Netruk44/uesp-wiki-content huggingface dataset:
Tes4Mod:Order of the Dragon/Thick Walls, Thin Skin

Detailed Walkthrough
Alberto has one final task for you - accompany him to Andalis' Tomb. He'll lead you there, so don't worry about getting lost. The tomb itself is pretty straightforward; follow the passages down until you come to the living statues. Alberto will be killed, and you'll be forced to take up the saber and destroy it. After that, you can continue on to the end, where you'll find Andalis' armor as well as its guardian, a gargoyle statue; once you defeat the statue, you can keep the armor and the saber.

Journal Entries
Tes4Mod:Order of the Dragon/Thirsty Monks

Walkthrough
This quest is simple. Talk to the abbot; he's taken a vow of silence, so he'll give you a note requesting seven bottles of water for himself and his monks. You can buy it at Sydura Serai or find it in random containers; once you acquire the water, return to him, and he'll reward you with seven black soul gems.

Journal Entries
Tes4Mod:Order of the Dragon/Thoralf's Debt

Walkthrough

Journal Entries
Tes4Mod:Order of the Dragon/Thoralf's Hammer

Walkthrough
When you talk to Thoralf, he'll be happy to join you; unfortunately, his hammer has been stolen. As he'll tell you, a Nord without his hammer is utterly worthless. But fear not - you can help! After gaining permission from the Countess, he'll lead you to the nearby Cursed Mine, where he says a rat dragged his hammer inside. Since he was unarmed, he was afraid to go after it, but now that you're here, you can get it for him.

As it turns out, your sword (dagger, mace, staff, whatever) will come in handy - the place is infested with vampires. The deeper reaches of the mine lead to a crypt; find the patriarch and kill him; Thoralf's hammer is lying on an altar in the same room. After recovering it, leave the mine and reunite with Thoralf. He'll tell you to meet him back in the great hall, where he petitions the countess for permission to join you. She'll grant it (conditionally), and Thoralf is now yours.

Journal Entries
Tes4Mod:Order of the Dragon/Thoralf Metschlund

Related Quests
 
 
 
 
 


Thoralf Metschlund is a Nord warrior who becomes a member of the Order of the Dragon. You can perform several quests with him. When you're recruiting knights for the Order, he can't be found anywhere. He turns up later when you raid the Old Mine; he went in well before you got there and killed all the bandits. He'll join you after that and return to the Order Manor.

The first time he accompanies you, it's to the Cursed Mine to recover his lost warhammer (see Thoralf's Hammer). He wears a Bruma city watch cuirass and chainmail greaves and boots, but is unarmed.

The second time you meet (Tear Yourself Together), Thoralf wears a Dragon Knight cuirass, greaves, and gauntlets, and wields his own warhammer.

On the final quest (Thoralf's Debt), he's changed back to his chainmail armor, but is unarmed (he doesn't fight).
Tes4Mod:Order of the Dragon/Tiedemis

Related Quests
 


Tiedemis is a Breton priest who ambushed Dreng and his father and took the boy back to his lab to turn him into a vampire. You and Thoralf track him down during the quest Tear Yourself Together; you have the choice of killing him or leaving him to rot in his lab.

Tiedemis wears red silk robes and gold-trimmed shoes; he carries three superior healing potions.
Tes4Mod:Order of the Dragon/Tiedemis' Laboratory

You come here during the quest Tear Yourself Together, when you try to find Dreng.

The lab consists of a single large room; one corner has been converted into a cage for test subjects - Dreng can be found inside. A heavy table lined with leather straps sits in the middle of the room; a writing table sits against the wall, and a work table stands near it. Bodies in various states of decay hang on the wall over the work table. Tiedemis is also here, waiting for you.

 
Related Quests
Tes4Mod:Order of the Dragon/Tobacco for the Smoker

Walkthrough
This is a simple quest. If you talk to Relsav, he'll complain that he's tired of smoking skooma all the time and wants some tobacco. If you agree to help him out, he'll point you toward Himnas the Ordinator, who has access to it. You don't actually have to find Himnas himself - he keeps the leaves in a sack by his bed in the guard quarters. Go there, take it, and return to Relsav to complete the quest.

Journal Entries
Tes4Mod:Order of the Dragon/Tomb of the Unknown

Exterior
The exterior is located at coordinates: ODDReichDerToten 2,0
This location does not have a map marker.


