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Tes4Mod:Order of the Dragon/Ruins

The entrance is found inside the remains of an old tower, and can't be accessed unless you're doing the quest Ruins Beyond the Dunes.

 
Related Quests
 


Exterior
The exterior is located at coordinates: ODDDesert01 -25, 18
This location does not have a map marker.


Zone 1: Ruins
The trap door in the tower opens onto some boards placed above a shaft. You'll have to drop down to the room below, which has two exits; the one in the north wall opens into a passage with several undead spawns, and the one in the east wall is another passage leading to natural caves. The north passage ends in a gate, which opens into a treasure room filled with loot - gold, gems, potions, and a couple chests. The caves are empty of life, but you will find some cairn boletes; you'll have to drop down a well to reach the lower part of the cave, which has a passage leading to an exit.
Tes4Mod:Order of the Dragon/Ruins Beyond the Dunes

Walkthrough
Typhola wants you to clear some ruins north of the castle - she says that monsters have been roaming the area, and it's about time someone dealt with them. You'll get a quest marker, but it's not far. Once you get there, though, you'll find that it's just a ruined tower with some sandcrawlers. Report back to Typhola, and she'll give you a map to a secret entrance near the ruins. 

The entrance leads to a cave below the ruins, where a Khajiit has taken up residence. He's not there, but he has a chest containing a journal; the journal has a key hidden in the pages and mentions that the key leads to a secret door in the tower above. 

Return to the tower, use the key to open the door, and go down through the trapdoor into the ruins. You'll have to deal with some undead before you get to the hoard - 8000 gold, along various other valuables. You can keep the other stuff, but you'll have to hand over the gold to Typhola. At this point, you can set a trap for the Khajiit, or leave him alone (the next quest will kick off here).

If you want to deal with the Khajiit, go get a fire trap from Alberto, then set it outside the cave entrance. The Khajiit will come along and set it off, killing himself in the process. 

Journal Entries
Tes4Mod:Order of the Dragon/Ruler of Cyrodiil

Walkthrough
Once you've acquired a map to the location of Ocato's Castle, it's off to Skyrim. You'll have to leave your companions behind in the courtyard and make your way through the castle yourself (see the entry for more details). When you get to the throne room and confront the rebel leader, you'll be knocked out and wake up in another room. After a brief cutscene wherein Ocato confers with his mages and you have a little chat with him, he'll conduct a ritual that sends you to Mephala's realm.

Journal Entries
Tes4Mod:Order of the Dragon/Run'garlen

Related Quests
 


'''Run'garlen''' is a Dunmer alchemist who runs Liquid Magic, a potion shop in the southeast corner of Kathar. He hides a secret - a torture chamber in his basement, where he tortures slaves. If you join the Twin Lamps, you'll be given the task of putting an end to it.

He wears a Kathar Outfit, but is unarmed; he has a key to the trap door leading to the basement.
Tes4Mod:Order of the Dragon/Sahaula

Sahaula is the dead wife of Mauren Ferroul. Accounts vary on how she died - he was accused of her murder and executed, but said that she killed herself and their children. In any case, if you investigate rumors of a haunting in the Ferroul Family Crypt, you'll encounter Mauren's ghost, who wants you to capture Sahaula's spirit in a bottle so that he can regain the good grace of his ancestors. She'll later curse you; the only way to remove this curse is to apologize to her spirit.


Related Quests
Tes4Mod:Order of the Dragon/Sahaula's Revenge

Walkthrough
After completing Ancestor Curse, you'll find that you can't sleep - it turns out that Sahaula has cursed you. Luckily, there's a cursebreaker named Talvanus in Kathar. If you haven't killed him, he'll tell you about the curse and how to get rid of it (otherwise you'll find a note with the same information). You'll have to track down the location of Sahaula's body, but she's been cremated - so, you'll have to speak to her spirit directly. To the east of Kathar is a place called the Gate of Spirits; go there and apologize to Sahaula's spirit, and the curse will be lifted.

