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

thumb|right|The Flophouse, interior
As is expected from the name, the accommodations are poor at best; each person's space consists of a pallet on the floor and a cloth partition for privacy. A table and chairs sit in one corner of the room; a dead man sits in one of the chairs.
Tes4Mod:Order of the Dragon/Footprints in the Sand

Walkthrough
This quest starts when you find a note in the mineworkers' barracks in Galu Oasis. It tells of a woman named Larsa who's looking for her father. Go north to the Arena and check in The Limping Sandrunner. You'll find another note there, which points toward the Silver Mine. Near the mine, you'll run into a slave who, for some water, will tell you that he met Larsa a few days before; she was going west. 

Some time later, you'll find her journal, which says she went north to the Dead Mine. Her dead body is lying outside, obviously murdered. Her ghost appears to you and points toward the Assassin Castle. If you don't have access to the castle, the quest ends here; otherwise, you can go in and investigate. What you're looking for is in Alberto's quarters, on the floor near the door - a blood-smeared dagger. Picking it up will give you the final quest update (as well as a nice weapon).

Journal Entries
Tes4Mod:Order of the Dragon/Forgotten Crypt

It consists of a partially-buried crypt with some metal fencing around it. 
 

Exterior
The exterior is located at coordinates: ODDDesert01 -2,-5 (ODDDesertOase02)
This location does not have a map marker.

Zone 1: Forgotten Crypt
The door opens into the top of a deep wellshaft. You'll have to jump, but the water is deep enough to prevent damage. Swim through the crypts until you come up into a crypt with a couple mummies. Deal with them, then activate the tomb on the opposite wall; this summons the lich king. Kill it, then activate the tomb again to get its amulet. You'll come to another deep shaft with a spiral staircase leading up; take it and you'll come to a ladder out - this leads to a well on the other side of the road.
Tes4Mod:Order of the Dragon/Forgotten Servants

Walkthrough
This quest is difficult to get, since the map you need is on Ma Syd Jun - you'll have to steal it from him. If you do, you'll get the first quest entry. The map has a riddle on it which tells about a djinni's lamp. The lamp is located in the desert in the southern part of Mephala's realm, not far east of Surazal's Tomb. Pick it up, and you'll get a journal entry. If you activate it, a djinni will appear and grant you three wishes; you can choose from the following:

Lots of gold: You gain 30 bottles of water.
Take me to a place of distraction: You're teleported to the House of the Dancers.
A magic word: The magic word is ELAMBRI! (You'll need this word to gain access to the Hidden Temple).
A horse: The horse Farago appears at your side.
Weapon of immense power: You acquire a Djinni's Quill.
Secret knowledge: You acquire one of three notes leading to a hidden treasure (the choice is random).
Where can I receive eternal life?: Only under Mephala's wide sky, Master.
A worthy gown: You gain a Mephala Priest's Robe.
'''Mephala's favor: Activates all the shrines to Mephala.
An ideal companion:''' You acquire a whistling skull.

You can only make each wish once; once you speak all three, the lamp disappears and the quest completes.

Journal Entries
Tes4Mod:Order of the Dragon/Forgotten Temple

Related Quests
 

Exterior
The exterior is located at coordinates: ODDDesert01 8,-10
This location does not have a map marker.

Zone 1: Forgotten Temple
The entrance leads to a large empty room lined with pillars. There are two doorways on the far side; both lead to the next room, which has some debris and two more exits. The passage to the right is blocked by a door, so go left for now. Go through the large room, down the passage, and across the bridge to the statue. Again, turn left. Be careful here&mdashthere's a falling spike trap just inside the entrance to the next room. Go all the way to the end and hit the switch; this opens the door at the end of the bridge, near the statue. Go through here and you'll end up in a room with gargoyle statues, an evil Skent, and a woman. Deal with them, then you can go through the door behind them to the next zone. Ignore the other exit for now&mdash;you'll get to it later.

Zone 2: Forgotten Temple
The door leads to a long, high hall lined with pillars. Follow it all the way to the end, where you'll find a huge Mephala statue and a Sacrificial Dagger on a pedestal before it. Take the dagger and return to the first zone.

