Netruk44/uesp-wiki-content huggingface dataset:
Tes4Mod:Order of the Dragon/Akka'an Pyramid 5

It can only be accessed by obtaining four tablets from other pyramids and placing them on the obelisk near the center of the valley.


Related Quests
 
 


Exterior
The exterior is located at coordinates: ODDDesert01 -3,0
This location does not have a map marker.


Zone 1: Akka'an Pyramid
The entrance leads into a room that reaches all the way to the top of the pyramid. Part of it is fenced off - inside, there are two mummies laid out on biers, and a pair of altars with various items, including a purple carpet (one of the Order's treasures). On an altar against the back wall, you'll find more loot - gems, death coins, and a Spirit Potion. There are two exits here; both lead downward. The one to your left as you enter leads straight into a passage lined with dart traps. Beyond that is another room with holes in the floor, but ignore that for now; you'll come back to it later.

The other passage leads to a room with a dog statue and a grate in the floor. Go through here to the exit (the passage beyond is trapped with swinging blades), which leads to another room with a salt skeleton. The far end of the room has a falling floor trap, and another exit. Keep going until you reach the next zone


Zone 2: Akka'an Pyramid
From the entrance, go down a long gallery lined with pillars. There are two exits at the end, one to the left and one to the right. The left goes down to some rooms infested with giant spiders and a couple urns with loot. The right-hand one goes up and turns right (there's a small falling-floor trap here) into a room with a grated floor. The grated room has another exit leading to a smaller room. The center of the floor is a trap - it will vanish, dropping you down a shaft to the aforementioned spider's lair. Just before the grated room, there's another side passage that goes down - this leads back to Zone 1.


Zone 1: Akka'an Pyramid
From the entrance, go up the ramp and into a room with a shadow spider. Kill it and take the exit behind it; this leads along a ledge above the hall below to another hall (and another falling-floor trap); follow this back to the first room, where you'll end up on the other side of the cage, but the wall blocking the exit will vanish, allowing you to leave.
Tes4Mod:Order of the Dragon/Alan's Tomb

Related Quests
 

Exterior
The exterior is located at coordinates: ODDDesert01 -25,13
This location does not have a map marker.

Zone 1: Alan's Tomb
The main entrance leads into what appears to be a room with no exits; a couple skeletons lie on the floor, and a scroll beside one details their fates. A small block on the floor (the remains of a column base) hides a switch that opens a door in one wall. From here, you can proceed to the inner tomb, which is a large room that holds lots of spider webs and a spider mummy. Kill it, loot the spider egg clusters, then hit the switch on the back wall to open the exit.
Tes4Mod:Order of the Dragon/Alberto

Alberto is a Breton and a member of Andalis' Men; he's a rival to Gorald and wishes to gain the old man's potion recipes. During the latter half of the Andalis' Men questline, he employs you in severals quests in a bid to gain power.

Alberto wears an Assassin Robe (Face Covered), Assassin Turban, and braided leather sandals, and is armed with a Chitin Dagger.

During the course of a normal day, Alberto rises at 6am, eats breakfast, then spends his day either smoking his pipe or standing watch in the Assassin Castle courtyard near the forge.
Tes4Mod:Order of the Dragon/Alien Sand

Walkthrough
This quest takes place after you are sent to Mephala's realm. When you exit the cave, you'll find a man named Monag standing around nearby smoking a pipe. If you approach him and talk to him, he'll say he can get you some help. This is a lie - he'll just take you to a nearby ruined tower, where he and some friends will jump you. On the bright side, you'll find the Assassin that you met earlier, now tied up (Ocato sent him through the gate before you). Free him, and he'll find a map on Monag's body that leads to a buried treasure.

At the spot indicated, you'll find a shovel. Pick it up and activate the ground repeatedly (it takes about a dozen tries); eventually you'll uncover a trap door leading to an underground well. 

Or, if you've already done this, you can ignore the assassin; he'll run off, and the quest will complete anyway.

Journal Entries
Tes4Mod:Order of the Dragon/Alquanar I

It was not always so beautiful in the Bay of Alquanar. When Lirion, the founder of the city, discovered this remote bay, Vvardenfell was a rough patch. The Empire was not too far advanced into this remote part of Tamriel, as Lirion, a captain of the Imperial Guard, was given the command to pacify the river Samsi.