Journal Entries
Tes4Mod:Order of the Dragon/Salacia Malev

Related Quests
 


Salacia Malev is an Imperial woman who lives in Kathar with her husband, Etelso. Etelso has a red lantern that he got long ago from a prostitute (before they were married), and she wants to get rid of it, for obvious reasons. You can help her out by agreeing to steal or buy it from Etelso and dispose of it.

Salacia wears a red & white robe and turban, along with braided leather sandals. Oddly, there's an assassin robe on top of the armoire in their house that is owned by her.
Tes4Mod:Order of the Dragon/Salt Caravanserai

It consists of a few tents and three permanent buildings (a guard barracks, Gingor's shop, and slave lodgings) with a partial wall. The caravanserie (also known as Dynar Serai) is a slave trading point.

 
People
 


Related Quests
Tes4Mod:Order of the Dragon/Trading House

thumb|right|The Trading House, lower floor
The proprietor, Gingor M'kuloma, has 20,000 gold, a Mercantile skill of 58, and will buy and sell everything except alchemical apparatus.

The shop itself occupies the bottom floor of the building, and is one large room. The walls on both sides are crowded with crates, barrels, chests, and baskets. A curved counter with a ledger on one end and several small casks of ingredients sits opposite the door. 

A ladder behind the counter leads up to Gingor's private quarters, which is another large room that takes up the second floor. His space has a double bed, small writing desk, a dining table, another table for alchemical work, and a bookcase in the corner. A ladder leads up to the roof, which has more crates stacked on it.
Tes4Mod:Order of the Dragon/Sandcrawler Burrow

Several sandcrawlers can always be found wandering around outside it
 

Related Quests
 

Exterior
The exterior is located at coordinates: ODDDesert01 -4,-14
This location does not have a map marker.

Zone 1: Sandcrawler Burrow
The entrance leads to a tunnel that slopes downward to a large cave. The middle part of the cave sits below the rest, and is accessible via a passage that leads down to it. The upper area has several normal sandcrawlers, while the lower has a trio of sandcrawler queens. The only item of interest here is a golden Mephala statuette in a cart at the far end of the upper level, which is accessible via a natural bridge.
Tes4Mod:Order of the Dragon/Sarodal's Demise

It is understandably popular with bandits and smugglers, and at least one ruin and an abandoned house can be found there.
 

Related Quests
Tes4Mod:Order of the Dragon/Scroll of Alkathar

Pronouncing a curse is extremely difficult in Mephala's plane. The shape of the transformation is not the problem here so much as the ingredients, which the curser must acquire.

As I described in my book 'The Leopard: Myth or Reality', as with the healing of the leopard split-hair syndrome, from which many of the mountain leopard species suffer, a good alchemical medicine cabinet is a prerequisite for a successful treatment and a successful curse.

The real curse happens for the first time by the desire of the curser. The resulting energy should be applied by a strong concentration of thought, in which the curser forms the shape of the curse itself symbolically in his mind's eye.

Now it is extremely important that you have the ingredient at hand while you concentrate on the shape of the curse.

While the concentration of the ingredient over the scattered to curse now. The scatter here is extremely important, as the energy of the power of thought combined with the fifth element of the body of the curser and changed the fleshly shell retroactively after the astonishing rule.

This applies, as well as in the production of leopard flea powder:

The finer the ingredient, the better the effect.

As the best ingredient, I suggest, therefore, a handful of snow.

Snow is extremely eloquent, available in any region, and durable for a long time even at low storage costs.

Should, for some reason, there be no snow to hand, you can also use finely ground leaves of Chorrol heather. Although the heather is not as optimal as snow dust, it is often found in all regions of Tamriel (except dried and dry areas).

Of course there are other substances that can be used as a substitute for snow or heather. As was mentioned, for example - the Morrowind green spore blister pod; these extremely robust fungal spores have a fine powder which strengthen the energies at a curse on the transfers to cursing.

As an alternative to green spore blister pod is the grunka birch bark. Occurring in densely wooded areas of birch trees in Valenwood's climatically milder regions, it is easy to peel and grind up.

