Netruk44/uesp-wiki-content huggingface dataset:
Online:Ordinator (Deshaan)

Ordinators are Dunmer guards of the Tribunal Temple. Generic Ordinators can be found in several places, such as Mournhold.

Ordinators at the entrances to Mournhold are quest givers for A Favor Returned.
 

Related Quests




Quest-Related Events
A Favor Returned
An Ordinator will call out to you when you try to enter the city.
:"Hold! Speak to me before entering Mournhold, citizen."

If you saved Stonefalls, they will recognize you when you talk with them:
:''"Wait, you're the hero of Stonefalls! Please, be welcome here in the city. We've been told to watch for you."
Otherwise:
:"Welcome to Mournhold, capital city of the Ebonheart Pact. We track all visitors. Upon arrival, everyone must see a registrar, who will record your name and business in Mournhold. Thank you for your cooperation."
:Why all the bureaucracy?
:"Deshaan has become a chaotic, dangerous place. Why shouldn't we instill a degree of order in our most-prominent city? A little inconvenience is a small price to pay for your continued safety, citizen."
:Where can I find a registrar?
:"Speak with Registrar Riivel, in the city center. Take the stairs up to the central building and you should find him in the courtyard there. Do not dally. It is illegal to enter Mournhold without being registered."
:I'll go find Riivel.

Speaking to them again:
:"Remember, it is illegal to enter Mournhold without registering at the city center. You do not want to get fined for noncompliance, citizen."

The Mournhold Underground
After dealing with the Maulborn in the sewers, Farona Telvanni tells you to go find an Ordinator. Talk to one of them.
:"Ah, just in time. The Sacred Lady asked us to watch for you."
:Yes. I was told you had a message for me.
:"Indeed. The Sacred Lady wants you to know that she wasn't able to eliminate all of the pests you found in the sewers"
:The small army that got away, is it still on the loose?
:"So Almalexia believes. I was told to convey upon you the gratitude of the Tribunal. And to inform you that the Sacred Lady still has need of your services."

The Seal of Three
Continuing your conversation from the conclusion of the last quest, the Ordinator tells you to go see Almalexia in the Tribunal Temple.
:"And one more thing. The Sacred Lady wishes to speak with you. Personally. She awaits your presence. Please, head to the Temple at once."
:Does she know where the Maulborn plan to attack?
:"The Sacred Lady doesn't share all her secrets with those who serve her. But as far as I know, no attack has yet occurred within the confines of the city."
:What aren't you telling me?
:"We've been ordered not to discuss the entirety of the situation in public. To prevent panic, you understand. The Lady summons you. Go."
:I'm on my way.

Speaking to the Ordinator again after accepting the quest:
:"Hurry to the Tribunal Temple. Don't keep the Sacred Lady waiting."''

Notes
Ordinator armor is available as a costume.

Gallery
Online:Soldier (Cyrodiil)

Soldiers can be found fighting the minions of Molag Bal on the bridges leading to the Imperial City.
Online:Soldier (Eastmarch)

Soldiers appear at Skuldafn after defeating Fildgor Orcthane during Songs of Sovngarde.
 
----
 
A Dunmer Soldier.
 
----
 A Nord Soldier.
 

Related Quests
Online:Soldier (Rawl'kha)

Soldiers with blades are Altmer soldiers who can be found at a camp west of Rawl'kha, across the river.
 
----
 Soldiers with staves are Altmer mages who can be found at a camp west of Rawl'kha, across the river.
Online:Soldier (Shinji's Scarp)

A lone Breton Soldier can be found standing in the middle of ground zero at Shinji's Scarp after the ogres have been taken care of. He has no unique dialogue.
Online:Valeric's Manor

Every container in the building is owned. There are two cooking fires in the manor: one is upstairs, and the other is downstairs. Jaruk stands behind the bar on the east side of the house. He has two cats, named Cello and Harp. Cello is on the counter in front of Jaruk, and Harp is sitting on the table north of them. 

The door upstairs that would lead out to a balcony cannot be opened. A copy of the lore book, Ode to the Tundrastriders, is located on top of a table by the upstairs cooking fire. ''Valeric's Journal'' is sitting on a table by the door in the room with the cages, which is upstairs. A bookshelf can be found at the bottom of the stairs. 

A chest can be found beneath a broken tree to the northwest, just behind the manor.
 

Related Quests



Residents
Cello
Harp
Imhey
Jaruk
Rala
Valeric
 
 
Gallery
Online:Skeletal Laborer

Skeletal Laborers are Skeletons found digging for the Worm Cult in the Imperial City's Memorial District. They were added with Update 26.
 