He left Ebonheart with two ships at sea. After two days underway, they came in sight of the Dunmer fortress Andasreth.

The weather was rainy and the visibility is very low, as a clan of wild Dunmer dashed out of the brush and attacked the Imperial ships with spears, bows and crossbows. At first, the ship's crew stood on deck with mocking grins and folded arms, for primitive Dunmer could not do anything against the reinforced ships' planks of the Empire.

The spears broke on them. But all of a sudden the sky was pitch black and the voices of animals that could be heard up to that point became silent. Now Lirion saw one of the Dunmer standing behind a tree, wildly swinging a staff back and forth. And then the incredible happened!

A huge, primordial monster rose from the depths of the sea. Its head was an elongated skull with huge teeth sharper than anything else that tore the water's surface and devoured one of the two ships in its wild frenzy. The crew of the ship that had been spared stood petrified, staring at the creature that just feasted on the bodies of their comrades.

Lirion, who awoke first from his petrification, crashed - driven by terror - into the ship's rudder and cried with his powerful voice and his crew tore themselves from their rigid fear. 

They set a course to the north, where the coastline is rugged and an escape was more likely than not while the monster was busy with the first ship. But no sooner had they reached the territory of the rugged coastline, than the monster gave chase and came closer to Lirion's ship by enormous increments. And then he discovered the stone arch of Alquanar and set on course.

He and the team reached the bay intact. The monster swam past the stone arch, and they were saved.
Tes4Mod:Order of the Dragon/Alquanar II

It came to pass that the Duke of Vvardenfell visited the city of Alquanar, and so he strolled along with his followers through the city and all those following servants, maids, fools and bodyguards had their hands full trying to read all his desires in his eyes. A wonderfully colorful sight that was, and I tell you, from every window in Alquanar looked a curious citizen, longing for a glimpse of the serene parade.

And as this parade strolled through the city, a little girl came running, smiling as she handed the Duke a bouquet of flowers while she was viewed critically by the fine followers. The Duke brought the bouquet to his nose without hesitation and sniffed with pleasure in mind. But then he broke from one second to the other together. Horrified, the entire entourage had witnessed the incident, after which they rushed to the girl, who stood now terrified. The crowd was talking to her and accused her of the murder of the Duke, who was lying still motionless. Disregarded. One yelled that they should set up a gallows on the spot and punish the girl here and now for her actions. And there were others who supported him.

Meanwhile the Duke woke, naturally unnoticed by his followers, who loved him oh so very much. He slowly stood up and looked around. Of course, he was aware of the numbers who slavered against the little girl. Enraged, he rushed between them and stood between the crowd and the girl and roared out loud, and all stared at the duke. Then he raised his voice and said:

"We are disappointed, truly, we are disappointed. We were invited to marvel at the city of water, they gave us splendid recognition and gave us flowers. And what do you in return? You accuse a little flower girl to have murdered us, without becoming aware of our condition. Truly we are ashamed. Apologies, citizens of Alquanar!"

So it turned out that the Duke was allergic to willow flowers. Also, half of his followers were 'replaced' after this incident.
Tes4Mod:Order of the Dragon/Alquanar III

Once, this city, which is called Alquanar, was infinitely rich. It maintained relations with cities and traders to guilds and trading halls all over Tamriel. Alquanar even had relations with the Black Marsh province. With farms dominating the landscape, the economy was just beginning to flourish.

One day they sent an ambassador to the city, to negotiate adequate trade agreements. A large ship, completely without crew, sailed into the harbor and only a man with a grim face stalked out. He was received in the port trade hall with great pomp, and they even rolled out the red carpet.
He walked to the governor, who held out his hand; the Ambassador welcomed the governor first, but then he gave his true identity. Worms like arrows shot from his face and tore his mask - made from the face of the true ambassador, as it turned out later. Now, everyone in the trade hall realized that this was not a resident of Black Marsh - this was a Dremora Prince.

