Netruk44/uesp-wiki-content huggingface dataset:
Tes4Mod:Order of the Dragon/The Monastery of Raven Branch

Once the monastery of Raven Branch was refuge for the Knights of Akatosh. The monks were indeed not fond of the coarse manners of their god's soldiers, but they knew well that the monastery was threatened at the time by many dark   sea was a treacherous ally, because although the monastery was situated on a craggy rock in the middle in the Sea of Ghosts, the ships that crossed there were did not always appear as pirates or worse. The fog pushed tight against the walls of the venerable fortress and cheated the eyes more than once, when they saw the flags of the fiends.

The Knights of Akatosh were therefore more than just parasites, even if they did nothing else fleece the monks. 

Today Raven Branch is lonely, inhabited only by a few monks. It would certainly be forgotten, if the great library did not still exist. Many unique books are there, and every scholar who thinks highly of himself, has been in this library least once in his life.
Tes4Mod:Order of the Dragon/The Nine

The Empire has an official religion, the Imperial Cult that worships the Nine Gods. The Nine Gods are the Aedra Akatosh, Dibella, Arkay, Zenithar, Mara, Stendarr, Kynareth, and Julianos, and the god-hero Tiber Septim, who founded the Empire and is its patron saint.

Akatosh 
Akatosh, the Dragon God of Time, is the chief deity of the Nine Gods. Akatosh is the most important god of the Cyrodiilic Empire, because he embodies the qualities of constitution, invincibility and everlasting legitimacy. Akatosh is considered the first of the gods, who was created at the beginning of the world. After his creation, it was easier for the other spirits to go through the process, and the various pantheons of the world were created.


Dibella 
Dibella, goddess of beauty, is the most popular of the Nine Gods. In Cyrodiil, she has produced nearly a dozen different cults, some devoted to women, some artists and aesthetes, and others erotic instruction.


Arkay 
Arkay, god of the circle of life and death, is the god of burials and funeral rites and responsible for the succession of the seasons. His priests are staunch opponents of necromancy and all forms of undead.


Zenithar 
Zenithar is the god of wealth, labor, trade and exchange of ideas. His priests have shown that the way to peace and prosperity can be achieved through honest labor and honorable merit, and not by war and bloodshed.


Mara 
Mara, the goddess of love, is the mother-goddess, the patron saint of the fertile soil and a source of compassion and understanding among mortals. It is associated with Nir of the 'Annuade', the female component of the cosmos that gave birth to creation.


Stendarr 
Stendarr, the god of justice and compassion, is the protector of legitimate power and gracious patience. He is the inspiration of magistrates and rulers, the patrons of the Imperial legions, and the protector of law-obedient citizens.


Kynareth 
Kynareth, the goddess of the air, is the goddess of the sky, the wind, the elements and the invisible spirits of the air. As patron saint of sailors and travelers, Kynareth is called a favorable position of the stars at birth and to happiness in daily life.


Julianos 
Julianos, god of wisdom and logic, is the god of literature, law, history, sorcery, enchantment and alchemy. Many of Tiber Septim's and Julianos' monastic orders are dedicated to the preservation of the writings of the ancestors.


Tiber Septim 
Tiber Septim, Talos, the dragon-born, heir to the throne of the sundered kings, is the biggest hero-god of humanity and is worshiped as the protector and advocate of a just rule and a civil society. Tiber Septim conquered all of Tamriel and ushered in the Third Era and the Third Empire. In his appearance as Ysmir, 'Dragon of the North', Tiber Septim is also invoked as the patron saint of people entrusted with heroic tasks.
Tes4Mod:Order of the Dragon/The Old Order Castle

Walkthrough
At the end of the previous quest, Irena has told you that your knights, along with Countess Carvain leading a force of Bruma guards, have run off to the old Order Castle in order to clean out the bandit infestation. Head up there, and you'll meet Helgarth at the bridge to the castle. He'll tell you that Ocato and his men managed to bluff their way in and killed all the defenders, though your knights and the countess fled to safety in the crypt. He'll wait out there while you infiltrate the castle. There are a dozen or so guards scattered around the outer courtyard; you don't have to kill them all if you don't want to. Make your way to the drawbridge and gain entry to the castle (look up the wall to the left of the gate, and you'll see a capstan on a ledge; shoot it with a bow or spell, and it will lower the drawbridge).

