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

Andalis stand by us 

Had one of us even suspected that the terror dwells within these walls, we would never penetrated here or even approached this cursed place. But now only I am still only able to write this, and I do so in order to banish my fears on parchment, in order not to perish myself.

We, the disciples of the Brotherhood of the Golden Saber, entered here two weeks ago, hoping to find the great treasure of Alan. Our sources said that this grave is supposed to be the final resting place of the great king here.

When we entered, everything was completely silent, but then Felvos took the first step and an iron gate struck behind us, blocking the way out. At first we were not too worried, for a switch could be found for any such gratings, which then fired a last-minute to freedom always. But after we had searched for hours on this small room, we gave it up.

Panic spread, and despair seemed to take over control of our thoughts. Two whole days we were sitting in this stuffy room and connected ourselves with the worst luck. Felvos made the biggest allegations because he was the one who had triggered the fatal portcullis. He simply did not settle down, pacing back and forth restlessly for two days, searching the walls for a switch. Nothing! The walls were completely devoid of hidden mechanism.

But then, on the third day, there was a strange sound, which apparently came from behind the walls. Felvos was suddenly wide awake and struck with all his might against the wall, in his opinion, separating him from the source of the noise. Then that noise - I find it's still hard to describe the sound in words - got louder and louder, until it died away suddenly. Then all was quiet again. Dead silent.

In the night I dreamed of a beautiful woman, a Mephala-blessed flower. I say even Andalis, in his unadulterated purity, could not have turned his eyes away from her. I stood on a dune and she approached me from the side. She clasped my neck with her thin fingers, turned me to her and wanted to kiss me. But at that moment I looked into her eyes. Your eyes! They were so full of anger and hatred that I wanted to strip away her touch and turn away from her. But she held me, pulled me to her and forced me to look her in the eyes. Then, when I couldn't defend myself against her, she forced me to the floor, and her torso began to sink into sand in a strange way, or rather, she began to BE sand. She held me tight and continued as much as I tried to free myself from her grip, I came up the sand but getting closer.

At that moment I again heard the sound that had jolted us the previous day. I opened my eyes, looking with naked horror as Felvos' feet disappeared into the shadow of a hidden door.

(The rest of the parchment is smeared. You cannot read what is written here.)
Tes4Mod:Order of the Dragon/Sorla

Sorla is a Dunmer whom you recruit into the Order of the Dragon. She can initially be found in the Chorrol Mages Guild, where she works as a hired guard. She is tight-lipped about her past, even when prodded, though she appears to have feelings for a man named Ridam.

When you ask her about recruitment, she'll have you to check out a man named Jelin in Chorrol (see Uncanny Neighborhood). After you complete that task, she'll join the Order. During the quest Path in the Darkness, she'll accompany you to Bravil to investigate the Mages Guild there, due to her prior history with them.

Sorla wears a set of leather armor and is unarmed.


Related Quests
Tes4Mod:Order of the Dragon/Sorla's Past

Walkthrough

Journal Entries
Tes4Mod:Order of the Dragon/Soul Eaves

Walkthrough
This quest starts when you activate the shrine in the Order's Crypt. Simply follow the path up around the edge of the crater until you reach a pillar with three spirits around it (note: the path is, at times, difficult and not very obvious - good Acrobatics is very helpful here). Only one is a "good" knight; the other two are fakes who will attack, but you won't know which is which until you try to talk to them. After you free the knight's soul, step onto the teleport pad and you'll be sent to a new area.

Repeat this process twice more, and you'll be sent to the central pillar. The three knights' spirits are there; you can talk to them to get rewards. Touch the altar and it will shatter, freeing the spirits, but Mephala will send her envoy to attack again. You still can't kill, so flee back to the door you came in and you'll end up back in the crypts.

Since the spirits are free now, you can activate the altar. Stick the sword into the stone, and a knight's spirit will appear; he'll unlock the other two gates, and the quest will be complete. (Note: the way out is through the far gate; just walk into the green wall.)

Journal Entries
Tes4Mod:Order of the Dragon/Sphinx

Related Quests
 


Exterior
The exterior is located at coordinates: ODDDesert01 -14, 12
This location does not have a map marker.


