Netruk44/uesp-wiki-content huggingface dataset:
Anvil Bay Port Authority

The ground floor has two rooms - one for reception, and one for office workers. The upstairs has a single large room that serves as Petrus' office.

thumb|right|The Anvil Bay Port Authority, lower office

thumb|right|The Anvil Bay Port Authority, upper office
Black Flag Tavern

The Black Flag is not what most would expect, given its reputation (at least one bar fight most nights) and its clientele (it caters mostly to the rough-and-tumble crowd since the pirates started docking in Anvil Bay). The common room is large, clean, and well-lit with several chandeliers, though oddly lacking in nautical decoration beyond a single Jolly Roger on the wall (the Black Flag used to have a pure black flag as their decoration, but the pirates replaced this with the Jolly Roger and Peg Head Jack is unwilling to upset them by removing it). Three large tables provide space for customers to gather, while stools along the bar opposite the entrance allow single drinkers to drown their sorrows while complaining to the proprietor, Peg Head Jack. For those who wish a little privacy, there's a small room with a single table off to one side. The aptly-named Sundar the Bouncer stands vigil beside the basement door while the tavern is open, keeping a wary eye on the crowd to keep things from getting too out of hand, while the two waitresses, Melisar and Mystra, circulate among the crowd to keep everyone happy.

Jack offers rooms for rent for the low price of 10 gold. As with the rest of the place, the rooms are clean and surprisingly well-appointed. The one room available has a bed, cupboard, chest of drawers, a chest, and small table, all upper-class furnishings.

The cellar is rather sizeable, with several levels connected by a single stairway. Each level is crowded with barrels, crates, and racks of beer, mead, ale, and other alcoholic beverages, as well as foodstuffs and other supplies. Several huge ale casks also take up space down here. Sundar has a bunk down at the very bottom, among more crates and barrels.


 
People
 

Related Quests
 
 

Gallery
Cargo Ship

The main door from the deck leads to the crew area; there are four bedrolls here, along with some crates. A door leads to the captain's cabin, and another on the lower level leads to the hold, which is partially filled with crates. The captain's cabin at the stern of the ship is small and sparsely furnished; he has a table and chair, a pair of bookshelves, and a hammock.
Evening Star

The Evening Star is sleek and designed with comfort in mind. The entry to the captain's cabin has a cupboard and several sacks for storage; the anteroom contains two bookcases, a chest of drawers, and a table that seats two; and the upper room has been converted into a bedroom. Besides a bed, it has a small desk, two small display cases, a chest, and another bookcase.

The mid deck is designed for any companions you might have. There's a well-stocked gallery located in the bow, two small private cabins for high-ranking (or special) companions, and four more bunks out in the open.

The hold is used strictly for storage - crates, boxes, sacks, and chests (all of them safe to use) abound here. There are also a few hidden surprises for those who look - an elven dagger, a Lesser Staff of Silence, and a fine iron longsword lay scattered among the clutter. And, at the stern, is a large cage housing your very own ogre. There's no need to worry about feeding him, though - there are plenty of rats about to sate even his huge appetite. He is quite hostile and very willing to supplement his diet with humanoid meat, so it is not a good idea to let him loose unless you are capable of dealing with him.

Notes
When walking onto the deck of the Evening Star there is a chance that you may fall through into the water below as if the ship did not exist. This is not a fault in the mod, but rather a glitch in the game which affects all mods adding player-pilotable ships. The fix is very easy: simply save your game (use a new save-slot) when near the ship, exit to desktop, then relaunch the game and load your save. The ship will now be solid.
Gold Horse Courier Office (Anvil)

thumb|right|Gold Horse Courier Office, main floor.

thumb|right|Gold Horse Courier Office, upstairs.

The office is a two-story split-level affair. The door opens into the central room, which is mostly full of packages awaiting delivery. Two steps lead down to a lower room to the right, where you can find the main counter and the delivery board. This area is packed with more containers, these ones awaiting processing.

The second floor is a short hallway with a pair of bookcases and a single medium-sized room that Lavasir uses as his quarters when he's not working.


Notes
Lavasir is killed during the course of the quest Gold Horse Courier Service. Depending on how it is completed, either Larrius Granius or Waylas will take over the office.


Related Quests
Harbourside House

thumb|right|Harbourside House, lower floor.

thumb|right|Harbourside House, upper floor.

The house is typical for Anvil: a the front door opens into a sitting room, with a larger living room off to the right through an arch. The sitting room has a small desk and a table with a ship in a bottle; the living room features a small table for taking meals, a cupboard, chest, bookcase, display case, and wine rack.

