Netruk44/uesp-wiki-content huggingface dataset:
Ardan's Tomb

Exterior

The exterior is located at coordinates: Tamriel 20, 10.
This location does not have a map marker.

Zone 1: '' ''

From the entrance, go straight through the arches into a large room; you'll see a wall opposite with a plaque in it. This is actually three walls - see The Legacy of Ardan. Once you get through the walls and open the secret door, go through it to start the Trial. After completing that, go through the room with the spiderlings, open the secret door, and go down to Zone 2.

Occupants: 10 spiderlings, 1 spider daedra, 1 skeleton.

Treasure: None

Traps: None

Doors and Gates:
There are three doors in/out of this zone.
1 door leads outside.
1 door leads to the zone Ardan's Tomb, Chamber.
1 door leads to the zone Ardan's Tomb, Lower Level (initially accessed from the Lower Level).
1 door (locked, key-only) appears after you enter the Room of Trials.

Zone 2: '' ''

Go down the stairs and through the first gate, across the bridge, and through the second gate. It doesn't matter if you go left or right here - both ways end up at the same place. There are two open doors in the opposite side of the room; take the one on the right (the left leads to a dead-end room) and go through the door to the next zone.

Occupants: 6 Shadow Hunters

Treasure: None

Traps: None

Doors and Gates:
There are two doors in/out of this zone.
One door leads to Ardan's Tomb.
1 door leads to the zone Ardan's Tomb, Hunter's Realm.
Two gates that are opened by pressure plates.

Zone 3: ''

This zone is a maze; the local map is intentionally obscured to prevent players from finding their way more easily. Traps and Shadow Hunters abound here.

Occupants: 20 Shadow Hunters

Treasure: None

Traps: Lots

Doors and Gates:'''
There are two doors in/out of this zone:
1 door leads to the zone Ardan's Tomb, Lower Level.
1 door leads to the zone Ardan's Tomb, Chamber.

Zone 4: '' ''

From the entrance, go up the stairs. King Ardan will confront you at the top; kill him, then go through the door to the next room. There are three spike traps here; avoid them, then go up the stairs. Near the top, you'll be attacked by a pair of Shadow Hunters.

Occupants: King Ardan, 2 Shadow Hunters

Treasure: None

Traps: Three spike traps in the first room.

Doors and Gates:
There are two doors in/out of this zone:
1 door leads to the zone Ardan's Tomb.
1 door leads to the zone Ardan's Tomb, Hunter's Realm.
One gate at the top of the stairs (locked, requires a key).
One gate near the top of the stairs (locked, Very Hard).
One gate near the entrance (locked, Very Hard).
Ardaru

Ardaru is a High Elf mage who works at the Topal Trading Company Offices.

Ardaru can always be found at her desk, writing in a ledger.

Ardaru wears upper-class clothing, which she changes often, and is armed with a silver dagger; she carries a large amount of gold and a loaf of bread.

Like the other folks in the company, Ardaru doesn't like to be bothered when she's working: ''"Ohh, darn it, now I've smudged the ink! What do you want, or are you just going to stare all day?"'' She has nothing else to say.
Arena District

The Arena District is one of the six inner city districts in the Imperial City. As its name implies, it contains the Arena, along with Arena team barracks, various citizen's homes and a couple of taverns.

Map Key
600px|right|The Arena
# Pebin Rudrayt's House
# Bonito's Grocery Shop
# Poldon's House
# Ovidy Spinello's House
# Eyolv Farinati's House
# Dreg's
# Klement Hince's House
# Tor Galan's House
# Admiralty
# Joint Staff
# Torgeir Roselli's House
# Mornemir Menigon's House
# Djacomo Favretto's House
# Dro'Hajat's House
# Gildor's House
# Mark Boletus' House
# Candidian Secundus' House
# Paolo Abbate's House
# Gladiator Barracks, Yellow Team
# Gladiator Barracks, Red Team
# Gladiator Barracks, Blue Team
# Beerhouse of the Arena
# Beerhouse of the Arena, Basement
 

Related Quests
 

Arena People
Admiralty

It is located beside the gate to Green Emperor Way.
The ground floor is an open office with one large desk and a couple smaller ones. Stairs lead down to the basement, which has another office area for clerks and a meeting room with a large table, maps, and a small desk in the corner. A door at the far end leads up to the Joint Staff.

