Netruk44/uesp-wiki-content huggingface dataset:
Tes4Mod:Order of the Dragon/Mephala's Realm

The so-called scientific opinions about Mephala's Oblivion realm and its form vary widely. Many say it is a place built much like Mephala himself, full of contradictions and yet completely in harmony with himself as he should be. A world where spider creatures come and go as the people in Nirn.

Complete bullshit. Look around, you simpletons! Here is Mephala's realm - a sea of blue water, in which thousands and thousands of islands swim, covered by red-hot sand. The sun burns what little life hangs out here in untiring zeal. It's hot! So hot that even the toads of the Bitter Coast would be buried under a stone. Had the daedra prince not given us the well, we would have to drink the salty blue water of the sea.

And spider creatures? Pah, when in fact there are spiders here, they are buried deep within the ancient ruins. I myself have certainly not seen any of these spiders.

There are few inhabitants of this level who know more than one of these islands. Wood is scarce and is preferentially used for building tiny shelters, less for vehicular access to the sea, because it is surly. Many of those stranded here tell of their adventures in Nirn and I always hulls above the nose. Especially when those who call themselves sailors, report from their wild wife - the 'Ocean'. Believe me when I tell you that Nirn's oceans are nothing compared to Mephala's torrential seas. Here we have got only one thing, but it is snappy like a sand dreugh.

On the other hand, bathing in the sea is also the only way to get a little cool here. Unfortunately, the vital wells are mostly in the interior and trips to the ocean usually have to be well-planned, at least if you do not want to die of thirst.

All in all, Mephala's plane is a lovely spot. It is always sunny and mostly quite peaceful. Except for the sand dreughs and a few scuffling 'sailors', I've never seen anything dangerous here in the desert.
Tes4Mod:Order of the Dragon/Mephala's Spirit Stones

Within every living being lives a restless thing. One thing that is in constant change. It is both the bridge from love to hate, and from soul to body. From the ages to eternity.

We who live in today, know only fragments of what must have been a commonplace thing for our ancestors. We find it hard even to name it.

Our ancestors - the ancient people - not only knew the secret of being, they also knew to exploit it. An enterprising adventurer may still be able to find a few of the old spirit stones, which were so common then as the cursed gold is today.

With the right knowledge, Mephala granted such a stone the support of his favor and has captured that bridge, of which I spoke at the beginning - the nature of its mind - in the stone. But whenever this happened, the animal lost its life.

With the stone filled, the knower could extract the spirit and make a potion that connected the bridge of the trapped animal, and personally raise the animal back to life for a short time.

That knowledge is lost, because today no one knows how to capture an animal's spirit. Only a few are aware of the recipes, according to which the potions were mixed. And the old spirit stones are hidden in the deepest ruins of the ancient people, out of reach for anyone who loves his life, for today there is too often evil there.
Tes4Mod:Order of the Dragon/Missing

Walkthrough
Once the ritual is complete, you'll appear in a cave (naked). Put your armor/clothing back on, then leave the cave. Don't stop or turn back - the ceiling caves in, and you'll be killed if you don't keep moving forward. 

Congratulations: you're now in Mephala's realm. There are a few things to note here:

Alchemy Stations: Like workbenches, alchemy stations can be found all over Mephala's realm. You will find recipes throughout the course of your travels; each will add knowledge of the creation of a summoning potion (you can sell them after you learn the recipe). When you activate the station, you can create a potion using any recipe that you've learned - if you have the proper ingredients.

Buried Treasures: There are buried treasures hidden all over the desert. They're marked by small piles of boards, and are named "Stabilized Sand". If you have a shovel when activate it, you'll be able to dig up the treasure (these don't respawn, by the way), but you'll become dehydrated and must drink water. Several notes you'll find will lead to these caches, while you'll have to find others on your own.

Heat Damage: Mephala's realm is a desert. As such, you will start taking sun damage over time (2 points/second) unless you stay hydrated - drinking anything will help (if one of the effects is "Quench Thirst", it'll work), but water works the best (mainly because it has no side effects like alcohol). You must drink something about every 4 hours of game time. The water house is especially valuable here, as it is a refillable water flask - you can tap a  cactus (once each per day) or some wells and waterfalls (you'll get a prompt) for water.