The finely grated white hair of the ghost seal also enjoys great popularity with poorer magicians and alchemists. Although these animals are found in the far north, their exports are far-reaching, and a few strands are cheap to get from butchers.

Unfortunately, these sorts of ingredients bring about a unique curse, while impure ingredients such as ordinary house dust favor rather impure curses and will therefore not be further mentioned for the sake of knowledge.
Tes4Mod:Order of the Dragon/Secluded Cave1

You will be sent here during the Andalis' Men questline by Thadiv to recover a magic sword - this is only time you'll be able to enter, as the upper door will be locked until then (there is another door, unlocked that leads to a lower section - see below).
 

Related Quests
 

Exterior
The exterior is located at coordinates: ODDDesert01 -27,-2
This location does not have a map marker.

Zone 1: Secluded Cave
This walkthrough assumes you've entered the cave through the upper entrance. You can enter the cave from the lower entrance, but you won't be able to pass through the riddle door from the bottom.

The entrance leads to a long tunnel filled with spiderweb and egg sacs. Proceed straight ahead, through a room with a grate in the floor (this will fall if you step on it), and into an old tomb. A gate will fall behind you, blocking the exit. ON the opposite side of the room, the sword sits on an altar, but beware - the line of discs on the wall behind it conceal spear traps, which trip when you pass the columns. Also, the right-hand corner (as you face the altar) is a falling floor trap.

Once you get the sword, a secret wall to your right will open up, revealing a runewrough column and a stone door. Activate the column to get a riddle; answer it correctly (the answer is "31"), and the door will open. Follow the passage until you return to the natural caves. Keep going straight, dealing the spiders as you cross them, and you'll eventually come to the lower entrance/exit.
Tes4Mod:Order of the Dragon/Secluded Cave2

Related Quests
 

Exterior
The exterior is located at coordinates: ODDDesert01 -21,-1
This location does not have a map marker.

Zone 1: Secluded Cave
This cave is small and unremarkable, except that it hosts a horde of spiders (seven levelled spawns, to be exact) and their egg sacs (24 of them). The only other item of interest here is a scroll near a skeleton.
Tes4Mod:Order of the Dragon/Secret Ruins

The entrance is located inside a U-shaped wall (it appears as a patch of loose sand); you won't be able to find it unless you've found ''Gothian's journal''.
 

Related Quests
 
 

Exterior
The exterior is located at coordinates: ODDDesert01 19,4
This location does not have a map marker.

Zone 1: Secret Ruins
This cave consists of a natural cave and a man-made vault inhabited by a lone sandcrawler. There are piles of gold and gems, potions, scrolls, a ceremonial skull, and the Golden Chalice (one of the Order's treasures).
Tes4Mod:Order of the Dragon/Sedor

Related Quests
 


Zone 1: Sedor
This area is accessed via a door in Sedor; it cannot be opened until the quest The Stone's Power. The door opens into a passage; follow it until you come to an Ayleid door, which will open before you. Proceed forward into the room beyond. There are four pressure plates here; you have to hit them in the proper order to open the door. For the purpose of this walkthrough, the plates are numbered starting at the entrance and going counterclockwise: 1 (NW corner), 2 (SW corner), 3 (SE corner), 4 (NE corner). The proper order is: 4, 2, 1, 3. Go through the door, through the room with the biers, and down the stairs. You'll come to an intersection with a blank wall and stairs down. Go down the stairs and all the way to the end of the passage, where you'll find a switch. Pressing it switches the passage behind you, leading to a new area. Go down the stairs to the door, which leads to the next zone.


Zone 2: Sedor Inora
There's a locked gate in this area, which you must open by solving a pair of puzzles. The first is in a room to the southwest; it's a simple game of tic-tac-toe. The second is a room with a pedestal and two buttons; push them, and the pedestal will move forward and stairs will raise. Go up to the fragment of stone and answer the riddle (it's "Undead").

