to Olfvur once Weikal is dead or arrested for your reward. If arrested, Weikal is one of the individuals who will appear in the cells of the Legion Dungeon.

Quest Stages
A Legacy's Trail

Quick Walkthrough
# Talk to   in the   Fighters Guild.
# Speak to   at the Imperial Library in the Ebon Tower.
# Search for clues to Constantius's whereabouts in  .
# Return to Sharnoga gra-Mal.

Detailed Walkthrough

Quest Stages
Sharnoga gra-Mal

Sharnoga gra-Mal is an Orc crusader and a Guardian of the   in  .

More tied to bureacracy than battle in her elder years, Sharnoga is nonetheless a formidable fighter, attired in a combination of orcish and steel gear. At the time of the player's arrival in Old Ebonheart, she has been clearing out old contracts, beginning the events of A Champion Lost.

She is an admirer of the long-lost warrior,  , and her questline features the search for him. On a couple of instances in her questline, characters note that she has already been asking around about him before your arrival. Sharnoga seems to be a great lover of the old tales, and a keen reader in her spare time, having visited the Imperial Library in the Ebon Tower regularly enough to be on first name terms with the librarian,  .

 
Starts Quests
Skyrim:Sivdur's Respite

Nordic ruin located north of Windhelm and south by southeast of Winterhold, and southeast of Stillborn Cave. Inhabited by Boethiah cultists.
Hadrumnibibi

The ruins here are prominent, and hard to miss, being immediately north of   by river. To reach them by land, travel south from   until you pass a lake on your right. Travel southwest from the lake, crossing a wooden bridge over a stream before reaching the ruins.

While the ruins lack an interior in the current release, two quests involve the exterior of this location. One ( ), concerns suspected Orc cultists, and can be begun in Dondril. The orcs themselves are near the statue of Malacath at the southwestern end of the shrine.

Another quest,  , can be begun by speaking to  , who is standing in the southeastern corner of the ruins, under the dome-shaped structure there. You must be level 5 or above to begin this quest.

 
Related Quests



Notes
While no interior is present in the current release, one is planned.

People
Paruddma

''"Some say that captain Obedur named the ship after his dead mother. But that's no Dunmer name I ever heard." -  '''

The ship itself is studded with shells, inside and out, and the crew are decidedly unfriendly. Jebyn, a young Dunmer sailor, joined the crew of this vessel, having left his life as a street urchin in Dres Horak. However, he has not been seen ever since the cargo was unloaded, and the priest at Aimrah's shrine is growing worried, and will commission you to investigate his disappearance.

Related Quests
 

People
Finding Jebyn the Sailor

Quick Walkthrough
#Speak to   by the shrine in  .
#Speak to   on the  .
#Speak to   at the Sailors Inn.
#Speak to   at the Sailors Inn.
#Speak to  .
#Search both Barandus's and Ivon's apartments.
#Speak to Ivon and determine how to proceed.

Detailed Walkthrough
When in Aimrah, seek out the shrine north of the lighthouse and speak to Ivon Seloth. He will introduce himself as a priest, and not a local of the town, and request your assistance with finding his missing friend, Jebyn. Speak to him on this topic to begin the quest. He'll ask you to visit the Paruddma, a ship captained by  .

The ship is at the docks in Aimrah, and the crew are decidedly unfriendly. Speak to the captain, Obedur Marvus, about Jebyn. He is in the captain's cabin, and will suggest that Jebyn has run off with the barmaid of the Sailors Inn. Before you go to investigate, it's worth searching the cargo hold to rule it out - a character will ask you to do so later. Expect to be caught when leaving the lower deck - you will need to bribe or fight your way out. Either way, you will not be welcome back on the Paruddma.

Go to the Sailors Inn in Aimrah. Ask around about Anara and it becomes apparent that she is still here, with no Jebyn in sight. Ask her about Jebyn's troubles for a Peculiar Wax Amulet, which may come in handy later. She is otherwise of no help in finding Jebyn. Speak instead to the chuckling Dunmer, Zadathys Aldrethi. He has a few tales to spin, but you'll need to buy him a jug of Mazte from the bar to get him to talk. He'll tell stories of the Arnesian War and of the Marvus's family's supposed bargain with the Dreugh of the lake. Answer 'food' when he asks what the Marvus family could possibly have offered the Dreugh.

Assuming you have searched the Paruddma cargo hold already, Zadathys will refer you to Obedur's brother, Barandus Marvus, as a possible suspect - suggesting that you both speak to him. Barandus can be found by the guar at the northeast edge of town. Speak to him about Jebyn. He will name Ivon Seloth as the most likely suspect, and suggest you search his apartment.

You can still search Barandus's apartment if you wish, but to proceed in the quest you will now need to search Ivon Seloth's apartment, where you will find the mutilated body of Jebyn - his lungs full of water and hair still wet. Challenge Ivon Seloth on this new development - on the mutilation particularly. He will deny all involvement and claim he is being framed.

You should let him know whether you feel he is guilty or innocent. If guilty, you will need to report him to the guards, although there is no reward for this. If innocent, a new quest begins -  .

Quest Stages