Netruk44/uesp-wiki-content huggingface dataset:
Cyrodiil/Bruma Fighters Guild

is the head of the guildhall and while she is not currently accepting any new members into the guild, she is looking for help in   across the city. Svenja also provides expert-level Two-handed training, while   provides expert-level training in Archery.

 
Residents


Related Quests
 

Walkthrough
Bruma Fighters Guild
thumb|right|The training and dining areas
The dimly-lit main zone is divided into two levels, with common areas on the ground floor and Svenja's office on the first. To the left of the entrance is an apprentice-locked chest, a bear pelt and the door to the basement. To the right is a small sitting area with drinks, gold and a lute. In a bowl on a nearby shelf you will find three rubies, a sapphire and a small pearl. In front of you is an open training area with archery targets and dummies where the guild members can usually be found practicing. Off to the right is the common dining area, with a large table laden with food and drink overlooked by a huge stuffed bear rearing on its haunches. On a shelf nearby you will find some pieces of   as well as a potion of plentiful stamina, a potion of the defender and potions of minor and vigorous healing.

Heading up the stairs by the training area leads to Svenja's office. It is dominated by her square desk filled with papers and a   of the  . Also here are a bed, an adept-locked chest, a bookshelf and a chest of drawers. On top of the latter you can find a draught of resist cold and the Heavy Armor skill book 2920, MidYear, v6.

Bruma Fighters Guild Basement
The basement holds three rooms, in the southwestern, northwestern and northeastern corners. The southwestern room has an expert-locked door and is essentially a storage room, complete with supplies of food and drink, as well as a   and two chests (one of which adept-locked). The northwestern holds two owned beds, two apprentice-locked chests and a shelf containing the skill books Fire and Darkness (One-handed) and The Gold Ribbon of Merit (Archery), as well as some broken weapons. The last room, in the northeastern corner, holds two owned beds, an apprentice-locked chest, a suit of  , a pair of  , some gold, a draught of the defender and potions of plentiful and vigorous stamina.

Notes
The Bruma Fighters Guild also appeared in Oblivion.
There is a "Danger" shadowmark carved into the stone to the left of the entrance.
Lore:Valthume

Valthume is an ancient Nordic barrow found on the slopes of the Druadach Mountains in the southeastern part of the Reach, in the province of Skyrim. This ancient tomb is the resting place of the tyrannical Dragon Priest, Hevnoraak. When Hevnoraak died, a warrior named Valdar swore to guard his tomb for eternity, ensuring the priest never escaped.  
 

History
In its prime, Valthume was a   monastery led by the Dragon Priest, Hevnoraak. In life, he was a master manipulator who enthralled even the most honest and kindred men, creating an army of twisted souls with undying loyalty, and later fear. In his final years, Hevnoraak was obsessed with his resurrection, draining his blood so that his power may be transferred back into his corpse when the time came. His physical body was interred in Valthume, and his followers safeguarded his tomb with the hope of seeing him return. Valdar took on the eternal role of keeping Hevnoraak at bay, and bound his body. Even after his death, Valdar continued to guard Valthume in its vestibule. 

In  , Valthume was occupied by the   during their incursion of  . Lady   of   traveled to the barrow and rendezvoused with the Gray Host's leader,  . She was trailed by an enemy   serving Count  , who learned about the Lady's allegiance with the Gray Host. After the meeting, Rada al-Saran confronted the agent and told them about his plans for the Reach. The agent returned to Markarth and informed both Count Verandis and Ard   of Lady Belain's betrayal. 

Many years later, in  , an   delved into Valthume and encountered the spirit of Valdar. As his strength depleted, the warrior feared that Hevnoraak may return to the world of the living, and so he enlisted the adventurer to defeat the priest's undead followers and put down Hevnoraak for good. The adventurer traversed the temple and acquired three vessels that could weaken the lich. Eventually, the pair managed to slay the Dragon Priest and prevent his return. Valdar was able to rest now that his vigilance was no longer necessary, and the adventurer made off with the priest's iron mask. 