Zone 1: Sphinx
The interior is one large, trapezoidal, high-ceilinged room. Piles of crates occupy two corners; a banner hangs from the ceiling opposite the entrance, and a low altar sits holding a magnificent painting (one of the Order's treasures) sits on it. Besides the three undead skeletons, there is little of interest here.
Tes4Mod:Order of the Dragon/Spider Cave1

The entrance is located in a small cave near some ruins.
 

Exterior
The exterior is located at coordinates: ODDDesert01 -16,10
This location does not have a map marker.

Zone 1: Spider Cave
This cave is small and easy to navigate. There are three separate spawns here, along with twenty spider egg sacs and a triceratops horn.
Tes4Mod:Order of the Dragon/Spider Cave2

Related Quests
 

Exterior
The exterior is located at coordinates: ODDDesert01 15,-21
This location does not have a map marker.

Zone 1: Spider Cave
This cave is small and easy to navigate. It has five levelled spawns, 21 spider egg sacs, and a bier with a skeleton. The bier also has several potions, a sack of loot, and a golden Mephala statuette.
Tes4Mod:Order of the Dragon/Sublime Mask

Walkthrough
A few weeks ago, Alberto wanted Farida to steal a mask from a rich man's house in Kathar. It turned out to be a trap, and she barely made it out alive. Since then, she's been unable to return to the city, afraid she'll be arrested. Since the job isn't complete, she wants you to do it for her.

Your task: Break into the House of the Sublime, kill all the slaves, and steal a golden mask. The mask is upstairs, on a pedestal in plain view. When you grab it, though, it will set off an alarm that summons the guards. Fight your way through them and return to Farida. You can choose to hand it over to her (in which case she'll give you a lever that operates a secret door behind which Alberto hides his treasures), or you can keep it for yourself (in which case she'll yell at you, but let you keep it - her main goal is taking it away from the Sublime).

Journal Entries
Tes4Mod:Order of the Dragon/Sula

It consists of three houses and a trading house, all of which are empty. As you approach the village, you'll receive a journal entry leading to the quest Where Are the People?. Since none of the houses have ownership, all their contents are free to loot.
 

Related Quests
Tes4Mod:Order of the Dragon/Sun Temple

Related Quests
 

Exterior
The exterior is located at coordinates: ODDDesert01 -17, 17
This location's map marker is named Sun Temple.

Zone 1: Sun Temple
The entrance leads to a room with a pile of rubble on the floor and an altar opposite the door. The altar holds a ceremonial skull and two death coins. Take the exit to the right and follow the passage downward; you'll come across a dead Sword Cultist. Keep going through the large room, back up the stairs at the far end, through the room with another dead cultist, and down the passage until you reach the door to the next zone.

Zone 2: Sun Temple
The door opens into a large cave with several dead cultists and a lone survivor. He babbles incoherently and won't say much unless you're wearing a cultist robe. There is little else of interest here except for a copy of About Corpses II on the altar.
Tes4Mod:Order of the Dragon/Sun and Darkness

Walkthrough
This quest starts when you kill Bandit Leader Yessil (see Sword Search) and read his note. It tells you to go to the Sun Temple, which is located west of Kathar, at the north end of a field of ruins. The guard at the door is dead, as are the people you encounter as you go inside; there is, however, one person left alive in the last room. If you're wearing a robe like the one you found on Yessil (if you don't have it anymore, you can grab one from a dead cultist), you'll get a journal update mentioning that HE (whoever that is) "broke the sundial". 

The Sundial is located at the south end of the same ruins; go there, and you'll find the cult leader, who will attack you. He carries a sword, but it's not Tyrfing - another dead end. He does, however, have a journal and a key - he mentions a stash of loot at the sphinx west of Kathar. As it so happens, there are two sphinxes in the ruins, in the southeast corner. The northern one has a door, which the key opens. Go inside, loot the place, and take the Picture of Tyrfing on the altar (you'll need this later, so don't lose it). The gate will close, and two skeleton undead will appear; kill them, and you can leave.

Journal Entries
Tes4Mod:Order of the Dragon/Sundial

It consists of a semi-circular ring and a central pedestal with a switch. If you press the switch, a number of torches corresponding to the hours left in the day will light up, and you'll receive a message telling you how old the day is.
 