Zone 1: Forgotten Temple
Once you're back, take the other exit. There's a switch on the wall&mdash;press it, and it'll open the door at the end, which leads back to the first room with the debris. From here, you can leave the temple.
Tes4Mod:Order of the Dragon/Fraternal Freedom

Walkthrough

Journal Entries
Tes4Mod:Order of the Dragon/Fresh Meat

Walkthrough
(Note: This quest was included in the mod, but not implemented - you can't start it. It's only been listed here for the purposes of completeness.)

Journal Entries
Tes4Mod:Order of the Dragon/Friedlich's House

It has a wall enclosing a yard with a well, and the house itself has two floors; the upper floor only occupies part of the building, allowing access to a rooftop terrace.

 
Related Quests
 


Exterior
The exterior is located at coordinates: ODDDesert01 3,-9
This location does not have a map marker.


Zone 1: Friedlich's House
Though the house looks abandoned, it is in fact the lair of a group of Argonian cannibals who waylay travelers in the desert. It has a makeshift (though sturdy) cage and a counter for butchering victims, along with various creature comforts and containers with the usual clutter.
Tes4Mod:Order of the Dragon/G'nur's Tomb

Exterior
The exterior is located at coordinates: ODDDesert01 -15,1
This location does not have a map marker.

Zone 1: G'nur's Tomb
This level is a sprawling affair filled with twisting passages and several elevator shafts, inhabited by skeletons, zombies, and a few liches.
Tes4Mod:Order of the Dragon/Galu Oasis

It consists of a handful of houses, including the Yrdol Estate (a buyable player home), as well as the shop Arlon's Stones, Laiken's Forge (a smithy), and a building housing mineworkers. A cave nearby houses an underground tavern run by Yol.


 
 


Quests Starting Here
 


Related Quests
Tes4Mod:Order of the Dragon/Arlon's Stones

The proprietor, Arlon, has 2300 gold, a Mercantile skill of 5, and buys and sell clothing and miscellaneous items (mainly gems and soul gems). The store occupies the lower floor of a two-story building. It is open and largely bare except for a pair of benches flanking the front door, a two tables to the left and right displaying wares, and a counter opposite the entrance. Arlon stands here, offering services to customers.

A ladder in the back corner leads up to the second floor, where Arlon lives. This area has a single bed, various crates stacked against the wall, a couple tables for eating, a small workstation, and a door leading out to the roof.
Tes4Mod:Order of the Dragon/Cave at the Galu Oasis

thumb|right|Yol's bar inside the cave
The proprietor, Yol, has 3 gold, a Mercantile skill of 42, and buys and sells food and drink. The "tavern" is little more than a wide spot in the caves where Yol has set up a pair of tables that serve as a bar; there are two benches along the walls where patrons can sit and drink. Barrels and crates are stacked up both in front and behind the bar. Some distance behind the bar, a well leads down to the lower levels of the cave, which are partially flooded. A door near the entrance leads to a tunnel down to the lower levels as well.
Tes4Mod:Order of the Dragon/Laiken's Forge

thumb|right|Laiken's Forge, interior
The proprietor, Laiken the Smith, has 3200 gold, a Mercantile skill of 48, and buys weapons, armor, and miscellaneous items, and sells armor and weapons. 

The smithy occupies the front half of the building. A bench where customers can sit and wait is situated against one wall; along the back wall, a small raised platform holds various containers, along with a rack of swords. A hand-built wooden wall with a door separates the smithy from Laiken's living quarters, a moderately-sized space with his bed, storage containers, and a bench and tables.
Tes4Mod:Order of the Dragon/Yrdol Estate

After its owner passed away, his granddaughter wishes to sell it; you can buy it for 20,000 gold. The note says to inquire at The Limping Sandrunner, but when you read the notice, you'll receive a prompt asking if you want to buy the house or not.

The lower floor has a small garden in one corner with sugarcane, aloe, and mushrooms; one side of the room is taken up by an alchemy workspace (the former owner was an alchemist), and the last corner is a sitting area with rugs and cushions. A ladder leads upstairs to the bedroom which has several empty racks and shelves for storage, a comfortable single bed, and a door leading out to a screened balcony.
Tes4Mod:Order of the Dragon/Gap in the Fog Rocks

Related Quests
 


Exterior
The exterior is located at coordinates: N/A (You're teleported directly there; there is no exterior access.)
This location does not have a map marker.


Zone 1: Gap in the Fog Rocks
This is a path that winds its way through a huge cavern. Follow the path upward, dealing with the vampires as you encounter them, until you reach Zone 2.


