Netruk44/uesp-wiki-content huggingface dataset:
Cyrodiil/The Screeching Songman

Quick Walkthrough
# Learn of  's disturbances and speak to  .
# Speak to Renod about his neighbours' complaints.
# Go find Renod's   OR convince   to hire Renod.
# Return to Reln-Tei for you reward.

Detailed Walkthrough
Howling in the Night
When first visiting the  , you will be treated to the scene of the resident bard,  , howling his way through his compositions with no respect for key or tone. After he is chased out for having disturbed the guests, speak to a citizen of   about him and you will be told to speak to the beggar  , who is leading the effort to convince Renod to shut up.

The Argonian will complain about the bard's awful singing at unsocial hours of the night and ask you to intercede with him on behalf of the people of the city, warning you that he does not want the singer killed. When you confront Renod in his house near  , he will be enraged at the townsfolk's lack of appreciation for his musical talents. He is very confident about his abilities and will refuse to halt his singing. When pressed, he will agree to consider it if you can return his prized  , which was recently stolen. He suggests heading to   and asking around there for any clues.

A Comedian for Capstone Cave
thumb|right|Renod's new home?
Speak to   about Renod and intimidate or persuade him (minimum 50 Speech skill) to reveal that he did steal it and sold it to a friend of his who resides in  . He maliciously suggests you present Renod with the chance to ply his trade there, now that he's been ejected by the two main inns in Bruma. If you decide to go along with this charade, speak to Renod, who will reluctantly agree to follow you to the cave and take up employment there. Once you arrive at the entrance, you will be greeted by  , the bandit ringleader, and three of his thugs. Grushnag will demand an on-the-spot demonstration from Renod before he accepts. Once the bard has finished his awful rendition, Grushnag will slice his throat open, causing the quest to fail.

Music to My Ears
If you instead decide to retrieve Renod's lute from the bandits, head over to Capstone Cave on your own and be prepared to fight the bandits on sight. Once you've defeated them, take the lute from Grushnag's body and head back to Renod. Reunited with his prized instrument, he will agree to restrict his practice to the daytime. Return to Reln-Tei, who will offer you a reward of leveled gold which he's gathered up from members of the local community. You can take the gold or tell him to keep it, in which case he will thank you and give over his old sword instead.

Notes
Killing Renod will fail the quest and result in Reln-Tei refusing to speak to you, as he says he knows you're the assassin.

Quest Stages
Cyrodiil/The Courier

Quick Walkthrough
# Sleep a night at  .
# Talk to   and meet him just outside of  .
# Find   and his documents.
# Escape Sedor and decide what to do with the documents.

Detailed Walkthrough
The Recruited Watchman
After the first time you spend a night lodged at  , you will be greeted as you exit by an excitable nord:  . He  asks for your help in rescuing a dear friend of his,  , who has gone missing. Once you accept, he will ask you to meet him at a camp near the   of   before sprinting off.

To reach Olaf's camp from  , head to the   and then take the road south, pressing on past  . Once you arrive at  , head east and cross the river using the wooden planks over the ruined Ayleid bridge. The dirt track on the opposite end carries you past   and a  . Keep pressing east, past   and  , and along the lake road heading east. Follow this as it winds up the mountain face to the north and then head east at  . Here you will be greeted by an armored Olaf and two of his Nord companions.

The Sly Stormcloak
If you question Olaf on the situation instead of just rushing in, his cover story will quickly begin to unravel. It turns out that he doesn't really care about Caius, because he isn't really a friend of Olaf's, he's an Imperial Legion courier. Olaf confesses that he and his companions are Stormcloaks and it is clear that what they are really after are the documents Caius was carrying. At this point you can either turn a blind eye or fight the three Stormcloaks; either way, you will then be directed to find Caius inside Sedor.

The ruin is populated by a number of bandits, which you will have to fight through to reach the final room with the ringleader. See   for a detailed walkthrough. Once you defeat the bandit boss, a quick search of their room will reveal a cell with Caius's naked corpse. Loot the   from his body and speak to Olaf. He is frustrated the documents aren't on Caius's person and asks you to find them as they lie scattered across the ruin. The   is in the same room;   is on a table in the room just below; parts   and   are in the room with bedrolls and   is on a table in the very first room. Once you have them all, you will be ambushed by   and three of his thugs. Kill them and leave the ruin.