Stairs in the main office lead up to a conference room dominated by a large round table flanked by a row of counters. A set of stairs leads up to a tower room with a globe of Nirn.
 

Gallery
Bonito's Grocery Shop

thumb|right|Bonito's Grocery Shop, shop

The proprietor, Bonito, has 50 gold, a Mercantile skill of 60, and buys and sells food and ingredients.

The shop itself is one large room with a small counter; the rest of the space is taken up by crates, boxes, and barrels of foodstuffs. Bonito lives above the shop, and the basement is used for storage.
Gladiator Barracks, Blue Team

It is located along the eastern wall of the Arena District.

thumb|right|The Blue Team barracks, interior

The ground floor is one large room dominated by a round dining table. The basement is a storage/training area; the upper floor is private quarters. It has two rooms - the larger one is a communal area with three beds, and the smaller is a single room with nicer furnishings for higher-level gladiators.
Gladiator Barracks, Red Team

It is located along the eastern wall of the Arena District.

thumb|right|The Red Team barracks, interior

The ground floor is one large room that's full of junk - broken furniture, crates and barrels, and a pile of garbage in one corner.

The basement is storage area; the upper floor is also one large room with various pieces of furniture scattered around in disarray.
Gladiator Barracks, Yellow Team

It is located along the eastern wall of the Arena District.

thumb|right|The Yellow Team barracks, interior

The ground floor is one large room with two round dining tables for taking meals. The basement is storage area; the upper floor is a communal sleeping area with six beds.
Joint Staff

It is located beside the gate to Green Emperor Way.

thumb|right|Joint Staff Office, main floor

The ground floor is an open office with one large desk and a couple of smaller ones. Stairs lead down to the basement, which has another office area for clerks and a meeting room with a large table, maps, and a small desk in the corner. A door at the far end leads up to the Admiralty.

The stairs from one office lead up to a conference room that has two long tables and a shorter one at the front, under a map of Tamriel.
Argolus the Agitator

Argolus the Agitator is a Redguard agent who lives in the basement of the Abandoned House with the local beggars.

He gets up at 8am every morning and spends his days wandering the Waterfront Tunnel. Where he goes depends on the day: on Morndas, Middas, and Fredas, he loiters in the Undermarket Tunnel; on Tirdas and Turdas, he goes to the main tunnel from the Temple District; and on weekends, he hangs around the intersection near the gate to the Waterfront District. In any case, he stays there until 10pm, when he returns to the basement; he scavenges something from the cupboard and eats dinner for two hours, then goes to bed at midnight.

Argolus wears a dark shirt, black wide pants, and russet felt shoes; he is armed with a club and carries a moderate amount of gold.

Argolus is a man of few words, and he doesn't like to be bothered; if you talk to him, he says: "What do you want?" If you ask what he does, he says: ''"I make sure the vendors around here make sure they pay their dues on time! And if they don't, I mess their stands up a little, as an example to not only them, but any other merchant who doesn't toe the line. And, for any reason they continue to come up short, I may just get orders to rough up more than just their display."''
Arhadel Elderoak

Arhadel Elderoak is a Wood Elf priest who serves in the Chapel of Kynareth in the Imperial City Waterfront District.

Arhadel leads a simple life. He rises at 6am every morning, eats breakfast for two hours, and spends the rest of the day tending to matters in his chapel - anything from cleaning to talking to his parishioners. On Sundas, he holds services from 8am to noon. On all days, he goes to bed at 11pm.

Arhadel dresses simply, in a monk robe and braided leather sandals; he carries a copy of Ten Commands of the Nine Divines.

He lives upstairs in a small cell that holds nothing more than his bed and a chest for his meagre possessions.

Arhadel has little to say.
Arhak

Arhak is a Redguard acrobat who lives in a house in the Imperial City Elven Gardens District.

Arhak gets up at 6am every morning and eats breakfast for two hours, then goes to work at the Office of the Security Services for the Council of Elders. He goes home at 8pm, eats dinner, and goes to bed at 11pm.

He wears a full set of stealth armor and is armed with a Dagger of Weariness; he has a key to his house.

Arhak's house is located at the western end of the Elven Gardens District, beside the Temple District gate. The lower floor serves as a dining room/bedroom; his bed and a bookcase are tucked into a corner, and a small table sits nearby. The upper floor, though unused, has two beds, a small desk, and a small table and chairs.

Aside from rumors, he has nothing to say.
Arien

Arien is a Wood Elf herald who lives in the Imperial City Talos Plaza District.

