recursal/Fanatic-Fandom huggingface dataset:
Afflicted

The **Afflicted** are mostly plague-stricken Bretons found mainly in the ruins of Bthardamz, but can be encountered anywhere in Skyrim. They were originally doomed to a rather unpleasant death before being brought to the ruins by Orchendor and offered the protection of Peryite. Thereafter, the plague ceased to be fatal to them.

They are hostile and attack on sight using poisonous green vomit as a weapon. They are the "chosen" of the Daedric prince Peryite.

## Afflicted Refugee

It is possible to meet an "Afflicted Refugee" after reaching level 10 in the game. This is possibly the only member of the Afflicted who does not attack on sight.
A Letter to Selina III

ID | xx030c9c

## Found

* Fort Frostmoth, by Maximian Axius' skeletal remains.

## Content

> “
> My dearest Selina,
>
>
> The supply ship due in Solstheim hasn't arrived yet and no one knows what's happened to it. I'll keep writing these letters in hopes that they can be delivered to you one day. It's awful being isolated on Solstheim like this, but General Carius keeps telling us we need to maintain Fort Frostmoth for the good of the Empire. I believe what he's saying only because he's never led us down the wrong path in the past, but I'm wondering if anyone on the Imperial Council even gives a damn about this pile of rock. Four soldiers have died in the last two years at Fort Frostmoth. It almost seems as though the Empire takes us all for granted and expects us to sit out here and get chipped away at like the rock inside the mines. My posting here can't end soon enough.
>
>
> Yours always,
>
>
> Maximian Axius
>
> 1 Sun's Dawn 4E 05
>
>
>
> — Maximian Axius
>
>
Astrid

Contains | Blade of WoeAbandoned Shack Key (if killed)

**Astrid** is the leader of the Dark Brotherhood at a time when it is on the brink of disbandment. She controls the last known sanctuary anywhere in Tamriel, in southern Skyrim. She has not been deemed worthy by the Night Mother to be the Listener, therefore she and the rest of the Sanctuary are completely out of contact with her or Sithis. She has allowed the Five Tenets to go unobserved and runs the Sanctuary on the basis of 'Astrid's way or no way'.

So far, the other Brethren have shown complete faith in her, until one day Cicero, a survivor from the Cheydinhal Sanctuary who has gone quite mad, arrives at the Sanctuary with the unhallowed remains of the Night Mother. He is her designated Keeper as there is no Listener. Cicero questions her leadership and throws the Sanctuary into chaos.

Astrid is the wife of Arnbjorn, a Nord warrior who is also a Brother in the Sanctuary. He is also a former member of the Companions and the Circle, and therefore a Werewolf.

Later, it transpires that Astrid colluded with the Empire and she as well as most of the Brotherhood are killed in a raid by Penitus Oculatus agents.
Altar of Thrond

**Altar of Thrond** and the adjacent cave are located to the west of the Temple of Miraak. If the bloody altar is anything to go by this does not bode well for any adventurer.

## Places

### Altar of Thrond Cave

The cave features a cooking pot, bed rolls ×2, an alchemy lab and an arcane enchanter. And it is inhabited by three named hagravens, sisters no less: Ettiene, Fallaise and Isobel.

## Items of Note

* Moonstone Ore Vein, Silver Ore Vein and Quicksilver Ore Vein ×2.
* Chests ~1250, ~1080 (north-east corner), ~3590  value (L71).
Amulet of Articulation

ID | 0009dff7000f6904000f690d000f690e000f690f000f6910000f6911

There are seven different versions of the **Amulet of Articulation**. The statistics vary with the level of the player at the time the item is received.

 Persuade checks in dialogue will almost always succeed and Speechcraft is **35%** better

## Found

* Given to the Dragonborn upon becoming Guild Master of the Thieves' Guild during Under New Management by Brynjolf.
Artifacts

Artifacts are defined as unique items. In *The Elder Scrolls V: Skyrim* there are a number of such items.

* Dragon Priest Masks
* Aegisbane
* Archmage's Robes
* Bloodthorn
* Ebony Blade
* Ghostblade
* Keening
* Nettlebane
* Notched Pickaxe
* Ring of Hircine
* Ring of Namira
* Spellbreaker
* Staff of Magnus
* Strange Amulet
* Targe of the Blooded
* Wuuthrad
Aedra

The **Aedra** are also called the Eight (or Nine) Divines and are associated with the primordial force known as Anu. They are part of religion instituted by the Empress Alessia which is described as an elegant, well-researched synthesis of both pantheons, Nordic and Aldmeri. They include:

* Akatosh
* Arkay
* Dibella
* Julianos
* Kynareth
* Mara
* Stendarr
* Zenithar
* Talos, although Talos is not recognized by the Aldmeri Dominion.

## See also

* Aedra and Daedra
* A Children's Anuad
* The Monomyth
* Shrines to the Divines
Arniel's Convection

Words

Burns the target **1** points per second. Targets on fire take extra damage.

**Arniel's Convection** is a Destruction spell given to the Dragonborn by Arniel Gane for the specific purpose of heating convectors during the quest Arniel's Endeavor. It cannot be be purchased and serves no other purpose.
Agile Defender

**Agile Defender** is a Light Armor perk. There are five levels to this perk:

* Level one – This perk has no prerequisites and increases your armor rating for Light Armor by **20%**.
* Level two – This perk requires that you have at least **20** points in the Light Armor skilltree and increases your armor rating for Light Armor by **40%**.
* Level three – This perk requires that you have at least **40** in the Light Armor skilltree and increases your armor rating for Light Armor by **60%**.
* Level four – This perk requires that you have at least **60** in the Light Armor skilltree and increases your armor rating for Light Armor by **80%**.
* Level five – This perk requires that you have at least **80** in the Light Armor skilltree and increases your armor rating for Light Armor by **100%**.
Annekke Crag-Jumper

Services | Follower

**Annekke Crag-Jumper** is a miner and resident of Darkwater Crossing, where she lives with her husband, Verner Rock-Chucker. They have one daughter, Sylgja who lives in Shor's Stone.