He grabbed the governor's head with his poison-smeared claw and crushed him with mininal force, which is no longer revealed all their darkness only inside but also outside. There was a pervasive cry, whereupon all present guests awoke from their stupor and tried to escape in panic. Of course, the Dremora Prince noticed the fear of the fleeing victims, which probably led him also to the following fact.

As he ran up to the crowd that desperately tried to squeeze through the narrow exit, he drew his huge morning star with an iron will from the holder and swung it in wide circles above his head. The Dremora stopped before the crowd and laughed at the pitiful sight of Alquanar's residents.

He laughed so loud that the walls of the old trading hall trembled; and just at that moment an unknown man, neither brave nor stupid, entered the hall through a side door than the fugitives had not realized was there. Only he had lost his hearing in a landslide in the nearby mines long ago.

Thus he knew nothing of the sudden metamorphosis of the foreign ambassador. So he entered the hall and was frightened terribly when he saw the prince. Because of this horror, he took a step back and stumbled over the candlestick, which was extinguished on the ground. The stranger took heart and did something incomprehensible: he threw the candlestick at the Dremora Prince, intending to hit him in the head. Unfortunately, the candlestick flew a little too high, and the Dremora Prince - finally becoming aware of the thing - turned towards the flying candlestick.

With a blast of reflex, he tried to catch the candlestick and was hit with full force over the head. The morning star bounced on the hall ceiling, which collapsed on the spot. Tons of debris fell on the Dremora prince, who remains trapped to this day. Even the stranger - whose name was drowned in the waves of time - was also buried also under the rubble. This unknown is one of the heroes, who was born in Alquanar and died here.
Tes4Mod:Order of the Dragon/Ancestor Curse

Walkthrough
This quest starts when you hear a rumor of spirits in the Ferroul family crypt. The crypt is located outside the city, near the main gates. Go inside, and you'll find the ghost of Mauren Ferroul, who was executed for allegedly killing his wife Sahaula; he's now confined to the tomb for eternity and he wants you to gain revenge on her. To that end, he wants you to catch her spirit in a bottle and bring it to him, so she can share his fate.

The process is easy - take the bottle and scroll he gives you, go to their old house, and cast the spell on the scroll. Once you have the spirit, return to the crypt. He'll happily let you dig through his treasure chest, but Sahaula will take her revenge on you.

Journal Entries
Tes4Mod:Order of the Dragon/Andalis' Men

The assassins' guild '''Andalis' Men''' is a new faction that the player can join. Membership provides many benefits and also initiates a series of quests.

General Information/History
Andalis' Men was originally part of an older assassins' guild. After the guild's founder, Andalis, died, the guild split into two factions - those who espoused the original tenets of "murder for hire", and those who worshipped Andalis as a god. The latter group called themselves the Golden Sabers, after Andalis' weapon, and became a cult based out of Kathar, while the former group maintained their tenets and became what is known as the present order.

Joining
In order to gain access to the guild, you must complete the quest Admittance (see below).

Advantages
Once you are a member, almost any item in the Assassin Castle is free to take without incurring a bounty for thievery.

Quests
Main Questline
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Side Quests
These are not part of the main questline; some are only available if you make certain choices, while others are given automatically.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Advancements


Members
This is a list of all members of Andalis' Men.
Tes4Mod:Order of the Dragon/Andalis' Tomb

It is a small flat-topped structure with a pillared entrance and a road leading to it. The tomb is inaccessible unless and until you do the quest Thick Walls, Thin Skin.

 
Related Quests
 


Exterior
The exterior is located at coordinates: ODDDesert01 -6, 0
This location does not have a map marker.


Zone 1: Andalis' Tomb
The tomb is medium-sized, but simple in design, as there are no branching passages. You'll have to fight your way through half a dozen mummies to get to the last chamber, where you'll encounter a gargoyle statue guarding
Andalis' armor.

Occupants: Andalis' Faithful, gargoyle statue

Treasure: Andalis' Armor, chest of random loot.

Traps: None
Tes4Mod:Order of the Dragon/Anshi

Related Quests
 


Anshi is an Imperial woman who ....?? (not exactly sure here - I'll fill in the details when I do the quest.)

