recursal/Fanatic-Fandom huggingface dataset:
Baldor Iron-Shaper's House

**Baldor Iron-Shaper's House** is the other large building in Skaal Village, and the home of the village's blacksmith Baldor Iron-Shaper.

Outside there is a blacksmith forge, a grindstone, a smelter, a workbench (×2) and a tanning rack (×2).

The place features a cooking pot, a bed, and an anvil.

## Items of Note

* Potion, Iron Ore ×8 (×1 outside), Iron Ingot ×15, Steel Ingot ×6, Corundum Ore ×2, Malachite Ore and Chest ~1920  value (L71).
* A copy of Forge, Hammer and Anvil and one other book.
Arcane University

The ancient, long-disbanded Mage's Guild was headquartered in the Imperial City, until the end of the Third Era. This headquarters, which existed in a separate part of the city connected by a stone bridge, was known as the **Arcane University**. It was the center of research and authority for the entire Mage's Guild throughout the Empire. Open only to the Guild's most accomplished and highly recommended members, it contained not only the University but the Imperial Orrery, which functioned on the same Dwemer technology as the ancient facility located outside Stros M'Kai in Hammerfell.
Arondil's Journal, Part 1

One of four journals.

## Content

> “
> **Arondil's Journal**
>
>
> Day 1
>
> It seems the cretins of Dawnstar are not quite a foolish as I had surmised. They found my experimentations, and needless to say, were not pleased with what they saw. No matter. My work can only flourish without the distractions of living amongst the unenlightened.
>
>
> I have found a cave off the north coast of Skyrim that will be more than sufficient for my continued studies. The ruins of Yngvild should hold the materials I need to learn more about reanimating and enslaving the dead.
>
>
> On a personal note, I WILL miss the young maidens of Dawnstar. Such beauty was intoxication. I often found my thoughts wandering around them, imagining secret encounters between myself and one or two of the local girls...
>
>
>
> — Arondil
>
>
Aphia Velothi

**Aphia Velothi** a former Dunmer priestess and wife of the much older but still resilient ex-miner Crescius Caerellius.

Initially she was asked to take care of the depressive recluse Crescius, nursing him back to health. Thereby falling in love with him.

Her greatest worry is Crescius' obsession with his great grandfather, Gratian Caerellius, who supposedly had an accident 200 years ago at the Raven Rock Mine according to the East Empire Company. Recently Crescius also slipped in the mine, so Aphia desperately hopes to talk some sense into him, fearing for his life.

Once the mine has been cleared by the Dragonborn, mining begins again. She is very grateful to the Dragonborn for she has never seen her husband more happy.
Arvel the Swift

**Arvel the Swift** is a Dunmer thief who robbed the Riverwood Trader and made off with the Golden Claw. The Dragonborn first finds him trapped in a spider web during the quest to retrieve the claw. When the Dragonborn cuts him down from the web, he runs away. This flight can be prevented by simply burning him while he is still trapped in the web, otherwise the chase is on.
Angeline Morrard

**Angeline Morrard** is a female Breton. She is the proprietor of Angeline's Aromatics, the alchemy shop in Solitude. Her daughter, *Fura*, joined the Legion to fight the Stormcloaks and has not been heard from since.

She sells potions, food, ingredients, and books, but will additionally also buy miscellaneous items (bone).
Auriel's Bow

*This **disambiguation** page lists articles associated with the same title. If an internal link referred you here, you may wish to change the link to point directly to the intended article.*

**Auriel's Bow** can refer to either:

* the achievement "Auriel's Bow"
* the weapon and quest item called "Auriel's Bow"
Arondil's Journal, Part 2

One of four journals.