The stairs run up to a balcony around two sides of the upper floor; the lone bedroom is furnished with a double bed, two chests of drawers, and another cupboard. All the furnishings are upper-class.
Harbourside Southern Warehouse

The warehouse isn't much to look at from the outside - it looks like any other place on the docks. It has two floors; the bottom is split into two large rooms, each full of boxes, crates, and barrels stacked up and awaiting shipment. Stairs lead up to the second floor, where the warehouse's keeper, Gindle Morton, lives in a single room.

thumb|right|The South Harborside Warehouse, interior
Imperial Trading Company Offices

thumb|right|The Imperial Trading Company Offices, ground floor

thumb|right|The Imperial Trading Company Offices, guest quarters
Imperial Trading Company Warehouse (Anvil)

The interior is one large room, lit by hanging candles. It is filled with various containers stacked in separate piles. One end has an open space for the workers' beds and a dining table.

thumb|right|The Imperial Trading Company Warehouse, interior
Lighthouse Tower

It is small, being only one room, but has all the comforts of home - a single bed, chest of drawers, bookcase, cupboard, several sacks and two chests for storage, and a chair and pair of small tables.
Night's Scream

The captain's cabin is quite spacious and well-appointed: the sleeping area has a double bed, dresser, and desk, all made of fine wood; the living area has a medium-sized table that can seat four comfortably, along with a large cupboard for storage.

The mid deck is crew quarters. Arriliano, the ship's mage, has a cabin here where he does his work; Hammund the smith also offers his services in the open area he shares with Elsa. Safia, a bard, has a small cabin in the stern.

The hold is largely empty except for a hanging combat dummy in the bow; Sleeps-On-Duty has a bunk amidships, and the stern is given over to storage.

thumb|right|Captain's cabin
 
Related Quests
 Rangers Guild.
Old House

To all outward appearances, the house looks utterly normal. The front door leads to a room with a fireplace, bear rug on the floor, a bench, and cupboard. Stairs here lead up to the second floor, which has a single bedroom. A doorway leads to a second room, which has a dining table in the center and two beds at either end, along with a pair of cupboards for storage.


Notes
This house has no importance unless you have the mod Dark Brotherhood Chronicles installed.
Rangers Guild Hall (Anvil)

The guild hall is a rather small two-story building. The front door opens into an entry room, which is bare except for a small table; to the right is a large kitchen, which holds two trestle tables with seats for six, a cupboards for storage, and a row of sinks along one wall.

The second floor consists of a sitting/gathering room and Culumani's office/quarters. The office has two large bookcases packed with books and other items that also serve as dividers, a table that serves as his desk, and a bed and chest.


 
Quests Starting Here
Sunken Ship

The ship has little of interest, but intrepid explorers can gain access to the mid-deck via a hatch on the deck. Inside, the ghost of Captain Grimm haunts the ship, forever guarding his treasure, along with a couple slaughterfish. There is a chest here, along with a few crates and barrels.
The Anvil Ship Company

There is only one large room on the lower floor, and it serves as the office. Sea Scale works here, booking passage on ships for interested parties to various locations. He works from behind a curved counter at one end of the room; at the other end, two chairs and a table sit in front of a fireplace for people who want to have a quiet chat. The whole room is tastefully decorated with rugs, tapestries, and paintings, several statues, and the usual nautical paraphernalia one would expect - a ship in a bottle, a sextant, and a map of Tamriel on the counter.

The upper floor is Sea Scale's private quarters. The stairs lead up to a small room that he uses as a dining room; the bedroom is much larger and just as well furnished as the rest of the place.

Sea Scale offers passage on a ship to any of the following locations: Bravil, Duncori Walk, Firsthold, Ft. Akatosh, the Imperial City Waterfront District, Leyawiin, Stirk, and Sutch.
 

Notes
Some of the locations are mod-specific and will only show up if you have that particular mod installed:
Duncori Walk: Elsweyr Anequina
Firsthold: Tamriel Heightmaps - Summerset Landscapes
Fort Akatosh: Fort Akatosh Redux
Stirk: Stirk
Sutch: Sutch Reborn

Gallery
The Sea Horse

Most of the pirates can be found on the deck. The captain's cabin is sparsely furnished with lower-class items: a small bed, table, and cupboard in the lower room, and a large round dining table and chairs in the upper.

The mid deck contains two small cabins and a pair of bunks, but only two pirates - one near the ladder down from the upper deck, and one in the stern cabin. There are numerous containers here, but none of them contain anything special.

The hold has two more pirates and more containers. Again, none of them are notable.


 
Related Quests
 

Notes
You cannot get to this ship until the Rangers Guild quest A Growing Guild Expands. Since you sink the ship during the course of the quest, it is best to get anything you want while you're there, because you won't be able to go back after you leave.
The Sea Queen

The captain's cabin is sparsely furnished with lower-class items: a small bed, table, and barrel in the lower room, and a large round dining table and chairs in the upper. A pirate wanders the cabin.