Zone 1: Tomb of the Unknown
The door opens onto a set of stairs leading down to a passage. Follow the path (there are no side passages), dealing with undead as you go. When you get to a crypt after the cave tunnel, beware - there's a dart trap in the doorway. Go through the door at the far end to enter Zone 2.


Zone 2: Tomb of the Unknown
Follow the passage to the end, where you'll find a pair of pillars to your right. The gate is here - just step between them to go back.
Tes4Mod:Order of the Dragon/Tomb of the Unknown Hero

Exterior
The exterior is located at coordinates: ODDDesert01 -5,20
This location's map marker is named Tomb of the Unknown Hero. The entrance door is N of the marker, 30 feet away.


Zone 1: Tomb of the Unknown Hero
The tomb is a simple design; a passage from the main door goes down at an angle, doubles back, and ends a small room lined with urns. Another door leads into a larger burial chamber inhabited by five spiders. Once you deal with them, you're free to loot the tomb's treasure, which consists of various potions and gems.

Related Quests
Tes4Mod:Order of the Dragon/Toni

Toni is an Imperial merchant who works in Kazbai; he sells donkeys, and also buys and sells various items from his stand along the main street.

Toni wears an olive vest, sack cloth pants, and sack cloth sandals, and is armed with a scimitar.


 
Related Quests
Tes4Mod:Order of the Dragon/Torches in the Dark

Walkthrough
This quest starts when you talk to Typhola. Your first task is to search around in Kathar for clues as to who is helping slaves escape. In Ilmeni Dren's house (House Dren), you'll find an open notebook on a table that makes mention of a slave refuge that was destroyed. You'll get a quest marker - it's not far southwest of the city - so go there and look around. Under a broken bookcase, you'll find a notice that points you toward the Silver Mine, where there's supposed to be another refuge. 

The second refuge is not in the mine itself, but just south of it - follow the bridge over the water, then find the ruins beyond. Go through the gate (ignore the voice telling you to stop) and you'll end up in a secret room in Ilmeni's house. There, you can either join her (which starts you along the Twin Lamps questline and gets you kicked out of the order) or kill her. 

Journal Entries
Tes4Mod:Order of the Dragon/Training1

Walkthrough
After completing Business is Business, you'll receive a summons from Thadiv, the order's trainer. Go down to the training area, where you'll have to undergo the first course of training. This one involves a room full of hidden traps, which you have to disarm in one minute. There are a total of twelve; they look like grand soul gems, and all you have to do is touch each one to "disarm" it. 

Journal Entries
Tes4Mod:Order of the Dragon/Training2

Walkthrough
It's time to train again. This time, Thadiv wants to see your archery skills. All you have to do is hit the target ten times with ten arrows. Once you do so, the training is complete.

Journal Entries
Tes4Mod:Order of the Dragon/Training3

Walkthrough
For the third part of the training, you have to retrieve a hero potion from the practice room. Sounds easy, right? Wrong. The entire room has no floor - the only places to stand are narrow pillars, and the ground below them is lined with spikes, which ensure a quick death to anyone clumsy enough to fall.

Just inside the entrance, the passage splits to the left and right. You have to go left first, to activate a lever that opens the gate behind which the potion is located. Go back to the right and follow the passage around to the now-open gate, retrieve the potion, then make your way out. 

Journal Entries
Tes4Mod:Order of the Dragon/Training4

Walkthrough
The final course of training is simple - kill a crazed lion. It's not even especially powerful - L10 - so it shouldn't be hard to kill. Once you've done that, you can lay claim to Thadiv's personal chest.

Journal Entries
Tes4Mod:Order of the Dragon/Treasure Hunt

Walkthrough
Depending on how you complete The Gift Lantern, you may acquire a treasure map from Salacia as thanks. This map leads to (duh) a hidden treasure, northwest of Kathar. Fortunately, a quest marker will point you to it. 

Journal Entries
Tes4Mod:Order of the Dragon/Treasure Hunter

Related Quests
 


Treasure Hunter is an unnamed woman who's fallen down a well near the Lonely Hut. If you pull her out, she'll give you a nice reward.