She a couple of points of interest:

* *"If you head straight west from where the White River splits towards Whiterun, you can get a look at the Cradlecrush giants."*
* *"There is a gorgeous tree that grows right up through a cave to the north-east of here."*
Abandoned Shack

The **Abandoned Shack** is located almost due north of Morthal and east-south-east of Solitude.

The shack requires the Abandoned Shack Key to open, that only becomes available during With Friends Like These…. It is the location to which the Dragonborn is brought by Astrid after killing Grelod the Kind, marking the beginning of the Dark Brotherhood quest line.
Arivanya

**Arivanya** is the wife of Ulundil. During the day, she can be found at the Windhelm Stables. In the evenings she is either at the New Gnisis Cornerclub or Candlehearth Hall.

## Quests

* Blood on the Ice

If during the quest you accuse Wuunferth the Unliving of being the real Butcher, he will be captured and Arivanya may become the Butcher's next victim during the following days.

Although she calls for help, the surrounding guards do not respond. However, you can intervene yourself and save Arivanya by killing the butcher before he murders his victim.
Aranea Ienith

**Aranea Ienith** can be found at the Shrine of Azura on a mountain top south of Winterhold. Talking to her starts the The Black Star quest.

When first visiting the shrine, she is not at all surprised to see the Dragonborn, knowing that in her visions granted to her by Azura, this was fated to happen. She is the last one to hold out at the shrine.

After The Black Star, should the Dragonborn have sided with Azura, she will mention that she no longer can hear Azura, and that that makes her feel lonely for the first time in her life. She then offers her services as a follower to the Dragonborn.
Atlas of Dragons

ID | 000ff227

A list of known dragons

## Content

> “
> Herein is recorded the list of known dragons, both living and dead, including those slain by the Dragonguard since the time of its founding, as well as those slain in earlier ages, where they can be identified. Unfortunately, only a few of the dragons slain by our Akaviri predecessors during the Crusade were recorded and thus this list is sadly incomplete.
>
>
>
>
> **Deceased by Report**
>
>
> Nahagliiv - Local tales name him as the dragon buried in the mound west of Rorikstead. No date associated with his death, although almost surely dates to the Dragon War era.
>
>
> Odahviing - Records dating to the Crusade of interrogation of captured Dragon Cultists indicate that this dragon was buried in a mound in the southeast of Skyrim, near Riften.
>
>
> Sahloknir - Local legends claim this is the dragon buried in the mound near Kyne's Grove, slain by the Nord hero Jorg Helmbolg in the First Era.
>
>
> Viinturuth - Death dating back to Dragon War era, according to documents recovered from Dragon Cult temples which record his burial near Lake Yorgrim.
>
>
> Vuljotnaak - Death dating back to Dragon War or just after, according to recovered Dragon Cult documents, which record his burial in a mound near Granite Hill.
>
>
> **Slain by the Dragonguard**
>
>
> Grahkrindrog - Slain in 2E 184 after perpetrating great slaughter in Winterhold and Eastmarch. Name confirmed with assistance from the College mages.
>
>
> Krahjotdaan - Slain in 1E 2871 in the southern Jerall Mountains, name confirmed by the dragon's own account.
>
>
> Unnamed Dragons - Numbering 12, as recorded in the Annals dating back to the founding of Sky Haven Temple.
>
>
> **Known to Live**
>
>
> Ahbiilok - Sightings dating back to the early years of the Dragonguard throughout the northern Jerralls. Multiple attempts to kill him have failed. He is believed to be lairing somewhere in Morrowind.
>
>
> Mirmulnir - Last sighted in the Reach in 2E 212.
>
>
> Nahfahlaar - Repeated alliances with mortal protectors which have prevented his elimination. His last known protector was the King Casimir II of Wayrest, which the Dragonguard successfully ended in 2E 369. He escaped and current location is unknown.
>
>
> Paarthurnax - The legendary lieutenant of Alduin in the Dragon War. He is now known to lair on the Throat of the World under the protection of the Greybeards of High Hrothgar. Master Araidh continues the established policy of avoiding direct confrontation with the Greybeards while waiting for an opportunity to exact justice upon him.
>
>
>
> — Brother Mathnan
>
>
Argonian

> “
> This reptilian race, well-suited for the treacherous swamps of their Black Marsh, has developed a natural resistance to diseases and the ability to breathe underwater. They can call upon the Histskin to regenerate health very quickly.
>
>
>
> — Game description
>
>

**Argonians** are one of ten playable races in The Elder Scrolls V: Skyrim. They are a reptilian race, originally from Black Marsh. They can breathe under water for an unlimited amount of time and can use the power Histskin to regenerate health quickly. **Argonians** are considered by many players to be the second best race for playing as a thief, while the "best" race to play as a thief is the Khajiit.

Like the Khajiit, Argonians are often referred to as a 'Beast Race', as they resemble lesser animals moreso than humans and mer, from the perspective of those culturally dominant races. They existed largley in a state of slavery for many centuries until near the end of the Third Era, although even after three centuries' time they still, again like the Khajiit, experience significant discrimination, especially in Skyrim. Both 'Beast Races' are generally banned from entering the major cities in any hold, and Windhelm is known not only for its 'Gray Quarter', a ghetto reserved to the refugee Dunmer, but also for its rejected population of Argonians who live on the city's waterfront, sharing one apartment in the city wall.