In the inner courtyard, you'll meet Ocato and some more guards; he'll confront you, then you can kill him. After you've cleared the area, head back to the gate and meet up with the countess. She'll tell you that "a shadow" slipped into the main keep, and give you the key. Go inside, follow the trail of dead bodies (Ocato's men) and you'll find Pelagius, who will give you the background on Tyrfing and his presence. After this, you'll get a journal entry telling you to return to the countess.

When you get back to the cemetery, you'll find that the countess has left for the Imperial City to address the Elder Council. This ends the quest.  

Journal Entries
Tes4Mod:Order of the Dragon/The Old Treasure

Walkthrough
Alberto has a new job for you. This time, it's tomb-raiding - specifically, the one belonging to King Alan. He has a key, and he wants you to go there and loot the place. The tomb isn't very big and doesn't have much of interest in it, beyond a spider mummy that has an old chalice. Alberto's willing to give you 300 gold for it - quite a deal, considering it doesn't look like much.

Journal Entries
Tes4Mod:Order of the Dragon/The Paladin

The Paladin is a most peculiar creature which engages itself with a sword to the greatest threat to its own life to protect the weak, even if he and his charge are given no chance of survival, so that in the end, Nirn is made quieter by a few voices.

The paladin feels like a shining hero, great advocate of peace and freedom. The most interesting thing about this fact may well be that for him the only way to maintain peace is not diplomacy, but war. He devotes his life to the bloodshed and does so with a fervor that borders on fanaticism, sometimes also exceeding that limit.

For the Paladin, there are no gray between black and white, no reasonable doubt; there is only right and wrong and the only law that exists for him, is that of his own homeland. Whether he is the attacker or defender, in war the unjust and evil is always to be seen on the other side, in any case within its own ranks. To think anything else borders on treason, in the opinion of the average Paladin. Therefore, it is needless to say that paladins of different countries cannot accept belonging to a caste.

The Paladin is a prisoner of a stern code of conduct. His faith and dogged adherence to dusty traditions and morals has quite an advantage one way or the other, but their raison d'être is lost in the fact that the disadvantages and negatives outweigh the positives by far. So the Paladin refuses to accept the progression of time and changes in social and political thinking. So he sees the benefits that necromancy provides to the science of medicine. So it closes before the knowledge to protect the rich and corrupt, not the poor and rarely the honest.

Because of his narrow-mindedness, it is impossible for the Paladin to accept an opinion other than his own. If he does accept an opinion that another has expressed before him, and true to him, moreover, it can be assumed that he has already agreed the whole time. He is firmly convinced of his views, but his vocabulary is limited, which is why he emphasizes his arguments in constructive discussions with a drawn sword, the 'heretics' have already 'deserved' it.

The reader, at this point, is not quite sure how it should be possible to privately deal with a paladin. At this point, we should all agree that this is quite possible, but only under loss of one's personality. The paladin seeks confirmation, respect, acceptance and love. It is therefore doomed to end Nirn's spineless residents, for representing the words 'freedom of opinion' as an insult.

Finally, it is positive to note that our unity of purpose works well with the paladin's reasoning: The paladin loves to die for his country, and we love to let him die for our country.
Tes4Mod:Order of the Dragon/The Potion of the Druids

Walkthrough

Journal Entries
Tes4Mod:Order of the Dragon/The Power of Magic

Walkthrough
This quest starts when you find a note in the Old Fortress Ruins that speaks of a spy in the Bravil Mages Guild. Return to the manor, round up Sorla, and head down there to check things out. You'll find a pair of new students - Aedrus and Aedrian - who purport to be twins. Under closer questioning, however, their stories don't quite match up, and Aedrus will let slip that someone's watching. At this point, you should have a good idea who the rebel is; you can confront either man, but the real one is Aedrian. 