A Courier with a Choice
If Olaf is still alive, he will ask you to hand over the documents. If you agree, he will hand over some leveled gold (the lowest amount of all choices) and run off. Alternatively, you can either intimidate or persuade him that you will take the documents to his contact (requires a Speech skill of 25) or kill him. In both instances, and if you had previously killed Olaf, you will now be faced with four choices in increasing order of monetary reward:

#   in one of the braziers in Bruma, which will net you no reward;
# Taking the documents to Stormcloak contact   in one of the outlying towers of  , in return for some leveled gold;
# Taking the documents to Penitus Oculatus undercover agent   at  , in return for some leveled gold and a random enchanted weapon;
# Taking the documents to Thalmor justiciar  , in return for some leveled gold.

Quest Stages
Cyrodiil/The Way Home

Quick Walkthrough
# Enter  's Great Hall.
# Follow the instructions from  's voice.
# Find the three katanas and place them in the fire.

Detailed Walkthrough
The Battle Rages On
When first entering  's Great Hall, you will hear a disembodied voice warning you: "''You, there! This is a warzone! What are you doing here? Fine. If you won't leave... go. Find Alina. Tell her we need her at the front - immediately!''" It appears there are still spirits of the Temple's previous inhabitants roaming around the ruins, reliving the famous battle when the Dominion crushed the Blades during the Great War. Head to the East Wing and you'll find  's skeleton lying near the top of the stairs. 

The spectral voice will thunder again, surprised that Alina is dead and instructing you to meet him in the West Wing, armed with Glenroy's  . Head down into the armory to claim the blade and then cross over to the West Wing. Here you will find  's ghost, who charges off towards the Great Hall and his companion  . Once he sees Corvon's skeleton, he will bemoan the deaths of his friends, at which point you'll have to break it to him that he is also dead.

Peace At Last
Raaslan is shaken by the realization that Cloud Ruler Temple is destroyed and his order is no more, and asks you for a final kindness. In order to release their souls, you will need to gather the katanas of each Blade and plunge them into the fire now burning in the Great Hall. You will find  's and  's underneath their bodies, and  's next to his skeleton in the Armory. Once you have all of them, return to the hall, where the three ghostly Blades are assembled, and place the blades in the fire. Raaslan will speak to you one last time, thanking you and entrusting you with  , now infused with his own soul.

Quest Stages
Cyrodiil/Undeath at Underpall

Quick Walkthrough
# Talk to   about magical threats in the Jeralls.
# Clear   and kill or spare  .
# Return to Cadius for your reward.

Detailed Walkthrough
Clearing the Coven
Speak to   at the   about magical threats in the Jeralls and he will mention a nest of necromancers holed up at  . After agreeing to a reward if you can clear them out, head to the cave in the far southwest of  . From  's eastern gate, head to the   and then take the road south. At   take the western road, and follow this until  , then take the dirt path heading north to the cave. For a full walkthrough of Underpall Cave please see  . Enter and follow the cave tunnels until you reach the Keep; enter this zone and head east into the large central room with a few necromancers. Work your way to the top of the central pillar and activate the various levers, opening the gate to the south. Pass through this and then head west, battling necromancers as you go, until you reach the door to the South Wing. Head south and then east, crossing a room full of necromancers on a stone bridge. Turn east after the bridge and take the southern corridor until you reach a door guarded by an  . 

A Family Business
thumb|right|Cadius and Alavva, reunited
The Servitor will politely escort you inside the room to meet the leader of the coven, a female necromancer by the name  . Talk to her and she will reveal she is actually Cadius's sister, although he is unaware of her dealings. Their father was once the leader of the necromancers at Underpall and she was his apprentice. As soon as she grew powerful enough, she killed him and turned him into her servant. After this, she exclaims that she wishes to test your mettle and proceeds to attack you, reanimating a few nearby zombies. Once you defeat her, speak to her again. She cries out that she wants to die for her crimes and begs you to finish her off. From here, you have seven choices:

# Agree to kill her, at which point she'll attack you;
# Decide to spare her, but fail to persuade her from taking her own life, which she will do as soon as you exit conversation;
# Persuade her (requires a Speech skill of 50) to give up her necromancer life and either:
## Move to  ;
## Go work at the Synod along her brother, in which case you'll be treated to a tearful reunion;
## Go work for the College of Whispers to spite her brother, in which case she'll relocate to   and work under  ;
## Turn herself in to the authorities, in which case she'll relocate to a cell in  ;
## Start a new life in Hammerfell, far away from it all, in which case she'll disappear from the game.