Sandstorms: Sandstorms are common (it's a desert, duh). If you stay out in the storm, you have a chance of catching sand cough, a disease that prevents you from casting spells.

Workbenches: You can find workbenches in various locations. They enable you to make torches, banana paste, and bandages, provided you have the proper components (wood, oil, cloth, pure alcohol, bananas, and salt of the desert). You can find cloth in urns labelled "cloth"; oil and pure alcohol are placed all over (and can be found in containers); wood can be found in various locations; bananas can be found or bought; and salt must be found.

Back to the quest: 

This quest will sit in your journal for awhile, because you have to do things for other quests to advance this one. The first update you'll get is after clearing the Great Pyramid - you'll find a book that describes a tower (you've probably already seen it) where a person can leave the desert realm. 

The tower is located northwest of Kazbai, in a canyon. Go there and look for a giant spider; kill it and free the Argonian trapped inside. She'll give you a key and tell you to look in the water for a door. The door is actually at the other end of the canyon, guarded by a large sand dreugh - it leads to the Mysterious Passages. Go through here, and you'll get teleported back to Cyrodiil and the quest will be complete.

Journal Entries
Tes4Mod:Order of the Dragon/Missing Crates

Walkthrough
In the Arena, there's a trader named Hamill who has an open-air stall. Someone has stolen his crates, so he'll ask you to help him out. Take a look around, and you'll find a key on Kelma's table that goes to the Arena cellar. It's owned, so you'll have to wait until she's not there to take it. When you do, check out the cellar and you'll find the missing crates. When you return them, he'll reward you with a few potions and ask you to find out who took them. Asking around (or using your head) will lead you to Kelma, who says she did it because she wanted to get his attention. 

When you tell Hamill, he'll ask you to bring her a letter; she'll agree to meet Hamill at midnight. Not being a fool, Hamill will ask you to accompany him, since the desert is dangerous at night. And this night is no exception - Kelma's really out for his gold, not his love. She brought some friends along; you'll have to kill them before they get Hamill. If you do, he'll give you four more potions and a daedric skin. If he dies, you won't get the healing potions, but you will find the other potion on his body.

Journal Entries
Tes4Mod:Order of the Dragon/Molag Bal's Desert Shrine

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

Zone 1: Cave
This cave actually has two entrances; both are located along the same path, one slightly above the other. The upper entrance leads to a small room with a hole in the floor; you'll have to drop through and walk down a path to an overlook over the cave. The other leads straight into the cave. The cave itself is huge, but empty; there is a small pyramid flanked by Molag Bal statues at the east end.

Zone 2: Destroyed Shrine
The door opens into a short hall with spiders in it. Deal with them, then head down to the room at the end; there are two chests here. Two side passages lead deeper into the temple; the left-hand one leads to a sacrifice room (empty), while the right-hand one leads to another room with some crates and a random spawn. A set of stairs leads down to a door, which goes to Zone 3.

Zone 3: Cellar
The cellar is a passage leading to a large room. Beware - there's a spike trap at the base of the stairs. The room has lots of trash, cells with (dead) skeletons, and a large spider. On the table, you'll find an old journal.
Tes4Mod:Order of the Dragon/Monag

Monag is a Redguard warrior and the first person you meet when you come to Mephala's realm. When you find him, he'll lead you to some ruins to the south in an attempt to get you to dig up some treasure for him. When you get there, however, you'll be attacked by assassins, and he is killed.

Monag wears a set of bonemold armor and helmet, and is armed with a chitin longsword.


Related Quests
Tes4Mod:Order of the Dragon/Moon Sugar Gold

Walkthrough
This quest starts when you find a note in the Oasis Fortress treasure house that mentions where the Moon Sugar Lord hides his loot. You'll get a quest marker, and you'll need it - it's way out in the middle of nowhere, and you'll never find it otherwise. You'll find an urn buried there, which has a key; go to Ja'kil's house in the Arena and search around, and you'll find a journal upstairs under a cupboard. The journal gives you more information; again, you'll need to follow the marker. This time, it leads to a lost tomb. Once you find the door, the quest will complete.