## Content

> “
> **Arondil's Journal**
>
>
> Day 8
>
> I have established a temporary work station in the cold caves, and have found multiple burial chambers within the snow and ice. While in the first chamber, I exhumed a few 'test subjects,' all female. I was stunned to find my mind wandering again to the women of Dawnstar as I examine my find. At first, I was slightly disturbed by my thoughts, but later I found myself reevaluating...
>
>
> Day 9
>
> The first trials went splendidly. Each subject was reanimated in a state of total complacency, bending to my every task and whim. I have ordered a few of my new servants to guard the island, while the rest will act as my personal entourage, standing by me at all times. Standing watch over me while I sleep...
>
>
>
> — Arondil
>
>
Armory

The **Armory** is an optional addition to the Main Hall of a larger residence in the Hearthfire DLC. For those who love smithing and displaying their awesome weapons and armor.

### Found

* Drafting Table after the Main Hall has been built

## Construction Materials

* Doors: 3 iron fittings, 3 sawn log, 3 lock, 6 hinge, 6 nails
* Foundation: 2 sawn log, 10 quarried stone
* Floor: 4 quarried stone
* Wall Supports: 7 sawn log, 8 nails
* Roof: 4 quarried stone, sawn log
* Walls: 3 clay, sawn log

## Furnishings

### Containers

* Chest: sawn log, nails, iron fittings, 2 hinge, lock
* Cupboard: 2 sawn log, 4 nails, iron fittings
* Display Case and Cupboard: 2 sawn log, 4 nails, 2 hinge, iron fittings, 2 glass
* Dresser: sawn log, 3 nails, iron fittings

### Furniture

* Display Case on Low Table: 2 sawn log, 4 nails, hinge, glass
* Round Table: sawn log, 2 nails

### Weapon Racks

* Armor Mannequin with Cupboard: 3 sawn log, 5 nails, quarried stone, iron fittings
* Weapon Plaque: sawn log, iron fittings
* Weapon Racks (4): 3 sawn log, 4 iron fittings

### Exterior

* Archery Targets (2): 2 leather strips, sawn log, 4 straw
* Bench: sawn log, nails
* Round Table and Chairs: 2 sawn log, 4 nails
* Square Table: sawn log, 2 nails
* Tanning Rack: leather strips, sawn log
* Wall Sconces (2): iron fittings, goat horns
* Washbasin on Stand: sawn log, nails, iron ingot

### Misc.

* Armorer Workbench: sawn log, iron ingot, 2 quarried stone
* Grindstone: sawn log, iron fittings, quarried stone
* Lamp Stand: iron ingot, 3 goat horns
* Mounted Bear Head: leather strips, bear pelt
* Mounted Horker Head: leather strips, 2 horker tusk
* Mounted Sabre Cat Head: leather strips, sabre cat pelt, 2 sabre cat tooth
* Mounted Wolf Head: leather strips, wolf pelt
* Tanning Rack: sawn log, leather strips
* Wall Sconces (2): iron fittings, goat horns
Annals of the Dragonguard

ID | 0003636a

## Content

> “
>
> Scribe's Note: I have faithfully copied the following from the Annals of the Dragonguard of Sky Haven Temple for the years 2800-2819 (4329-4338 in the Old Calendar), Brother Annulus, 2E 568.
>
>
> 2801: Emperor Kastav again ordered the Dragonguard to sieze [sic] hostages from Markarth and Hroldan to ensure that the jarls meet their conscription quotas. Our Master's official protest was denied, as usual. This will make relations with the local populace more difficult, although the "hostages" are in fact housed and trained with the other acolytes.
>
>
> 2804: Upon the outbreak of the Winterhold Rebellion, our Master refused orders to send the Dragonguard out to help supress [sic] the rebellion. The Emperor ordered our supplies cut off, but we have made arrangements with the local Reachmen and are effectively self-sufficient. The Grandmaster supports our Master's action on the grounds that it violates the Oath of Allegiance.
>
>
> 2805: The Temple is besieged. The fool Kalien was sent to Winterhold and sacked the city. There was a reason he was denied entry into the Dragonguard. But the local people do not count the difference between Akaviri. All our years of building up trust with people of Skyrim are now for naught.
>
>
> 2806: We learned of the accession of Reman II (of blessed name) when the siege of the Temple was lifted. We provided the honor guard for the Emperor's first visit to Skyrim, a great boost to the Temple's prestige.
>
>
> 2809: We received reports of a dragon in the east. Scouts were sent immediately, and signs of it were discovered, but it fled at our approach. The survivors have grown wary indeed.
>
>
> 2812: We finally received permission from the Emperor to begin construction of Alduin's Wall. Craftsmen from Temples across the Empire have arrived and begun the great work, overseen by our own Master, as is only fitting, as she is unmatched in her dragonlore.
>
>
> 2813: Work on Alduin's Wall progresses. The Master dismissed several craftsmen (from a western Temple that I do not need to name, they are so well-known for stiff-necked pride), which has delayed the work, but there must be no compromise. Alduin's Wall is our gift to those that come after us.
>
>
> 2815: The Grandmaster visited the Temple in the summer to view the progress of the Wall. He has received complaints about the expense (there is no doubt where these originate), but he was so impressed by the Wall even in its half-finished state that he gave our Master a Writ of Requisition under the Emperor's seal. There will be no more delays!
>
>
> Further reports of dragons in the east which could not be verified.
>
>
> 2818: An auspicious year. Alduin's Wall was finished, a dragon was located and slain, and Emperor Reman II visited to officially dedicate the Wall. The Blood Seal was consecrated in the presence of all the Dragonguard of Skyrim, a great honor of which few Temples can boast.
>
>
>
> — Author unknown
>
>
Augmented Flames