If you call him out, he'll momentarily paralyze you and flee out the door, which leads to a different realm. Follow him up to a tower gate, which he's trying to unlock, and you'll get a cutscene where Sorla confronts him. After they're done talking, you'll regain control and he'll fight to the death. Be sure to loot his corpse - you'll find a map to the next rebel camp on his body. Return to the Mages Guild and talk to Aedrus, and he'll give you a potion as thanks.

If, for some reason, you acccuse Aedrus of being the rebel, Aedrian will escape in the confusion. But fear not! Aedrus has a key to a casket on the shelf near Ardaline's counter; it has another copy of the map inside.

Journal Entries
Tes4Mod:Order of the Dragon/The Pyramid Fields of Akka'an

It is told that in the center of this desert, Mephala once created the sand. The world was a flat plane without wind, without life. No being wandered over the barren surface and no plant reached up to God.

But then Mephala came there, in the center of the world, and planted a branch in the ground, and sand flowed out of the wound like water from a bubbling spring. And as the bloody wound of an animal closes, so the sand buried the branch under itself. But the piece of wood was enormous. It took many thousands of years to finally disappear among the most daunting dune in this desert.

Mephala, praise be to his wisdom and power, gave the sand spirit and soul, that it may wander about the world and flow with the wind of its own thoughts.

This place now, which was closest to the divine branch, was chosen by the old people to preserve their dead. It is said that, in the middle of this desert, a field of hundreds of pyramids is there. Many have fallen prey to the thoughts of the sand, but some are still intact, and a few even have a view of the sun.

The father of my order, Ilkal el-Talem, has seen them, and the bright walls, glowing white in the light of Almighty God, should reflect the spirit of the sacred branch on their surface.
Tes4Mod:Order of the Dragon/The Reunion

Walkthrough

Journal Entries
Tes4Mod:Order of the Dragon/The Salt Slaves

Walkthrough

Journal Entries
Tes4Mod:Order of the Dragon/The Secret Passage

Walkthrough
This quest starts when you find and activate one of the (numerous) secret doors in the Order Manor's reception hall - specifically, the one below the stairs. This leads to the Secret Path, an area of ruins and caves below the manor inhabited by goblins. First, you have to find a key, which sits on an altar in a room on the far side of the barred passage (you'll have to go all the way around to reach the room). When you take it, you'll hear a door opening. 

Return to the ruins part and look for a solid wooden door at the bottom of the stairs; this leads to an apparently dead-end room with an Acrobatic Potion. Look for a lever behind one of the pillars; pull it, and a secret door behind one of the niches up above will open. You can climb up the fallen pillar and skirt around the ledge to the door, or you can simply drink the potion and jump up. Either way, the passage leads to a hidden garden, where you'll find Ilkgel. He's non-hostile and quite friendly; he mines gold, and will be happy to give it to you in exchange for some beer. Each time you talk to him, if you bring him 30 bottles of beer, he'll give you 5 gold nuggets.

(Secret: There's a turn handle on the rocks near the mine entrance; turn it, and it lowers a rock that reveals a path leading up to the rocks at the top of the waterfall; there's a small table and chair here, along with some goodies.)

Journal Entries
Tes4Mod:Order of the Dragon/The Slave Rebellion

The hood was black and so his face was hidden in deep shadow. When he rose out of the depths of the old shaft and brought all the darkness that lived down there up with him. His eyes glistened in it like two suns - lonely and yet outshining everything.

Kassim opened his mouth to say something, but the words stuck in his throat. That man there, who was supposedly a slave, who had recently fallen down the abandoned mine shaft, just could not be a serf. He sat exhausted on the rotten beam, which might have, long ago, kept the ceiling from collapsing. His breathing was calm and he looked at every Dunmer who stood in the crowd, one after another, with a piercing look in his eyes as if he were a pahmer choosing its next prey.

Startled, Kassim turned from the face. Had the slave just looked at him? 'Of course he looked at me. His eyes were on me the longest.' He got to his feet and hurried under the next shade ceiling. 'What, you're leaving the city in the middle of the day too? The heat burns your brain out of your head. Blessed be Mephala! I know where I belong and I return there now.'

Kassim passed the guard at the gate, who gave him the usual skeptical look and hurried to his house with quick steps. His servant closed the door behind him and hurried to hand him a tray with fresh water and a golden cup.

