Netruk44/uesp-wiki-content huggingface dataset:
Tes4Mod:Order of the Dragon/Wolf Temple

It is marked by a pair of large black wolf statues flanking the door.
 

Related Quests
 

Exterior
The exterior is located at coordinates: ODDDesert01 -5,1
This location does not have a map marker.

Zone 1: Wolf Temple
Follow the passage from the entrance down to the intersection (watch out for the falling spike trap). Turn left - ignore the door; you'll come through it later - and go down the ramp into a room lined with wolf statues. In the near corner, to your left as you enter, you'll find a lever - pull it, and it reveals a door below the last statue on the right. Go down here, kill the mummies along the way, and go up the ramp, then turn left through the door. This will put you in another room with a massive door on the far side. Ignore it - you can't move it. Instead, stand on the pressure plate on the near right side - this opens a section of the floor covering a short shaft down.

Zone 2: Wolf Temple Level 2
When you arrive in this level, there will be a spike trap in the floor directly in front of you. Avoid it, then follow the passage. If you take the first side passage, you'll come to a room with some fresh water on the altar, but beware the falling floor in front of it (it won't drop you into a trap, just to a lower area where you can climb back up). Pass over the grates in the floor (don't worry, they're solid). When you reach the next intersection, turn left and enter the room with the urn - it has loot, and the empty sarcophagus has more. After that, follow the main passage, up the stairs, and to the next intersection.  Ahead is another room with a grate in the floor and a potion on an altar, and to the right is another sealed door. This grate is trapped - there's a spike trap below it. There's a switch on the wall to the left as you enter; push it, and the door will open, revealing a passage back to the first zone.

Zone 1: Wolf Temple (2)
The passage goes to the room beyond the huge stone door. Here, a huge black wolf statue sits behind an altar, on which you'll find the Ziam you're seeking. Take it, then stand on the pressure plate to open the door and leave.
Tes4Mod:Order of the Dragon/Yol

Yol is an Imperial publican who runs a small bar in a cave near the Galu Oasis. He buys all manner of drinks and potions, but his menu is limited to one item: Yol's Good Mix. He can be found behind the bar at all hours of the day or night.

Yol wears a blacksmith's apron and pants, and sack cloth sandals, and is armed with a curved dagger.


 
Related Quests
Tes4Mod:Order of the Dragon/Zandala's House

It shares a compound with Pilas' House.

The interior is cluttered, but well-kept. A small dining table sits near the door, and a bed sits between two partitions against the back wall. Crates and barrels are stacked against the other walls.
Tes4Mod:Oscuro's Oblivion Overhaul/A. Lentus' Diary

I am in love. It was sheer coincidence that brought me out onto the walkway today, mother wished me to purchase fresh slaughterfish in Weye. It was on my way home that I saw her - my glorious nymph, so full of spark and skill that she was slaughtering mudcrabs while wearing nothing but a pair of boots and her sword. 
 
I do not know whether to curse or bless the fish mother wanted! Were it not for them, I would never have passed by to see her, but were it also not for them I might have had the time to stop and learn her name. 
 
I wandered out along the beach today, hoping for a glimpse of my beloved.  I saw nothing. 
 
Mother sent me for more slaughterfish today. She must have been surprised that I did not argue - I was hoping to catch a glimpse of her. The guards warned me to be careful, some nobleman has gone missing after a planned picnic along the water. As if there was any danger here! 
 
I lingered for as long as I was able, but the only thing I saw was the guards. 
 
I saw her! Such a vision of loveliness. What is her name, my scantily-clad warrior woman. Before I was able to make my way down from the bridge, she had vanished again. Where does she go? 
 
I managed to sneak away from Mother and spotted a cave. There wasn't time to explore, but I'll have to return soon to see. She can't possibly live in there. Such a crime that would be! So beautiful a woman, holed up in such a filthy place. Don't worry, my darling! I will find you.
Tes4Mod:Oscuro's Oblivion Overhaul/A Brief History of War in Tamriel II