There's one final puzzle, which the countess will help with. She'll push a button in the center of the room, revealing another behind one of the secret walls. The key here is speed - the buttons will remain visible only for a short time, so you must run over and hit them before they're hidden again. If you complete the sequence, a voice will speak, and you'll return to the main room, where the Arch-Xivilai will appear. After the countess recharges the stone, you can leave this place.
Tes4Mod:Order of the Dragon/Seldith Fayvales

Related Quests
 
 


Seldith Fayvales is a member of the assassins guild Andalis' Men; he serves as a gate guard. He has a skooma addiction, so you can bribe him to let you into the castle despite not having an assassin robe. He also has his brother Kikki steal bananas from the supply camp, so he can sell them for skooma. Your first task as a new recruit will be getting to the bottom of that mess.

Seldith wears a assassin robe w/mask, assassin's turban, and braided leather sandals, and is unarmed.
Tes4Mod:Order of the Dragon/Silver Mine

Related Quests
 
 
 


Exterior
The exterior is located at coordinates: OODDesert01 -3,-6
This location's map marker is named Silver Mine.


Zone 1: Exterior
The gate to the complex is sealed unless and until you start the quest Undead Assault; at this point, you'll get a marker pointing toward the mine. You'll have to defeat a lich to gain access to the ruins; the mine itself is located at the rear of the compound. (Note: You don't need access to the mine during the Footprints quest; Larsa's body is located a short distance from the entrance to the complex.)

There's a well in the courtyard; if you activate it, you'll hear a Treasure Hunter down below who jumped in to avoid the undead (see In the Well).


Zone 2: Silver Mine
Inside the mine: When you come to an intersection, turn left and go into the room with a pool of water. Kill all the undead here, then search the open barrel in the back left corner - it has a sack which contains a key to the door further in. Loot whatever else you want, then go back to the intersection and turn left. Pass through the door, pull the lever on the far side, then proceed straight ahead across the water - the misty areas are now solid (note: if you're using a mod that turns the mist transparent, you want to walk against the left-hand wall). A skeleton warlord awaits on the far side; kill it and take the sword. If you fall into the water, you can follow the underwater tunnel around to another room and climb up the stairs.
Tes4Mod:Order of the Dragon/Skent

Related Quests
 
 


Skent is a strange talking skull you find in the desert of Mephala's realm. He, Ned, and Anshi lead you on a merry quest that eventually culminates in you becoming the High Priest of Kathar.

He wears a unique set of armor and is unarmed.
Tes4Mod:Order of the Dragon/Skirmisher's Cave

The entrance is located in a low spot between the Gold Road and the seashore, across the Gold Road from Hrota cave; it's fenced off and has a large tent inside the fence.
 
Related Quests
 

Exterior
The exterior is located at coordinates: Tamriel -50,-5
This location does not have a map marker.

Zone 1: Skirmisher's Cave
The entrance leads to a tunnel; follow this past the bend and to the door leading to the second zone. There's nothing much here except for a pair of bandits and some containers at the end.

Zone 2: Lower Level
A ladder leads to the lower level, which is a long cave split in the middle by a chasm. There are two more bandits on the near side; on the far side, you'll find the bandits' living quarters and the boss, a mage. Their loot is also stored here, and be sure to check the table for the map to the next bandit camp.
Tes4Mod:Order of the Dragon/Sky Gods

They came from above, but he did not look. The fear that the storyteller had sown on the market of Kathar was in him, growing up into a giant monster that stirred up his mind and swirled confusion. He felt so helpless, but he did not look. 'If I always look at the ground,' he thought to himself, 'they might lose interest in me. Then they cannot see the fear in my eyes. Then I'm invisible to them.' He had seen them circling over himself for several hours. They peered down at him from an unattainable height, waiting him to show them how exhausted he actually was. And finally he had stumbled. His legs still hurt and his feet hurt as if someone had beaten them for days. 'Stay where you are!' they called to him. 'You can't keep going, give up!'