Zone 2: Gap in the Fog Rocks
This is a single large cave with a pool of water in the middle. It is occupied by several vampires, as well as Vena Infernian. Once you kill them all, you can reclaim Clagius' shield and leave.
Tes4Mod:Order of the Dragon/Gate of Spirits

A small altar is located nearby; if you activate it, you'll receive a message: "Mephala requires the sacrifice of a(n)  ". If you place an item related to that creature on the altar (a guar hide, e.g.), an urn will appear on top of the pyramid; the urn contains an empty spirit stone, a spirit potion related to that creature, and some gold. You can make a sacrifice only once per day, and climbing the pyramid without first making a sacrifice will set off a trap - torches will appear all around it and shoot fireballs at you.

 
Related Quests
 
 


Exterior
The exterior is located at coordinates: ODDDesert01 7, 11
This location's map marker is named Gate of Spirits.
Tes4Mod:Order of the Dragon/Gaze Into the Distance I

Her eyes wandered over the broad plain of the desert. So far away that the contours seemed to melt into the horizon, the pyramid shone and painted the contours of Mephala's realm on its face.

'I wonder if someone has possibly been there before? The elders of the village say that it is surrounded by sand dunes and hills, where there is neither water nor life. Not even cactus grow there. So you cannot get water even in this way.'

In the wide area of her own village, Nadmuck knew no other source of water than the well-protected skin of the cactus. The well at the old center had dried up many years ago, before they had ever seen the bright lights of the world.

'Nevertheless, I would like to know how big it really is,' Nadmuck thought, while her longing for the distant thing grew more and more. 'Did Mephala built it himself, or were there people who wanted to pay their respects to the Daedra? Whether it holds a heart? And if so, what it may possibly look like?'

So she spun her thoughts on and on until one day she took leave of her village, her family, and the old man, who tried to hold her back with patronizing eyes. After four days, Nadmuck left the confines of their home and entered a strange territory of the desert, different only by the nature of the sand of the desert known to her. My feet were getting tired and started to hurt when she met a guar caravan.

'Hey, girl, what are you doing out here in this remote part of the desert? And all alone, at that.' One of the guar traders asked her.

'I am on the way to the pyramid,' answered Nadmuck.

The guar traders exchanged a strange look, and the one who had already directed words at her, replied, 'Then you're going to need plenty of water. Here, I'll give you something.' He beckoned to her and opened one of the large baskets that his guar carried on its back. Nadmuck stood beside him and looked inside.

At the same moment the guard trader grabbed her and pushed her into the basket, closed the lid with - by the sound of it - a rope, and laughed out loud. His companions joined in and cried out:
'How could you believe such an inexperienced girl like you could reach the base of the pyramid? There are countless dangers along the way, and you're apparently encountered one of them at the outset. Or what do you think is in the other baskets that our guar carry?'

Nadmuck had to think only briefly, when she finally realized that these were not guar traders, but slave traders who were on their way to Kathar to deliver the captured farmers there.

Thus did Nadmuck's journey to the pyramid end.
Tes4Mod:Order of the Dragon/Ghost Village

The place is accessible only within the Skooma Dream. The village itself consists of only two houses and a tavern huddled near a small lake; a passage through the rocks leads to a nearby castle, where the local lord lives.
 

Quests Starting Here
 

People
Tes4Mod:Order of the Dragon/Gingor M'kuloma

'''Gingor M'kuloma''' is a Dunmer merchant who runs the Trading House, a trading post in the
Salt Caravanserai. He is only open at night, from 10pm to 6am every day, but he buys and sells all manner of items, including stolen ones.

Gingor wears a Kathar Outfit and is armed with a silver dagger.
Tes4Mod:Order of the Dragon/Gorald

Gorald is an old member of Andalis' Men; he serves as the guild's alchemist, mixing up potions, poisons, and other alchemical items for the assassins as needed. He works in an alcove in the castle courtyard, which is where he spends most of his time. He wears an Assassin Robe (nonplayable) and braided leather sandals, and is armed with a chitin club.

Gorald is a crotchety old man and fellow alchemist Alberto's rival. Alberto's looking for a way to get Gorald out of the way, but has had no luck to this point. Early on in the questline, if you don't kill Talvanus, you can get him a job as Gorald's apprentice (see Employment for Talvanus), which could help out later. Later on in the guild questline, when the guild fractures into two factions, Gorald will support Relsav Andor.
 