The conquering Emperor Uriel Septim V starting his campaign against the Akaviri in almost 30 years before the invasion began, militarizing and conquering important targets. The most important of these was Esroniet, a small island kingdom off the east coast of Morrowind. Once Esroniet was secure, the warlike Emperor continued his quest for glory by enlarging the harbor and preparing the island for its new position as the staging area for the invasion. Taking 4 legions with him, around 22 000 fighting men, he landed on the shores of Akavir. Setting out, it is known that he took a settlement from the Tsaesci, and it is believed that only minute skirmishing took place. This settlement was rechristened "Septima", and the Emperor pushed onward, taking a larger settlement in much the same way, which was also renamed. Ionith essentially became the capital of Imperial Akavir. Other than minor raids on the road between Septima and Ionith, there was little contact with the Akaviri. Once more cavalry arrived and the road was fortified, these attacks slowed. There was an isolated incident in which the Akaviri attempted to assassinate the Emperor, but it was thwarted by the brave and strong Imperial soldiers of the Tenth Legion. Harsh weather continued to wreak havoc upon the fleet, and in the winter of 288-289 no supplies arrived. At this point, the strings that held the invading army up were beginning to weaken. The road between the two cities was largely retaken by the Akaviri, making transport almost impossible. Once the weather began the clear, it reached the ears of the Emperor that an army of Tsaesci was marshalling on the other side of the mountains north of Ionith. The Emperor marched his forces to the site, and destroyed the Akaviri army although on the retreat to Ionith the Imperial forces were harried and took heavy casualties. Ionith was now under siege, and fell shortly after, with Imperial forces retreating to Septima. Septima subsequently fell as well, and the remaining Imperial forces were able to escape back to Tamriel with almost no interference.
Tes4Mod:Oscuro's Oblivion Overhaul/A Path of Iron (quest)

Detailed Walkthrough
Note: You cannot start this quest if you have completed Molag Bal's daedric shrine quest.

To start this quest, look for a grave near Blankenmarch. If you can't find it, just follow Melus - he goes to visit it every morning. There's a claymore there, stuck upright in the ground. If you try to pull it out, you'll receive a message that it can't be drawn by a paladin. Since Melus refuses to speak on the matter, you'll have to break into his house (specifically, his basement) to snoop around. On a table, you'll find his journal, which details the events that led to his giving up his path, and where he left all the armor pieces. Now, your goal is to find all the pieces, which are in the following places:

Boots: In Lost Boy Cavern, Hidden Bastion.
Cuirass: On an altar in Lipsand Tarn, Sacred Halls.
Gauntlets: In Fingerbowl Cave, Lord Crypt.
Greaves: At the very end of Shattered Scales Long Run.
Helmet: In Fort Horunn, Legate Assembly in the alcove with all the chests.
Shield: Found on an altar in Bawn Latta.

Once you've found all six pieces, return to the grave and you'll be able to take the claymore. Melus, freed of his burden will die a happy man.

Journal Entries
Tes4Mod:Oscuro's Oblivion Overhaul/Aidon Strongheart and the Nord

He was a mountain of a man, that much was certain. I had never seen a man so large! Why, his muscles nearly dwarfed my own. And of course, his sword gleamed a bright silver. If I'd been a less honorable man, I might have claimed it for my own, but I am fond of my trusty blade Rogue's Heart. She's been with me since the start of my adventuring days, I see no reason to spurn her for another.

"By the fires of Alduin!" roared Hlofor as he charged me, "You dare to insult me? I shall cut you down where you stand!"

Now, a lesser man might have quailed. He had certainly earned his sobriquet of the Great Bear! But not I! I am Aidon! And nothing shall stand in the way of my adventures, not even a great hulking Nord! And, of course, I had no reason to kill him. I simply wanted his opinion on beer. Where better to discuss beers than with a Nord? And Hlofor was a Nord's Nord.

He charged, and I stepped aside. It was close - he was no faint maiden! "That's quite a sword you have there," I remarked, as said sword nearly cut the armor from my chest. "But truly, I simply wanted to know which you prefer; beer or ale, and where I might acquire a truly divine vintage."

I won't bore you with details, of course he calmed down. Who, after all, can truly resist my charm? Soon enough, he was drunker than a page who has snuck into the castle's wine cellar. I'd had as much as he, but am made of sturdier stuff than any I'd yet met. His alcoholic preference discussed, I inquired as to his sword.

"Silvery Falls," said he, patting his sword. I am of course, translating his drunken speech for the ease of my readers. "'S been with me since she was forged. I forged her myself." This tidbit seemed to please him immensely. "She can cleave a man or a ghost in two. I know. I've done it. 'S blessed by Dibella."

"Truly," I said, pouring another round, "A finer blade I've never seen." Except mine, of course, but even I had doubts of my ability to calm a drunken Nord should I carelessly enrage him.

"So pleased was she," he continued, "by the beauty of the Silver Falls, she laughed in delight as she stood beneath it. You can still hear her laughter, if you stand beneath them in the moonlight." He nodded, "I forged it there, and quenched it in the waterfall. I named her Silvery Falls, to honor Dibella."

