Netruk44/uesp-wiki-content huggingface dataset:
Legends:Isle of Madness (story)

thumb|right|Isle of Madness menu artwork
Isle of Madness is the fourth story for The Elder Scrolls: Legends. Originally announced on August 10, 2018, the expansion was released on January 24, 2019. The story is divided into three "maps," which can be purchased individually with money or in-game gold. A bundled price of USD $19.99/€19.99 for all three maps is offered if purchasing with money. The maps can be individually bought for 1000 in-game gold or USD $7.99/€7.99 each.

It takes place in the  , a Daedric realm of Oblivion ruled over by Lord  .

Quests
The story is split into three maps, with two episodes each and several card rewards per episode. Cards can be earned by completing battles or progressing the story; this is done by selecting nodes on the map interface. New nodes will appear in a linear fashion, with some slight branching within each episode. Battles must initially be completed in "Normal" mode, but a more difficult "Master" mode can later be unlocked. Cutscenes can also be replayed via the map interface.



Interactive Quest Maps
Act 1
Episode 1  The Shivering Isles
 

 

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

 

Episode 2  A Haunted Man
 

 

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

 

Act 2
Episode 3  The Baron
 

 

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

 

Episode 4  The Betrayal
 

 

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

 

Act 3
Episode 5  The Descent
 

 

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

 

Episode 6  Memories
 

 

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

 

Key


 

Cards
Isle of Madness introduces the Isle of Madness card set, which can be earned in its entirety by playing through the story content.

Notes
The portal Talym Rend enters is the same one the Champion of Cyrodiil entered. Dyus's dialogue in Oblivions expansion, Shivering Isles, states that the Champion of Cyrodiil is the first person he has seen since he was first confined in Knifepoint Hollow, suggesting that Talym's journey took place after the events of Shivering Isles.
Online:Purified Harrier

thumb|right|A male Purified Harrier
Purified Harriers are Imperial archers in the Depths of Malatar. They were formerly legionaries stationed at Fort Mistwatch, turned into  s by Meridia to guard the Wrathstone tablet.
 
Related Quests

 
Achievements
Achievements associated with this enemy:
Online:Purified Orderly

Purified Orderlies are Imperial storm mages in the Depths of Malatar. They were formerly legionaries stationed at Fort Mistwatch, turned into  s by Meridia to guard the Wrathstone tablet.
 

Related Quests


Skills and Abilities
;Shock: A basic ranged attack that does moderate shock damage.

;Thunder Thrall: The enemy teleports to you and summons a bolt of lightning that strikes a large area around itself. This attack does high shock damage to all players as indicated by the red circle. This attack can be avoided by moving out of the red circle.

Achievements
Achievements associated with this enemy:
Online:Purified Oppressor

Purified Oppressors are Imperial berserkers located in the Depths of Malatar. They were formerly legionaries stationed at Fort Mistwatch, turned into  s by Meridia to guard the Wrathstone tablet.
 
Related Quests


Dialogue
At the entrance to the Mistwatch storeroom, an exhausted retainer addresses a female oppressor about the Hunger eating purified soldiers:
:Purified Retainer: "Something defiles our stores. It hunts us."
:Purified Oppressor: "We purge it. As is her will."
:Purified Retainer: "It consumes us. We need a plan."

In combat:
:"Your will will be crushed!"
:"Purification comes!"
:"She demands obedience!"

Achievements
Achievements associated with this enemy:
Online:Purified Retainer

Purified Retainers are Imperial soldiers in the Depths of Malatar that attack using one-handed swords. They were formerly legionaries stationed at Fort Mistwatch, turned into  s by Meridia to guard the Wrathstone tablet.
 
Related Quests


Dialogue
At the entrance to the Mistwatch storeroom, an exhausted male retainer leans and addresses an oppressor about the Hunger eating purified soldiers:
:Purified Retainer: "Something defiles our stores. It hunts us."
:Purified Oppressor: "We purge it. As is her will."
:Purified Retainer: "It consumes us. We need a plan."

In combat:
:"Conform to her will!"
:"Your corruption will be purged!"