Related Quests
Online:The Indrik's Glade

To all who enter the indrik's glade

And hunt this most elusive prey:

Glory awaits you
Online:Companion's Coronet

Companion's Coronet|thumb|leftCompanion's Coronet (Argonian)|thumb|right
The Companion's Coronet is an antiquity which can be unearthed in Western Skyrim after finding the relevant lead.
 
  
 
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Online:Ysgramor's Chosen Face Marking

The Ysgramor's Chosen Face Marking is available as an antiquity which can be unearthed in Western Skyrim after finding the relevant lead.
 
  
 
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Online:Dwemer Crown

thumb|left|Dwemer Crown (Argonian)thumb|right|Dwemer Crown (Men/Mer)
The Dwemer Crown is an antiquity which can be unearthed in Western Skyrim. The lead drops from the Clockwork Criterion Public Dungeon boss in Nchuthnkarst.
 
  
 
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General:Acrobat

Acrobats were a class featured in Arena, Daggerfall, Battlespire, Morrowind, and Oblivion.

Description
Arena
Acrobats are Thieves who have honed their physical skills in agility and balance to such a degree that they are almost supernaturally adept at scaling walls, running, jumping, and tumbling. They retain the ability to score a critical hit. They also have the ability to leap great distances and climb walls more securely and faster than the average Thief. They are, in general, the fastest characters on foot. Further, because of their nimbleness, Acrobats deduct a certain percentage from their opponent's base chance to hit when engaged in combat with them. This makes them difficult foes to hit, and dangerous adversaries.
Daggerfall
Acrobats practice the thieving arts, and use their remarkable physical skills to aid them. They are very quick, agile, and nimble.
Battlespire
Like a drop of quicksilver, an experienced acrobat is hard to hit, grab, or hold. Acrobats are remarkable leapers, climbers, dodgers, runners, and tumblers. Agility and Speed are the most important attributes for acrobats.
Morrowind
Acrobat is a polite euphemism for agile burglars and second-story men. These thieves avoid detection by stealth, and rely on mobility and cunning to avoid capture.
Oblivion
The kind of person that uses agility and endurance to their advantage. Unafraid of jumping long distances.
Online:Bosmer (NPC)

Bosmer are generic Wood Elves who are being fed on by hoarvors at Shademist Moors. Killing the hoarvor that is feeding on them will set the Bosmer free, allowing them to run away. They have no unique dialogue.
Lore:Wardens

The   are worshippers of   and defenders of the Green. They are master storytellers whose nature tales become magical reality.   Wardens weave spells to cause plants and fungi to grow rapidly. They can also call animals to come to their aid, and wield frost spells to combat their foes. 

The scholar   once claimed that Wardens are nothing more than a militant group of Wood Elf priests known as Spinners, though this is contested by his rival   as being far from the truth.  Both groups may worship Y'ffre, but Wardens are more than willing to shed the blood of those who seek to harm the wilds.  There have been reports of Wardens attacking gangs and even full outposts in retaliation for harm done to Y'ffre's domain.  Wardens draw upon the environment to change and shape reality, and cast powerful spells utilizing conjuration or alteration magic, which is again different from their counterparts found in Valenwood.  The Wardens as a whole do not bow to any specific organized group or guild. 

Wardens are also not typically Bosmer, in spite of misconceptions. Members of all races have been found protecting  's wilds.  They do not follow the   either (excluding those who are both Warden and Wood Elf), as they're willing to make full use of nature's bounty to survive. . One of the only Wardens whose identity has been made public is Boldekh, a Redguard warrior on Nature's behalf who was sent by Vivec to help Naryu Virian assassinate the grandmaster of the Morag Tong.  

At some point in history before the  , a   blacksmith began to breed bears in honor of a fallen Warden.  The   created magical gauntlets named after them, suited to the usage of Nature-based magic.  In the  , tattoos symbolizing the intertwining of all life forms were popular among those who feel a connection with Nature in  , including Wardens.  

Sometime in 2E 582, King Camoran was asked to send Wardens to a valley in the Tenmar mountains, for it to be cleansed of Maarselok's taint. 

See Also
For game-specific information see the ESO article.

Books



Gallery
 

References
Online:Mournhold Packrat (creature)

The Packrat is a rat belonging to the Psijic Order. It is located atop the ledge at the back of the College of Psijics' Vault of Moawita, near the Psijic Codex: List of Dead Drops.
 