Related Quests
Tes4Mod:Order of the Dragon/Sunken Ruins

It is located in the southern end of the island chain. Only the top portion of the pyramid is visible above the water; there is no entrance.


 
Exterior
The exterior is located at coordinates: ODDDesert01 30, 3
This location does not have a map marker.
Tes4Mod:Order of the Dragon/Sunken Tomb

The entrance is hidden below a small house in the desert, near the seashore.
 

Related Quests
 

Exterior
The exterior is located at coordinates: ODDDesert01 20,-11
This location does not have a map marker.

Zone 1: Secluded House
The "house" is actually nothing more than window dressing - it looks like a house from the outside, but the interior is empty except for a switch on the wall. Turn the switch, and a gate will slide into the place in front of the door, while the floor below you will disappear, dropping you a short distance into a deeper room. This room opens into a deep elevator shaft; use the switch at the top of the shaft to summon the lift, then take it down to the tomb proper.

From here, follow the passage to the four-way intersection. Avoid the right-hand passage - it leads to an empty room with dart traps in the ceiling. The left-hand passage leads to another small room with a sack in it. The opposite passage leads to another intersection; the right-hand passage leads to a small room with a Healing Altar of the Ancients; the left-hand passage leads to another small room with a door in the south wall (this is where the villagers are being held), and straight ahead is a locked door (you'll get the key from the villagers). Once you've rounded up the people, go through the locked door. You'll encounter a lone mummy here; kill it, then go up the stairs to the next zone.

Zone 2: Sunken Tomb
The door from the first zone opens into a long passage that slopes upward. You'll encounter a trio of skeletons here; once you get past them, continue following the path until you come to a natural cavern with a worked stone floor. There's a ladder in the middle leading up - take this, and you'll end up outside.
Tes4Mod:Order of the Dragon/Surazal's Tomb

It is marked by two large statues. 
 

Exterior
The exterior is located at coordinates: ODDDesert01 -6,-11
This location does not have a map marker.

Zone 1: Surazal's Tomb
This tomb is rather small, but still has a few puzzles. Follow the entry passage down to the first room, which has four gates in the walls and a ramp in the center leading down to the next room. The far exit is blocked by four gates. There are two pressure plates at the bottom of the ramp - they activate poison gas jets in the ceiling. There's a button just to the right of the entrance; hit it, and the gates in the first room will move aside. The shaft beyond each gate is an elevator, activated by the button at the top and bottom. Go down each shaft and find a second button to raise the gate in the lower room (the one with the poison gas). Once you've opened all four gates, you can enter the inner tomb, which has several urns of gold and a coffin on a bier.
Tes4Mod:Order of the Dragon/Sword Search

Walkthrough
This quest starts either when you find a note in the bandit's hideout near where you enter Mephala's realm, or when you approach the door to the Great Pyramid. You'll also find a man named Paladin Aurel near the pyramid; he'll tell you that he was going to meet a bookseller in Arena to find a way out of the desert. Unfortunately, the bookseller is dead - attacked by bandits on the road to Arena (his skeleton and cart can be found to the west). You will, however, find a tablet with him; unfortunately (again), it's in another language - you need to find a translation key. 

At some point, if you've found Morbelln's sword and done the quest Way Into the Pyramid, Drela will appear in Arena. Talk to her, and you'll get the quest The Way of the Dead. Along the way, you'll get the option to drop out - don't do it! The rewards are worth the effort, and you'll need the book you find later on.

Once you DO find the book, you can translate the tablet - it's a bunch of religious mumbo-jumbo, but you might notice that each section contains a number: 3, 3, 5, 1, 9. The door to the pyramid requires a number combination. Coincidence? Go the pyramid and input the code. Make your way through the pyramid, recover the Pharaoh's heart, take Tyrfing's Hilt, and then you can leave (the envoy who appears is invincible, so don't bother fighting it - just flee).

Now you've pissed off Mephala. He's covered the entire realm with a sandstorm, and water will no longer refresh you. Good thing you grabbed that chalice from the Temple of the Dead, right? Follow the map you found to the tower and look around for a giant spider. Kill it, free the Argonian inside, and get the key to the Mysterious Passages. Once you get through there, you'll be sent back to Cyrodiil and this quest will end.