Journal Entries
Tes4Mod:Order of the Dragon/Moon Sugar Lord's Journal

... that this one has sent, have finally returned. This one shall eat hundreds of Dunmer eyes. Good for nothing. They could not decipher the mechanism. But it is certain that great riches await behind it. Surely! 

This one will soon make his own way to the ancient temple complex. Near Kazbai it lies, hidden among the dunes. No one has found it so far. No one!

And now it is locked. This one has sealed it and buried the key. Buried!
Tes4Mod:Order of the Dragon/Morbelln

Related Quests
 


Morbelln is a gladiator who fights in the Arena. He can be found in the fighters' practice area. He has a tablet that he says might grant access to the Great Pyramid, and he'll be willing to give it to you if you beat him in a match. Unfortunately, the tablet is completely useless.

He wears a full set of dwemer armor and wields Neckbreaker; he carries a superior healing potion, a recipe for glyptodon potion, and a small amount of gold.
Tes4Mod:Order of the Dragon/Morning Dew

One day, he said to himself, in order to survive in the world, he must also adventure to kill drakes and save pretty virgins.

So he packed his bags, grabbed his walking stick and opened his front door. When he went through and stood in the doorway to the outside, he took a deep breath, in which he tried to remember everything he would lose if he went now. But he could not concentrate. In the air was a refreshing scent of blooming flowers and it smelled of bright colors; no time to think back to gray memories. With one last look at his boots he made sure that his boots were neatly tied and he could start.

His first step roughly met the freshly mowed lawn, which shone as green as he could in this light one summer morning. Someone had cut the grass? After all, he had better things to think about this morning than the piece of turf. Suspicious, he looked around, but saw no one. No one! But he could not be dissuaded from his plan by such inexplicable circumstances - not HIM! 

He would, after all, strut out into the world and show everyone what was in it. He would save the life of the Emperor personally from attacking goblins and get his daughter and the half of the Empire in thanks.

SUDDENLY a strong arm wrapped around his throat and squeezed with all its might. The last thing he heard were the screams of his wife, who smelled of fresh grass.
Tes4Mod:Order of the Dragon/Mosquitoes

The ordinary mosquito is usually a common animal with very ordinary daily routine, as well as common names. This rule of ordinariness is still a break from a predominantly individual specimen of mosquito that can certainly no longer be assigned the ordinary in their individuality.

Those individuals tend amazingly to see themselves set name. Those names are mostly produced by Bosmer culture and subject to a nasal pronunciation, as well as the urge to take bows, rather than relying as all other specimens of their kind on their proboscis. The very finely crafted minotaur bows are of exceptional quality and durability.

The kingdom of mosquitoes provides for these specimens that stand out in particular from the rest of their people, though their antivampiric food habits have no place. Intolerance and insurmountable prejudices stigmatize these individuals as outcasts and sometimes even persecuted. Because of this unfortunate circumstance out, the individuals feel compelled to exist in a strange habitat for them. Give yourself for this purpose exceedingly sent as members of a different genus from in order to live a better life under the guise of not belonging can.

And you, dear reader, you will certainly find one mosquito trained in the art of disguise, posing as a man in order to be as it really is among your acquaintances. The life of such an individual is, sadly, mostly marked by great contradictions.
Tes4Mod:Order of the Dragon/Mourning Cave

A set of steps carved out of the rock lead up to the entrance. It serves as the home of a sect of nonviolent monks who worship Mephala.
 

Related Quests
 

Exterior
The exterior is located at coordinates: ODDDesert01 -24,21
This location does not have a map marker.

Zone 1: Mourning Cave
The door opens to a natural tunnel, which leads downward to a small cave. Watch out here - there is a trio of gas traps in the ceiling. Beyond those, you'll find a fire column similar to those in Oblivion citadels (this is actually the base of a citadel. A daedric door leads to an upper level, where you'll encounter the monks, who have taken a vow of silence. If you talk to the abbot, he'll pass you a note - he needs some water for himself and his monks.
Tes4Mod:Order of the Dragon/Mulbar's Chest

Walkthrough
Deep in the ruins below the Order Manor, you'll find an old thief's hideout. He's long gone, but he left a note behind that talks about a chest he hid somewhere in the manor. The key for said chest is sitting on a windowsill in the Sleeping Area; the chest is in a room at the bottom of the stairs, accessible from a gate in the Sleeping Area.