The mid deck is crew quarters. One large cabin in the bow, near the ladder to the upper deck, is home to two pirates. A passage goes aft passed two more cabins; the first is empty, but the second has another pirate in it. A third pirate (an archer) lurks near the aft cabin (which is empty) and the hatch to the hold. There are numerous containers here, but none of them contain anything special.

The hold has one more pirate and more containers. Again, none of them are notable.


 
Related Quests
A Growing Guild Expands: Gain permission from Countess Millona Umbranox to open an Anvil branch for the Rangers Guild.
The Shady Serpent

The captain's cabin is sparsely furnished with lower-class items: a small bed, table, and barrel in the lower room, and a large round dining table and chairs in the upper. While most of the crew is on deck, one pirate can be found here.

The mid deck is crew quarters. One large cabin in the bow, near the ladder to the upper deck, is home to one pirate. The rest of the deck is divided more or less in half by a wall; there is a large open space forward of the wall, and aft is the stern cabin, the aft hatch, and a small alcove with a table, where another pirate is hiding out. There are many containers here, but none hold anything special.

The hold is divided into three compartments. The ladder from the deck above comes down in the stern portion, where one pirate lies in wait. The middle compartment has a bunk, some containers, and various items on a shelf; the forward compartment has a few more crates and barrels and a pirate archer.


 
Related Quests
A Growing Guild Expands: Gain permission from Countess Millona Umbranox to open an Anvil branch for the Rangers Guild.


Notes
You cannot get to this ship until the Rangers Guild quest A Growing Guild Expands. Since you sink the ship during the course of the quest, it is best to get anything you want while you're there, because you won't be able to go back after you leave.
Aphra

Aphra is an Imperial farmer who lives in Skingrad with her daughter Knute.

She gets up at 6am every morning and eats breakfast, then goes out to work in the field. She comes back in at 8pm, eats dinner, and goes to bed.

Aphra wears a collared shirt, coarse linen skirt, and rough leather shoes; she carries a rake, some Skingrad aged red cheese, bowl of root pulp, and a house key.

Their house is located north of the city. The main room has a dining table and shelves in one corner, and some broken wooden items in the opposite one; the other two corners are small bedrooms for each woman, each of which has only a bed.

Aside from rumors, she has nothing to say.
Apollos

Apollos is a Nord  warrior who lives in Bravil.

Apollos wakes up at 6am every morning and goes out for a walk around the plaza for an hour to warm himself up. After that, he returns home to exercise for an hour, then eats breakfast. After breakfast, he goes upstairs to spend the morning training. At 2pm, he takes a break to cool down and read a book for an hour, then he heads over to the Fighters Guild to train with the folks there for a few hours. At 6pm, he goes home to eat dinner and spends the rest of the evening engaged in various tasks around the house - cleaning, sharpening weapons, etc. - until he goes to bed at 10pm.

He wears a patched vest along with fur gauntlets, greaves, and boots, and is armed with a steel longsword and a fine steel mace. He carries copies of Manual of Armor and Manual of Arms, a set of Resist Cold Pants and buckled shoes, three spiced fig biscuits, a house key, and a small amount of gold.

Apollos' house is located at the eastern end of the docks, right next to the Bravil Bayside Inn. It is rather large, and has two floors. The bottom floor is an entryway and a dining room with two tables and a large fireplace. The upper floor is one large room; most of the space is used for his training area - it has a mat and practice dummy, and chests and drawers along the walls - and the rest is a sleeping area with a bed. An armor stand and chair are tucked into one corner.

Aside from rumors, he has nothing to say.
Arag gro-Utush

Arag gro-Utush is an Orc herald who lives in the Imperial City Elven Gardens District.

He wakes up at 6am every morning and eats breakfast for two hours, then goes to work at the Bank of Cyrodiil. When the bank closes at 8pm, he returns home to eat dinner, then sits down to read a book for a couple hours before going to bed at midnight.

Arag wears a steel cuirass, burgundy linen pants, and thick cowhide shoes; he carries a copy of On Oblivion, keys to the house and bank, and a moderate amount of gold.

His house is located in the southwest corner of the Elven Gardens District. The ground floor has a small table for eating, a few benches, and a bookcase for dishes. The upper floor is a bedroom that has a few rugs scattered on the floor, a bed in one corner, and a pair of bookcases.

Aside from rumors, he has nothing to say.
Arangaer

Arangaer is a Wood Elf commoner who lives and works at Rosa the Dressmaker's house in Chorrol.

Arangaer gets up at 6am every morning and eats breakfast, then spends her day sewing. On weekends, she spends the first part of the day reading; at 2pm, she goes out for a walk, returning at 7pm to do a little sewing before dinner at 8pm. After dinner, she retires to bed.

She wears a russet felt dress and shoes, and carries copies of Guide to Chorrol A Life of Uriel Septim VII, an orange, some  orange cake, and a house key.