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

Gallery
 

References
Lore:Dead Men's Respite

Dead Men's Respite (also spelled '''Dead Man's Respite''')  is an ancient Nordic barrow found in the southern plains of Hjaalmarch, in the province of Skyrim. Located near the banks of the River Hjaal, the ruins serve as the burial place of the former High King of Skyrim, Olaf One-Eye.  
 

History
Dead Men's Respite contains the body of Olaf One-Eye, who died in the early First Era. Before his death, he imprisoned the bard and his most vocal critic, Svaknir in a hidden chamber at the north end of the ruins and destroyed copies of King Olaf's Verse, a piece of the Poetic Edda that calls Olaf's success into question.  Svaknir died in prison with the last remaining copy of the verse in his hands. Olaf passed away in   and he was interred into the biggest part of the barrow. The tomb had been sealed ever since and the key to the inner sanctum, the   was displayed in the barrow's foyer.

Years later in  , an   of the   was sent to Dead Men's Respite to locate King Olaf's Verse after the Burning of King Olaf Festival was cancelled in  . The associate came across the   of Svaknir, who opened the gate to the ruins and guided them to his grave, where the verse was safely preserved. Deeper into the delve, the two faced the reanimated King Olaf and a horde of  . Olaf was defeated and Svaknir's spirit was able to ascend to  . The verse was brought to Solitude and the Festival had successfully commenced. 

Gallery
 

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

References
Lore:Ragnvald

Ragnvald is an ancient Nordic barrow found in the chilled alps of the Reach, in the province of Skyrim. Built in the hidden slopes of the Druadach Mountains, the temple is the burial place of their forlorn Dragon Priest, Otar the Mad.  
 

History
Ragnvald (ESO)|thumb|right
Ragnvald was active in the  , concurrent with the reign of the  ,  and at the helm of its priesthood was Otar the Mad. Eventually, Otar's time had passed and he was sealed away in his carcophagus for eternity. The only way to active it was with twin skull keys of its guardians, the warriors,   and  . Both of them were then sealed away in two separate parts of the temple, one in the crypts and the other in the canalways. Since then, the ruins were abandoned.  

During the  , the   of witches constructed a ritual site on the vast courtyard of Ragnvald and activated a harrowstorm with help from relics supplied by the  . However the ritual was disrupted by several warriors in the area. 

During the   in  , the ruins of Ragnvald were still abandoned but the   were roaming its halls. An   delved deep into the tomb and uncovered Otar's tomb. From then on, they searched across the ancient monastery for the skull keys and defeated both Saerek and Torsten. In the end, they inadvertently resurrected Otar the Mad and engaged in combat until the priest was destroyed. The adventurer left Ragnvald with the   mask of Otar. 

Gallery
 

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

Notes


References
Lore:Verglas Hollow

Verglas Hollow (also called High Gate Ruins) is an ancient Nordic barrow found on the icy wastes of the northwestern  , on the border between Hjaalmarch and The Pale, in the   facing the Sea of Ghosts in the province of Skyrim. This ancient tomb is known for being the citadel of the Dragon Priest  .   
 
 
See Also
For game-specific information, see the Skyrim and ESO articles.

References
Cyrodiil/Fighters Guild

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The Fighters Guild provides a common and public place of training, study, and employment for those of a martial persuasion. The guild is a professional organization chartered by the Emperor to regulate the hiring and training of mercenaries, protect commerce, capture or drive away beasts, and similar security duties. 

The Guild gained greater prominence at the beginning of the Third Era under Uriel I, although after the Great War it fractured into two factions - Colovian and Nibenean. The split was caused by differences in philosophy and in whether to intervene in the war against the Thalmor. To this day, the two branches operate separate halls, with the Nibenean branch running the   and the Colovian branch beginning the construction of countryside guildhalls using imperial funds previously destined to priories and woodsmen lodges. The Nibenean branch is currently headed by Master Coltinius and Champion Cyrus, while Philippa Petrose heads up the Colovian branch's   hall.

 
Joining
It is not possible to join the Nibenean branch of the Guild in   due to ongoing internal reforms, although the Colovian branch is reported to be recruiting.