  
Notes
It shares the same model as the Mournhold Packrat pet, having been added two years before the pet was made available for sale.
Online:Yew and Feather Private Quarters

The door is unlocked.Yew and Feather Private Quarters Interior|thumb|right
 
 
Residents
Atgretha
Online:Yew and Feather

The Private Quarters can be found to the left as you enter. An intermediate safebox is behind Erivase Selarys's counter. The open-air tavern, Winter Harvest, lies just outside the building.
 
 
Residents
Atgretha
Danel Telleno
Erivase Selarys  
Linlyne
Millenith
Tseekibeesh  

Notes
In Skyrim, the building is home to the Solitude Fletcher.

Gallery
Skyrim:Dead Man's Dread Items

This page documents the new items added by the Dead Man's Dread Creation.

Apparel
thumb|right|A male Skyrim:Nord|Nord wearing Cyrus' Clothes
thumb|right|A female Skyrim:Imperial|Imperial wearing Cyrus' Clothes

Male Nord Gallery
 

Female Imperial Gallery
 

Books
   

Miscellaneous


Notes
   

Weapons
Skyrim:The Gray Cowl Returns! Items

This page documents the new items added by The Gray Cowl Returns! Creation.

Apparel

 
File:SR-item-Gray Cowl of Nocturnal Male.jpg| 
File:SR-item-Gray Cowl of Nocturnal Female.jpg| 
 

Books
   

Keys


Miscellaneous


Notes
   

Weapons
Online:Mossheart Indrik (creature)

Mossheart Indriks are located at the Event Exchanges located outside the main city of each Alliance's starting zone, as well as the hub cities of each Chapter zone. They were found in pens next to the Impresario alongside Nascent Indriks until the end of the Lost Treasures of Skyrim event.
 
  
Notes
The Sapling Indrik pet is the smaller equivalent of the Mossheart Indrik.
Skyrim:Arm of the Moon

Arm of the Moon is an artifact Staff. It is acquired through The Arms of Chaos.
Skyrim:Arm of the Sun

Arm of the Sun is an artifact Staff. It is acquired through The Arms of Chaos quest.
Skyrim:Warlock's Mark

Warlock's Mark is a unique amulet. It is acquired through The Arms of Chaos quest.
 
Related Quests
Skyrim:Sovereign Band

Sovereign Band is a unique ring. It is acquired through The Arms of Chaos quest.
 
Related Quests
Lore:Nature Realm

The   is a realm of Mundus which exists in parallel with the physical realm. It is a realm of animal spirits. The Nature Realm is a mirror image of the physical world, but tinged green. The spirits of physical beings can be seen in the Nature Realm, but cannot be interacted with. 

The Glenmoril Wyrd possess the ability to enter the Nature Realm as wolf spirits, and can use this to bypass obstacles in the physical realm. 

Circa  , a hagraven named   and her   occupied Jackdaw Cove, a forest in the Mournoth region of High Rock. Using dark Reachman magic, Uela corrupted the forest, weakening the local Glenmoril wyresses in the process. Uela specialized in utilizing crows as spies and messengers, magically possessing their physical bodies. These crow spirits were helpless and could do nothing but watch from the Nature Realm as she controlled their physical forms.  In order to reach Uela and kill her, a Redguard wyress named Rashan guided the Vestige into the Nature Realm in order to commune with the crow spirits and bypass her defenses.  

 
References
Online:Pet Razak's Opus

'''Pet Razak's Opus''' were Dwarven Spiders that could be seen following other players around if they had Razak's Opus set as their active pet. At release, this name would be displayed if you placed your reticle over these pets. At some point this was removed.
Blades:A Cry for Help

Quick Walkthrough
#Find out what happened to Sorine's village.
#Find the bandit leader.

Detailed Walkthrough
When you first arrive at the village, you will be greeted by a smoky sky and the sight of burning buildings. A bandit will approach you and attack. After you defeat him, he will speak to you, and inform you that you need to kill Big Jan to obtain the key to the bandit leader's hideout. Once you enter the next area, you will have to kill the patrolling bandits, then climb up steps to get to Big Jan. You will recognize him by the Dwemer helmet he wears.

After killing Big Jan you will get the key. Use this on the locked gate to enter the next area, where you will encounter more bandits. Climb up the steps to fight two dire wolves and the bandit leader. After defeating the bandit leader, he will tell you that he and his crew didn't raze the village; they had simply moved into the ruins to loot. This will complete the quest.
Secret Areas
The first secret area is found in the same part of the village where Big Jan is found, as you enter this area, head to the right and look for the tall bush, behind this bush is a lever, pull it and the gate next to it will open. Behind this gate is 4 seed plants, a silver chest and two small stumps that can be smashed open.