Journal Entries
Tes4Mod:Order of the Dragon/Sydura Serai

thumb|right|Sydura Serai, common room
The proprietor, Lanagan, has 5 gold, a Mercantile skill of 51, and buys and sells ingredients and potions. 

The tavern occupies an enormous stone building; the common room is one large room. A raised platform for dancers lined with torches and statues runs down the middle of the room; a large cage with a pahmer occupies one corner; and a bar runs the length of the room opposite the door. Several tables for customers are scattered around the room.

The shop Dust & More is located beside the tavern.
 

People
Tes4Mod:Order of the Dragon/Dust & More

thumb|right|Dust & More, shop
The proprietor, Ma Syd Jun, has 15,050 gold, a Mercantile skill of 40, and buys and sells everything.

The shop occupies a two-story building; the lower floor is filthy and largely unused except for storage; doors from here lead outside and into the serai. A (harmless) zombie wanders the area here. A set of stair leads up to the shop proper, which has a service area surrounded by counters where Ma Syd Jun works. A display case on the counter holds various types of dust, for which the shop is named.
 

Related Quests
Tes4Mod:Order of the Dragon/Tachlan's Fate

Walkthrough
There are two ways to start this quest: Find Tachlan's journal (which is in his house in Kathar), or find Tachlan himself outside the Temple of Am'nan. Once you do either of those, you'll be prompted to find six golden Mephala statuettes so that you can unlock the entrance. The statuettes are found in the following locations:
On a table in the Bandit Camp.
On an altar in the Underground River.
In a cart in the Sandcrawler Burrow.
In a niche behind the leader's bed in the Desert Bandit Camp.
Beside the sarcophagus in the Cave Ruins.
On the makeshift bier at the end of the Spider Cave.

When you find all six, place them on the pedestals. Tachlan will wait outside while you go into the tomb and grab the dagger, whereupon a bunch of skeletons will appear. When you kill them all, Tachlan will come down and take the dagger from you and try to kill you with it. Since it hasn't been purified, however, it immediately kills him instead. 

According to his notes, there are two places where the blade can be purified. One is collapsed and inaccessible; the other is an old mine (quest markers point to both; neither has a map marker, despite what the journal entry says). Go to the end of the mine, where you'll find a basin of water; place the dagger in it, and it will be purified and safe to use.

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

I'll find the Soulblade, even if I have to challenge Mephala personally. The dagger's beauty is praised so effusively in the records ... it will be truly worthy of me.

Kagrenac, the old Dwemer smith, should have created it, so the older sources say. More recent evidence, however, holds that only Mephala himself would have been powerful enough to create a weapon of such power.
Tes4Mod:Order of the Dragon/Tachlan Dren

Tachlan Dren is a Dunmer who is trying to find a lost weapon in the Temple of Am'nan. He waits outside for a sucker - er, brave adventurer - to help him find the six statuettes needed to gain entrance. He, of course, doesn't plan on sharing the loot - once you get the dagger, he tries to kill you with it, but (as fate would have it) it ends up killing him instead.

Tachlan wears a black cloth garment and braided leather sandals, and is armed with a chitin dagger. He has no possessions of interest.
 

Related Quests
Tes4Mod:Order of the Dragon/Talvanus

Talvanus is a Dunmer male who lives and works in Kathar. He wears a black cloth garment and black turban.

There are two ways you can meet him during the course of your adventures, aside from meeting him in Kathar: During the Andalis' Men quest Connection to Kathar wherein you're hired to kill Talvanus; or during the quest The Cursebreaker. If you refrain from killing him, you can give him a job at the Assassin Castle, which could have benefits later on. During the Cursebreaker quest, he helps you find a way to break the curse Sahaula lays on you.
 

Related Quests
Tes4Mod:Order of the Dragon/Tear Yourself Together

Walkthrough

Journal Entries
Tes4Mod:Order of the Dragon/Temple at the Pekalu Oasis

Related Quests
 

Exterior
The exterior is located at coordinates: ODDDesert01 21,14 (ODDDesertOase05Pekalu)
This location does not have a map marker.