Arien gets up at 9am every morning and eats breakfast for two hours, then spends a few hours reading a book. She eats lunch at Irbran's at 2pm, then goes to the Old Dirk to drink for three hours, then returns home. She spends evening relaxing, and goes to bed at 11pm.

She wears a purple velvet dress, a gold necklace, a gold diamond ring, and a gold sapphire ring; she carries a key to her house and a moderate amount of gold.

Arien's house is located at the north end of the Talos Plaza District, beside the Elven Gardens District gate. The lower floor has an entry hall with a couple of benches and an inner room with a small dining table and chairs. The bedroom has a double bed in one corner, a sitting area in one corner, and another in the middle of the room.

Aside from rumors, she has nothing to say.
Aristocratic District

The Aristocratic District houses the richest citizens of the Imperial City, the emperor's private home as the centrepiece.

People


Map
right|500px|Aristocratic District
To find a particular place, check the relevant number on the map.
# Gate to Aristocratic Walkway
# The Estate of the Emperor
# The Diplomatic Hotel
# Imperial Legion Guard Post
# Vianor Leterious' House
# Vincent Rienci's House
# Orentya Gallian's House
# Lady Jhasmina's House
# Karion Maximus' House
# Armand Sauleus' House
# Pelius Alvano's House
Imperial Legion Guard Post

thumb|right|Imperial Legion Guard Post, common room

It consists of a single room with two beds, a pair of bookcases, a dining table, and a training area.
The Estate of the Emperor

thumb|right|The Estate of the Emperor, library
thumb|right|The Estate of the Emperor, bedroom
thumb|right|The Estate of the Emperor, treasury
thumb|right|The Estate of the Emperor, basement

The entire thing is opulent - marble pillars, granite floors, walnut paneling, and rich carpets and hangings. Each floor has a corridor surrounding a central area divided into one or more rooms.

The ground floor has an entry hall where guests can sit and wait, a dining/meeting room, and a small throne room where the Emperor can meet with his councilors in private.

The basement consists of staff quarters (they sleep in beds in the hallway), storage, and a kitchen with working sink, fireplace, and other accoutrements.

The library occupies the second floor; the hallway is lined with display cases and stands with armor and weapons; a large and well-appointed bathroom is located at the end of the hall. The central room is the library itself: bookshelves line the walls, a pair of comfortable chairs sit in front of a fireplace, and a couch and table take up the center of the room. A teleporter in the hallway leads to the bedroom.

The bedroom is crowded with high-end furnishings - cupboards, armoires, and chests of drawers with various gold items on display. The bed, surprisingly, is a simple double bed. There are two teleporters here - one leads back to the library, and the other goes up to the treasury.

The treasury is a small room that holds three plinths and a two sets of drawers flanking the teleporter. Two of the plinths hold the Emperor's crown and scepter; the third is empty.
Arix Altu

Arix Altu is a High Elf commoner who works at the Topal Trading Company Offices.

Arix can always be found at her desk, writing in a ledger.

Arix wears upper-class clothing, which she changes often, and carries two ledgers, a wooden stamp, and a loaf of bread.

Arix is too busy working to be bothered: "Twelve thousand, eight hundred and... wait, what? Who are you? Argh! I lost my spot! What do you want?!" If you ask what he was doing, he snaps: ''"I'm working! Something I can clearly see you know nothing about! Now, begone! Where was I... blast it! I'll have to start all over again!"''
Arjan

Arjan is an Imperial farmer who lives in Skingrad with his wife Josephine.

Arjan gets up at 6am every morning and eats breakfast, then goes out to the mill to haul sacks all day. He returns home at 8pm, eats dinner, and goes to bed.

He wears a coarse linen shirt and pants, and oiled linen shoes; he carries a beef & leek pie, some lotion, a small amount of gold, and a house key.

Their house is located north of the city. It is small, with a single large space; two small rooms in opposite corners are used for storage, while the corners of the main room are used as a dining area (dining table and chairs, shelves for food, and a fireplace) and sleeping area (bed, bench, chest, and dresser), respectively.

Aside from rumors, he has nothing to say.
Arkay the God

o be it known that the gods were once as we.

Ark'ay, the god of death and birth, was an ordinary shopkeeper whose only unusual characteristic was a passion for knowledge. To indulge his hobby he became an avid collector of books on almost any subject he could find in print.