Achievements
Achievements associated with this enemy:
Online:Daily Rewards/February 2019

February 2019 Rewards
The February 2019 rewards started on February 1st, at 0:00 UTC. There were 28 rewards in total.
Lore:The Radius

thumb|right|The Halls of Regulation
The outskirts of Sotha Sil's Clockwork City is the wilderness known as the Radius. The Radius emulates the various biomes found across Tamriel, with an overlay of a harsh metallic desert. It is home to artificial flora and (mostly predatory) fauna that imitate those found across Nirn and has oily pools that substitutes as the realm's water. The oily pools which are home to various species of fabricant fish, is essentially waste that is a mixture of machine grease, fluids from both fabricants and people, and substances churned out by the factories beneath the surface.  Often the radius experiences inclement weather which may require the use of protective gear for the eyes as well as a rebreather for the lungs. Being unprepared with such gear will lead storm-blown metallic motes possibly damaging a person's lungs and can lead to a condition known as "Brass Lung".  
 
Notable Places
From the west to the east, a canyon known as the Insalubrious Effluvium stretches across the Radius. It is the place where the sewage of the realm goes to and runs through the synthetic swamp of the Mire Mechanica in the east. Of note in the swamp lies the laboratory of the mage Barilzar. The sewage then travels through from the mire to a dam, then into the Halls of Regulation where all liquids flows for the purpose of purification for drinkable water. The Halls of Regulation maintain the Clockwork City's breathable air and drinkable water, and precisely controls humidity, temperature, and wind currents.  Northeast of the Halls of Regulation is the Everwound Wellspring, one of the only places in the city where real flora can grow up until the mechanical Heart of Lorkhan brought genuine flora outside to the rest of the city.  South of the canyon is the  , a memory storage facility where Sotha Sil stored his memories.  South of that is the Elegiac Replication, a Memorial to people important to Sotha Sil's life and a blossoming place within the harsh synthetic realm.  

Of other places to note within the Radius is The Observatory Prior, located on the north west side of the realm on a mountain top. It served as both a laboratory and an observatory, and as The name implies, there may be an Observatory Final. The observatory highly resembles the Throne Aligned, Sotha Sil’s Control Room for the Clockwork City. To the southeast of that is The Vale of Tiers and its purpose purpose has been a matter of speculation. It is theorized that it is one of the places that lubricant and the dead organic matter goes to.  It is also home to the spectacle known as The Grand Prognosticator, a factotum capable of giving fortunes. The Clockwork City Vaults is a series of facilities that perform a various of functions and can be accessed South West of the Halls of Regulation. It Houses the Divinity Atelier and other places the Vestige traversed to get the radius from the Clockwork City Globe entrance. It is unknown where The Halls of Fabrication, the enormous processing facility which purpose refabricate Dwemer machinery, is located.
 

Gallery
 

References
Lore:Brass Fortress

The Brass Fortress is near the center of Sotha Sil's Clockwork City, and provides safety for people from the dangers of the Radius. Both are inhabited by  ,  , and people. 

Upon entering the Brass Fortress, one is greeted by a towering statue of Sotha Sil as well as a towering skyline.  The central plaza surrounding the statue contains many of the goods and services to the people of the fortress.  The northern section of the city lies the Clockwork Basilica, where the Clockwork Apostles conduct their research.  To the east side of the city lies the slums of Slag Town and houses the Tarnished and east of that lies the Machine District which contains the Fabricant production plant known as the Incarnatorium.  To the west of the Fortress is the Reactor District.  It contains the Asylum Sanctorum, used to seal the Dunmer Saints Felms, Llothis, and Olms as their clockwork vessels caused them to turn mad overtime. 
 
Gallery
 

References
Lore:Cogitum Centralis

The Cogitum Centralis is Sotha Sil's seat of power in the Brass Fortress.  It is located in the maintenance tunnels and subterranean chambers of the Mechanical Fundament underneath the Fortress.  It has an automated defense system, and is controlled by a master factotum that is tasked with protecting the Throne Aligned, the control center of the Clockwork City.  The Cogitum was designed to be virtually impenetrable.  The Throne Aligned is also where Sotha Sil stored his thoughts and notes, and is deadly for a mortal to access. 