Journal Entries
Tes4Mod:Order of the Dragon/My Assassin Tower

Detailed Walkthrough
After Alberto dies, you'll find a note on his body telling about how he's got some furniture waiting for him. Go to Manuk and buy whatever you can afford. There are three separate "pieces" - a chest that produces two potions a day (6100 gold), the furniture (5200 gold), and six sets of wall shelves (1200 gold). Once you buy them all, the quest will complete.

Journal Entries
Tes4Mod:Order of the Dragon/Mysterious Passages

There are two entrances, each leading to a separate and distinct area: the first entrance is located at the end of a small canyon, guarded by a sand dreugh, and the second is a small door half-buried by sand.

thumb|right|The secondary entrance

 

Related Quests
 
 
 
 


Exterior
The exterior is located at coordinates: ODDDesert01 8,-4
This location does not have a map marker.


Zone 1: Mysterious Passages
(Note: Both "zones" are in the same cell, but are separate and accessible from different locations, so are listed individually for the sake of simplicity.)

You won't be able to access this part until the quest Missing; the Argonian will give you a key for the door. It leads to a large chamber with two pillars and a sealed door in the opposite wall. There are two stone plates in the floor, near the braziers - step on both to activate them, and the door will open. The passage beyond has a pair of spike traps (jump over those); follow it upward (there are a few more traps along the way, so keep an eye out) until you reach the roof. Step into the flame, and you'll be teleported to a new area.

You'll end up in a small room with three alcoves and a grate in the ceiling. One of the alcoves holds a skeleton - the remains of an Order Knight - and one of the Order's treasures, the bust of Clavicus' Masque. Another alcove holds an urn with two potions of water breathing in it; the third is a door leading to a small room. A pressure plate on the far side of the door opens a plate in the floor of the first room, which leads to a deep water-filled shaft (the plate's a little twitchy and the door closes quickly, so be prepared to move). Drop down - you won't get hurt - and follow the submerged (and thankfully uninhabited) passage back up to another shaft, where you can climb out. From here, take the exit and follow the passage to a room with four statues and a plinth in the middle. Stand on the plinth (which has a pressure plate on it), and you'll get a quick cutscene where the four statues in the corners shoot fireballs into the center, creating a large flame. Step into the flame (or just stay there), and you'll be teleported back to Cyrodiil.


Zone 2: Mysterious Passages
The entrance leads to a passage sloping downward. If you're doing the quest Moon Sugar Gold, you'll receive an update here and the quest will complete. The passage ends in a massive, empty room; a sealed door sits in the wall opposite the entrance. A switch in the wall opposite the door will open it, revealing a second, smaller room with a pedestal, on which sits Ja'kil's treasure - a single death coin.
Tes4Mod:Order of the Dragon/N'ayr's Tomb

Exterior
The exterior is located at coordinates: ODDDesert01 -8,25.
This location does not have a map marker.

Zone 1: N'Ayr's Tomb
The door opens into a large entrance hall. Go through the doorway at the far end into another, larger chamber; gas traps on the ceiling constantly spew poison, so be careful here. Another doorway at the far end leads to a hallway going left and right, and a stairway going down. The left just dead-ends; take the hall to the right, which is lined with doors. The second to last door on the right opens into a smaller tomb with two spider statues and a host of (dead) Khajiit skeletons.

The stairs go down to another hallway; a door to the right opens onto yet another stairway to the lower level, while a passage to the left goes to a warren of empty corridors and dead ends.

Zone 2: Tomb Chamber
The door here opens into a long chamber; at the far end, you'll find an altar flanked by large spider statues. An urn here holds a couple gold nuggets and random clutter, and a chest nearby has random potions. A door leads to a huge chamber lined with obelisks and statues, with an altar at one end. A trigger zone near the altar will make a priestess and several guards appear, but they're not hostile and won't attack unless provoked. Various containers near the altar hold all manner of loot.
Tes4Mod:Order of the Dragon/N'tol

'''N'tol''' is a Dunmer who runs N'tol's Blades, a smithy/weapon and armor shop in central Kathar, just north of the waterway. He buys and sells weapons, armor, and miscellaneous items, and will also repair weapons and armor for a fee.