## Special Abilities

* Resist Disease – 50% baseline
* Waterbreathing – always
* Histskin

## Skill Bonuses

* Alteration +5
* Light Armor +5
* Lockpicking +10
* Pickpocket +5
* Restoration +5
* Sneak +5
Anise

**Anise** is an old woman who lives by herself in a cabin just off the road leading from Helgen to Riverwood. Searching her cabin reveals that she is an alchemist and a witch but she does not want this known and will attack if her secret is found out. Her cellar has an Apothecary's Satchel, which can be used for safe storage.

She also takes out a contract on your life (even if you kill her).

## Quotes

"I'm just a poor old woman, dear. No need to trouble yourself with me."

"I get so lonely out here."

"It's tough just scraping by out here, but I make do."

"It's so nice to have a visitor."

"Fool! None may know my secret!" (Upon turning hostile)

"I've lived through worse!"

"Now, look what you made me do!"
Aringoth

**Aringoth** is the owner of Goldenglow Estate. He can be found in his chambers on the second floor.

He is quite aware that going against the Thieves' Guild would have repercussions, thus he secured the islands with mercenaries. Apparently he was pressured into selling the estate by an unknown third party.
Awakening (quest)

Dawnguard

 * Find out what the vampires are seeking
* Speak to the mysterious woman

## Walkthrough

### Find out what the vampires are seeking

The quest leads the Dragonborn to Dimhollow Crypt where further into the caverns, a mysterious circular crypt houses a long forgotten sarcophagus.

Apparently quite a few vampires have been exploring the crypt, but what they may have been looking for is a mystery.

Pushing around five pedestals, on three concentric rings, unlocks the crypt, revealing a Stone Monolith that contains a still living woman named Serana.

### Speak to the mysterious woman

The woman is an high-ranking vampire who has been sleeping in the monolith for many hundreds of years. Why she was put to sleep is unknown to her though. The present day is obviously confusing to Serana, and she asks the Dragonborn to help her return home, which happens to be Castle Volkihar.
Aumriel

For generations, the people of Morthal have told whispered tales of the *Pale Lady*, a ghostly woman who wanders the northern marshes, forever seeking her lost daughter. Some say she steals children who wander astray, others that her sobbing wail strikes dead all those who hear it. But behind these tales may lie a kernel of truth, for ancient records speak of '**Aumriel**', a mysterious figure Ysgramor's heirs battled for decades, and finally sealed away.
Anska

**Anska** is a female Nord mage that the Dragonborn meets inside High Gate Ruins. She is searching the ruins for a scroll which is said to trace her family history back to Ysgramor and enlists the help of the Dragonborn.

## Gallery

Depending on the level of the Dragonborn when meeting Anska, she can appear completely different:

* Levels 1 to 4
* Levels 5 to 8
* Levels 9 to 13

* Levels 14 to 18
* Levels 19 to 24
* Levels 25 and higher
Animal Extermination

Companions

 * Eliminate the target animals

## Walkthrough

Aela has received complaints from someone in Skyrim that is having a bit of an animal problem. It is up to you to help them with it.

### Eliminate the target animals

Simply travel to the place marked on your map. It can be inside someone's home or in the wilderness. Once you get there simply dispatch the animals and the quest is done.

Examples:

* Haelga's Bunkhouse in Riften, kill the Snowy Sabre Cat.
* Darkshade, kill the Trolls
* Katla's Farm, kill the Hagraven

Aela may then mention that Skjor has a special job for the Dragonborn in The Silver Hand.
Ancient Power

Clan Volkihar

 * Retrieve the piece of Ancient Vampire remains from the specified dungeon
* Return to Feran Sadri

## Walkthrough

### Retrieve the piece of Ancient Vampire remains from the specified dungeon

* Retrieve e.g. the Ancient Vampire Hands from a chest in Bleak Falls Barrow or Treva's Watch or Fort Fellhammer.
* Retrieve e.g. the Ancient Vampire Head from a Falmer chest in Shimmermist Cave.
* Retrieve e.g. the Ancient Vampire Leg from a chest in Sunderstone Gorge.

### Return to Feran Sadri

Additionally receive Potion of Blood ×3.

Repeat until all five pieces of Ancient Vampire remains have been retrieved.
Arcana Restored

ID | 0001acfe

This book can also be the object of a quest from Urag gro-Shub.

## Content

> “
> ORM THE FIRST: Makest thou the Mana Fountain to be Primed with Pure Gold, for from Pure Gold only may the Humors be rectified, and the Pure Principles coaxed from the chaos of Pure Power. Droppest thou then the Pure Gold upon the surface of the Mana Fountain. Takest thou exceeding great care to safeguard yourself from the insalubrious tempests of the Mana Fountain, for through such Assaults may one's health be utterly Blighted.
>
>
> ORM THE SECOND: Make sure that thou havest with you this Excellent Manual, so that thou might speak the necessary Words straightaway, and without error, so that thou not in carelessness cause thyself and much else to discorporate and disorder the World with your component humors.
>
>
> ORM THE THIRD: Take in hand the item to be Restored, and hold it forth within the Primed Fountain, murmuring all the while the appropriate phrases, which are to be learned most expeditiously and faultlessly from this Manual, and this Manual alone, notwithstanding the vile calumnies of Kharneson and Rattor, whose bowels are consumed by envy of my great learning, and who do falsely give testament to the efficacies of their own Manuals, which are in every way inferior and steeped in error.
>
>
> ORM THE FOURTH: Proceed instantly to Heal thyself of all injuries, or to avail yourself of the Healing powers of the Temples and Healers, for though the agonies of manacaust must be borne by any who would Restore a prized Arcana to full Potency, yet it is not wise that suffering be endured unduly, nor does the suffering in any way render the Potency more Sublime, notwithstanding the foolish speculations of Kharneson and Rattor, whose faults and wickednesses are manifest even to the least learned of critics.
>
>
>
> — Wapna Neustra
>
>
Ask about Balgruuf's strange children

* Ask about Balgruuf's strange children

## Walkthrough

While at The Bannered Mare, if the Dragonborn asks Hulda if there are any rumours, she can intimate that there is something strange going on with the Jarl's children. This can only happen after the quest Dragon Rising has been completed.