My curiousity appeased, I soon departed from the Nord's hospitality.
Tes4Mod:Oscuro's Oblivion Overhaul/Aksel the Battlemage

Aksel the Battlemage is a Nord smith member of the Mages Guild who sells defensive staves. He wears a full set of ebony armor (sans helmet and shield), a green robe hood, and a Daedric Battlestaff, and wields a dwemer longsword. He carries a robe and a copy of Manual of Spellcraft.

Aksel can always be found at his post in the Arcane University Practice rooms, where he buys and sells weapons, armor, and miscellaneous items.
Tes4Mod:Oscuro's Oblivion Overhaul/Amazons

Amazons are female warriors specialized in nimble and agile combat. They prefer blunt weapons but they are also skilled in archery and swordsmanship. A few among them are fierce priestesses, with the power to heal their clan members and bring destruction upon their foes. Amazons do not like to fight encumbered, and rarely if ever wear heavy armor. Some possess very fine light armors, which are crafted by their wearers with skills learned only by members of their rank in the Amazon hierarchy. Some prefer to fight almost naked. However, they have a long tradition of adorning their bodies with jewelry, which makes of them an attractive target to those inclined to thievery. Amazons do not share space with men... unless they are dead! They will not give females outside of their clan any quarter either. The priestess of the Amazon clan of Cyrodiil is secretive and not many know what she looks like, or even what her name is.

Amazons can be found in the following locations:
Cursed Mine
Charcoal Cave
Dzonot Cave
Haunted Mine
Onyx Caverns
Rickety Mine


Amazons come in the following varieties:
Amazon Blood Thorn Hunter: These are elite warriors who wear special armor and are armed with a blood thorn bow and a random blood thorn weapon. They range from L19 to L28 (PC +2 to +7).
Amazon Man-Eater: The standard Amazon warrior; they generally don't wear anything besides boots and are armed with a blade or blunt weapon. They range from L17 to L26 (PC +0 to +6).
Amazon Man-Hunter: The weakest of the Amazons; they generally wear some sort of amazon armor and can be armed with a bow, blade, and/or blunt weapon. They range from L15 to L23 (PC +3 to +6).
Amazon Raging Priestess: Priestesses, less powerful than the Wise Mothers. They never wear anything beyond boots and jewelry, but can be armed with a blade or blunt weapon, along with their spells. They range from L17 to L26 (PC +3 to +6).
Amazon Wise Mother: Priestesses, and the most powerful Amazons you'll encounter. They always wear chromed Amazon armor and are armed with blunt weapons, along with powerful spells (they especially like to summon storm atronachs). They range from L22 to L31 (PC +2 to +7).
Tes4Mod:Oscuro's Oblivion Overhaul/Amel Lentus

Amel Lentus is a dead Imperial whose body can be found in Dzonot Cave, not far from the entrance. He fell in love with an Amazon woman he saw there, apparently followed her inside, and was killed. He wears a random set of lower-class clothing (shirt/pants/shoes) and a cheap ring, and is armed with a random iron weapon; he carries a small amount of gold, some food, and his journal.
Tes4Mod:Oscuro's Oblivion Overhaul/An Expanded Excerpt from Vampires of Tamriel, Vol II

Rumors of this ancient weapon have cropped up now and again in the history of Tamriel. It was first seen in the hands of Maergalla, a vampire hunter whose very name must still be enough to disturb the sleep of modern vampires. Rumored to be crafted from the very stuff of sunlight, it is far more likely to have simply been forged as the sun rose. It is unknown where Maergalla first acquired the weapon, however its unusual design may indicate a Telvanni enchanter as its creator.

It was a deadly weapon in its own right, but what made it such a bane to vampires was its glow. As each blow was struck into the flesh of the foul creatures, it would shine forth with light as pure as daylight. Wounds that were not in and of themselves fatal to the vampire were likely to slay not only it, but to injure any potential nearby vampires with its glow as well. A fearsome weapon indeed, coveted by many hunters. Maergalla alone is said to have been responsible for the deaths of thousands of vampires while using this blade.

How it fell into the hands of Lord Volmyr is unknown. It, and its last known bearer, disappeared during the rampages of the Camoran Usurper.

 * * *

 It has been my personal quest to find this blade, and restore it to its previous glory. I am afraid that I have failed in this endeavor. I managed to track Lord Volmyr to his lair here in Nornalhorst. It is likely that I will die here, but I write this in the hopes that someone, some bold adventurer will find his way here, and fulfill the task that I have not - to remove the stain Volmyr has put upon this glorious sword.