N'tol wears a black cloth garment and braided leather sandals.
Tes4Mod:Order of the Dragon/Necromancer's Journal

[The pages of this book seem to be in fairly good condition, but pulling at the edges brings dark crusts of dried blood along. It is very unpleasant to leaf through it.]

It's cold. Cold and lonely. Oh, this loneliness, how I hate it. As we all hate it. And yet we have no other choice. We crawl like animals, living in the dirt of the fort and Ayleid ruins, without recognition, without acknowledgment of our research, our versatile talents.

Hannibal Traven is damned - Mannimarco should take his soul!

I can't deal with this anymore. I do not want to hide anymore. What right do Hannibal Traven and his selfish worshippers have to expel me from the Mages Guild? To banish me to loneliness? I've always known - I just didn't want to admit it! Because I've work all my life in the name of the Mages Guild and now get inundated with verbal filth!

Teekeeus will still wonder, oh yes, he will, that arrogant bastard. Exposing me in front of everyone, expelling me and my brothers and sisters of the guild. And as he looked at me as if I were something Dirty, Smelly, Contagious.

Not with me, Teekeeus. NOT WITH ME!

Three weeks ago, the scales fell from my eyes. My dissatisfaction, my inner turmoil stems from the mere thought of him, not being able to avenge all the infamies that have caused me and my brothers and sisters in spirit. The Master spoke to me. He spoke to me in my head. He said that they had no right to treat me that way. He wants me to exact revenge. And I'll do that.

I've never committed murder, but the master was right: It's very simple. Jelin was already a strange fellow, no one will miss him. He's never struck me as right, while we have been living at cross purposes for years. As rarely as he leaves his house...

I watched him as the Master commanded. Jelin was shy, with few friends. He was very average, chatted briefly and rarely with other citizens of Chorrol. Every week he once went to the Argonian's store and stocked up with fresh food. 

It was so simple.

So terribly simple.

In the evening I went through an open window in his house. He sat there and read a book, seeming not to notice me. As I walked toward him, raised the scythe and... It was so easy. It was so... unsatisfactory. Jelin was insufficient, a useless, little creature... he was not what I wanted, and the Master knows it. The Master appears in my dreams. He wears the white figure of a spirit. He tells me that I can only rest when Teekeeus is destroyed. He says I have to wait. The right moment will be here soon.

The Master will bring me to him. When the time is right, he will come and give me a perfect, immortal figure. My life will be forfeit, but I can serve him forever. So long as I kneel and pray and close the door. And in the evening, when the change of one day to another is complete, should the door be opened. Eventually, he will come. I know that he will come. And when the time comes, these traitors will no longer be safe from me.
Tes4Mod:Order of the Dragon/Nyana's Notebook

I cannot wait any longer for Tagnar.

But it's incredible. The writings that I have found are clearly a proof that the temple was once dedicated to Skent.

If it is true what it says here, then I now know all the tombs of ancient builders.

The tombs of the Surazal lie here according to a tear. My guess this can only be the Surazal itself. Hopefully there is a trader there yet. 

The tombs of the G'nur cannot be far away, right in the red sand desert. It will be harder to get a lot, though, unless the Dunmer let you sniff around in the tombs of their ancestors.

Nevertheless, it is madness! How can Mephala not even want them to be opened when he himself set me on their trail?

Lastly remain the tombs of Er'renied and N'ayr. The good news is that they cannot lie far from each other. Not even more than fifty paces! Incredible. The bad news is that I need to go into Bam Nayr itself. Without the old boozehead, I probably can't do that.

Maybe I can persuade one of the friendly Argonians from the Serai. Except for the one who calls me "treats", they are extremely pleasant to me. The poor. They do not have an easy life here in the Bam.

The two graves must be located in the mountains at the same height as Kathar. In contrast, this one in southern Bam G'nur is a sweetcake. 

I'll talk with the Argonians tomorrow. Maybe they know something or can be bought for gold. The water they gave me is running low anyway. Tomorrow I'll go and accept their invitation to eat!