Related Quests
 
 
 
 
 
 
 

Dialogue
Tes4Mod:Order of the Dragon/Gorald's Recipe

Walkthrough
Alberto is a jealous old man, especially when it comes to making potions. Gorald is the only one in the Order who knows how to make assassin potions, which means he's got a stranglehold on the pricing and supply. Alberto wants a piece of the pie, but to do so, he needs the recipe. Enter you, the perfect person to get it. Alberto will give you a list of places to look; all you have to do is search them: the forge, the House of the Dancers, and where Gorald sleeps. The recipe is hidden behind a crate on the west wall of the sleeping quarters. Unfortunately, it's encoded - you need the key to decrypt it. The key is tucked away on a shelf above the forge; get it and return to Alberto. If you tell him "You're not a friend", he'll give you the recipe as proof that he is; otherwise, he'll keep it for himself and sell you potions.

Journal Entries
Tes4Mod:Order of the Dragon/Gothian

Gothian is a Breton trader who runs Gothian's Goods, a trading post in the Banana Caravanserai. He has 10,000 barter gold, Mercantile skill of 32, and buys and sells everything. Aside from being a merchant, Gothian has a journal hidden in his living quarters above the shop; it leads to a hidden treasure.

Gothian wears a leather cuirass, fur greaves, and leather boots, and is armed with a chitin dagger.


Related Quests
Tes4Mod:Order of the Dragon/Gothian's Journal

[Gothian primarily describes here his daily routine as a dealer. Everything is pretty uninteresting. Up to the point where he describes what he is driving at night.]

... nobody follows. By Mephala, the thought that someone might find out that I have buried all my gold in the sand, it nauseates me. That cannot happen under any circumstances.

Dor's Ten, that half-son of a Khajiit... his eyes would fall out if he could see my riches. Only the poor wretches go in and out of his Arena Tavern. Those who are really rich, drink their Leopards in the Serai.

With bananas, you can definitely earn more gold!
Tes4Mod:Order of the Dragon/Grave Chambers

The exterior is marked by the remains of a few towers and some low walls; a door leads to the dungeons below.
 

Exterior
The exterior is located at coordinates: ODDDesert01 5,0
This location does not have a map marker.

Zone 1: Grave Chambers
The door opens into a tunnel that winds downward to a wide room. Three passages leave here - two the right and one in the upper left corner. The first exit, in the lower right corner, is a passage that leads to a door; a side passage goes down some steps to a room with a dart trap in the doorway and a pile of skeletons. The door opens into a large crypt that's empty except for a couple crates and a vampire.

The second exit to the right is another passage; this one winds downward to another crypt with another vampire (don't step on the grate here - it'll fall and drop you onto spikes). A door here opens into another passage going still further down to an alcove with a coffin, a vampire, and a chest.

The final exit from the first room eventually leads down to a huge room with several statues. Aside from two vampire spawns and a sarcophagus, there's nothing of interest here.
Tes4Mod:Order of the Dragon/Grotto

The entrance can be a little difficult to find, since it's out in the ocean, at the end of a rocky bluff.

 
Exterior
The exterior is located at coordinates: ODDDesert01 7,-19
This location does not have a map marker.


Zone 1: Grotto
The entrance leads to a tunnel that starts out partially submerged, but rises into a large, dry cave with a pool in the middle. There are two exits here - a door in the northeast corner, and a flooded tunnel in the pool. The door opens into a smaller cave that's connected to Ayleid ruins (through a secret door that's activated by a nearby stone). The smaller cave has a spirit dreugh). The ruins consist of a passage leading to a large room with a table and several skeletons in silly poses (a joke on the devs' part).

The flooded tunnel quickly rises and continues deeper. Ignore the first side passage - it just goes to a small, empty side cave. When the tunnel doubles back and descends, follow it to another partially-submerged cave; swim across the chasm (there's an Ayleid chest on a ledge below, too) and through the arch to the next cave. Be careful here - there's a dart trap in the archway. The next cave is larger and also partially-flooded; this one has some more Ayleid construction, a varla stone on a pedestal, and a lone vampire in dwemer armor.
Tes4Mod:Order of the Dragon/Gull Poop

Detailed Walkthrough
Gorald needs a special ingredient for one of his potions - gull poop. Since there aren't any seagulls near the castle, he has a friend at the Arena, Madmi, collect it for him. You have to go there and retrieve it. Lucky for you, this is a simple task: go there, talk to Madmi, collect the goods, and return to the castle.