They came lower and lower, circling closer and closer over his head, and Kathar seemed further and further removed. 'I want to fetch a little water from the well in the ancient temple. Nothing more.' But the well was dry and he did not want to return without water. The cool water was traded at a prohibitive price in the city and the slaves died out here by the dozens. They were not poor, but a slave cost gold and the obedient were rare. So he decided to go himself to fill the hoses at the well and return home in the protective walls. But on the way to the next well, he must have lost his orientation somewhere. His pace slowed noticeably, the sun seemed to grow to enormous size and he felt it come closer and closer, but he did not look.

'There!'

It glowed slightly. It resembled the walls of Kathar, and suddenly he quickened his pace. He forgot those who circled above him, forgot his weariness, forgot everything around him. Blindly he ran and kept his gaze directed at his feet, because if this glow would turn out to be just a mirage, he would die on the spot. Robbed of strength, he would collapse and watch helplessly as they mauled him.

When he looked up again, he was sure. This was Kathar, twenty minutes' walk away. It had been hidden all the time behind this high dune, but now he looked at the volcano towering in its majesty over all the dunes in this part of the desert.

Suddenly they tumbled down. He heard another marrow-piercing cry and immediately felt the razor-sharp claws dig into his shoulders, but he did not look.
Tes4Mod:Order of the Dragon/Slave Hunter's Report

Holder: Inol Hlaren 
Payment: 200 gold pieces 
Slave: Khajiit female 
Locality: Kathar 


The baker Inol Hlaren yesterday had a Khajiit escape when it was sent to the farm to work. When the master of the house came to check on it, it was gone, and it had a lot of jewelry and precious stones with it. Inol Hlaren now wishes his property in its possession to be found again.


First Entry 
A search of the area surrounding the city provided no result, so we are expanding the scope of our search in the hopes of finding it soon. The desert is hot and deadly, and the cattle is worth no gold to us when the fool's a goner. 


Second Entry 
No result yet. I know that the Khajiit are located in the desert, but they also need to rest and eat and drink and sleep, in this weather it would be only a short distance away. It will probably be running all day as if death were personally sitting on his neck. What it wisely does not have to be wrong. But I am amazed at how intelligent these Khajiit are; this one here has even covered its tracks to lead us astray! They barely believed me when I told them. 


Third Entry 
Finally, after five days, we have found something. Tracks in the sand, still quite fresh. Dried right out in this heat, because we have the better cards in the long run - water and the knowledge of the perils of the desert. Just two or three days, and I'm confident we'll have the cat in the bag. 


Fourth Entry 
We met a caravan today: we asked them if the Khajiit females had gone before the cart. In fact, they gave it some water for a gem from Inol Hlaren's possessions. The caravan leader wanted it handed over first, he did not know that it was an escaped slave. What will the courts say, I meant that he was too stupid to consider a Khajiit female with fine precious stones in a bag harmless! Then it gave out the stone. One can only hope that the Khajiit could bring to the man yet more of his stolen property.


Fifth Entry 
The Khajiit has been captured because, it has revealed to us, it can no longer go on, but there's no joy. It is so thin that the sun shines through its belly, and the coat is dull and matted. Tell me again Khajiit are clean animals. And the jewelry and the stones, the whole precious thing, moreover, it did not have with it. All the work was for naught, and we wasted our time, because we cannot return the Khajiit - it is worthless. That it ever dared to come into our sight! We gave it water and fed a bit of our supplies to it, so that it can enjoy its punishment. Sarodal's very close to death, so we will hang it upside down on the tree. But first we'll chop its paws off, so that no one comes up with the idea to pull it down and to keep it for themselves.

This hunt was a complete waste. I'd like to know where the goods are, but obviously the Khajiit will take this secret to its grave.
Tes4Mod:Order of the Dragon/Slave Market (Arena)

thumb|right|The Slave Market, interior
It has two floors; the lower is divided into two halves, with half being a large cage for slaves, and the other being an open area with a large table where prospective customers can sit and have a drink while they make deals. A set of stairs leads to a small upper floor, which has a smaller table for private conversations; a door here leads out to the roof.