Guild Halls
 

Quests
Other Quests
 

Members
This is a list of all registered Fighters Guild members in Cyrodiil.
Lore:Glamoril

Glamoril (also spelled Glamorill,  and meaning "secret of life" in Elvish)   was a powerful artifact created by Archmagus Shalidor.  The great and mysterious treasure was said to have been stolen from Akatosh himself by Archmagus Shalidor.  The massive maze Labyrinthian was built in the early First Era around the ancient city of Bromjunaar to guard Glamoril, according to some stories.  While stories have persisted since the First Era and none have ever been able to confirm the existence of Glamoril or its purpose or function,  Shalidor considered it one of his finest achievements.  When he began work on the artifact, he reached a critical juncture where even his knowledge and power failed him, and needing more he turned to Sheogorath. 

The College of Winterhold hypothesized that this secret of life he possessed, whatever it was, may have been the catalyst for the practically unbelievable number of writings he produced on a vast array of topics, which demonstrated an understanding of magic that surpassed almost any of either his age or by those as far as the Fourth Era. Other theories by the College include that it perhaps allowed him to live multiple lifetimes in a short span of time, or increased his intelligence and knowledge in ways unfathomable to others. The College was always searching for more of Shalidor's writings in an attempt to understand both their knowledge of the man, and of magic in general."  
 
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References
Online:Blackguard Soldier

The Blackguard Soldier was a member of the Blackguards guarding the prisoner pens at the Blackguard Caravan, before he met his untimely end.
 
Related Quests
Lore:Cath Bedraud

Cath Bedraud is an ancient cemetery, a series of concentric circular bands found in the highlands of Glenumbra, in the province of High Rock. Cath Bedraud is the burial ground for the province's greatest heroes and monarchs, who fought to the death to protect High Rock for millennia. The surface level of the cemetery is reserved for warriors that were deemed heroes, while below the earth are catacombs and ornate mausoleums for the many kings and queens of the past.  The center of the cemetery contains the oldest and most prestigious graves.  It is heavily advised to avoid Cath Bedraud in the heavy fog, ghostly lights and hollowed moans occur across the area.  
 

History
Cath Bedraud was built in the early- , roughly after   in the wake of the  . Along with the  , this cemetery was made to inter the countless soldiers that fell in battle.  While it is easy to explore the outside area, the underground catacombs are inaccessible. It is theorized that the   used long-forgotten magic to seal the tomb and protect their fallen so that no one could disturb them.  The cemetery is a well of speculation and theorization for Imperial scholars. For example, the reason it was built on this exact location is debated among historians, one such notion is that it was designed to bring sunlight on certain graves during High Rock's holiest days. Royal families from the  s and the  s may be found here, as well as courtiers of King  's court. 

Sometime in the  , the   of   took residence in Cath Bedraud and for several years, the site was riddled with thick and thorny vines. The   would send special members to investigate the area.  By  , the Bloodthorn Cult began their conquest over Glenumbra, but the tides of victory slowly turned away from them as the   and the   advanced onto Cath Bedraud. The cult's leader,   sealed himself deep in the inner sanctum. The knight, Sir   had his spirit controlled by Angof, to protect one of the shards that led to Angof. An   of the   recovered all three shard-keys and confronted Angof. The necromancer was stricken down and Cath Bedraud was freed from his wicked magic.  However, the undead continued to roam the cemetery. The   used these creatures to train warriors to face a large threat over in  . 

Gallery
 

Notes
The nobles of   are normally buried in the   southeast of  , but the kings and queens of the kingdom were instead interred in Cath Bedraud, per long-standing tradition. 

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

References
Cyrodiil/Tedral Mendrin

Tedral Mendrin is a Dark Elf farmer and refugee from Windhelm who now lives in the slums just outside  's northern gate.

After waking up at 8am, Tedral will eat breakfast and relax in his shack until 11am, when he ventures outside. Until 7pm, he will then be found wandering around the slums, cursing his luck. After a quick dinner, he will spend the rest of the evening in his shack, before heading to bed at midnight.

Tedral's angry despondency is evident when first meeting him: "What brings you to our squalor?" If you ask why he's in the slums he sarcastically replies: "''I just love the atmosphere. The decaying, rotting wood, the freezing cold, the lice... it's so delightfully rustic." 