He has somehow managed, through foul necromantic rites and the assistance of his vampiric sorcerers, to quench its light. I do not know why he has not yet slain me, but I can feel my limbs cooling as the loss of blood takes its toll, and my heart quails to think that my end will come here, at the hands of a vampire lord, with a blade that once was a shining symbol against these loathsome creatures.

I have seen enough to know that they have tied themselves to the Light of Dawn, Volmyr has been sacrificing wave after wave of his minions. And with each death, the blade's light grows weaker. I fear that soon it will fail entirely.

I can hear them chanting now, the sound chills my soul.

Publisher's Note:

A patrolling Imperial guardsman found this journal on a corpse somewhere between the Imperial City and Skingrad. The corpse was identified as Threnodir Melainis, a known vampire hunter who had last been seen in Skingrad.
Tes4Mod:Oscuro's Oblivion Overhaul/Ancient Lord Volmyr

Ancient Lord Volmyr is a powerful vampire patriarch who spends his time in Nornalhorst, attempting to corrupt the sword Light of Dawn (see Light Through the Darkness).

Volmyr wears a set of ebony armor (cuirass/boots/gauntlets/greaves) and two pieces of random magical jewelry, and is armed with an ebony claymore. He carries a set of vampire clothing (shirt/pants) and some upper-class shoes.
Tes4Mod:Oscuro's Oblivion Overhaul/Apria Donteius

Apria Donteius is an Altmer necromancer who spends her time in Fort Doublecross. She, along with her people, are (presumably) searching for the Dread Armor (see Shadows in a Struggle for Power).

Apria wears a withered black robe and hood, random lower-class shoes, and Lady Apria's Ruby Band, and is armed with a random blunt weapon. She carries various random potions and scrolls, a staff, empty soul gems, a black soul gem, a copy of Thief of Virtue, and a letter to her (dead?) brother.
Tes4Mod:Oscuro's Oblivion Overhaul/Argonian Smugglers

Argonians from Black Marsh have created smuggling lines for contraband trade into the Imperial Province, supplying its citizens with hard-to-find - and often forbidden - goods. These Argonians inhabit some of the most remote and hidden caves in the marshes, often choosing underwater caverns to gain extra security and cover. These smugglers have little reason to be outright aggressive against citizens of Cyrodiil and travelers, since they depend on them for trading. However, they will not take kindly upon those that aid the newly-arrived Dunmer Slavers, or to those who harm the leaders of their smuggling groups. Should one aid these Argonian smugglers against those who threaten them, then it is possible that they may decide to engage in trade directly, bypassing their usual suppliers and contacts.

Smugglers can be found in the following locations:
Blood Clot Cave
Deep Cover Cave
Drowned Hopes Cave
Gloom Way Cave
Red Gill Cave


Argonian Smugglers come in the following varieties:

Black Marsh Smuggler: Your run-of-the-mill smuggler. They wear random light armor (usually something cheap like leather) -  if any at all - and are armed with random weapons and carry random loot, a couple vials of poison, and lockpicks. They range from L12 to L18 (PC -4 to PC +6). 
Black Marsh Shamans: Spellcasters; these ones are armed with a random staff and have a wider range of items - ingredients, jewelry, and poisons. They range from L15 to L21 (PC -6 to PC +4).
Tes4Mod:Oscuro's Oblivion Overhaul/Arondar

Exterior
The exterior is located at coordinates: Tamriel -42,-8
This location's map marker is named Arondar (editor name ArondarMapMarker). The entrance door is north of the marker, 100 feet away.
Some Bosmer rangers patrol the area outside the entrance.


This ruin is a direct copy of Moranda; refer to the UESP page for details on layout and maps.
Tes4Mod:Oscuro's Oblivion Overhaul/Astor Orontes

Astor Orontes is the leader of the Guardians of Oblivion, a powerful faction of conjurers. He can be found in his lair in Varondo.

Astor wears the Fire of Oblivion (robe), Glow of Oblivion (cloak), Imago Storm's Gauntlets, a Daedric Battlestaff, and a pair of gold-trimmed shoes, and wields a random blade. He has a chance of carrying some or all of the following levelled items: various potions, some items of jewelry, various scrolls, and a staff.
Tes4Mod:Oscuro's Oblivion Overhaul/Ayleid Weapons Guide

If you are reading this, then you did not heed my recommendation to enjoy the mod the way it was meant to be.  For shame!