'How good that you still work so well, my Miro,' said Kassim. 'One obedient slave has no risk of angering his Lord and so lose his life-'

Before he could finish his sentence, a bright knife cut through his neck. His eyes were filled with bright red and gradually drowned his eyesight. He fell to the floor and a pool around his lifeless body quickly spread to all sides, watering the bright-blue clothes in his own blood.

Miro, however, crept outside. It was still day; apart from the Ordinators, only slaves were on the streets. He drew his knife - the red-smeared blade shone in the sunlight like a dying crescent in the morning sky - and all emaciated men and women, all serfs who could see him, drew a knife from the sheath in the same way. A shout rose above Kathar that the city had never heard before and Ordinators hearing it, in turn, drew their scimitars and made ready for battle. But they were outnumbered; there were ten slaves for each Ordinator. The Dunmer had always needed many servants and so the slaves expected good chances to perhaps bring the city under their control. Just then a voice echoed down from Kathar's highest minaret to bear arms. All fell silent. Only the voice of the Enlightened echoed off the walls of houses butting together. 'Lay down your weapons and forget what you did, so you'll endure the pain of your punishment more easily.'

And the slaves, led by Miro, let their knives fall into the sand, looking into space, and walked with slow steps back into the homes of their masters.
Tes4Mod:Order of the Dragon/The Snakebite

Detailed Walkthrough
At some point, Thadiv will give you a map pointing to a cave where a magical sword is hidden. The cave is full of spiders, and actually leads to some old ruins. The sword itself is on an altar in the deepest part of the ruins; retrieve it and return to Thadiv for some backhanded praise.

Journal Entries
Tes4Mod:Order of the Dragon/The Splendor of Love

Walkthrough
This quest is triggered when you find a stone tablet in the remains of the bookseller's cart (see Sword Search). Three bandits will appear and attack; kill them and loot the bodies, and you'll find a letter on the leader's body. Read it to get a quest marker pointing to some ruins; dig in the sand (you'll need a shovel), and you'll turn up a basket full of goodies.

Journal Entries
Tes4Mod:Order of the Dragon/The Stone's Power

Walkthrough
At the end of the previous quest, the countess has gone off to the Imperial City to address the Elder Council. Go to the Palace District, and you'll get to see a video. She'll emerge afterward and tell you that she's going back to Bruma to do some research. Go to Bruma and talk to her, and she'll tell you that you have to go to Sedor to recharge the stone in Tyrfing's Hilt. She insists on going too, since she's the only one who knows how to do it.

So, it's off to Sedor. Once you solve all the puzzles and get to the battle with the xivilai, the countess will charge the stone while you fight. Don't waste your energy - it can't be killed, and that's not really the point: you're just supposed to keep it distracted. Once the countess gets the stone charged, she will lose all her energy, so Helgarth will take her back to Bruma and you can leave the ruin. Head back to the castle and talk to Ocato.

Journal Entries
Tes4Mod:Order of the Dragon/The Summoning

Detailed Walkthrough
This quest takes place automatically after you confront Ocato. You're knocked out and awaken in another chamber, on top of a large teleportation pad. There isn't anything you can do here - you're paralyzed for the entirety of it, so just sit back and watch while Ocato and his mages perform the ritual to send you to Mephala's realm.

Journal Entries
Tes4Mod:Order of the Dragon/The Sword Prophecy

Once the dragon's heart is lost, 
so follows the Godsword cautious 
the hero of the burnt city is bound 
and the spider lord knows where it wakes. 

What scholar does not know it? 
The Sword Prophecy 
For many hundreds of years, it has been analyzed and discussed by the wise men of the realm. Heated debates filled with expletives are unfortunately not uncommon. But what is so controversial about the four verses? I will try to clarify this on the following pages.

In the professional world, there is agreement that the prophecy refers to the Empire. The Dragon's Heart can only be the Amulet of Kings. The amulet, blessed by Akatosh, allows the Emperor to light the dragon fires in the Temple of the One. The first line is thus clear and unambiguous. The prophecy gives us advice in the event that the Amulet of Kings is one day no longer available. Whether because its power device fell into Oblivion or was stolen.