The second secret area is found in the same part of the village where the bandit leader is found, as you enter this area, head to the left wall, behind another tall bush you will find a lever, pull it and the gate next to it will open. Behind this gate is 4 seed plants, a silver chest and three small stumps that can be smashed open.
Enemies
Bandits x 8
Big Jan
Dire Wolves x 2
Blades:Bandit (A Cry for Help)

This Bandit is an Argonian that is encountered during A Cry for Help. He is initially hostile but will speak to you after fighting you.
 
Related Quests
 
Quest-Related Events
After the fight with him he will speak to you:
:''"Wait! Don't kill me, I can help you!"
:Better speak fast.
:"I can tell you where to find our leader. I'm sure he's the one you really want!"
:Where is he?
:"Beyond that door, in the other part of the village. You'll need a key to get past the door, though."
:Who has the key?
:"Big Jan. The one with the Dwemer helmet."
:Get out of my sight.
:"Thank you, Warrior. I won't forget this!"''
Blades:Bandit Leader (A Cry for Help)

This Nord Bandit is encountered at the end of the village alongside two dire wolves. He will speak to you after you fight him.
 
Related Quests
 
Quest-Related Events
Before the fight he will say:
:"You bastard! You killed my friends! And my dogs!"

After the fight he will say:
:"What are you waiting for? Get it over with."
:Tell me why you razed the village first.
:"Is that what you think happened?"

::It is.
::''"Well, you're wrong."

::Isn't it?
::"It was already destroyed when we got here. We simply plundered what was left."

:"You'll have to find someone else to blame for this..."
:I will. Now get out of my sight.
:"Okay, just... let me catch my breath first."

If spoken to again:
:"Whoever did this used fire magic, that much is obvious..."''
Blades:Llavelea Nelvani

Llavelea Nelvani is a Dark Elf who resides in Town. She is the wife of Brals. 
 
Related Quests
 
 
Quest-Related Events
Vilified
:"Hello! Are you the champion of this town?"

:I am.
::''"Thank goodness! I need your help. It's my husband, Brals."

:What do you want?

Either will lead to:
:"Oh, um, well,  you see... It's my husband, Brals. He's wanted for murder, but... I swear he's innocent! Please, you must clear his name!"

:Okay, I'll help.
::"Oh, thank you. Thank you! You must talk to him, so I'll show you where he's hiding... when you’re ready."

:That's not really what I do.
::"Oh... really? People told me you are, um... righteous and all that. He really is innocent!"

:::How do you know?
:::"We've been married for a hundred and twenty years. He is not a murderer!"

:::Go ask someone else.
:::"I have asked everyone else... please? I'll give you everything we have!"

::::Fine.

::::No.
::::"Oh... oh, no... What will I do now?"

If spoken to again if you refused to help:
:"Please, Warrior, consider speaking to my husband. Then you can decide whether you will help!"

If spoken to again if you offered to help:
:"Can we go soon? I don't want anyone to find where he's hiding..."
Villains
If spoken to in town before the quest is complete:
:"Please let me know as soon as you deal with those bastards. I want my husband back..."

Once the quest is complete:
:"Thank you so much, Warrior. I knew Brals' past would catch up with him some day... Now I feel like it's really behind us."
Dialogue
After her related quests are complete when spoken to she will only say:
:"I was so scared..."''
Blades:Vilified

Quick Walkthrough
#Find Brals.

Detailed Walkthrough
You first start in a forest, as you walk down the path you will encounter a mercenary. After fighting him continue on until you encounter a gate you can open, dispatch the mercenaries patrolling the area. After this, head through another gate on the left wall, where you will encounter forest spiders and a giant forest spider. Proceeding on you will encounter another two mercenaries, after defeating them you can gain access to the only secret area in this quest, see the secret areas section below for information on this. 

After a while of following the path, you will find a cave entrance guarded by a giant cave spider, defeat it and proceed into the cave where you will end up in a fort. In this fort, you will encounter a hostile mercenary that holds a key to the door behind them. Behind this door is Brals, he will explain his situation and how he used to work with a group of thieves in Morrowind, he will then ask for your help. There is a wooden chest behind him that can be collected.