When you see her in Sydura Serai, Anshi wears a Kathar gold robe. Later, she wears a beggar's shirt and belted braies, with no shoes.
Tes4Mod:Order of the Dragon/Arena

This location gets its name from its prominent arena, which draws fighters in from all over. Besides the arena itself, there is a slave market, a tavern, a general goods store, a potion shop, a flophouse, a skooma den, and Hamill the trader, who has a tent in the open. Madmi, a recruiter for Andalis' Men, also has a tent here.

You'll also find the Moon Sugar Lord's House here.

 
 


Quests Starting Here
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 


Related Quests
Tes4Mod:Order of the Dragon/Arlon

Arlon is an Imperial who runs Arlon's Stones, a shop in the Galu Oasis that deals in gems, jewelry, and clothing.

Arlon wears a Dunmer black robe and sack cloth sandals.
Tes4Mod:Order of the Dragon/Aru'hin Nehera

'''Aru'hin Nehera''' is a Dunmer publican who runs The Fiery Bull, a tavern, along with her husband Maro'uhn. Being a night owl, she works from midnight to 6am most nights, but she stays at the tavern all day on Sundas.

She wears a Kathar gold robe and braided leather sandals.
Tes4Mod:Order of the Dragon/Assassin Dreams

Walkthrough
When you return from Kathar, you find the castle's been locked up tight. The only way to get in is by smuggling yourself in a crate and having someone use the crane to lift it over the wall.

Once you've done that, go find Clemente. The library doors are locked, however, so you need a way to blow them open. Alberto, the resident alchemist, has a bomb that could do the trick. If you treated him well before, he'll hand it over without issue; if you didn't, you'll have to pay through the nose - either 20,000 gold, or the combination to Gorald's chest, wherein he keeps his potions. The combination is a note on the shelf in Gorald's work area. If you can't acquire the bomb, Alberto will tell you about an airshaft you can use to gain access to the library. 

When you gain access by whatever means, you'll find Clemente, who tells you that Relsav and his people (Tulek and Gorald) are in the Great Hall. Go there, then you'll have to choose who to support. Either way, once the dust settles, you'll be promoted to Assassin and given several potions. 

It should be noted, however: if you haven't completed The Gift before the final battle and you choose to side with Relsav, Drelvan will be killed during the battle, which prevents you from ever gaining access to the House of Dancers. 

Journal Entries
Tes4Mod:Order of the Dragon/Assran Vlares

Assran Vlares is a Dunmer bookseller who runs Magic Symbols, a bookstore in Kathar. He also holds the deed to a slave named Malina (if you join the Twin Lamps, you'll receive a quest to steal her deed from his house).

Assran wears a Kathar outfit and has a Kathar gold robe for relaxing; he carries keys to his house and shop.


Related Quests
Tes4Mod:Order of the Dragon/Banana Caravanserai

Unlike most serais in the realm, this one is almost exclusively permanent buildings; a rough seven-sided wall with two open gates encloses the largest building (Gothian's Goods) and a couple traders' tents; the east side of the serai leads to a long dock protruding into the sea. Several more buildings - private homes - sit outside the wall to the west.

The house inside the lower wall, beside the sugar cane, is uninhabited, and it's safe to sleep there. If you do, however, there's a chance you'll end up in the cave below the house (which is occupied by hyenas), stripped of your gear. If you manage to make it back upstairs, you'll find your items in an urn under the blade rack (the only one that doesn't have a red icon), along with a random note. These notes don't mean anything - it's just a joke on the devs' part.

 
 


Quests Starting Here
Tes4Mod:Order of the Dragon/Gothian's Goods

The proprietor, Gothian, has 10,000 gold, a Mercantile skill of 32, and buys and sells everything.

The shop takes up the lower floor of the building, and is crammed full of crates, barrels, boxes, and baskets of goods. Gothian stands behind a worn counter opposite the door, ready to deal with customers when they visit.

A ladder behind the counter leads upstairs to the private quarters, which he shares with his wife Malid. It's a large, comfortable room lined with windows along one wall. The furnishings include two small tables for taking meals, a double bed, dresser and cupboard, and various barrels and baskets for storage. A journal hidden behind the head of the bed has notes that start off the quest Beyond the Sands.