If you agree, he chuckles: "Your sarcasm is palpable. As was mine." If you appear confused, he spits: "I'm being sarcastic. Seems you have the brainpower of a pony guar. This place is horrible. I'm not here by choice." If you call him out, he apologises: "Why am I being sarcastic? Maybe it's because of the wonderfully well-crafted... gah, sorry about the sarcasm. It's just hard to keep my spirits up in this frigid squat. I don't mean to come across badly, I... sorry."

Either way, he will then continue: "I got chased out of Skyrim by a mob of angry Windhelm citizens with pitchforks. They called me a "Witch Elf", a "dirty greyskin". Since the Grey Quarter was never particularly homely anyway, I decided I'd leave. I thought people might be a little more tolerant in Cyrodiil. They are, but I don't have the gold for a house. So I sit around, freezing my arse off, in the slums.''"

Tedral wears a belted tunic and a farmer's boots and hat. He carries the   to his shack, a pair of farmer's gloves, six empty   bottles and a random selection of gold, lockpicks, gems, jewelry, food and drink. As well as being armed with a  , Tedral is also able to cast the spells Frostbite and Healing.

His shack is near  's and the door has a novice lock. Inside is a single room with a bedroll, a cooking pot, a knapsack and a number of crates. Food and drink is scattered around, as are a few books, an   and a coin purse.

Conversations
While walking around the slums, you may hear Tedral and neighbor   trading barbs:

Tedral: "Look who it is! Blind Balius himself." 
Balius: "What do you want now, Tedral?" 
Tedral: "Oh, nothing. I just wanted to see you in all your glory." 
Balius: "''Hmph. Yes, I'm blind and old...but what's your excuse? You're just as bad off as me." 
Tedral: "I was attacked by your people, fetcher. One day I might just take up the issue with you." 
Balius: "Just leave me be, elf.''"
Cyrodiil/Edwarin

Edwarin is a High Elf citizen and refugee from Skyrim who now lives in the slums just outside  's northern gate.

After waking up early at 5am, Edwarin spends the next six hours locked indoors, eating breakfast at 7am. At 11am he finally emerges and spends the next five hours loitering around the slums, before heading over to the   at 4pm. After praying for two hours, he returns to his shack for dinner at 6pm. From 7pm to 9pm, he will be found wandering in the slums, before he heads back home and goes to bed at 10pm.

Edwarin's melancholy is clear upon first meeting him: "This is a far cry from home." and "''I'm tired of this cold, and this snow, and this... sorrow.''" If you ask whether he's a Thalmor, he scoffs: "''Do these rags look like Thalmor robes to you? Hmph. Seems like everyone looks at an Altmer and sees Thalmor. It's attitudes like this that brought this refugee camp into being. Think on that."

If you ask him about his story, he will bemoan: "I came here from Skyrim. Everything was fine for the most part, although the Nords were never particularly fond of us. Then, the Great War happened. And then, the White-Gold Concordat happened. We were assaulted, beaten and abused by the Nords, even by city guards sometimes. We couldn't live a normal life anymore. So, my family and I fled. We came to Cyrodiil, and, as it turns out, we weren't the only victims of the Nord's bullheadedness. Eventually this little slum was established, and we gained a new "home". I still hope to return to Skyrim someday, but that isn't likely to happen anytime soon. Not with the uproar over the White-Gold Concordat. The Nords don't trust Elves anymore, especially Altmer. Why did the Thalmor have to ruin everything for the rest of us?''"

Edwarin's desperate status is reflected in his attire: ragged robes, boots and cap. He is armed with an   and carries the   to his shack, a pair of farmer's gloves and a random selection of gold, lockpicks, gems, jewelry, food and drink. His shack is at the western end of the slums, next to an empty building. Behind novice-locked door is a single room with a bedroll, a cooking pot and a knapsack.
Lore:Cragwallow

Cragwallow is an old settlement found in the wilds of Eastmarch, in the province of Skyrim. It has existed for many years, it was even the home of the powerful Icehammer Clan  before their demise in the late-quarter of the First Era.  By the mid-Second Era, it was a mead hall populated by the royal workers of High King Jorunn, who built the roads that ran through the hold's major routes.  The nearby   share the same name with the settlement. 
 

