Netruk44/uesp-wiki-content huggingface dataset:
Tes4Mod:Order of the Dragon/Thank Mephala

Blessed be thou,  
oh Lord of Threads,  
because your breath 
is the wind  
your tears 
the crystal-blue water  
of the seas. 

You wield the blade,  
you watch life, 
the fate you spin 
according to thy mind.  

For water guide our thoughts, 
Lead us through the storm, 
the sand  

Because the sand is like Mephala, 
and Mephala is like the sand. 


The True Way of Faith

On the first day thou shalt 
rest and gather strength,  
so you can rise strengthened 

On the second day, you shalt create 
as on the third day, 
so that your life remains meaningful. 

Complete also a third day, 
on the fourth day, as you surely 
have done.  

The true believer creates  
even on the fifth day, but Mephala's grace 
allows the weak to rest now. 

On the sixth day the True Believer also rests  
True Believers and remembers himself. 
Gathers power for Mephala's Way. 

On the seventh day, however, celebrate Mephala  
And praise his name, for  
He is the sand and the sand is like Mephala.
Tes4Mod:Order of the Dragon/The Abduction

Walkthrough
Your next task is to knock out and kidnap Ielna Andor, owner of the inn Andor's Hostel in Kathar. To this end, Alberto (or Talvanus) has some poison you can use, so you'll have to visit him first. Next, go to the inn. The item you're looking for is a plate of oranges on the bar. Apply the poison, but make sure you're not seen, or the quest will fail. Once you've applied the poison and Ielna is knocked out, pick her up and take her back to the castle; Clemente will have to deliver her to the dungeon, then return to him for your next task.

Journal Entries
Tes4Mod:Order of the Dragon/The Alchemist's Responsibility

The erudition of an alchemist is generally based on the persistence and thirst for knowledge of the person concerned. Finally, the little plants, herbs, and berries must be collected, compared, tested and cataloged. It requires a lot of trouble from the alchemist to try and objectively - yes, objectively - to transfer the precious things to a catalog, while respecting a comprehensible system. Certainly tasting carries some risks that can easily lead to the person's death.

But it would be much worse if you were not systematically cataloging and the student trusts these. So the probability of a painful incident would be even higher, especially in light of the fact that the student himself was not clear about the risks of his actions. So is true for the alchemist: "Systemization is my ultimate goal."
Tes4Mod:Order of the Dragon/The Balance of Forces

Quick Walkthrough

Walkthrough

Journal Entries
Tes4Mod:Order of the Dragon/The Banana Thief

Walkthrough
Your first task as an assassin is to find out who's stealing bananas from the supply camp. Go talk to Gorald, the quartermaster, and he'll point you toward Kikki, a known thief. Kikki will claim that he's gone straight, and that his brother Seldith put him up to it. Seldith won't admit or deny guilt outright, but will offer you bribes to keep silent about his involvement. 

At this point, you have three choices:
Blame Kikki: He'll be expelled from the order, and you can collect your bribe from Seldith.
Blame Seldith: He'll be expelled from the order.
Tell Typhola that Kikki did it, but Seldith was the real culprit: Typhola will deal with this on her own.

Regardless of the outcome, you'll be promoted to Candidate in the order.

Journal Entries
Tes4Mod:Order of the Dragon/The Bone Test

Detailed Walkthrough
Farida, one of the Assassins hanging around the castle, loves to haze potential inductees. If you happen to talk to her, she'll rope you into doing some scutwork for her: recover salt from the Dead Mine, get some soap (buy one bar of sload soap from Alberto), do the dirty laundry, and then sweep the front walk. You can tell her off during either of the last two tasks, at which point she attacks you; you don't need to kill her, just beat her, then she'll stop and let you go.

Note that you can encounter her outside the castle, before you gain admittance to the guild. If you recover the salt and the gates are locked, you'll have to wait until you gain entrance before you can talk to her and continue.