### Ask about Balgruuf's strange children

The Dragonborn can then go to Dragonsreach and ask Jarl Balgruuf the Greater any assistance is required regarding his children.

This leads to the quest The Whispering Door.
Atronach Forge Manual

ID | 0006ce1c

## Content

> “
> Nephew -
>
>      I apologize that I cannot see you personally before you leave. The trip from Sadrith Mora is treacherous this season, or I would have visited upon hearing the news. The Nords have a fine college at Winterhold, and I am sure you will excel. You may know that I, too, attended there. I was quite the conjuration adept in my own day. I am sending you my notes on something called the 'Atronach Forge', a bit of a project of mine while at Winterhold.
>
>
>      Mention nothing to the faculty, but ask your fellow pupils about a place called the Midden. You will find the Forge there. I fear a number of my notes are missing, scattered and lost in my travels around Skyrim. Perhaps you may stumble across these in your own adventures.
>
>
> The Atronach Forge offers few clues as to who built it, and even fewer as to how to unlock its full potential. Only through blind experimentation, and a few singed eyebrows, have I been able to understand its function.
>
>
> The Forge is mostly a large dais, almost crude of make, but emblazoned with the traditional Daedric  rune. An offering box is attached, as well as a prominent lever. The Dais also features a large setting which seems set to receive some large, spherical object. I have had no luck determining what this missing object may be, however, or what effect it may have on the efficacy of the Forge.
>
>
> The Forge is activated by placing certain items into the offering box, and then pulling the lever. The Forge consumes the items and conjures something upon the dais. The conjuration can be predicted reliably if the appropriate items are left in the box - but many combinations either have no effect or catastrophic reactions. Once I conjured a wild goat! Well, most of the goat, at least.
>
>
> Experimenting wildly with the Forge is dangerous. I've recorded such recipes as I have discovered on the following pages.
>
>
> The simplest, yet perhaps most hazardous stable recipe is that for a summoned atronach. The conjured brutes will attack the first thing they see, however! Be ready for battle if you have reason to use these recipes.
>
>
> Flame Atronach:
>
>
>
> Fire Salts + Ruby
> Frost Atronach:
>
>
>
> Frost Salts + Sapphire
> Storm Atronach:
>
>
>
> Void Salts + Amethyst
> — Author unknown
>
>
Arondil's Journal, Part 3

One of four journals.

## Content

> “
> **Arondil's Journal**
>
>
> Day 21
>
> An intriguing development. Tonight, my guards have brought me a trespasser they found near the cave. At first I was understandably upset. Not only was I disturbed during one of my few moments alone with my favorite servant, but I recognized the trespasser as a milk maid from Dawnstar. She remembered me, as well, and made bold claims that I had been lurking near her at all hours. What lies! True, I had taken notice of her on occasion, but she was nowhere near the most noticeable of maidens in town. Her continued accusations, coupled with my fear of more uninvited guests, led me to conclude that she could never return to Dawnstar. My servants were quick to carry out my sentencing.
>
>
> Her body is here next to me, as I write this. Funny. Her eyes are still so full of life. Perhaps I will try a new experiment tonight, using fresher materials.
>
>
>
> — Arondil
>
>
Arcadia

Services | Merchant  Alchemy Trainer  Alchemist

**Arcadia** is a the owner of Arcadia's Cauldron in Whiterun. She is an Imperial from Cyrodiil, and is somewhat mistreated by the people in the town who are supporters of the Stormcloaks, especially after the town is occupied by them.

## Quests

* Alchemy Tutorial
* Give the Frost Salts to Arcadia
Azzada Lylvieve

**Azzada Lylvieve** is the patriarch of the Lylvieve family in Dragon Bridge. He can usually be found chopping wood just outside the family home.

Azzada is originally from Markarth, where he grew up as an orphan in the streets. An old warrior named "Logrolf the Bent" took care of him and enabled him to leave Markarth. Azzada came to Dragon Bridge and there he met his current wife Michel. Now he lives in the village with her and their two children, their daughter Julienne and their youngest son Clinton.

Because of current events and the threat of war, he is very worried about his family. The fear that a dragon will appear or that the armies of the Imperial Legion and Stormcloaks will fight over the strategically important bridge make him lose sleep at night. Another annoyance for him is the arrogance of the soldiers who believe that they can afford anything. They spent the night in the village hostel without paying their bill. They said "Soldiers don't have to pay anything ... because they risk their lives to protect the inhabitants" and one of the soldiers even wanted to touch his daughter.

Azzada buys wheat, cabbage and potatos.

## Notes

* Azzada mentions that a man named "Logrolf the Bent" saved him in the streets of Markarth. It is possible that this is Logrolf the Willful, a priest of Boethiah.
Autumnwatch Tower

**Autumnwatch Tower** is a Dragon Lair and the location of a word wall located west of Froki's Shack and due east of Arcwind Point. The word wall there contains one of the words for the shout Marked for Death.

There are also two tanning racks, one outside and one inside the north tower, a cooking pot, a copy of Jornibret's Last Dance as well as Palla, volume 2 and a Silver Ore Vein outside, between the two towers.
A Cornered Rat

Blades

 * Search the Ratway for Esbern's hideout
* Find Esbern in the Ratway Warrens
* Talk to Esbern

> “
> The Thalmor are just as puzzled as we are about why dragons are returning. I learned that they are looking for a Blade named Esbern, who is supposed to be an expert on ancient dragon lore. I found Esbern hiding in the Ratway in Riften, and convinced him to let me in to explain myself.
>
>
>
> — Dragonborn
>
>

## Walkthrough

Since Diplomatic Immunity did not yield the expected information about the appearance of the dragons, namely the Thalmor had nothing to do with it, there was only one lead left. Locate an old Blade named Esbern, an expert on dragons.