**Augmented Flames** is a perk in the Destruction skilltree. It requires a minimum of **30** skill points in Destruction and the Novice Destruction perk. There are two levels of this perk:

* Level one – This perk requires that you have at least **30** points in the Destruction skilltree and causes Fire spells to do **25%** more damage.
* Level two – This perk requires that you have at least **50** points in the Destruction skilltree and causes Fire spells to do **50%** more damage as well as increasing the blast radius of Fireball.
Angeline's Aromatics

**Angeline's Aromatics** is the alchemy shop in Solitude. The shopkeeper is Angeline Morrard. Her niece, Vivienne Onis also works there and will take over if anything happens to Angeline.

## Items of Note

* Cooking pot, alchemy lab, Business Ledger, bed ×2 and books ×26.

Upper floor:

* Strongbox ~270  (L53).
* A copy of 2920, Evening Star, v12.
Attributes

There are three main character attributes in Skyrim:

* Health, represented by a red bar
* Magicka, represented by a blue bar
* Stamina, represented by a green bar

Attribute bars appear at the center bottom of the screen when they change : Health appears when you are hit, Magicka when you use spells and stamina running or fighting.

## Health

Health is the most important attribute. Regulates the damage you can withstand before dying and then losing. To survive longer is better to protect themselves with suits of armor or increase the health. Health regenerates slowly over time, and only out of combat.

## Stamina

Stamina is necessary to running and fighting, but also to sprint, jump and block shots. Without stamina, you can not do these things and you have to wait for it to regenerate, but it happens quickly, even in battle.

## Magicka

Magicka is necessary to cast spells. It regenerates only outside of combat, and not as fast as Stamina. Is not necessary to use the dragons shout, as they are completely independent of the types of magic spells.

## Note

If you are a vampire, you can not regenerate health, stamina, or magicka in direct sunlight.
Armsman

**Armsman** is a perk in the One-handed skilltree. There are five levels of this perk:

* Level one – This perk has no prerequisites and allows one-handed weapons to do **20%** more damage.
* Level two – This perk requires that you have at least **20** points in the One-handed skilltree and allows one-handed weapons to do **40%** more damage.
* Level three – This perk requires that you have at least **40** points in the One-handed skilltree and allows one-handed weapons to do **60%** more damage.
* Level four – This perk requires that you have at least **60** points in the One-handed skilltree and allows one-handed weapons to do **70%** more damage.
* Level five – This perk requires that you have at least **80** points in the One-handed skilltree and allows one-handed weapons to do twice as much damage.
Augmented Shock

**Augmented Shock** is a perk in the Destruction skilltree. It requires a minimum of **30** skill points in Destruction and the Novice Destruction perk. There are two levels of this perk:

* Level one – This perk requires that you have at least **30** points in the Destruction skilltree and causes Shock spells to do **25%** more damage.
* Level two – This perk requires that you have at least **50** points in the Destruction skilltree and causes Shock spells to do **50%** more damage as well as causing Chain Lightning to jump one additional target.
Angarvunde (location)

**Angarvunde** is a Nordic ruin located between Riften and Ivarstead. The Dragonborn is given the objective to find the source of power there.