Journal Entries
Tes4Mod:Order of the Dragon/The Book of All-Knowing

Walkthrough

Journal Entries
Tes4Mod:Order of the Dragon/The Catacombs

Walkthrough

Journal Entries
Tes4Mod:Order of the Dragon/The Chalice and the Stone

Walkthrough
The quest starts when you find the Blood Chalice in the Temple of the Dead. You'll get a quest marker pointing to a woman named "Unknown"; if you have the markers turned off, she's beside the entrance to the Holy Book Tombs, near Sula. She wants you to go inside and find her a book. It's on a pedestal on the upper level of one of the large rooms; when you touch it, you'll have a vision, where you appear in another location. When the vision ends, take the book back to her. 

Next, she wants you to recover the Key to Eternity, which is located in Rimkan Dause's house in Kathar. His house has a passage in the rear that leads into the cliffs. Follow the path around until you come to another room, then go up the stairs to the table and grab the scroll on the shelf above it.

Now the woman will finally reveal her plans - she's after a treasure. She'll lead you to the ruins of the Pekalu Oasis, in the center of which is a partially-flooded temple. Go inside, place the chalice at the altar, then take the pickaxe nearby and break a piece off the rock on the dais and place this into the chalice to power it up. You then have a choice: Keep the chalice for yourself, or hand it over. If you choose the former, she becomes angry and attacks you. Be prepared for a fight: she's a L82 battlemage with some powerful spells at her disposal. If you hand it over, she leaves without a fight and the quest ends. If you defeat her, the quest ends and you can keep the chalice as the prize.

And what a prize - anytime you kill an NPC or animal, you can drain their blood into the chalice and drink it; this will quench your thirst just like water (or blood, if you're a vampire), obviating the need to carry water or other drinks.

Journal Entries
Tes4Mod:Order of the Dragon/The City of Clearwater

The metropolis of extreme eastern Tamriel was long forgotten. We avoided the city, as a dark mage had taken root directly in the harbor entrance. An organic greenhouse where he lived and that literally radiated evil energy, shone high above the bay.

But for some time the city has been on the upswing again. The magician was destroyed and trade with the surrounding islands flourished. Many local merchants in Morrowind and Skyrim can now go to Clearwater again, and the city seems to grow like a tornado.

Clearwater is on a flat slab of rock in the sea, which was completely built over. Recently, the Imperial Legion has taken over care of the city from the Order of Honor. The Knights followed the Nerevarine into Akavir.

All this leaves a lot of expectations for Clearwater; definitely one hopes to make a great profit on exotic goods in the Imperial City.
Tes4Mod:Order of the Dragon/The Code

The True Knight's Code


I. Live to serve King and Country. 
II. Live your life so that it is worthy of respect and honor. 
III. Live for freedom, justice and the greater good. 
IV. Choose death before dishonor. 
V. Never attack an unarmed opponent. 
VI. Try to avoid lying to your neighbor. 
VII. Let justice prevail. 
VIII. Defend the weak and ignorant. 
IX. Destroy evil in all its forms. 
X. Show respect to authority. 
XI. Show manners. 
XII. Do not allow anger to direct you, for a cool head will triumph. 
XIII. Show courage in word and deed. 
XIV. Never give up on a friend, ally, or noble cause. 
XV. Never betray a comrade or a confidence placed in you. 
XVI. Be loyal to your friends and those who put their trust in you. 
XVII. Fight with honor. 
XVIII. Die with honor.
Tes4Mod:Order of the Dragon/The Crypt

Walkthrough
Return to the castle and talk to Pelagius. He'll tell you that you have to purify the shrine before you can proceed, so it's on to the chapel. The altar has been moved, revealing the stairs down.

The first thing you're looking for is a sealed coffin with a heavy lid. Once you move it, you'll find a deep shaft with water below. Drop down, then follow the passages back up a spiral set of stairs to a dead-end crypt. There are three gargoyle statues here, along with several warrior statues with tablets. Read the tablets, then approach the gargoyles and answer the questions (note: there's a delay of about 30 seconds between the question and the script prompt, so be patient). If you answer them all right (you'll hear a *clunk* for each one), the sarcophagus in the middle will open, and a lich will appear. Kill it, take the sword and potions inside, then leave the crypt. The way you came is sealed by a gate, but there's a lever on the wall beyond it. Pull it, and it opens a secret door to reveal a new section of the crypt.