She wears a set of chitin armor and shield, and wields a chitin dagger.
Tes4Mod:Order of the Dragon/Tulek Divyr

Related Quests
 


Tulek Divyr is a member of the assassin guild Andalis' Men. He remains relatively unimportant throughout most of the questline until the end, when he sides with Relsav Andor during the attempted takeover. If you side with Clemente, you'll have to fight him in the final battle; otherwise he survives and remains unimportant.

Tulek wears a wears a assassin robe w/mask, assassin's turban, and braided leather sandals, and is armed with a chitin spear.
Tes4Mod:Order of the Dragon/Turtle Rock

It is unclear why the place is called "Turtle Rock", as there are no turtles here, and the rocks don't look like anything special. A bridge runs across a narrow portion of the lake at the south end, where it turns into a stream. Aside from being a large source of fresh water and having a one-way exit from Holy Book Tombs nearby, it has little of interest.
Tes4Mod:Order of the Dragon/Twin Lamps

The guild Twin Lamps is a new faction that the player can join. Membership provides many benefits and also initiates a series of quests.

General Information/History
The Twin Lamps is an organization centered around abolishing slavery. It is known to be active in Elsweyr, and cells have appeared in Mephala's realm as well.

Joining
You must talk to Ilmeni Dren, in Kathar.

Advantages
Since the guild doesn't have a hall or even a set meeting place, there is little advantage to joining; people become members because of their ideals.

Quests
 
 
 
 
 
 
 
 

Advancements
There are no ranks in the Twin Lamps.

Members
This is a list of all known members of the Twin Lamps.
Tes4Mod:Order of the Dragon/Typhola

Related Quests
 
 
 
 
 
 
 
 
 


Typhola is a Dunmer woman who serves as an assassin and second-in-command of Andalis' Men. She's a cranky, irascible woman with little patience for fools, idiots, or anyone she considers beneath her (which is pretty well everyone). She is Clemente's secret lover; during the later part of the Andalis' Men questline, she supports him (naturally). If you side with Relsav, she'll escape during the fighting; you'll be given the option of chasing her down, whereupon (if you found a love letter) you can force her to become a dancer in the House of the Dancers, or you can simply let her go free.

Typhola wears an assassin robe w/mask and braided leather sandals, and is armed with a cleaver and curved dagger.
Tes4Mod:Order of the Dragon/Typhola's Fate

Walkthrough
If you sided with Relsav during the final battle, Typhola will have fled the castle. If you're interested in tracking her down, you can find her at the Abandoned Oasis. You can confront her with the knowledge that she was Clemente's secret lover, but unless you have the letter you acquired during Keeping Watch, you've got nothing on her and she'll go free. If you do have the letter, you can do one of the following:

Give it to her. The quest ends and you get nothing.
Blackmail her. You can make her become a dancer in the House of Dancers.

Journal Entries
Tes4Mod:Order of the Dragon/Uncanny Neighborhood

Walkthrough
When you first meet Sorla, she's in the middle of a job - the Mages Guild has hired her to investigate a man named named Jelin who lives in Chorrol (his house is behind The Grey Mare) - he only ever goes out at night, so the rumor is he's a vampire. Since you want to recruit her, she enlists you to do the heavy lifting - i.e., go to his house and find out the truth. The door is normally locked, but someone unlocks it at midnight, so go then. He's home (of course), but he seems a little off when you talk to him. You'll get a journal entry prompting you to look around.

Check the cupboard and you'll find an eyelet; pull it, and it opens a secret door that reveals room with the body of the real Jelin lying on a table. At this point, the man posing as Jelin (who's actaully a necromancer) escapes while you're busy. Beside the body, there are a few things of note here: An altar to the Worm King, and a journal on the table. Take the journal to Sorla, and she'll immediately head back to the house. She'll grab a creature off the altar that she calls a "bone converter" and throw it into the fire, destroying it, which completes her mission. She'll talk to you about joining the Order; after you're done, you can head back to the manor.

Journal Entries
Tes4Mod:Order of the Dragon/Undead Assault

Walkthrough
This quest starts when you find a note on the body of a dead adventurer named Curtis in the Temple to Mephala. You'll receive a journal update and a quest marker pointing to the Silver Mine, to the west. Once you get there, you'll be attacked by a lich - the undead form of Curtis. Once you kill him, the gates to the mine will open, and several skeletons will appear. Hack your way through them, and head into the mine. 