**Note:** Should the Dragonborn have saved Etienne Rarnis from the Thalmor Embassy dungeon, he will be at the Cistern (provided the Thieves' Guild quests have been completed).

### Search the Ratway for Esbern's hideout

Visit the Ragged Flagon in Riften and talk to the innkeeper Vekel the Man. Vekel is aware of a man, a nameless recluse living in the Ratway Warrens who rarely leaves his room and has food brought regularly. Apparently dangerous elves have also been asking for him.

### Find Esbern in the Ratway Warrens

So the Dragonborn enters the Ratway Vaults only to be assaulted by a Thalmor Wizard and two Soldiers. Passing through the maze of paths, a door finally leads to the Ratway Warrens. There, behind a heavily fortified door, Esbern can be found.

Speak to him about Delphine having sent you (there are other dialogue options) and he will open the door.

### Talk to Esbern

Esbern is surprised that Delphine is still alive. Only when confirming that the Dragonborn exists, standing before Esbern in fact, does he have any hope of coping with the long prophesied appearance of the dragons, and the small hope to actually avert the "End of the World".

**Note:** Esbern's room contains quite a few rare and interesting books.

Esbern thinks it would be best to return to Delphine, giving himself some time think about what next to do in Alduin's Wall.
Aval Atheron

**Aval Atheron** is one of merchants with a stall in the marketplace in Windhelm. He is the brother of Faryl and Suvaris Atheron. In the evenings, he can be found at the New Gnisis Cornerclub.

He sells weapons, apparel, potions, food, books and miscellaneous items, additionally buys scrolls and ingredients. The origin of his ware may be slightly doubtful.
Avanchnzel

**Avanchnzel** is a Dwarven Ruin located south-west of Heartwood Mill, south-east of Angarvunde and west-north-west of Largashbur. This is where the Dragonborn must return the received Lexicon from the Argonian, From-Deepest-Fathoms.

## Places

### Avanchnzel Balcony

The balcony has not much on it except on Apprentice level locked chest.

### Avanchnzel Animoncultory

This area has an alchemy lab and also a copy of Racial Phylogeny.

### Avanchnzel Boilery

This is where the lexicon must be placed on its pedestal. The area is guarded by a Dwarven Centurion Master. There is also a lift to the surface.

## Quests

* Unfathomable Depths, makes site accessible
Auriel

**Auriel**, also known as Trinimac, is the strong god of the early Aldmer. He was a warrior spirit of the original Elven tribes that led armies against the Human species. Boethiah is said to have assumed his shape (in some stories, he even eats Trinimac) so that he could convince a throng of Altmer to listen to him, which led to their eventual Chimeri conversion. Because of Boethiah's actions, Auriel is corrupted into the dread Malacath.
Arch-Curate Vyrthur

**Arch-Curate Vyrthur** is a Snow Elf. He is one of the very few survivors of the entire race, that is, unaffected by the curse placed upon his people by the Dwemer. He is the brother of Knight-Paladin Gelebor, and has become his sworn enemy since becoming a Vampire.

He will need to be confronted at the Inner Sanctum in the Forgotten Vale.
Balgruuf the Greater

**Jarl Balgruuf the Greater** is the Imperial Jarl of Whiterun and resides in Dragonsreach.

During the Civil War if Whiterun is taken by the Stormcloaks he surrenders and is replaced by Vignar Gray-Mane.

## Quests

* Battle for Whiterun
* Before the Storm
* Bleak Falls Barrow
* Diplomatic Immunity
* Dragon Rising
* The Fallen
* Season Unending
* The Way of the Voice
* The Whispering Door
Arniel's Endeavor

College of Winterhold

 * Obtain Dwarven Cogs for Arniel (10)
* Obtain a Warped Soul Gem for Arniel
* Activate the Dwemer Convectors (3)
* Retrieve Arniel's package

## Walkthrough

Arniel wants you to help him out with some research of his. He sends the Dragonborn off to fetch some materials.

### Obtain Dwarven Cogs for Arniel (10)

Firstly, Arniel will ask to get 10 Dwarven Cogs for him. You can find them in most Dwarven ruins as Dwemer Cogs. They weigh 10 each so you might become overburdened trying to carry all 10. Once you gather all 10, head back to Arniel.

### Obtain a Warped Soul Gem for Arniel

Arniel will now ask you to speak with Enthir to ask for his package. Enthir will send you to a random location to search for a Staff of Tandil that was stolen. Go there (e.g. Hob's Fall Cave), find the staff and take it back to Enthir. He will then give you the Warped Soul Gem that Arniel needs. (No specific reward for this apparently.)

### Activate the Dwemer Convectors (3)

Speak to Arniel again and he will tell you that he has broken his prototype. (Apparently this is not possible right away, certainly after The Eye of Magnus though.)

As he explains he was trying to properly calibrate the Warped Soul Gem by recreating, as it turns out, a Dwemer convector. Only his device did not quite work and was destroyed in the process. Now he asks the Dragonborn to go find the original convectors, his device has been modelled after. There are six of them in Skyrim.

The Dragonborn is given the Warped Soul Gem, which is to be put into a convector to then apply Arniel's Convection spell on the device. This needs to be done three times on three different convectors. Return to Arniel when done.

### Retrieve Arniel's package

Arniel goes about his work, and after about two days noted that something is still amiss: He will mention that once again his package has not arrived and ask you to go get it from Enthir. Enthir says that due to Arniel making all the arrangements, he did not keep an eye on the package and it was lost in transit. He gives you the location of the courier (random) and tells you to go find the package yourself. So go to the location indicated on your quest marker and retrieve the package from the body of the courier. The item in question is Keening, a special Dwemer dagger.