In any case, you have found my secret Ayleid Test Weapons Cache, complete with a shrine to the weapon that inspired them all, the Welkynd Sword.  If you look at them, you may be scratching your head at all the funny names, so here's a helping hand to their nomenclature:

The first portion of the name describes its effect in ancient Ayleidic.  There are three elemental attacks, with three variations in the means they deal damage.  The names are "Molag" for Fire, "Mafre" for Frost, and "Arce" for Shock.  The variations are denoted by the suffixes appended to the end of the basic effect word.  No suffix denotes a basic "deal all at once" effect.  An "-en" or "-nen"  suffix denotes a "burn" effect where damage is dealt over time, given to weapons which developed flaws in forging, but were too far along to be scrapped.  The last suffix is "-ste", denoting a blast effect.  These deal damage to all victims within a 10-foot diameter around the attacker.  These are also available as "inferior" enchants much like the Burn effects, as they cannot hold as much energy and have a very low number of hits per full charge.

Every weapon type also has a few special effects that may be unique or shared with only one other weapon type.  What are they?  They don't follow the standard naming procedure, so go check 'em out for yourself.

Second in the name is the weapon type.  There are ten different weapons, each with a unique name.  For the blades, the Dagger is called "Ecet" in Ayleidic, the Shortsword a "Macil", the Longsword/Scimitar a "Lango", and the claymore a "Falquan".  For blunts, the War Axe is called a "Volenmaica", the Mace a "Volenbal", the Battle Axe a "Gah Volenmaica", and substituting for the warhammer, the Greatmace is the "Gah Volenbal".  For polearm weapons, we have a Glaive, or "Maicatulwë", and a Halberd, or "Volentulwë".  These offer greater reach and quicker speed, but less damage and loss of use of a shield.

 
Thanks goes to RDJeke for making it happen!  He's as much the creator of the whole Ayleid weapon idea as I am, from the Welkynd Sword to these weapons arrayed here.  Without his modeling expertise, the Welkynd Sword would be just a wishful idea in my head, and the other weapons wouldn't even exist since he's the one that came up with the idea to make the whole series.

-MadCat221 
PS: Don't touch the shrine or it'll fall apart.
Tes4Mod:Oscuro's Oblivion Overhaul/Barastas

Exterior
The exterior is located at coordinates: Tamriel -51,-4
This location's map marker is named Barastas (editor name BarastasMapMarker). The entrance door is NNW of the marker, 150 feet away.


Zone 1
This ruin is a direct copy of Belda; refer to the UESP page for details on layout and maps.
Tes4Mod:Oscuro's Oblivion Overhaul/Blood Clot Cave

Exterior
The exterior is located at coordinates: Tamriel 42, -13
This location's map marker is named Blood Clot Cave (editor name BloodClotMapMarker). The entrance door is NNE of the marker, 30 feet away.


This cave is a direct copy of Greenmead Cave; refer to the UESP page for details on layout and maps.
Tes4Mod:Oscuro's Oblivion Overhaul/Bosmer Rangers

The region of the Gold Coast has recently been subject to unusual numbers of rangers from the forests of Valenwood, who have set camps in the wilderness and occupied ruins and caves. It is not clear what the purpose of the ranger’s occupation of the Gold Coast means, but local authorities have issued warnings to citizens and travelers alike. Rangers, often loosely associated to Druidic Grove Circles, rarely seem as organized as some of the invading Bosmer appear. This suggests that there is a common cause, or a common leadership, behind their activities. Interested adventurers would do well to seek information and clues in Anvil before venturing near these skilled and powerful inhabitants of the wild.

Unlike their cousins the Sylvan Rangers, Bosmer Rangers are friendly toward the citizens of Cyrodiil and won't attack unless provoked. They can easily be told apart by their golden bronze armor, versus the Sylvans' darker braided armor.

Bosmer rangers can be found in several camps in the Gold Coast:
Kvatch Sylvan Rangers Camp, just west of Kvatch
Smoke Hole Camp, right outside of Smoke Hole Cave
Strid River Camp, east of Anvil


Bosmer rangers come in two varieties:
Bosmer Ranger: The elite rangers. They wear golden bronze armor and are armed with a bow and random weapons; they carry a change of clothing, potions, ingredients, and some food. They range from L18 to L30 (PC +2 to PC +4).
Bosmer Protector: The rank-and-file. Like their lesser bretren, they wear golden bronze armor and are armed with bows and melee weapons. They tend to travel lighter, though - a change of clothes and some food is all they have. They range from L14 to L25 (PC -2 to PC +4).