In the late  , Sotha Sil inhabited the control center known as the Dome of Sotha Sil and was guarded by two imperfects, giant factotums. It was also the place where Sotha Sil met his end at the hands of Almalexia.   It was part of the sections the Nerevarine traversed in the Third Era. Those sections include the Maintenance and the Outer and Inner Flooded Halls; the Halls of Delirium, Theuda, Sallaemu, and Mileitho; the Central Gearworks; the Chamber of Sohleh; and the Domes of Kasia, Serlyn, Udok, the Imperfect, and Sotha Sil. They have been theorized to be the same place as the Cogitum Centralis. 
 
Gallery
 

References
Lore:Crafting Motif 42: Hollowjack Style

:Conjure, conjure, jill and jack
:Harvest arms and armor tack
:Pumpkin drear and black hawthorn
:Wrought into grim garments worn

AXES
:Cur-ved blade and wicked point
:Victim disembowel and joint
:Chop and amputate and hack
:Happy work for  

BELTS
:Cincture hold our raiment tight
:Sure and secure to prowl the night
:Straps to hold our weapons near
:Ready all for time of fear

BOOTS
:Soles of rind and pointed toes
:Shall surprise unwary foes
:Hollowjack shall ever tread
:On the corpses of the dead

BOWS

:Thorn-tree wood, bend and release
:Thor-ned arrow, mark decease
:Flet-ched dart, twist and fly
:Taking target through the eye

CHESTS

:Cuirass of enduring rind
:Guarding torso fore and hind
:Turn all weapons, point and edge
:Like impenetrable hedge

DAGGERS

:Bodkin blade dig inward deep
:Tween yon ribs and organs creep
:Like vine of orange jack-all fruit
:A pumpkin knife of ill repute

GLOVES

:Thor-ned night-black gauntlets planned
:To cover Hollowjacky hand
:But flexible so hands can strangle
:Throttle, eye-gouge, tear, and mangle

HELMETS

:Grinning Hollowjack must laugh
:Dismember, threshing, wheat from chaff
:Now inner anger embers show
:As lambent eye-slits ever glow

LEG GREAVES

:Rind and bark are intersected
:Lower limbs shall be protected
:Weapons swung and darts projected
:Shall be tur-ned or deflected

MACES

:Pointed hammer made to puncture
:Mail and armor at their juncture
:Hollowjack fair grins with glee
:Murd'ring on a killing spree

SHIELDS

:Hawthorn bark and twisted limb
:Ward with visage gaunt and grim
:Despite what weapon foe will wield
:None shall penetrate this shield

SHOULDERS

:Summon pauldrons, shoulder plate
:Deadly damage shall abate
:Rind be tough and vine be long
:Hollowjack be armor strong

STAVES

:Summon segments, mirthful medley
:Hollowjack staff long and deadly
:Casting spells good and malign
:Pumpkin daemon knows the sign

SWORDS

:Sword to cut, a blade to sever
:Crafting a condign endeavor
:Point to pommel, edge to back
:Scimitar for Hollowjack
Lore:Crafting Motif 54: Bloodforge Style

:Clanfellows, in the name of the Hunt-Father, whom I invoke in his aspect as Alrabeg the Hunter, take now to heart these sacred schema that define the trappings of we who work the Bloodroot Forge. For it is as Bloodforge Smiths that we shall hammer the Nords upon the anvil of our rage and hatred, until all bend the knee before the Hunters of Hircine. Fellihboh!

AXES
:Forge the axe, fine the work, broad the blade, filigree, wrap the haft, leatherly.

BELTS
:Broad the belt, interweave, strongly girt, buckle wide, cinch the sash, mammoth-hide.

BOOTS
:Leather and stud, foot defense, kick and stomp, on offense, chase the prey, forward hence.

BOWS
:Strong recurved, simple bow, hurling darts, at the foe, quiver bulge, with swift arrow.

CHESTS
:Bloodforged breast, tied to back, intricate, weave and tack, flexible, for the hunt.