From here, go down until you find a sarcophagus flanked by two knight statues (it's just beyond the crypt with the seven levers). Turn the statues until they face each other (you'll hear a sound when they lock in place), then you can open it. The scroll inside has a series of numbers, which correspond to the levers in the previous room - 2-4-3-1-6; the last number is 5. Pull the levers in that order, and the slab will lower to another level.

Down here, you're looking for a dirt passage leading down. Near the bottom, you'll come to a passage where you get a cutscene, and a lich will appear. Kill it, then go through the gate beyond and down the stairs. You'll end up in a large crypt with a set of double doors; when you try to open them, skeletons will appear and attack. Deal with them, grab the ceremonial skull in one of the crypts (you'll need it later), then go through the now-open doors into the shrine. 

Here, you'll find a stone with a slot that will fit the shrine guardian's sword (you did keep it, right?). The gate to the right will open; place the skull on it, and you'll get a journal entry. Now, leave through the doors, and you'll end up in a new area (this involves the quest Soul Eaves).

After you complete Soul Eaves and you've activated the shrine, return to Pelagius to report, and the quest will be complete.

Journal Entries
Tes4Mod:Order of the Dragon/The Cursebreaker

Walkthrough
If you ask for mercy for Mauren Ferroul during the quest Ancestor Curse, you'll be cursed to spend eternity in the crypt when you die (which, given your occupation, is likely to be sooner rather than later). In order to avoid your fate, you have to get some information from Talvanus. You need to gather several ingredients, then take them to the Gate of Spirits and place them in the urn. 

At this point, you can ask for mercy for yourself or mercy for Mauren. If you choose the former, the ancestors will let you off and you can go your merry way. If you choose the latter, you'll need the Deed to the Ferroul Estate. Hand it over, and they'll forgive him and you can go free.

Journal Entries
Tes4Mod:Order of the Dragon/The Deed

Walkthrough
Some time after the dust settles in the castle, you'll get a journal entry telling to check in with Alberto. He wants you to track down a potentially valuable property deed, which is in the Headhunter's Lodgings in Kathar. Fortunately, the deed is lying on a crate near the door; unfortunately, it's owned, so taking it is considered stealing. Even worse, it's worthless - when you take it back to Alberto, he'll tell you it belongs to a family whose holdings were stripped from them decades ago. If you have an aversion to stealing, or somehow lose it, you'll have to fork over 3000 gold to Alberto. It is, however, actually useful for completing the quest The Cursebreaker.

Journal Entries
Tes4Mod:Order of the Dragon/The Dragon Fire

Walkthrough
Once you leave the catacombs, talk to your knights, then head to Bruma to find the countess (she'll be in the chapel). Tell her all that's transpired, then she'll lead to the basement of the Mages Guild, where a teleporter will take you to the IC Temple District. 

Mephala will summon a sandstorm, and you'll be sent to a destroyed version of Bruma. Make your way to the castle, where you'll find Mephala himself (herself?). You'll have a choice: give him the sword, or fight. The correct choice here is to give him the sword (if you choose to fight, you won't get anywhere, since he's essential). He'll forgive you, and you'll be sent back to the temple. The countess will light the Dragonfire, and the realm will be saved (again).

After you get back to the Order Manor, you'll be able to return to Mephala's realm. Just activate the glowing pedestal in the Reception Hall, then go over to the training hall and stand in the pentagram, whereupon you'll be sent to the cave where you first appeared. To get back, you'll have to go through the tower like before.

Journal Entries
Tes4Mod:Order of the Dragon/The Emperor's Shield

Walkthrough

Journal Entries
Tes4Mod:Order of the Dragon/The Fear of God

Walkthrough
A few days after you complete The Banana Thief, you'll get a new journal entry. Talk to Typhola, and she'll send you out to ambush a merchant caravan - kill everyone and bring back the goods. If you didn't blame Kikki directly for the theft, he'll be available to bring along as a companion.

The caravan (actually a camp) is located just southeast of the castle. Go there, kill the merchant and his three guards, loot the crates, and return to Typhola.

Journal Entries
Tes4Mod:Order of the Dragon/The Gift

Detailed Walkthrough
In order to gain access to the House of Dancers, you'll need to do Drelvan Thelas a favor - specifically, brew him some crawler musk, a powerful perfume. Of course, the stuff isn't easy to come by - you have to kill  sandcrawlers, rub their abdomens with dreugh wax, and then get Gorald to turn it into perfume. Luckily, you only need one bottle.