Take the package back to Arniel and watch as he attempts his experiment again. There will be an explosion, Arniel will vanish, dropping Keening, and you will learn a new spell: Summon Arniel's Shade.

## Notes

* "Obtain Dwarven Cogs for Arniel" can actually already be played while Arniel is still at Saarthal, provided the Dragonborn has the cogs. It might be better to wait until the quest is actually properly launched when Arniel is back at the college though.
* The Dragonborn may attempt to hit the Warped Soul Gem after Arniel has vanished using Keening. This will not do anything though.
* And the Warped Soul Gem cannot be collected again either, even though the game suggests that being possible.
Ancient Technology

Dawnguard

 * Retrieve the <Schematic> from <Dungeon>
* Return to Sorine Jurard

## Walkthrough

After having recruited Sorine Jurard to the reinstated Dawnguard, she sets to work researching weapons for the vampire hunters. If the Dragonborn asks about helping in any way, Sorine mentions that there are some dwarven schematics that she has located which would help in her research and requests that the Dragonborn fetch them.

### Retrieve the <Schematic> from <Dungeon>

If the Dragonborn agrees, Sorine specifies a random bandit hideout or dwarven ruin where the schematic can be found. Possible schematics include:

* Enhanced Crossbow Schematic, e.g. in chest in Swindler's Den, reward Ebony Bow of Annihilating.
* Dwemer Exploding Fire Bolt Schematic, e.g. in Dwemer chest in Nchuand-Zel, reward Necklace of Extreme Haggling.
* Dwemer Exploding Ice Bolt Schematic, e.g. in chest in Robber's Gorge, reward Ring of Waning Magic.
* Dwemer Exploding Shock Bolt Schematic, e.g. in mechanical chest in Mzinchaleft, reward Iron Sword of Binding.
* Dwarven Crossbow Schematic, e.g. in chest in Faldar's Tooth, reward Steel Mace of Fear.
* Enhanced Dwarven Crossbow Schematic, e.g. in chest in Gallows Rock, reward Ring of Extreme Deft Hands.

It is then simply a matter of travelling to the specified location and retrieving the schematic, fighting off any enemies along the way.

### Return to Sorine Jurard

The schematics are all found in chests and accompanied by assorted bits of Dwemer scrap metal and a note. Once secured, the Dragonborn must then return to Fort Dawnguard, give them to Sorine and collect a reward.

This process can be repeated until all six schematics have been recovered.
Angarvunde (quest)

* Destroy the Draugr in Angarvunde
* Talk to Medresi in Angarvunde
* Find a way to open the gates
* Open the other gate
* Open the other gate
* Return to Medresi
* Discover the treasure of Angarvunde

This quest does not technically have a name. It shows up as a series of Miscellaneous Objectives in the Quest Journal.

## Walkthrough

The Dragonborn meets Medresi Dran, a dark elf just inside Angarvunde. She has been looking for treasure with the help of some miners but "the cowards" as she calls them have stopped excavating because of the presence of draugr inside the mine. Medresi then offers to share the treasure with the Dragonborn once the draugrs have been cleared out.

### Talk to Medresi in Angarvunde

Medresi will be pleased and urges the Dragonborn on, deeper into Angarvunde.

Explore, open gates and avoid traps.

### Discover the treasure of Medresi

Too eager to find the treasure, Medresi runs right into a trap and dies. The real treasure of Angarvunde, ironically is a word wall, useless to her.
Ancient Tales of the Dwemer

**Ancient Tales of the Dwemer** is an originally ten volume set by Marobar Sul, of which only seven volumes have been found, which contains fictional stories about the Dwemer. Known volumes include:

* Book I: The Ransom of Zarek
* Book II: The Seed
* Book III: The Importance of Where

[ … ]
* Book V: Song of the Alchemists
* Book VI: Chimarvamidium

[ … ]
* Book X: The Dowry
* Book XI: Azura and the Box
Angi

**Angi** is a Nord archer who lives alone at her camp south of the city of Falkreath. She will offer anyone who asks a chance to practice archery at her nearby target range, though she is not officially a trainer. Completing all the training tasks successfully yields Angi's Bow.

The reason for her seclusion and the competence with the bow have to do with her tragic past: originally from Helgen, her family was killed by two Imperials thinking themselves above the law. Angi's mother taught her how to use the bow, and her older brother took her out hunting quite often. The Dragonborn can offer to take care of the Imperials, but that is not necessary, since Angi already did... thus her fleeing into seclusion.
Aventus Aretino

Aventus Aretino is an orphan boy in Windhelm who has been performing the black Sacrament in order to summon the Dark Brotherhood to help him deal with someone.

There are rumours about him as early in story as Riverwood, then upon entering the city of Windhelm, the Dragonborn may come across a dark elf, Idesa Sadri speaking to Grimvar Cruel-Sea about Aventus, saying that he has been dabbling in the dark arts.
Autumnshade Clearing

**Autumnshade Clearing** is a small glade located north of Lake Honrich, due west of the Riften Military Camp, roughly half-way between and to the north of Faldar's Tooth and Merryfair Farm. The clearing is guarded by spriggans and a number of wild animals, including bears and a sabre cat. The bodies of two hunters can also be found there, one of which has a copy of Father of the Niben.
Arnskar Ember-Master

Services | Blacksmith  Merchant

**Arnskar Ember-Master** is a blacksmith who sets up shop in the northern cell of The Ragged Flagon once the Dragonborn has completed enough missions for the Thieves' Guild, namely after completing Silver Lining.

He brings with him a blacksmith forge, a grindstone and a workbench.

He sells weapons, apparel and miscellaneous items, and buys the same.
Anise's Cabin

**Anise's cabin** is located just off the road leading from Helgen to Riverwood, almost due north and across the river from The Guardian Stones.