DAGGERS
:Straight and broad, guard and blade, tang in hilt, Bloodforge made, cut and thrust, Hunter's knife.

GLOVES
:Gauntlets tough, fingers free, forearms wrapped, guarding thews, Hunter's hand, grips and hews.

HELMETS
:Antlers   from helmet brow, casque is thick, cradling head, enemy sees, enemy's fled.

LEG GREAVES
:Serpentine, interweave, on front plate, of the greave, strap to calf, above the boot.

MACES
:Heavy sledge, crushing arm, pounds the prey, deadly harm, weapon true, of Bloodforge.

SHIELDS
:Keyhole shape, writhing cord, brazen boss, five more round, Hunter praise, Hircine lord.

SHOULDERS
:Oblong cops, curved at crest, metal plate, steel is best, forged in blood, fringed in fur.

STAVES
:Magic staff, tipped with horns, sharp and ringed, potent thorns, oaken haft, battle bred.

SWORDS
:Double edged, long and strong, point for thrust, edge for slash, death in steel, doesn't rhyme.
Lore:Crafting Motif 60: Worm Cult Style

:In death is life, reanimation A sacred and a dark vocation Our Order's garb all shall recall Their final sight before they fall

AXES
:Worm axe blade's like a severed ear Restored to life as metal hacker A mighty arm that all must fear Glint of steel and gleam of lacquer

BELTS
:Echoes of Coldharbour see In cinctures, sashes, belts On each hip are tassets three With hooks for scalps or pelts

BOOTS
:Each sabaton is lapping, plated Like those of Bal's dark legions Our troops' corpses reanimated Returned from deathly regions

BOWS
:From bones defleshed we craft our bows They loose with bony rattle The skeletal dart Worm archer throws Slays men like so much cattle

CHESTS
:Worm armor's plates are tributes all To our Lord of the Undead The skin and form of Molag Bal To steel and iron wed

DAGGERS
:Like jagged fangs, our daggers curve Serrated edge and point Grim armaments, they also serve To sever and disjoint

GLOVES
:Our gauntlets guard forearms and hands Enabling fists to grip With fingers clad in bony bands Ensuring hafts don't slip

HELMETS
:Like metal skull of Daedric beast Worm helm enwraps your head Overlapping, layered, creased March leading our undead

LEG GREAVES
:Chausses echo chest design Coldharbour inspiration Daedric chevron, curving line Of Lord of Domination

MACES
:When slaying foes to animate The mace has many charms We want a corpse in wholesome state With all its legs and arms

SHIELDS
:On Worm Cult shield the horns of Bal Adorn o'erlapping plates For undeath is the fate of all Who pass Coldharbour's gates

SHOULDERS
:Pauldrons sharp as fangéd skulls Adorn Worm Cultists' shoulders Mortals rise as Black Worm thralls Or in their graves shall molder

STAVES
:With spellstaff horned like Bal himself Dark mages focus magic Thus mortals—human, beast, or Elf All meet their endings tragic

SWORDS
:Swords serrated, pointed, edged To twist in mortals' entrails March forth, Worm Cultist fully-fledged Cause adversaries' wails
A Champion Lost

Quick Walkthrough
# Talk to   in the   Fighters Guild.
# Go south of  , to  , a cave on the Thirr, northwest of  . 
# Find a note (TR_m3_OE_FG_bk_ConJou1) on some crates in   that indicates where Constantius went.
# Return to Sharnoga gra-Mal with the note.

Detailed Walkthrough

Quest Stages
Arena:Eagle Moor

The ruler is Prince Zirimal. Its rival is Silnim Dale. Oaktown also has a rivalry with Eagle Moor.

Eagle Moor has road connections to Ebonheart, Mournhold, Darnim Watch, and Old Keep.
 