Either way, return to Cadius to inform him of your choice, which he will react to accordingly before thanking you for your service and rewarding you with some leveled gold and a  .

Quest Stages
Cyrodiil/Welcome to Cyrodiil

Quick Walkthrough
# Travel to Pale Pass.
# Convince Legate Centos Durius to let you through the border gate.
# If unable to convince Centos Durius to let you in, travel to the Serpent's Trail.
# Make your way through the Serpent's Trail to Cyrodiil.

Detailed Walkthrough
Cyrodiil's closed
Your journey towards Cyrodiil starts at the Pale Pass - make your way there from Helgen's eastern gate by taking the south-eastern road. Once you arrive, the sentry on duty will tell you speak to the resident Legionnaire. It looks like you're out of luck: the pass is closed as the Empire wants to keep Skyrim's strife confined to the province.

Offering a bribe won't work, so you have four options:

# The simplest option is to claim you're in the Legion - Durius will let you in even if you're not actually a member, as long as you sided with Hadvar during Unbound.
# Complete quests in Skyrim to gain notoriety in Durius's eyes. Durius will let you through if you are the Harbinger of the Companions, the Arch-Mage of the College of Winterhold, if you can rightfully claim to be Dragonborn (requires that you have completed The Way of the Voice) or if you succeeded in destroying the Dark Brotherhood.
# Attack the soldiers guarding the pass. Alongside Darius there are seven other soldiers, making this a very tough fight. Once you slay the Legate, loot his corpse for the key to the gate. The sentries on the other side will be none the wiser.
# Find an alternative way in - see Serpent's Path section below.

Slithering in from Skyrim

Backtrack down the road and to the east you will notice a fireplace under a rocky overhang. Mirich Ran holds court here and will offer you both his marvelous goods and his special services. Inquire about the latter and make sure you tell him you're not with the Legion, as this will cause this side quest to fail. After paying him 200 gold, he points you in the direction of the Serpent's Trail and marks it on your map. After battling your way past smugglers and goblins (see the place page for a detailed walkthrough), you will emerge in Cyrodiil, just south of Snowstone Rest.

Notes
The quest arrow will point you towards the Serpent's Trail even before you speak to Mirich Ran, although it won't appear on the main map.
Once you have entered Cyrodiil, even if it was through the Serpent's Trail, the gates on both sides of the Pass will now always be open.

Bugs
If you experience an infinite loading screen when attempting to enter Cyrodiil, make sure you have enabled the SKSE Memory Patch.

Quest Stages
Cyrodiil/Bruma

Bruma is the capital city of  , located in the center of the county. The city lies near the border between Skyrim and Cyrodiil, and this is reflected in its mainly Nord population, as well as in its architecture and climate, which is relatively cold and snowy. The imposing   dominates the skyline and the central part of the city, while   resides in the large   in the western district. The   and the   maintain a   and   respectively in the central district of the city. 

The Bruma market in the southern district is made up of stalls run by a few of the local denizens:  , an insecure Breton jeweler;  , a Bosmer apothecary whom you can   in collecting ingredients for, and  , a Nord buyer and seller of Nordic artifacts who will   with expanding her collection. In the shadow of the cathedral, by the southern wall is  's butcher shop  , while near the eastern gate is  , a general goods shop run by  . In the northern part of town, near the guildhalls, is  , a blacksmith shop run by   and his apprentice  . 

Two inns provide bed and board for the weary traveler, at the opposite ends of the social spectrum. In the run-down southern district of the city, in the shadow of the cathedral, is the notorious bunkhouse  . Run by  , it is the watering hole of choice for Bruma's poorer denizens, as well as a fair share of lowlifes and thugs. On the other hand, in the raised western quarter, nestled in between upper-class mansions, is the  , run by   and his wife  . The inn prides itself on its exceptional customer service, which includes a resident bard and bathhouse.