One day he stumbled across a tome which purported to tell the secrets of life, death, and the purpose of existence. After months of studying the convoluted logic, written in opaque language, he thought that he was finally beginning to understand what the author was saying.

During this time he became so intent on understanding the book that he ignored everything else: his business started to slide towards bankruptcy, his few friends stopped visiting him, he ignored the plague which was ravaging the town, and his family were ready to leave him.

Just as he felt that the book was opening visions of new worlds, the plague brought him low. His family tended his illness out of a sense of duty, but he slowly sank towards death. So, as a last resort, he prayed to Mara the mother-goddess to allow him enough time to complete his studies of the book.

"Why should I make an exception for you, Ark`ay?" asked Mara.

"Mother Mara, I am finally beginning to understand this book and the meaning of life and death" he answered, "and with a little more time to study and think, I should be able to teach others".

"Hmmm, it sounds to me like that `teaching others' is an afterthought to appeal to me", she replied. "What is the reason for death and birth?"

"There are far more souls in the Universe than there is room for in the physical world. But it is in the physical world that a soul has an opportunity to learn and progress. Without birth, souls would not be able to acquire that experience, and without death there would be no room for birth."

"Not a very good explanation, but it does have elements of truth. Maybe with more study you could improve it," she mused. "I cannot give you `a little more time.' I can only condemn you to Eternal labor in the field you have chosen. How say you to that?"

"I do not understand, mother," said Ark'ay.

"Your choice is to either accept the death that is so close or to become a god with us. But a god is not an easy nor pleasant thing to be. As the god of death and birth you will spend eternity making sure that deaths and births stay in proper balance in the physical world. And, in spite of what you believe you understand, you will always agonize over whether your decisions are truly correct. How do you decide?"

Ark'ay spent what seemed to him as an eternity in thought before answering. "Mother, if my studies are not completely wrong, my only choice is to accept the burden and try to transmit the reasons for death and birth to humanity."

"So be it, Arkay, God of Birth and Death."
Arlus

Arlus is a Breton pirate, a crewmember on the ship The Shady Serpent, which is anchored offshore in Anvil Bay.

He sleeps from midnight to 6am, then rises and goes about his duties for the rest of the day. During the Rangers Guild quest A Growing Guild Expands, he tries to defend his ship from destruction. It is not possible to meet Arlus at any other time.

Arlus wears a belted vest, coarse linen pants, and leather boots; he carries a levelled amout of gold and some random potions, and is armed with a steel cutlass.
Armand Sauleus

Armand Sauleus is a Nord noble who lives in Imperial City Green Emperor Way with his wife, Cecilia.

Armand gets up at 6am every morning and goes down to the basement to clean up, then goes to the Imperial Guesthouse for breakfast. At 10am on weekdays, he goes to work at the Imperial Ministry; on Loredas, he stays home instead, and on Sundas, he goes for a walk in the Arboretum. In any case, he eats dinner at home at 6pm for two hours, then sits down for a few hours before going to bed at midnight.

He wears a green brocade doublet, green silk pants, and green velvet shoes, a gold ring, and a jeweled necklace, and carries keys to the house and office.

The house is located along the south wall of the district. The ground floor is a dining room; a large table and chairs takes up most of the space, and the walls are lined with cupboards, display cases, and a fireplace. The basement has a full kitchen with fireplace, counter, and sink, and a smaller room for bathing. The upper floor is a bedroom packed full of furniture.

Aside from rumors, he has nothing to say.
Armod Surrion

Armod Surrion is a Dark Elf priest who lives in Cheydinhal. He is familiar with the area and good at planning and organizing, and so is a candidate for Rangers Guild recruitment.

Armod spends most of his time in his house. He rises bright and early at 6am every morning, spends a couple hours exercising, then eats breakfast at 8am. He spends most of the day at home, either taking care of household tasks or training; at 6pm, he talks a walk to the Newlands Lodge to eat dinner for two hours, then returns home and relaxes for a couple hours before retiring to bed at 10pm.

He dresses for comfort, in a worn huntsman vest, pants, and moccasins; he is armed with an iron short sword and carries the key to his house and a small amount of gold.

Armod lives in a large house in Cheydinhal, up near the castle. It has two floors; the bottom has an entryway, an empty central area, and a small dining room by the hearth; the upstairs has a sitting room and a large bedroom. The furnishings are functional and comfortable, unprepossessing like their owner. Many tapestries hang on the walls to provide a little decoration.