Locations


Notes
Eagle Moor also appeared in ESO.
Lore:Pinepeak Cavern

Pinepeak Cavern is a cave next to the path up the Throat of the World, in the province of Skyrim. It is a natural cavern with a deep and expansive sub-structure that refugees have often used as a sanctuary in centuries of tumultuous times. While some of the local Nords claim that it is safe, others refuse to enter the cave because of the fear that it may cave in on them.  Unbeknownst to them, Pinepeak Cavern has a tomb deep in the cave system built for one of the Five Hundred Companions, Hakra,  who died in battle against the half-giant chieftain, Sinmur.  
 

History
According to the  , the reason why natural caverns such as Pinepeak are so abundant is that they may have served as a system of capillaries and nodes that pulsed the divine essence of its   creators.    and his Five Hundred Companions fought a large battle against the   Chieftain, Sinmur and the   clans of ancient Skyrim until Sinmur stood his last stand. Many companions died in this final battle, including Hakra and her fellow companion,  . After Sinmur had been felled by Ysgramor and his legendary axe,  ,  both Hakra and Valdur were buried in the western corners of the Rift, with Hakra placed in Pinepeak's tomb, to protect the land in death from threats to Skyrim's longevity.  Hakra's spirit was bound to the tomb via burial urns of  ,  , and  . 

During the   in  , the   had ambushed the   at Pinepeak Cavern, during their plan to enslave Hakra's spirit to resurrect Sinmur. With a shard of Hakra's essence, the   was able to work with Hakra and release her from the tomb's ward. Once they destroyed the final urn, the Worm Cult had taken full control of her spirit and sent it to attack the King's Arrow. The warrior was not only able to defeat the companion, but also the Worm Cult that infested the cave and with Hakra's spirit liberated, the King's Arrow traveled south to  , where the Worm Cult conducted the same plan for Valdur's spirit. 

Several years later in  , the entrance to Hakra's tomb had been lost and the cave was used as  's den. Some hunters tried to take out the bear but have failed.  The   of   sometimes get contracted work to eliminate the bear that lives in Pinepeak Cavern. 

Gallery
 

See Also
For game-specific information, see the Skyrim and ESO articles.

References
Lore:Wellspring Cave

is a natural cave found on the shores of the  , in the province of  . The cave is connected to an island containing the Wellspring Grove. It is found in eastern waters of  . 

Like various other natural caves in Tamriel, the Wellspring Cave is theorized to have served as a capillary for the living body of  , and once pulsed with the living essence of the   who created it.  

Wellspring Cave is used by the   at the  . When an associate is promoted to an Apprentice, they are tasked with acquiring a staff from an island grove that is connected from Wellspring Cave. The wood found at the grove is used to craft Mage Staves, and so several mages tend to the cave and grove.  

In  , the   had begun to make their appearance in Cyrodiil, targeting the Mages Guild in various ways. A group of their coven had attacked Wellspring Cave, killing the mages that resided in the cave. An   of the Mages Guild had arrived into Wellspring Cave in the aftermath, dealing with the last of the   and obtained their staff.  Afterward, the   began to investigate the situation. 

 

Gallery
 

References
Online:Divad's Mother

thumb|right|Divad's mother defending him while Emperor Hira's men come to arrest him.

The '''Divad's Mother'''  is a Yokudan woman who was the wife of Frandar Hunding and mother of Divad Hunding. She briefly appears during a flashback in the Hall of Heroes, defending Divad from  's men before being killed by them.
 

Related Quests


 
References
Arena:Tardorn Wood

The ruler is Lord Named. Its rival is Kings Walk.

Tardorn Wood has road connections to Riverhold and Seaplace.
 

Locations
Arena:Shadymarch

The ruler is Lord Maoler. Its rival is Riverview.

Shadymarch has a road connection to Lainebon Place.
 

Locations
Arena:Neumar Walk

The ruler is Lord Ab'bil. Its rival is Helkarn Land. Heimthor Mount also has a rivalry with Neumar Walk.

Neumar Walk has road connections to Orcrest, Ein Meirvale, and Greenhall.
 

Locations
Arena:Markgran Brook

The ruler is Lord Husbil. Its rival is Black Heights. South Guard also has a rivalry with Markgran Brook.

Markgran Brook has road connections to Darvulk Haven and Black Heights.
 