Journal Entries
Tes4Mod:Order of the Dragon/The Gift Lantern

Walkthrough
You'll get this quest from a rumor you hear around Kathar. If you inquire further, you'll find that Etelso Malev has a wonderful red lantern that he got from the local brothel. The problem is, his wife Salacia hates it and wants it gone. 

Enter the player. Salacia wants to hire you to buy or steal the lantern from Etelso. If you try to buy it, he'll let it go for 500 gold; if you want to steal it, you'll have to wait until husband and wife are together so that no one suspects her of the theft. If you acquire it through theft, Salacia will want you to take it out into the desert and bury it where no one will ever find it; after that, she'll give you a treasure map. If you bargained with Etelso instead, she'll be so happy that she gives you two potions on top of the map.

Journal Entries
Tes4Mod:Order of the Dragon/The Golden Saber

Walkthrough
Alberto has a new job for you - this time, he's after the sword that belonged to the Order's founder, Andalis. He's heard that someone will be meeting with Paulor Thedrig in Kathar to hand it over; your job is to recover the saber - he doesn't care about casualties. 

As with most things, there's more to the story. In this case, the rich man with the saber is the leader of the Sword Cult, which is based in some caves below Paulor's house. Among other things, they practice human sacrifice; Paulor is an unwilling tool, and quite happy to sell them out if you help him escape. Go down into the cave, deal with the cultists, take the saber, and return to Alberto for your reward.

Journal Entries
Tes4Mod:Order of the Dragon/The High Temple

Walkthrough
While searching for a way out of Mephala's realm, you come to the High Temple of Ash'uhn. The temple is sealed (of course) and also guarded by a huge worm called a guatarru, placed there by Mephala himself. Lucky for you, you happen to know someone who might be able to help - a fighter at the Arena named Morbelln. He has a tablet with information, and is willing to give it up if you defeat him in a match. If you do so, he'll hand it over. 

The tablet tells of a way to kill guatarrus - you need to make a special poison, which includes the head of a giant sand dreugh. It can be found wandering the desert along the west coast (a quest marker will point the way). Once you have it and the other ingredients, you can brew the poison. After that, it's just a matter of getting yourself swallowed whole by the guatarru. Once you kill it and it spits you back out, you have to take the heart and place it in a recess near the door, then the door will open.

Proceed into the temple. The rest of it is pretty easy to figure out.

Journal Entries
Tes4Mod:Order of the Dragon/The Ilnadring

The walls were high, as high as three grown men, and their guards were standing, their eagle eyes beheld the smallest animals and their cat ears heard the loosest noise. Nothing could go unnoticed and penetrate into the interior of the castle, nothing was hidden.

But in those same walls was the glorious jewel of modern fathers, that a dwarf-like high elf had forged in the breath of a dragon. The gold that wrapped itself around the precious stones was so finely worked that the naked eye simply lost the trail the trail of thin lines in some places and could only resume it elsewhere. The gems, however, were so numerous that no human age would have been enough to count them. In their purity, they were as virginal as the first flower of spring, which dares to break through the snow. Only the daughter of the Landgrave could wear it. She had skin as soft as the arms of the grass, whose hands went waving into the wind. Her eyes were like the water that cascades down the mountain to finally catch up in itself. But her face faded into the clutches of trinkets, called the Ilnadring.

One day it was the Wind, whose arms could enclose everything and his eyes find in every niche a surface on which they can rest. That one coveted the Ilnadring and cherished incomprehension, as only a mortal man so possessing something unique was allowed to be revealed without the scorn of the gods. He mused about how he could wrest the jewels from the castle walls, and forged a plan that had to be performed boldly and without regard to every human infirmity.

That night he blew with all his might through the walls of the fortress; he simply wanted to let it collapse on its inhabitants. He wanted her to be buried under their protection, but the walls stood firm and the Ilnadring remained in the possession of the Landgrave, remained in the possession of a mortal. A spell seemed to keep it out of reach of the gods, because the Sun coveted the wonderful jewels. Also, she wanted to get them into her possession, but she too failed on the walls of the fortress. So the anger of the heavenly bodies grew over the simple-minded people, who retained the wonderful thing and it did not want to know it in the gods' hands.