## Places

Outside the ruin is a small camp. Inside, the Dragonborn meets, Medresi Dran, an adventurer who asks the Dragonborn to kill three Draugr which are preventing further excavation of the ruin. Further inside the ruin, there is a dragon shout wall with one of the words for the shout Animal Allegiance. To access the treasure, the Dragonborn must first enter the Catacombs and the Ruins to locate the switches which control the gate.

### Angarvunde Catacombs

One of two areas is full of Draugr, which must be cleared to open the gate to the treasure room.

### Angarvunde Ruins

In one of two areas full of Draugr, which must be cleared to open the gate to the treasure room, is a copy of Before the Ages of Man.
Atronach

**Atronachs** are elemental Daedra from the planes of Oblivion. They can be summoned by mages to do their bidding, but are occasionally found in the wild by themselves. The Atronach will stay around for a certain amount of time before returning to their home plane or until they are killed. Like any summoned creature, Atronachs can be banished. All Atronachs that are killed conventionally will explode a few seconds after death. There are three types of Atronachs that can be found in Skyrim.

## Flame Atronach

This Atronach takes the form of a female creature looking like a stone shell filled with lava. The joints of this Atronach glow a reddish-yellow and flames take the place of hair. The Atronach floats a bit off the ground and will attack using firebolts. These Atronachs are easily killed in combat but very agile and dish out damage before they are slain. Upon death it will explode in a burst of flames that are damaging. This does not occur for any Conjured Flame Atronachs that die because of expired spell time however. Friendly conjured Flame Atronachs will turn hostile to the player if provoked or accidentally attacked.

Note: Each kind of Atronach can be summoned at the Atronach Forge using specific combinations of ingredients. Also note that they will be hostile.

## Frost Atronach

This Atronach takes the form of a hulking being made of jagged ice. It stands on two legs and attacks by using it natural mass to overwhelm enemies. Its primary attack consists of a jab with its spike like arms, but a secondary AOE attack is done by the Frost Atronach brining down its arm and slamming down causing damage to all enemy entities. Keeping in mind that it will not hesitate to close to melee and begin attacking the foe using its hands. Frost Atronachs tend to be stronger and consisting of more health points than their flame counterparts, though their pure melee puts them at a disadvantage.

## Storm Atronach

This Atronach looks like a bunch of rocks being held together by lightning. The Storm Atronach is balanced on a single point and has no legs. It attacks with lightning bolts and tends to be the strongest of the Atronachs, consisting of the most hit points and the strongest attacks. It combines the ranged attacks of its lighting bolts and its melee to do serious damage, while retaining a large pool of health to fall back upon. Note: They are worthy opponents of the Dragonborn so don't take their presence lightly.

## Gallery

* Flame Atronach
* Frost Atronach
* Storm Atronach
Ashfallow Citadel

**Ashfallow Citadel** is an old Imperial fort in the north-west of the Sun Stone, in the eastern part of Solstheim.

Inside the tower, in the cellar a stone door cannot be opened initially, until the quest Served Cold.

The inner parts of the citadel are defended by Morag Tong assassins (×8) and the Severin family.

## Places

To the north-west of the citadel, up the stream, the source of the water is locked off by a large wooden gate. Stepping back, and judicious jumping let the Dragonborn overcome (jump over) the gate. Here the body of Usha, a Letter to Usha, another East Empire Company Strongbox with East Empire Pendant, Gold Ore ×6 and a Chest ~2770  value (L72). can be found.

## Quests

* Served Cold
* Pain in the Necklace

## Items of Note

* To the west: Heart Stone Deposit ×2.
* Inside the tower to the left in the sand: East Empire Company Strongbox with East Empire Pendant.
* Dwarven Boots, Chest ~480  value (L71).