Locations
Arena:Riverpoint

The ruler is Prince Khajun. Its rival is Roseguard. North Hall also has a rivalry with Riverpoint.

Riverpoint has road connections to Karnver Falls, Verkarth City, and Vulkneu Town.
 

Locations
Arena:North Keep

The ruler is Lord Alan. Its rival is Neugrad Watch. Black Moor also has a rivalry with North Keep.

North Keep has road connections to Falcrenth and Granitehall.
 

Locations
Arena:Reich Corigate

The ruler is Lord Torbald. Its rival is Pargran Village. Greenwall also has a rivalry with Reich Corigate.

Reich Corigate has road connections to Sunguard and Vernim Wood.
 

Locations
Arena:Lainalten

The ruler is Lady Jytina. Its rival is Amber Guard.

Lainalten has road connections to Snowhawk, Amber Guard, and Dunstad Grove.
 

Locations
Arena:Valley Guard

The ruler is Lady Moahin. Its rival is Darkarn Place.

Valley Guard has road connections to Alabaster, Rimmen, and Darkarn Place.
 

Locations
Arena:Duncori Walk

The ruler is Lady Aziahin. Its rival is Black Heights.

Duncori Walk has road connections to Brukreich Bridge and Black Heights.
 

Locations
Arena:Dragon Grove

The ruler is Lady Klaltaki. Its rival is Chasetown.

Dragon Grove has road connections to Hegathe and Sunkeep.
 

Locations
Arena:River Keep

The ruler is Lord Mohamurabi. Its rival is Chasemoor.

River Keep has road connections to Brukreich Bridge, Greenhall, Chasemoor, and Darkarn Place.
 

Locations
Arena:Heldorn Mount

The ruler is Baron Shetan. Its rival is Belkarth Guard.

Heldorn Mount has road connections to Dragonstar and Skaven.
 

Locations
Arena:Chasetown

The ruler is Lord Fhalan. Its rival is Lainlyn. Dragon Grove also has a rivalry with Chasetown.

Chasetown has road connections to Sentinel and Sunkeep.
 

Locations
Arena:North Hall

The ruler is Baroness Krolunki. Its rival is Riverpoint.

North Hall has road connections to Corten Mont, Stonedale, Stonemoor, and Vulkneu Town.
 

Locations


Notes
North Hall is a possible starting location for Redguards.
Arena:Amber Guard

The ruler is Lord Jurger. Its rival is Lainalten. Markarth Side also has a rivalry with Amber Guard.

Amber Guard has road connections to Karthwasten Hall and Lainalten.
 

Locations
Arena:Rockguard

The ruler is Lord Hericus. Its rival is Glenbridge.

Rockguard has road connections to Stormhold and Glenbridge.
 

Locations
Arena:Vullain Haven

The ruler is Lord Silman. Its rival is Glenpoint.

Vullain Haven has road connections to Woodhearth and Longhaven.
 

Locations
Arena:Chasemoor

The ruler is Lady Fahrazad. Its rival is River Keep.

Chasemoor has road connections to Brukreich Bridge, Greenhall, Meir Lynmount, and River Keep.
 

Locations
Arena:Karnver Falls

The ruler is Lord Blebem. Its rival is Corten Mont.

Karnver Falls has road connections to Riverpoint and Verkarth City.
 

Locations
Arena:Chaseguard

The ruler is Lord Shraj. Its rival is Corten Mont.

Chaseguard has road connections to Rihad and Roseguard.
 

Locations
{| class=vtop
|Inns
Black Sailor's
Crimson Dagger
Devil's Saber
Devil's Sailor's
Dirty Mug
Rusty Ship
Unfortunate Crow's Nest
|Temples
Conclave of Charity
Conclave of Faith
Conclave of Solitude
Order of the Gentle Hand
Order of the Golden Tomb
|Stores
Bargain Gear Store
 's Professional Gear Store
 's Professional Equipment Store
 's General Provisions
The Wyrm's Weaponry Store
Used Provisions
Arena:Meir Lynmount

The ruler is Prince Husdul. Its rival is Greenhall.

Meir Lynmount has road connections to Rimmen and Chasemoor.
 

Locations