The Godsword, however, is controversial. With this line, much can be meant. Current trends of experts believe that this means the absolute will of the gods. If you follow them, this promises salvation. But others say that the Godsword is actually a weapon. There are several artifacts in the long history of Tamriel which have satisfied this designation. Assuming also that the daedric princes were also referred to as gods repeatedly in the past, the circle of possible swords expands to a multitude.

But whatever it may be, an allegory or a real sword, it seems to be doing something dangerous, or at least to act somewhat manifold. This is indicated by the premeditated nature with which we should follow it.

The third verse is the most unstable of all, and therefore also the most discussed. Is the burnt city, in turn, an allegory that refers to the anger of the gods? This idea is obvious when one speaks with the Godsword of the power of the Divine.

By far the largest majority, however, assumes that this is talking about an actual city. Lately, one claims to have found evidence that it concerns Leyawiin. And it goes even further. The destruction shall come from Mehrunes Dagon himself. The daedric prince has already proven himself an archenemy of the Empire in the past.

The person of the hero who is to be bound to the Godsword, however, is completely in the dark. Is it possibly the Emperor himself, who takes up the fight against Dagon in the ruins of burned-down Leyawiin? We do not know.

The last verse seems to void all explanations of earlier theories. Suddenly there is talk of the Lord of Spiders. All scholars can agree that the Web-Spinner this can only mean Mephala. The daedric prince of intrigue. He does, according to the prophecies, have the knowledge of the Godsword.

Does this mean that the hero who will again obtain the Amulet of Kings, makes a pact with a daedric prince? Or will the Prince of Spiders be the new master over the Empire? There are the wildest speculations on this last verse, and only the gods know if the sword's prophecy will ever be met.
Tes4Mod:Order of the Dragon/The Torture Chamber

Walkthrough

Journal Entries
Tes4Mod:Order of the Dragon/The Way of the Dead

Walkthrough
In the Arena, there's a woman named Drela whose husband, Ilu, was killed by lions. She wasn't able to save him, but she wants to recover his remains and give him a proper burial. If you agree to help, she'll lead you to the last place she saw him. There's a large rock here; check on top of it, and you'll find a pallet along with some "Strange Bones" on it. Takes those and show them to Drela. She'll say they're not his; without any other leads, she decides to go pray to Mephala at the nearest shrine. 

When you get to the shrine, be sure to go where the quest arrow appears (which, if you turned them off, is about ten feet behind her - if you just stand around, nothing will happen). If you hit the right spot, you'll get a cutscene and she'll speak to Mephala. 

Mephala will speak to her, telling her the "Daughter of the Threads" knows where Ilu is. Since neither of you know who that is, she suggests going to Ihoar, who is in the Temple of the Tongues. Again, Drela knows where it is, so just follow her. Ihoar will be happy to help you, but she's looking for a parchment in the temple. If you can find it for her, she'll tell you where to find the Daughter. The parchment is further in the temple; retrieve it and bring it to Ihoar, and she'll tell you that the Daughter is in the Temple of the Dead. You can't get in normally, though - you need to use the Sundial. Lucky for you, Drela knows where that is too.

So, it's off to the Sundial. You'll need to place an empty spirit stone on the pedestal; this will summon a ghost antelope, which leads you to a pylon with a recess on it. This requires the Ziam the Hunter, a medallion that you can only find in the Wolf Temple, which is in the Pyramid Field of Akka'an - roughly due east of your location, a large valley on the map. Return to Drela, and she'll tell you to place it in the pylon, which will reveal a path in the cliff wall. Follow it up to the temple.

Once you get to the final room of the temple, you'll find Ilu, who was turned into an envoy to the Daughter of the Threads  (which isn't the same as a Mephala's Envoy); he kills his wife, and you're forced to kill him in turn. 

You're now sealed in the temple, so you have to find a way out. Push the golden skull, and this will activate a pillar of flame in the middle of the room; approach it, and you'll be teleported outside the temple. Now you have to find and activate all five sacrifice coffins (this is easy; when you find one, press the button at the base). When this is done, the network will be active, and you can use them to teleport around Mephala's realm, with the temple as a junction.

Journal Entries