Armod is friendly and will greet you warmly: "Pleased to meet you! My name is Armod Surrion, formerly from Mournhold, but I moved to Cheydinhal about ten years ago." Aside from the Guild interview, however, he has little else to say.


 
Related Quests
Armor

Armor is a type of apparel, along with clothing and jewelry, that can be worn on the player character's body. Shields, which are wielded by the player, are also categorized as armor. Armor comes in two classes: Light and Heavy. This page lists all individual armor pieces and armor sets added by Better Cities.

Armor Rating
The Armor Rating displayed in the table represents the percentage of damage the piece of armor absorbs.  A player's combined rating may not exceed 85%. The listed armor rating is modified by the player's Skill in the armor type (Light Armor or Heavy Armor) and the armor's condition by the following multiplier:
 ( 0.35 + 0.0065 * Skill ) * ArmorHealth%
Note that Skill is modified by Luck before it is used in this formula, and is constrained between 0 and 100 as usual.

Armor protects the wearer from damage due to weapons, but not from magical damage (at least for non-enchanted armor).  For each blow that armor absorbs, it becomes damaged.  Armor can be repaired using the Armorer skill.

A shield only contributes to your armor rating if you have both it and a one-handed weapon equipped.  If you have a two-handed weapon, a bow, or no weapon  (i.e., any combat would be Hand to Hand) equipped, the shield is assumed to be unavailable because you would not be able to use it in combat.  However, any enchantments associated with an equipped shield will be effective no matter what type of weapon you do (or do not) have equipped.

Full Sets
Armor of Fury


Armor of Wrath



Aviogetto Armor


Bone Armor


Crude Leather Armor


Black Leather Armor


Dogskull Armor


Dogskull Heavy Armor


Dragonskin Armor


Evil Glass Armor
(Note: There is no helmet with this set.)



Imperial Armor


Leather Training Armor



Light Daedric Armor



Order of the Hours Armor


Ruun Armor


Suede Armor



Topal Trading Company Guard's Armor



Woven Armor



Boots



Cuirasses


Gauntlets


Greaves


Helms


Shields
Arran

Arran is an Imperial commoner who lives in Leyawiin.

Arran gets up at 6am every morning and eats breakfast, then spends his days wandering around the city. He stops by Hjalmar's Beer House at 6pm and drinks until 2am, when he returns home and goes to bed.

Arran wears a brown shirt, tan linen pants, and pigskin shoes, and is armed with an iron dagger; he carries some random food and drink, four bottles of Nibenay Beer, a small amount of gold, and a house key.

Arran's house is located south of the city. It is moderately sized, but largely empty - the main room has lots of broken furniture and containers pushed up against the walls. His sleeping area is tucked into one corner, marked off by a cloth screen - a bed, chest of drawers, and a cupboard - and a small table that he uses as a writing desk sits nearby.

Aside from rumors, he has nothing to say.
Arras Uthlun

Arras Uthlun is a Dark Elf publican who tries to make a living by selling various alcoholic beverages, as well as skooma. He can't afford a stall in the Waterfront Tunnel, so he wanders around selling the stuff on his own.

Arras gets up at 6am every morning and spends a couple hours wandering around the warehouse. At 8am, he leaves to go sell his wares; the location varies, depending on the day. On Morndas, Middas, and Fredas, he stands in front of the door to the Abandoned House; on Tirdas and Turdas, he goes to the Arena District; and on the weekends, he hangs out at the base of the stairs on the southern end of the Undermarket Tunnel. He works until 8pm, except on Morndas, Middas, and Fredas, when he knocks off at 6pm. In any case, he returns to the warehouse and wanders around for awhile before he goes to bed at 10pm.

Arras can't afford a place to live, so he beds down in the Imperial Trading Company Warehouse with a few others like him.

If you run into Arras, he'll try to flag you down: ''"Heeeeey! Hey buddy! Hey, I bet... urp... I bet I got EXAC-ETLY... what 'churr lookin' for!"'' If you ask what he's got, he says: "I jussst happen to have in my pooosession... a selection of fine wines, ales and gen- -eral hooch fer the interested customer..." If you note that he's likely drunk, he replies: ''"I take GREAT offense to that un-floun-dered accuuuusation! I am as sober now as I was when I was BORN! A little sip, here and there, ne'er killed anyone! So? Do you want to peruuuuuse my goods, or not?"''