Outside the eastern gate you will find the  , where   will sell you a   for 3000 gold, while just outside of the northern gate is a ramshackle slum. The area is ringed by wooden palisades and towers, and hosts a number of shacks, tents and campfires inhabited predominantly by impoverished refugees from Skyrim's civil war.

For historical information on Bruma, see the lore article. For information on Bruma as it appeared in Oblivion, see the Oblivion article.

 
Gallery
 


 

Quests Starting Here
Lore:The Song of Pelinal, v 10

(Editor's Note: Volumes 9-12 are taken from an untitled document in the   known to scholars as the Cyrod Transitive Postscript. It consists of ancient fragments apparently collected by the same scholar who compiled the  . The original source of these fragments is a matter of academic debate, and as yet there is no consensus on their provenance or date.)

"Look you," said  , "behold how the Paravanics now (dis)appear, winking out like stars at dawn, and how … remember   when all who knew him are provender for worms?" And the Water-Thinkers spoke in ripples, saying that the (event) for Whitestrake's cognizance was the red week at  , anon Heldon's, for when reckoning the blood rivers before and after, that was the Fulcrum. The then-folk called it the  , though by following moons it was  , a perplexity the Convalent Eradicator addressed in (the sixth?) conundrum: "Why did the  s stretch   all across summer, working  lings forty-plus-seventeen days without halt or repose? Pelinal shrugged and cried, IF THE   BE ELVISH, EVEN IT SHALL I MAKE DISJOINT, and so plied his hanger that the month was cloven … or were the (days?) just driven to Foreshore?"
Online:Buxutheeus

Buxutheeus is an Argonian citizen who can be found on a bridge, northwest of the Stormhold Exchange in Stormhold with his friend, Yrssteir. He is leaning on the ropes as Yrssteir looks over the river. They can be overheard discussing various subjects.
 

Dialogue
All of their dialogue is ambient, and has no subtitles.

After the Forsaken Hamlet objective is complete:
:Buxutheeus: "What could the Dominion want with a dead Hist?"
:Yrssteir: ''"I didn't know the Hist could die! What does a dead Hist look like?"
:Buxutheeus: "Dead's not quite right. It's like it's born backwards. When it dies, it turns into an egg. Or so they say."
:Yrssteir: "Sounds like someone's been in the swamp too long."
Buxutheeus becomes irate and walks a few feet away from where he was. He stands with his arms crossed, facing away from Yrssteir while sighing.

This conversation happens regardless of your activity in Shadowfen.
:Yrssteir: "Heard the Shadowscales aren't taking any more contracts."
:Buxutheeus: "Shh. You think no contracts means no ears in town?"''
Yrrsteir walks over to the end of the bridge towards the Cornerclub, and signals for Buxutheeus to follow. He sighs and follows. They crouch and sneak into Borrows-Trouble's hut. If you follow them inside, you will not see them in the building. They will eventually reappear back on the bridge.

This conversation happens regardless of your activity in Shadowfen.
:Yrssteir: ''"Sanctioned killers are on our doorstep, and we're worried about invaders?"
:Buxutheeus: "I wouldn't say that too loud. Shadowscales have a lot of friends in these parts."

After completing the quests at Zuuk:
:Yrssteir: "I wonder what the Kothringi were like? Warriors? Diplomats?"
:Buxutheeus: "They found one alive, did you hear?"
:Yrssteir: "Yeah, but he's probably mad. How could you survive, if your entire race died around you?"

After the events at White Rose Prison:
:Yrssteir: "Did you know there're still people in the old Imperial prison?"
:Buxutheeus: "They left them to die? How heartless!"
:Yrssteir: "They're Imperials. They'd leave their own mother to die if it gave them an advantage!"''
Legends:Gauntlet/Dire Wolf Digital

Gauntlet is a game mode in The Elder Scrolls Legends, and consists of tournament-style events that you enter with a pre-constructed deck of your own that you will use for the duration of the event. Gauntlets are announced by the developers and can be held several times each month, but are only available during the weekend. Many gauntlets have special rules that apply to all players in the event. The card pack prizes are usually from the latest expansion.

Rumble Gauntlet
thumb|400px|right|Rumble Gauntlet menu
In Rumble Gauntlet, you play until you reach either nine wins or three losses. Entry costs either 150 gold or an Event Ticket. The first Rumble Gauntlet ran for the weekend of June 10-12, 2017.