Rosa's house is located right next to Fire and Steel. It has two upper floors and a basement. The main floor is used as a "shop"; Rosa has a table that she uses as a counter, and her wares are displayed on shelves and another table. Stairs lead to the upper floor, one large room that serves as Rosa's living quarters. She has a double bed, writing desk, table for eating, and various containers. The basement is the work/living space for Arangaer and Theodosia. Two tables are set up in the middle of the room for their sewing, and various shelves and containers along the walls hold tools and materials. A table by the wall serves as a dining area, and each woman has a single bed in the corner with a chest for her belongings.

Aside from rumors, she has nothing to say.
Arboretum

The Arboretum is, as the name implies, the park of the Imperial City. There are statues of the Nine Divines, while a circular fountain flows beneath an Ayleid statue in the centre. Rabbits and deer can be seen feeding beneath the trees.

Map Key
right|600px|The Arboretum
# Imperial Ministry
# Imperial Ministry
# The Arboretum Hotel
# Ossiriand's House
# Admiral Selian Maximus' House
# Ra'Shafir's House
# Lacium Nao's House
 

Quests that Take Place Here
 
 

Arboretum People
Imperial Ministry

thumb|right|Imperial Ministry, ground floor

thumb|right|Imperial Ministry, lounge

There are two ways into this building; both open into a lobby where a receptionist sits at a small desk, opposite a guard on duty. Visitors must go through another small office to get to the main room, which has stairs up and down. The lower level is mostly a long hallway with a garderobe and a lounge. Two doors lead down to the sub-basement, which is a large round room lined with clerks' desks, where most of the work is done.

The stairs to the upper floor lead to a reception area; beyond that lies the manager's office. Stairs from there lead to a tower room, which in turn has another door leading to the cabinet minister's office, a large room with several display cabinets and stone floors.
The Arboretum Hotel

People
 

Gallery
Arcane University

Access to the University is restricted to respected members of the Mages Guild. To gain entrance, a recommendation from all the guild halls in Cyrodiil must be obtained. See Join the Mages Guild for details.
 

Research Institute
thumb|The Research Institute
The Research Institute is accessed via two towers located in the restricted area of the Arcane University, just inside each gate.
The ground floor of each tower is simply a bare room with a teleporter, which leads to a high balcony lined with more teleporters. These lead to the various sections
 

Alchemy
thumb|The Alchemy Department
This section is dedicated to the study of alchemy. It has several workstations, cabinets along the walls for storing ingredients, and a large tank holding the preserved remains of some strange creature.
 

Archaeological
thumb|The Archaeological Department
This section focuses on the study of the Ayleids and Tamrielic history. It has cabinets and display cases along the walls full of Ayleid artefacts, a full set of elven armour, and bookcases crammed with books. A small desk and table sit in the middle of the room.
 

Astrological
thumb|The Astrological Department
This floor is dedicated to the study of the heavens. It is empty except for a sundial in the middle of the room, and scale models of Masser and Secunda hanging from the ceiling.
 

Dwemer Studies
thumb|The Dwemer Studies Department
This floor centres around the lost Dwemer race. It has several bookcases, a full set of dwarven armour, and numerous artefacts scavenged from Dwemer ruins on display.
 

History
thumb|The History Department
This floor resembles nothing so much as a small library. A desk and two tables are placed in the middle of the room, and the walls are lined with shelves and shelves of books.
 

Offices
thumb|The Offices
This is where the administrators do their work. It has several desks, a cupboard, and a chest of drawers.
 

Special Depository
Located below the tower, this is a large circular room with a hallway around it. It is currently empty and inaccessible.

Related Quests
 

Map Key
right|500px|Arcane University District
# Research Institute
Archie

Archie is an Imperial farmer who lives in Cheydinhal with his brother Absalom and wife Roisin.

He gets up at 6am every morning and goes to The Skinny Johnny to have a few beers. When he's sufficiently fortified, he goes to work in the gardens, hoeing weeds (on Morndas, Middas, and Fredas, he chops wood instead). In any case, he stops work at 6pm to eat dinner. On weekdays, he relaxes at home, and on the weekends, he goes to The Skinny Johnny to spend the evening drinking. He goes to bed at 10pm every night.

Archie wears a coarse linen shirt, green felt linen pants, and sack cloth sandals. He carries three bottles of Nibenay Beer, a bottle of double cream milk, some honey, a copy of Guide to Cheydinhal, a hoe, a house key, and 10 gold.

The house is located in the eastern end of the poor quarter of Cheydinhal. It is small, consisting of a single large room; the bed Archie and Roisin share sits in the corner, across from a fireplace. A dining table sits at the other end of the room, along with a set of shelves for dishes. Absalom's bed is located in an alcove behind a cloth screen; he has a chest and low dresser for his things.

Aside from rumors, he has nothing to say.