Inside are numerous ingredients. A thorough search reveals a trap door to a cellar where there is an alchemy lab and an arcane enchanter. There is also a book called Song of the Alchemists which increases the Dragonborn's alchemy skill, as well as a letter.
At the Summit of Apocrypha (quest)

* Unlock your "Bend Will" Shout
* Read "Waking Dreams"
* Reach Miraak's Temple
* Use the "Bend Will" Shout to tame Sahrotaar
* Defeat Miraak

## Walkthrough

### Unlock your "Bend Will" Shout

Before trying to face off with Miraak, unlock the Bend Will shout using a Dragon Soul.

### Read "Waking Dreams"

Re-read Black Book: Waking Dreams to travel the part of Apocrypha where Miraak has holed up.

### Use the "Bend Will" Shout to tame Sahrotaar

... until reaching an apparent dead end. Here use the Bend Will shout to tame the dragon Sahrotaar. It will land letting the Dragonborn ride it. Travel past a small island in the slime, taking out a few Lurkers, until reaching the temple.

### Defeat Miraak

Take on Miraak. There are three dragons up here, and Miraak's health will need to drop four times, since three times he will absorb a Dragon Soul upping his health again.

On Miraak's body a full armour set plus a sword and a staff can be collected. Opening the black book on the pedestal now, lets the Dragonborn choose any skill to harvest all the perks invested, by sacrificing a Dragon Soul. This can be done any number of times, and also when revisiting the book later in the game, though the Dragonborn does need to be on Solstheim.

Thus ends the Dragonborn DLC main quest line.
Armored Troll

**Armored Trolls** are used by the Dawnguard in battle. They are considerably more powerful than regular trolls and wear armour over their bodies.

If the Dragonborn sides with the Dawnguard, then an Armored Troll can be hired from Gunmar as a follower for 500 . While powerful, like dogs they are only able to follow simple commands such as waiting at a specified location. If accidentally hit, an armuored troll will leave the Dragonborn permanently. The only recourse in this case is to buy another one from Gunmar.

## See also

* Armored Frost Troll
* Frost Troll
* Troll
* Uderfrykte
Arcane Enchanter

**Arcane Enchanters** are workstations at which you can Enchant or Disenchant items. Enchantable items include weapons and armor (apparel). The process requires soul gems and a knowledge of the desired enchantment. This knowledge can be acquired by disenchanting an item which has that particular enchantment already, but the item is destroyed in the process.

## Locations

* Calcelmo's Tower
* Understone Keep
 Morthal* Falion's House
* Mistveil Keep
* Castle Dour
* Erikur's House
 Whiterun* Dragonsreach - In Farengar's room
* Hjerim (upgrade)
* Palace of the Kings - In Wuunferth the Unliving's room
	+ Arch-Mage's Quarters
	+ Hall of Countenance

### Other locations

* Anise's Cabin - In the cellar
* Ansilvund Excavation
* Blackreach
* Bloodlet Throne
* Brittleshin Pass
* Broken Fang Cave
* Cragwallow Slope
* Cronvangr Cave
* Dark Brotherhood Sanctuary
* Darklight Tower
* Darkwater Pass
* Dead Crone Rock
* Dead Men's Respite
* Deepwood Redoubt
* Drelas' Cottage
* Dustman's Cairn
* Fellglow Keep
* Forelhost
* Fort Amol
* Fort Snowhawk
* Geirmund's Hall
* Glenmoril Coven
* Haemar's Shame
* Hag's End
* High Gate Ruins
* Hob's Fall Cave
* Ilinalta's Deep
* Kilkreath Ruins
* Labyrinthian
* Morvunskar
* Nightcaller Temple (3)
* Orphan Rock
* Ragnvald
* Reeking Tower
* Rimerock Burrow
* Sacellum of Boethiah
* Sea Cave
* Serpent's Bluff Redoubt
* Sinderion's Field Laboratory
* Sleeping Giant Inn
* Snapleg Cave
* Southfringe Sanctum
* Stony Creek Cave
* Sunderstone Gorge
* Treva's Watch
* Ustengrav Depths

* Anise's Cabin - In the cellar
* Ansilvund Excavation
* Blackreach
* Bloodlet Throne
* Brittleshin Pass
* Broken Fang Cave
* Cragwallow Slope
* Cronvangr Cave
* Dark Brotherhood Sanctuary
* Darklight Tower
* Darkwater Pass
* Dead Crone Rock
* Dead Men's Respite
* Deepwood Redoubt
* Drelas' Cottage
* Dustman's Cairn
* Fellglow Keep
* Forelhost
* Fort Amol
* Fort Snowhawk
* Geirmund's Hall
* Glenmoril Coven
* Haemar's Shame
* Hag's End
* High Gate Ruins
* Hob's Fall Cave
* Ilinalta's Deep
* Kilkreath Ruins
* Labyrinthian
* Morvunskar
* Nightcaller Temple (3)
* Orphan Rock
* Ragnvald
* Reeking Tower
* Rimerock Burrow
* Sacellum of Boethiah
* Sea Cave
* Serpent's Bluff Redoubt
* Sinderion's Field Laboratory
* Sleeping Giant Inn
* Snapleg Cave
* Southfringe Sanctum
* Stony Creek Cave
* Sunderstone Gorge
* Treva's Watch
* Ustengrav Depths
Asgeir Snow-Shod

**Asgeir Snow-Shod** is an investor in the Black-Briar Meadery and Maven Black-Briar's business partner. He is engaged to Vittoria Vici, an Imperial, much to his mother's displeasure.

He must helplessly stand by and watch as his bride Vittoria Vici is assassinated before his eyes, during Bound Until Death.
Azura's Star

ID | 00063b27

**Azura's Star** is a reusable Grand Soul Gem obtained from The Black Star quest by returning the Broken Azura's Star to Aranea Ienith at the Shrine of Azura.