The sword is located in the room at the far end of the mine, lying on a cushion and guarded by a skeleton hero. Kill it and take the sword to complete the quest.

Journal Entries
Tes4Mod:Order of the Dragon/Undead Village

It is just east of the Pyramid Field of Akka'an, in the cliffs surrounding the ruins; the entrance to the valley is located on the northeastern side of the cliffs.

The village (which actually has no name) was destroyed by undead. Illa, the lone survivor, escaped and fled to the Arena; she has a quest for anyone brave enough to help her. The village consists of about a dozen buildings (all of which are inhabited by skeletons); Old Millen's House sits at the far east end.
 

Related Quests
Tes4Mod:Order of the Dragon/Underground River

The entrance is on the norther shoreline, marked by a large pile of rocks.
 

Related Quests
 

Exterior
The exterior is located at coordinates: ODDDesert01 0,30
This location does not have a map marker.

Zone 1: Underground River
From the entrance, follow the river upstream until it forks left and right. Go right, and you'll find a dais with an altar and a Golden Mephala statuette on it. The left-hand passage leads to a second exit/entrance.
Tes4Mod:Order of the Dragon/Underground Vault

It forms the third (northern) point of a small triangle with Echo Mine and Valley View Camp. There's a palisade around a small camp area; the entrance is located in the broken tower - a trap door in the ground.
 

Related Quests
 

Exterior
The exterior is located at coordinates: Tamriel -26,10
This location does not have a map marker.

Zone 1: Underground Vault
The ladder from the trapdoor comes down at the end of a passage. Be prepared for a fight - there are three bandits here, all heavily armed. Once you deal with them, go down the passage and through the door at the end to the next zone. Be sure to grab the Store Room Key from one of the bandits - you'll need it in the next area.

Zone 2: Ruins
This is nothing more than a passageway with four doors leading to the Arsenal, Store Room, Sleeping Quarters, and Administration. All four are locked, but each has a key to the next area (see below). The door to Administration is guarded by another bandit.

Zone 3: Store Room
This is a single large room filled with crates and barrels; a set of shelves on the far side of the central column holds a variety of potions. The key to the Sleeping Quarters is sitting on the crate behind the lone chest.

Zone 4: Sleeping Quarters
This is another large room with five beds arranged around the walls, each with a chest. Two bandits can be found here; the Nord has the key to the Arsenal.

Zone 5: Arsenal
As the name suggests, this was once an armory; the bandits still use it as such. There is a variety of weaponry here for the taking, including arrows, a couple bows, and swords; a stack of crates and a pair of cupboards along the back hold clutter, and there is a handful of gold coins behind the barrels. This room has a single bandit. The Administration Key lies on the floor behind the barrel with the shortswords in it.

Zone 6: Administration
This room once served as the quarters for the fort's captain; now it's occupied by the bandit leader and his bodyguard. It has a single bed, a dining table, small desk, and various containers. You'll also find a map that shows the location of the rebel camp near Cheydinhal.
Tes4Mod:Order of the Dragon/Unsuspected Depths

Walkthrough
This quest starts when you enter the cellar and try to open the door in the wall. Ingalawen will appear and let you know that the workers uncovered a passage, but no one's checked it out yet. She was simply going to brick it up, but you decide to investigate. You can choose to bring her along or leave her behind; it has little effect on the quest, except which journal entries you get. 

The passage leads down to some lost Ayleid ruins inhabited by vampires. Kill them all, and the quest will be complete.

Journal Entries
Tes4Mod:Order of the Dragon/Vena Infernian

Related Quests
 


Vena Infernian is an Imperial vampire who lives in the Gap in the Fog Rocks. She was attacked by vampires and turned into one of them; her son Clagius wishes to recover his family's shield, which she currently holds.

Vena wears a random shirt, pants, and shoes, as well as Clagius Infernian's Shield, and is armed with a Shortsword of the Fang. She carries three superior healing potions, two Hero Potions, some gold, and a key to her coffin.
Tes4Mod:Order of the Dragon/Village Castle

Related Quests
 

Exterior
The exterior is located at coordinates: ODDDesert01 -19,-7 (cell ODDdienerGeistdorf)
This location does not have a map marker.