Journal Entries
Tes4Mod:Order of the Dragon/Hainab's Journal

(The cover of this book is completely filthy and the page edges are worn, as if it were already several years old. Yet when you open it, the pages are intact. The owner is probably not a very big book lover; this diary is certainly not very old.)


- Entry I - 
I need bodies! Many more bodies. My studies are progressing slowly, and if I do not get supplies, they will come to a halt.


- Entry II -  
Relsav thinks I should maybe not stick with Talvanus. He's up to no good, but he seems to be a constant source of corpses. I have to think about it. With his help, my studies would be secured for the moment. 


- Entry III -  
I have made a deal with Talvanus. He will get me as many corpses as I need for an extortionate amount. So that I can continue my studies of the supplex intale of man.


- Entry IV -  
Talvanus has betrayed me as Relsav predicted. I gave him the gold, but he didn't want to bring me any bodies. He claims that the situation is just very tricky. That we are being watched. Such filthy bullshit! No one in Kathar suspects any of my or even his activities. And also, we only use slaves! They are thrown into a large pit after their death anyway, where they rot miserably. 
I'll have to adjust my studies! It makes me feel bad when I think about it. I need to raise new test subjects as soon as possible or it will set me back years.


- Entry V -  
Relsav had a fabulous idea. I'll expose the workers in my mine to more dangerous hazards in the future. I think I'll be able to resume my studies very soon.
Tes4Mod:Order of the Dragon/Hainab Ilunbani

Hainab Ilunbani is a Dunmer slave owner who owns (and spends all his time in) a gold mine under Kathar. He wears a Kathar gold robe and braided leather sandals. He is notable only because you'll be sent to kill him during the Andalis' Men quest The Light in the Dark, and because he has the Bloodfire Staff hidden away in his lair.


Related Quests
Tes4Mod:Order of the Dragon/Hamill

Related Quests
 


Hamill is a trader who lives and works out of a tent in the center of the Arena. Someone has stolen a bunch of his crates, and he wants to get them back.

Hamill wears a sack cloth shirt and bonemold greaves and boots, and is armed with an Akaviri katana.
Tes4Mod:Order of the Dragon/Helgarth

Helgarth is a Nord warrior who is a potential recruit for the Order of the Dragon. Unlike the others, however, you won't be able to find him right off - he's out crusading; you'll find him at the Lake Arrius rebel camp. Later on, he'll ask you to accompany him to his home village in Skyrim, to see how things are and to find a woman he'd left behind. He also accompanies you and Pelagius into the catacombs below the Order Castle and is murdered by Pelagius. If you do the quest Dead or Alive, you'll run into his spirit and acquire a stone that you can use to summon him to this plane.

When you first meet him, Helgarth is wearing a full set of fur armor and wields a bandit sword. After being recruited, he upgrades to Dragon Knight armor (cuirass, greaves, and gauntlets); he wields Helgarth's Warsword after The Catacombs is complete.


Related Quests
Tes4Mod:Order of the Dragon/Helgarth's Throne

Walkthrough

Journal Entries
Tes4Mod:Order of the Dragon/Help For a Village

Walkthrough
Out in the desert, hidden in a canyon, is a small village. If you stumble across it, you'll get a quest entry - the people living here look troubled. If you talk to the elder, he'll tell you that he sent his daughter to the Count's castle to pay the taxes, but she never came back. The castle is nearby, through a passage in the rock. 

The castle is trashed and obviously hasn't seen inhabitants for a long time. The door on the upper level of the great hall leads down to the dining hall and dungeons, where you'll find some clues - the girl's body and the Countess' Journal. Keep going deeper and you'll eventually find the countess' ghost, and then the countess herself - she's been turned into a spider daedra to keep her husband, Count Friedhelm, from escaping. Speaking of the count.... he's on the next level down. Kill him, then you can return to the village and tell the elders what happened. 

At this point, the elders will reveal that they're all ghosts - they died long ago, but were unable to move on because of the count's curse. Now that you've eliminated him, they can go away. The castle will vanish, along with the fog in the village, and the place will become truly abandoned.

Journal Entries