History
The Icehammer Clan lived in Cragwallow as far as the early-First Era, the patriarch of the clan was named the Thane of High King  . However, the thane fell under corruption after recovering the   in a hunting trip. When the   attempted to help the thane-turned  , the thane went rabid, struck down an acolyte and escaped into the woods. The matriarch was forced to send the Cragwallow Watch, which led to a manhunt across the region. Ultimately, the thane was held up in an old   northeast of Cragwallow and was promptly sealed within. 

By  , the Icehammer Clan was defunct and Cragwallow was used as the living quarters for Jorunn the Skald-King's royal workers, who furnished the stone roads of Eastmarch. The operation had been overseen by  . After work had been completed, the workers celebrated at the Cragwallow Mead Hall with some   and food.  The wayward bard,   arrived into Cragwallow with his magical lute in an attempt to swindle the workers. However, the music attracted the nearby   of   from Cragwallow Cave, who slaughtered the workers and imprisoned the bard. An  , caught up in the debacle defeated the rieklings, but the fate of the bard was left unknown.
 

By  , there was no trace of the mead hall and Cragwallow caves became a home to a group of conjurers and necromancers with their atronachs inhabiting the caves and underground ruins.

Gallery
 

Notes
The curse bound  's appearance inspired ghostly rumors and myths around Cragwallow. 

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

References
Cyrodiil/Serulius the Stagnant

Serulius the Stagnant is an old Imperial soldier who is now a drunken beggar in  . During the  , he will ask you to reunite him his wartime   and will offer two random skill boosts in return.

Serulius sleeps from midnight to 8am on his haystack near the northern gate and at 10am will start to wander around the city, begging the denizens of Bruma for a few septims. From 3pm to 5pm he can be found warming his hands in one of the braziers near his haystack, before returning to his wanderings. At 10pm he will call it a day and stumble back home, where he will loiter until his bedtime.

During his wanderings he may approach you for coin: "Spare a coin for an old veteran?", "One coin is all I ask. Is that really so much?" and "''I promise, I won't blow it on mead again. I just need some new shoes, or I'll lose my toes."

If you ask whether he really is a veteran, he confirms: "Aye, that I am. Fought in the Great War against the Dominion. I lost me weapon, lost me sight, and lost me freedom. Can't do much now on account of me' eye. If only I had an extra Septim to help me buy a loaf of bread..." If you ask about the word around town, he will smirk: "I've heard a thing or two. But it's going to cost you." Dropping him 5 septims will do the trick, and net you a random reply:

:"Heard that Dunmer lady,  , is having some trouble. Something about a missing heirloom."
:"Have you heard that bard,  ? He's probably one of the worst musicians I've ever heard. And I've heard the wailing of ol' Caraltus Cock-Eyed."
:"Heard about  ? They say necromancers are holed up there. Hmph. Probably killing passersby and raising them as undead servi-whatsits."
:"I hear some unique people pass through the  . Spending a night there might be interesting.''"

Serulius's desperate status is reflected in his attire: ragged robes and boots, and some gloves. He is armed with an   and also carries a random selection of gold, lockpicks, gems, jewelry, food and drink. 

Related Quests
 

Conversations
While in Bruma, you may overhear Serulius and fellow beggar   bickering. If Reln-Tei has also been gifted a potion by  , he will check with Serulius:



If his wanderings take him past snobby  , you may hear the latter castigating the beggar:

Serulius: "Please, sir. Take pity on an old veteran. Just this once..." 
Albecius: "This again? Serulius, you and I both know you will just spend it on mead." 
Serulius: "Not so! Me, I'm sober, I swear..." 
Albecius: "No, you're not - I can smell it on your breath. Gods, you are wretched." 
Serulius: "That so? Well, Albecius, one day our places will be reversed. We'll see just how pretentious you are then..." 
Albecius: "Ah, but that day is not today, Serulius. And until that time, I think I'll be keeping my coin."

Bugs
Serulius was meant to have a number of conversations with  , but as the beggar never visits  , you will never hear them.

:Bentior "No, Serulius. I can't have you in here."
:Serulius "What?! Why?"


:Bentior: "No! I've had the last of you, beggar. Get out, or I'll have someone escort you out.''"