Rumble Gauntlet prizes are as follows:



Epic Rumble Gauntlet
thumb|400px|right|Epic Rumble menu
Epic Rumble Gauntlet adds leaderboards for multiple Rumble Gauntlet runs. The entry cost for each Rumble Gauntlet run is still the same at 150 gold or 1 Event Ticket. Your first three runs are counted toward a leaderboard score, and the top 128 players receive additional prizes. Your leaderboard ranking is determined by your win rate and the win rates of your opponents. The first Epic Rumble Gauntlet occurred on the weekend of June 24-26, 2017.

The following leaderboard prizes for Epic Rumble Gauntlet are in addition to the normal Rumble Gauntlet prizes:



Grand Melee
thumb|400px|right|Grand Melee menu
In Grand Melee, you play for 12 rounds, and your prizes and your leaderboard ranking is determined by your win rate and the win rates of your opponents. Entry costs either 1000 gold or 6 Event Tickets. The winners' decks are published to the Legends website.

Prizes for the number of wins are:



Prizes for the top 100 on the leaderboard are:



In addition to the rewards listed above, participants also received a playset of the following alternate art cards:



Special Rumbles
Special Rumbles are similar to Epic Rumble Gauntlets where your first three or four runs are counted toward a leaderboard score, but there is only a maximum of 7 wins per run. The cost of entry for each Special Rumbles is 150 gold or 1 Event Ticket. The rewards for the amount of wins are a bit different and the top 2000 players on the leaderboard receive additional prizes. Your leaderboard ranking is determined by your win rate and the win rates of your opponents.


||4
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Prizes for the number of wins are:



Prizes for the top 2000 on the leaderboard are:



Special Rumble Menus
 
 

Gallery
Online:Crafting Motif 21: Ancient Orc Axes

Here in Orsinium's museum of Orcish history, we are proud to display arms and armor created in the style of our ancient ancestors! Feel free to handle the items labeled "reproduction," but please admire the original relics in the display cases with your eyes only.

AXES

An Ancient Orc axe is a thing of simple beauty, its broad curved blade worked with traditional geometric patterns, utilitarian but deadly. The two-handed axe has two blades mounted on its longer haft. Can you not imagine this lovely weapon taking the head right off a skulking   assassin?
Online:Crafting Motif 21: Ancient Orc Belts

Here in Orsinium's museum of Orcish history, we are proud to display arms and armor created in the style of our ancient ancestors! Feel free to handle the items labeled "reproduction," but please admire the original relics in the display cases with your eyes only.

BELTS

The Ancient Orc's waist cincture is constructed of square or rectangular links, with a large belly buckle inscribed with an abstract clan sigil. Like all Orcish gear from the period, it is even stronger than it looks.
Online:Crafting Motif 21: Ancient Orc Boots

Here in Orsinium's museum of Orcish history, we are proud to display arms and armor created in the style of our ancient ancestors! Feel free to handle the items labeled "reproduction," but please admire the original relics in the display cases with your eyes only.

BOOTS

As you would expect from seeing other items made in the Ancient Orc style, even the boots are tough, practical, and unexpectedly beautiful. After our lovely tusks, what defines an Orsimer more than our shapely calves? And what could protect and yet display them better than Ancient Orc boots?
Online:Crafting Motif 21: Ancient Orc Bows

Here in Orsinium's museum of Orcish history, we are proud to display arms and armor created in the style of our ancient ancestors! Feel free to handle the items labeled "reproduction," but please admire the original relics in the display cases with your eyes only.

BOWS

Simple and elegant, the appearance of the Ancient Orc longbow conveys one quality above all others: strength! This is the bow of a people whose muscles were thickened and hardened working in the forge, who can draw a bow powerful enough to drive a steel-tipped arrow through even the best non-Orcish armor!
Online:Crafting Motif 21: Ancient Orc Chests

Here in Orsinium's museum of Orcish history, we are proud to display arms and armor created in the style of our ancient ancestors! Feel free to handle the items labeled "reproduction," but please admire the original relics in the display cases with your eyes only.

CHESTS

Whether it's leather, brigantine, or plate steel, the Ancient Orc cuirass is formed of interlocking and overlapping elements that provide multiple layers of protection without compromising flexibility. And, of course, their intricate geometry is a joy to the eye!