One summer night, however, Landgrave's wife was on the way to Ilnadring, because she could not bear it, even though she was forbidden to put her fingers on it. So she crept into the chamber and took the miracle thing that surpassed beauty of the sky and put it around her neck. So she danced around with joy and enthusiasm of its beauty in the chamber, so that her husband, the Landgrave, woke up full of fear of that strange sound, and sent his guards in. Those blinded by Ilnadring saw the Landgrave's wife as nothing more than an ugly thief, completely unworthy to wear this wondrous thing, and so the arrow that pierced her unfortunate heart killed her.
Tes4Mod:Order of the Dragon/The King of the Desert

Walkthrough

Journal Entries
Tes4Mod:Order of the Dragon/The Light in the Dark

Walkthrough
After the events of Connection to Kathar, you'll be called into Clemente's presence. Regardless of how things turned out, you'll be promoted and given a new task - go to the gold mine under Kathar and kill Hainab Ilunbani. It has to be done in a specific manner, though - you have to use a special poison candle, so it looks like natural causes.

To this end, you need to seek out Gorald and get a candle from him. He, however, wants you to do something for him in return - clear out a blockage in the well. You can refuse (in which case he'll give you a candle with some grumbling), or you can accept, whereupon you'll have to go down the well and tear down a pile of stones. If your Strength is 90+, you can do it with your bare hands; otherwise, you'll need a shovel or pickaxe. Once you've accomplished this, return to Gorald and he'll happily hand over the candle, along with a few superior healing potions as thanks.

Once you have the candle, head to the mine. Hainab's quarters are located way in the back; place the candle anywhere there. If you didn't help Gorald, the candle is weak and doesn't work right - Hainab won't die, and will attack, forcing you kill him yourself. If you did help Gorald, the candle is strong and kills Hainab right off.

Once Hainab is dead, return to the castle and report to Clemente. He'll tell you to get some rest and send you on your way.

Journal Entries
Tes4Mod:Order of the Dragon/The Limping Sandrunner

thumb|right|The Limping Sandrunner, common room

The proprietor, Dor's Ten, has 15 gold, a Mercantile skill of 44, and buys all items, but only sells ingredients and drinks.

The tavern is a lower-class establishment; the door opens into the common room, which has half a dozen small battered tables scattered around. The bar forms a border splitting the room in half; behind this is the kitchen, where Dor's' wife, Fjinna, prepares the food. A set of stairs beside the bar leads to the upper level, which is used for storage and has access to the roof.

 

Quests Starting Here
 
 
 
 
 


Related Quests
Tes4Mod:Order of the Dragon/The Lost Paladin

Walkthrough
The first time you go to the Great Pyramid, you'll run across a man in armor standing around near the entrance. If you talk to him, he'll introduce himself as Paladin Aurel and ask you to escort him to the Arena. Whether or not you agree, he'll follow you around until you reach the Arena. If you declined to help, he'll still give you three healing potions; if you agree, he'll give you an especially valuable prize - a refillable water hose you can use to extract water from cacti.

Journal Entries
Tes4Mod:Order of the Dragon/The Map

Walkthrough
In The Limping Sandrunner, you'll find a man named Koiko, who claims to be thief. He has a job for you - steal a treasure map from the self-styled Moon Sugar Lord, and he'll split the profits with you. He thinks it's in the Khajiit's house; you can either sneak in the front when Ja'kil is gone, or go around back and enter through a trap door. You only have to search the containers on the top floor, but be careful - there's an animate statue up there too. Unfortunately, the map's not there (but you may find his journal - see Moon Sugar Gold), so you'll have to go back to Koiko. He'll tell you that it must be in the Oasis Fortress, a fortified compound near Galu Oasis, south of the Arena. He'll give you a rope ladder so you can climb over the wall. 

Go there and find a suitable place to climb over (just walk around the perimeter and you'll get a script prompt). But wait - it's a trap! You'll be forced to kill Koiko, after which the guards will attack you. After you defeat them, the Moon Sugar Lord will capitulate and give you the key to his treasury, in which you'll find the map.

Journal Entries