Secret Areas
This quest has only one secret area that is located after the forest spiders. Two mercenaries are found protecting a lever in the form of a goat skull totem. After pulling the lever, it will unlock an area where a silver chest can be found.
Enemies
Mercenaries x 6
Forest Spiders x 3
Giant Forest Spider x 1
Giant Cave Spider x 1
Lore:Kyne's Aegis

Kyne's Aegis is an island found in the icy waters of the Sea of Ghosts, in the province of Skyrim. It is the coastal bulwark of Haafingar, since the seas are treacherous and riddled with ship graveyards, any that tries to enter the mainland from the west must go through Kyne's Aegis as a checkpoint. On the island's southern coast lies the large fortified-village of '''Kyne's Perch''', while the hills on the north contains an old ruin from the days of the Dragon Cult. The hills beyond Kyne's Perch is known as the Span, which consists of several mining outposts that date back to the days of the island's gold rush.  
 

History
thumb|right|The abandoned island circa  
Many of the local  s attribute the island's founding to one,   in  , sometime after the ascension of High King  .   However, the Dragon Cult ruins on the north coast implies a far older and darker history to the island.  In this case, the original settlement on Kyne's Aegis was built in the   when the cult was still active. The temple was built inside of the mountain and continues underground into the crypts. 

In the mid- , the island came under the control of Thane   and turned Kyne's Perch into a prosperous fishing village as well as a substantial stronghold. At some point, he established a mining operation throughout the Span, which brought about a brief gold rush that ended in failure. However, several prospectors continue to operate in the island's various caves. The ruins on the island was used as storage for   and tools by the local populous, but not all of it had been explored.  In  , the  ,   assembled an army of  s,  , and   landed on the north end of the island and invaded Kyne's Aegis, all the while in search of something important. 

As Lord Falgravn took to the ruins, the Sea Giants Captain,   led the siege against the island from Windswept Cove in the Span. A   of the   took charge of the resistance and slowly advanced north toward Falgravn's position. All the while, they faced several enemy brigades and lighting strikes across the region until they reached the invasion force's landing spot. The Vampire Lord took several Nordic soldiers and harnessed the ruin's powers to drain their life energy and create undying thralls called  s. In a final assault, the Undaunted warriors stormed the ruins and were plunged further down as the battle ensued. Eventually, the siege was dispelled and Lord Falgravn was defeated after years of terrorizing the seas.  Thane Ogvar made an effort to seal off the ruins for good and that Kyne's Aegis will never falter again. 

The island would soon become abandoned by the Fourth Era, with nothing notable besides a few gold ore veins and no trace of the settlement remaining, besides a skeleton wrapped around a flagpole.  

Gallery
 

References
Blades:Brals

Brals is a Dark Elf and is the husband of Llavelea Nelvani. He will live in Town after the completion of Villains.
 
Related Quests
 
 

Quest-Related Events
Vilified
When first spoken to:
:"Ah! Who are you?"
:'''Your wife sent me. I'm here to help.
:"Thank goodness. I thought you were one of the Queen's men."

:I am, but she doesn't know I'm here.
::"Really? Kind of a renegade, then. I like it."

:Nope.
::"Good. 'Cause they have a warrant out for me and all..."
Both lead to:
:"You probably didn't get much out of Llavelea, so I'll explain the situation. There's a little gang of Dunmer thieves that settled here a few years ago. I used to work with them back in Morrowind. They asked for my help, but I turned them down. Then they killed someone by accident during a job, and they want me to take the blame. And if I don't, they're going to kill my wife! I was about to turn myself in. But maybe you can help."
:So what do you want me to do?
:"Well... get those bastards before they get my wife! And... clear my name with the Queen? Maybe I'm asking too much..."

:No, I will help you.
::"Yes! Thank you! I've only got a bit of money on me, but I'd like you to have it. I really appreciate your help!"

:What's in it for me?
::"Good. For some reason I thought you would nobly volunteer to help... I suppose there are worse ways to spend my nest egg. Here is what I have with me. The rest we'll have to get together."

:How do I know I can trust you?
::"Trust... me? I don't know. You can ask anyone from my town! Most of them have known me and Llavelea since they were children. This kingdom is my home. I'm a craftsman, not a criminal. Is that good enough?"

:::Yes, I'll help. No need for payment.

:::I'll do it and take your payment.

If spoken to again:
:"I suppose I'll just stay here for a little longer..."
Villains
When spoken to after the quest is complete:
:"Ah, Warrior. Well done! I hope you make good use of your reward. I'm so glad this whole episode is behind me!"

Dialogue
If spoken to after his related quests he will only say:
:"I hope to see you fight in the arena some day. You must be amazing!"''