Quests Starting Here
Tes4Mod:Order of the Dragon/Bandit's Journal

- First Entry 
Captain Yessil is gone. Ergal and Tiaane were allowed to accompany him, but where he went and what he did before, he has not told us, of course. Typical.

- Second Entry 
This damn slave has been prowling around our cave for the last three nights. If someone seeks so clearly after his death, it will be delivered by Yessil's gang for free. The captain will be happy if we throw him the spy's feet.

- Third Entry 
The slave is not very talkative. Babbles only some gibberish about a golden statuette. The captain indeed has such a piece beside his bed, but how would the slave know about it? Maybe I should take the key from the hiding place and see if the thing is still there? On the other hand, the captain will surely get angry again if I rummage around in his clothes. And I remember his last tantrum very well.

- Fourth Entry 
The captain is still not back. I am considering taking the key to his chamber from the barrel behind the wooden wall. Maybe the golden statuette has something to do with his long absence?
Tes4Mod:Order of the Dragon/Bandit Camp

It is occupied by a group of bandits led by Jalana.

The rock formation contains the bulk of the camp, which has several tents for the bandits, piles of containers (loot from successful raids) and the remains of a tower where Jalana herself lives. Aside from all the bandits' loot, the camp holds a few items of interest: a golden Mephala statuette, a couple death coins, and an empty spirit stone.
 

Related Quests
Tes4Mod:Order of the Dragon/Becoming Lunch

Walkthrough
This quest occurs the first time you stop by a well for water. You'll be attacked and dragged off by a band of Argonian cannibals, who take you back to their hut. You wake up in a cage, stripped of your possessions; once they realize you're awake, they'll attack. If you succeed in killing them all, you can retrive your gear from a chest in the hut, take whatever else you wish, and be on your way.

Journal Entries
Tes4Mod:Order of the Dragon/Behind the Door

Walkthrough
This quest becomes available after you complete the quest Irena the Cook. If you find and open her chest, you'll find a handle inside. Take the handle, and you'll receive a journal update. You'll find a secret door in the sleeping chamber, behind which is a stairway leading down to some hidden tunnels. The door at the bottom of the stairs is the one you want - don't pull the lever; that leads to a different area. This door leads to a forgotten treasury inhabited by a monstrous spider. Kill it, and you can loot all the stuff it's accumulated.

Journal Entries
Tes4Mod:Order of the Dragon/Berel Sendala

Berel Sendala is a Dunmer farmer who lives at the Abandoned Oasis, an isolated (and abandoned) settlement northwest of Sula and south of Kathar. He sells repair hammers, lockpicks, and fresh water, and will buy ingredients, magic items, potions, and miscellaneous items.

Berel wears a Dunmer black robe and black turban, along with a jewelled amulet and sack cloth sandals. He is unarmed.
Tes4Mod:Order of the Dragon/Beyond the Sands

Walkthrough
This quest triggers when you find Gothian's journal, which is hidden behind his bed upstairs in his shop. It tells of a massive treasure he's gained from making trade deals. First, you'll need to find his map - it's tucked behind the tapestry in his shop, behind the counter. This will give you a quest marker which points to a trapdoor leading to an underground chamber full of loot, including a Golden Chalice.

Journal Entries
Tes4Mod:Order of the Dragon/Bleeding Threads

Walkthrough

Journal Entries
Tes4Mod:Order of the Dragon/Bluebeard and the Dark Maid

The hero's thin clothes were not much to look at, nor did they seem to fulfill any protective purpose. They also did not intimidate his opponents.

And yet. As Ashahul Bluebeard stood in front of the lady, she could not take her gaze from him. His face shone more than the other fighter, and his sinewy hands told stories of a thousand enemies and a dangerous life of adventure and magic. And before she knew it, she had fallen in love with him.

The dark metal of their armor reflected Mephala's countenance, blinding everyone present. Only Ashahul kept his eyes directed on them, red eyes narrowed to slits. And one last time her thoughts slid to him, roamed his muscular shoulders, stroked the bare neck and touched his warm lips.

Then she dismissed the tension in her fingers and felt the bowstring leave her hand. The arrow rode out through the air like an innocent child and took Ashahul's life.