Zone 1: Temple at the Pekalu Oasis
Note: You cannot enter this temple unless and until you are doing the quest The Chalice and the Stone.

The temple consists of a single large room, which is sunken and partially submgerged; the floor is tilted, though there isn't enough water to be a hazard. Not far from the door is a large dais; if you have the Blood Chalice, you'll be prompted to dig it out, whereupon it will float in place above the altar. From there, you have to break a piece off the rocks nearby and place the splinter into the chalice to give it its power.
Tes4Mod:Order of the Dragon/Temple of Am'nan

Related Quests
 
 


Exterior
The exterior is located at coordinates: ODDDesert01 11,0 (ODDDesertSeelentempel).
This location's map marker is named ''Temple of Am'nan''.


Zone 1: Temple of Am'nan
The first time you approach the tomb, Tachlan will be sitting on a crate outside. He needs to get in, to find a sword (see below), but the place is locked up tight. This is where you come in. You need to find and place six golden Mephala statuettes on the pedestals to unlock the entrance.

The temple itself is one large, mist-filled room occupied by eight skeletons. They're not especially tough, but they will resurrect once each after you kill them. Deal with them, then approach the shelf on the far wall. A secret wall will lower, revealing the blade.
Tes4Mod:Order of the Dragon/Temple of the Four Pillars

Related Quests
 

Exterior
The exterior is located at coordinates: ODDDesert01 2,8 (cell ODDDesertTempelAlten)
This location does not have a map marker.

Zone 1: Temple of the Four Pillars
The door opens onto a ledge at the top of a shaft. A series of slanted platforms lead down the shaft. Be careful when you reach the fourth one - when you step on it, it collapses. Once you reach the bottom (by whatever means), you'll encounter a couple sandcrawlers. An exit here leads to a T-intersection - go right; the left-hand passage leads to an empty trapped room. The passage ahead is lined with pillars; the third pair is trapped to drop a bunch of stones on your head, so jump or run through that one. Beyond that, it's smooth sailing to the end, where you'll find an altar with a bunch of loot, including the jewelled box (one of the Dragon Order's special treasures), and a hero potion recipe. Once you've gotten everything you want, go back up the shaft; on the ledge below the one that collapsed, you'll find a passage leading back to the entrance.
Tes4Mod:Order of the Dragon/Temple to Mephala

It has a round base with an onion-shaped dome, all made of stone; a natural arch in the rocks marks the entrance to the path. The front door is locked, but can be picked. There is also a large number of undead outside the temple, so beware.
 
Related Quests
 

Exterior
The exterior is located at coordinates: ODDDesert01 1,-7
This location's map marker is named Temple to Mephala.

Zone 1: Temple to Mephala
The interior of the temple is one one large, round room with a high ceiling. A large vase (a death coin altar, where coins are placed for the dead) sits in the middle of the room; a larger stone altar decorated with candles sits against the wall opposite the entrance, and two benches filled with offerings are placed before it. The body of dead adventurer named Curtis lies on the floor in front of the altar, and a nether lich hovers over him - obviously his killer. Once you deal with the lich, search Curtis' body - you'll find a note, which will start the quest Undead Assault.
Tes4Mod:Order of the Dragon/Teplar's House

It sits atop a large rock formation; a set of steps leads to the front door, which is locked (the key is found on a skeleton on the roof, which is accessible from behind the house by a long board).

The lower level of the house is empty except for a levelled undead spawn. A set of stairs leads to the upper floor, which is also empty but for an altar with a skull and a legendary healing potion.
Tes4Mod:Order of the Dragon/Thadiv

Related Quests
 
 
 
 
 
 
 


Thadiv is a member of the assassin guild Andalis' Men; he is charge of training new recruits and also serves as Clemente's bodyguard. He wears an assassin robe w/mask and braided leather sandals, and is armed with a steel scimitar.

As a new recruit you come into regular contact with Thadiv - he leads you through four courses of training. If you save Talvanus, you can get him a job helping Thadiv. Later, he sends you out to find a magical sword (The Snakebite), and sides with Clemente during the uprising (so, depending on your choices, you'll either fight alongside or against him). If Clemente is killed and he survives, he'll leave the order and go to the Arena to become a gladiator.