Zone 1: Castle Hall
The main doors open into the entry hall, which is in ruins - one of the pillars has fallen, there's rubble and trash everywhere (along with various dead skeletons), and a few skeletons wander the area. Two sets of stairs in the throne room lead up to a balcony, which has a door leading to the apartments.

Zone 2: Castle Apartments
This is a large, sprawling level. The door opens into a corridor that slopes downward. You'll pass a couple cells, then it slopes downward again and ends in a large room with access to offices and a chapel. You'll find the Countess (in her human form) wandering in the office, though she doesn't have anything to say; there are also several chests here. A passage in the opposite side of the common room leads deeper into the castle.

Zone 3: Tombs
This area is carved out of the living rock below the castle. As the name suggests, it has some tombs, along with various wandering undead and a few dart traps. The passage ends in a large room with several coffins, but someone (the count) has broken through the wall in the back and opened a passage to a much older construction. The passage leads down to a door, which goes to the Anudabia Shrine.

Zone 4: Anudabia Shrine
The door leads into a large, high-ceilinged room with huge statues in each corner. Two sets of stairs lead up from the floor and combine to continue upwards to an arch. Avoid the left side - there's a dart trap on the landing. Another set of stairs on the far side of the arch leads to an intersection: avoid the alcove to the left, as it's a trap. The right-hand passage leads to a large, partially submerged room with nothing of interest. The one ahead leads to another large collapsed room; this is where the Countess keeps watch against intruders. Once you deal with her, go up the steps at the far side of the room to the door.

Zone 5: Anudabia Sanctuary
The steps from the door lead down to a passage, which goes to a large, partially flooded cavern. Count Friedhelm waits here to confront you.
Tes4Mod:Order of the Dragon/Water Storage

It is actually the remaining part of an Abandoned Settlement; there are two houses nearby, but their entrances are buried and inaccessible.

 
Exterior
The exterior is located at coordinates: ODDDesert01
This location's map marker is named Abandoned Settlement.


Zone 1: Water Storage
The entrance opens into a passage that goes left and right. To the right, a short set of steps leads down to a large room with a pile of crates, a pair of tables, a prison cage in the rear, and a vampire. Kill him, and you can freely loot the place - there are several bottles of fresh water on the table, and a chest in the near corner.

The left-hand passage leads down to a natural tunnel and thence to a large cavern with water. There are two levelled bandit spawns here (one on either side of the lake, which can be crossed by a bridge); one of the empty barrels on the near side has more fresh water, and there are a couple potions on the far side. There's nothing in the lake itself, though an underwater tunnel winds around and back up into the cavern.
Tes4Mod:Order of the Dragon/Way Into the Pyramid

Walkthrough
This quest occurs while you're trying to find a way into the Great Pyramid. You'll find a sword near the entrance, which points you to the Arena. There, you'll find a man named Morbelln, who has a tablet that might grant you access. He's willing to let it go... if you defeat him in a match. You have to put up 1000 gold against his tablet; if you win, you get the tablet. The only problem? It doesn't open the pyramid. In fact, it's a complete red herring - it doesn't go anywhere.

Journal Entries
Tes4Mod:Order of the Dragon/Webbed Cave

The entrance is near the remains of a stone statue and is marked by a clump of webbing.

 
Exterior
The exterior is located at coordinates: ODDDesert01 18,11
This location does not have a map marker.


Zone 1: Webbed Cave
The entrance leads to a tunnel that slopes downward. It turns left twice, then ends in a large cave crawling with spiders. The place has 16 egg sacs, a couple of corpses, and a dozen spider spawns, but nothing else of interest.
Tes4Mod:Order of the Dragon/Where Are the People?

Walkthrough
This quest starts either when you find the village of Sula, or when you stumble across an empty, seemingly abandoned house. In the former case, the quest marker will point to the house; in the latter, you can just check inside. The place is empty inside, but you'll find a turn handle on the wall. Activate it, and the floor will lower to reveal the entrance to a tomb. Go there and make your way through it to the lower part; a stone door there leads to another chamber, where you'll find a number of people - the lost villagers. They claim to have been kidnapped by zombies and want you to lead them out.

Once you do so, however, you find out that they're not really people - they're creatures masquerading inhabiting the villagers' bodies. Now that they've emerged into the sunlight, they're ready to shed their "skins" and feed... on you! Kill them all, and the quest will end.

Journal Entries