**Note:** Even though Azura's Star is usually listed first while Enchanting suggesting it to be more powerful than Grand Soul Gems or Black Soul Gems, it does actually have the very same effect (when charged with a soul). Alas enchanting is not further increased using it instead.
Antecedants of Dwemer Law

ID | 0001b22f

A historical account of the development of Dwemer law and custom from its roots in High Elven culture.

### Found

* Bannermist Tower
* Bards College
* Calcelmo's Laboratory
* Calcelmo's Tower
* Dwemer Museum
* Fellglow Keep
* Fort Snowhawk, inside
* Haemar's Cavern
* Haemar's Shame
* Mzulft
* Septimus Signus's Outpost

## Content

> “
> This book is a historical account of the development of Dwemer law and custom from its roots in High Elven culture.
>
>
> n short, so far as I am able to trace the order of development in the customs of the Bosmeri tribes, I believe it to have been in all ways comparable to the growth of Altmeri law. The earlier liability for slaves and animals was mainly confined to surrender, which, as in Sumerset Isles, later became compensation.
>
>
> And what does this matter for a study of our laws today? So far as concerns the influence of the Altmeri law upon our own, especially the Altmeri law of master and servant, the evidence of it is to be found in every judgment which has been recorded for the last five hundred years. It has been stated already that we still repeat the reasoning of the Altmeri magistrates, empty as it is, to the present day. And I will quickly show how Altmeri custom can be followed into the courts of the Dwemer.
>
>
> In the laws of Karndar Watch (P.D. 1180) it is said, "If one who is owned by another slays one who owns himself, the owner must pay the associates three fine instruments and the body of the one who his owned." There are many other similar citations. And the same principle is extended even to the case of a centurion by which a man is killed. "If, at the common workbench, one is slain by an Animunculi, the associates of the slain may disassemble the Animunculi and take its parts within thirty days."
>
>
> It is instructive to compare what Dhark has mentioned concerning the rude beasts of the Tenmar forests. "If a marsh cat was killed by an Argonian, his family were in disgrace till they retaliated by killing the Argonian, or another like it; but further, if a marsh cat was killed by a fall from a tree, his relatives would take their revenge by toppling the tree, and shattering its branches, and casting them to every part of the forest."
>
>
>
> — Author unknown
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>
Babette

Services | Alchemy Trainer  Alchemist

**Babette** is a vampire, alchemist and assassin for the Dark Brotherhood in southern Skyrim. She is far older than she appears, apparently more than 300 years old, and she is a master Alchemy trainer. Babette can usually be found watching Lis, the tame frostbite spider.

Babette sells potions, ingredients, books (recipes) and miscellaneous items (lockpicks), and additionally buys food. She sometimes has deadra hearts in her inventory.

She and Nazir are the only survivors of the ambush by the Penitus Oculatus.
Attacking

In The Elder Scrolls V: Skyrim, combat can be as varied as the player wishes. In addition to a wide variety of weapons, spells and scrolls, the player can also use poisons. There is also a wide variety of apparel to choose from which can mitigate damage taken and in some cases, increase the damage dealt.

Press , , or  to draw your weapons. Press  to sheathe them again.

To perform a regular attack, tap  with your right-hand weapon, or  to attack with your left-hand weapon. (**Note** that the right mouse button controls the *left-hand* weapon, and vice versa).

### Power attacks

To perform a power attack, hold  or  on the PC ( or  on the PS3 and  or  on the Xbox). Power attacks do significantly more damage than regular attacks and have a chance of staggering enemies. Move in different directions (left, right, back, or forward) to execute different power attacks.

All power attacks cost stamina. If your stamina is too low, any power attacks you attempt become regular attacks instead.

### Blocking

Blocking allows the player to reduce the amount of damage sustained from melee and ranged combat by using a shield or weapons. It also relies on skill points in the Block skill tree.

### Dual-wielding

If you have two weapons equipped, you can't block. However, you can hold  and  simultaneously for a dual power attack which does extra damage.

## Strategies

Once an opponent is staggered by a power attack, follow up with a quick succession of regular attacks for the kill. Once combat has ended, or if you need to run, always sheathe your weapons so you can move more quickly.

## Types of combat

### Unarmed

Unarmed combat is mostly used in brawls with NPCs although it is the default behaviour if the player character has no equipped weapon. Two of the playable races, Khajiit and Argonian, have some base unarmed damage given that both races have claws of some sort.

* *See also* Brawl

### One-handed

One-handed combat relies on skill points in the One-handed skill tree and the use of one-handed weapons. Additionally, one-handed weapons can be dual wielded.

### Two-handed

Two-handed combat relies on skill points in the Two-handed skill tree and the use of two-handed weapons.

### Magic

Magic attacks consist mainly of Destruction spells, but also the use of staves and scrolls.
Azra's Staffs

* Get the staff
* Talk to Neloth

## Walkthrough

At some point Neloth will be mumbling about collecting staffs, especially those made by *Azra Nightwielder*. Should the Dragonborn ask, one could be retrieved from a dungeon in Skyrim.

### Get the staff

Travel to Solstheim, visit the dungeon there, and retrieve the staff in question.

E.g. this might be in Duskglow Crevice and the staff could be Azra's Staff of Paralysis.

### Talk to Neloth

Back with Neloth, he gladly adds the special staff to his collection rewarding the Dragonborn with one of his own.
Assassin's Writ

ID | xx01aa22

Decree ordering the death of the Dragonborn

## Content

> “
> By order of the Patriarch of a target dungeon, you are to hunt down and slay the Dawnguard agent the Dragonborn.
>
>
> He/She is believed to be extremely dangerous, even for one of your formidable skill. Strike quickly, sister, then make your escape.
>
>
>
>
>
>
>
>
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>