Past stone door:

* Potions ×3, Black Soul Gem, Greater Soul Gem, Holy Ebony Dagger, Virtuous Elven Mace and safe ~1190; chest ~1590  value (L71).
* Beds ×6, alchemy lab and arcane enchanter.
* Copies of The Anticipations, Treatise on Ayleidic Cities and books (×36).
Arnbjorn

Services | Blacksmith

**Arnbjorn** is a Nord warrior, blacksmith, and assassin for the Dark Brotherhood in southern central Skyrim. He is the loyal and doting husband of Astrid, and insists that everyone in the Sanctuary be absolutely obedient to her. He is also a former member of the Companions, in fact of the Circle, and therefore a Werewolf. He explains that his break from the Companions was due to their distress over his "methods", which one would take to mean his method of killing execution targets.

After Astrid's betrayal, he is killed along with most of the Brotherhood in a raid by Penitus Oculatus agents.
Arrows and bolts

## Arrows

**Arrows** are necessary if you wish to use a bow. They add no weight to your inventory, but are nonetheless necessary. They can also be retrieved after being shot, though recovery is not 100%.

## Bolts

**Bolts** are necessary if you wish to use a crossbow. They add no weight to your inventory, but are nonetheless necessary.
Atronach Forge

**The Atronach Forge** is a device located within the Midden underneath the College of Winterhold. The Forge can be used by the player to summon a variety of Daedra-related items.

The Forge is the place where Master-level Conjuration quests from Phinis Gestor take place after the player has raised their Conjuration skill to 90.

## See also

* Atronach Forge Recipes
* Atronach Forge Manual

## Notes

* If you are quick enough, you can retrieve the items from the offering box after the switch is pulled.
* As long as the correct items are in the box the recipe will work, only the correct items will be consumed.
* The Sigil Stone needed to create Daedric Equipment and summon the Dremora can only be acquired during the Conjuration Ritual Spell.
Balagog gro-Nolob

**Balagog gro-Nolob** is an Orc secretly hiding out at the Nightgate Inn. The reason he is hiding there is that he is in fact **the Gourmet**. Famous, however anonymous, for his bestselling book, Uncommon Taste, he has been invited to cook a gourmet meal for the Emperor during a visit to Skyrim's capital, Solitude.

Like many orcish people who seek higher culture for themselves and their people, the Gourmet finds himself in a very similar and strange place as, for example, an orcish bookseller.
Atronach Forge Recipe

ID | 0010f7660010f76a – 0010f76f0010f769 – 0010f7790010f77a – 0010f77f0010f780 – 0010f786

There are thirty-one (31) different Atronach Forge Recipes, as well as three recipes in the Atronach Forge Manual.

## Notes

1. ↑ 1.0 1.1 "Beastflesh" includes any of the following meat items: Dog Meat, Horker Meat, Horse Meat, Leg of Goat or Mammoth Snout
Atmora

**Atmora** is the continent to the north of Tamriel, from which the races of men/human species (excluding the Redguards) first came. It is said to be a frozen wasteland now. Atmora means "Elder wood". This is where the proto-Nords descended into Tamriel, more specifically Skyrim. These humans eventually started the Nords, Imperials and Bretons as well.
Arondil's Journal, Part 4

One of four journals.

## Content

> “
> **Arondil's Journal**
>
>
> Day 28
>
> The new experiment has proven a success! The milk maid (who's name still escapes me) was revived as the others, bowing to my commands, with only one interesting development. She has reformed incorporeally, more phantasm than reanimated dead. As her glowing visage stood before me, I found my hand reaching out to touch her. As my fingers passed through her, I felt a sensation unlike any other, as if her essence were invigorating my very soul, connecting with me on a level no woman of flesh and blood could do. This discovery is life changing!
>
>
> Day 35
>
> I have ordered my older servants to go out and find any more subjects that may have become lost. With the discovery of the inner sanctum deeper still within Yngvild, I should have sufficient room to store many new materials until I can transform them into willing slaves. I look back on my daydreams whilst living in Dawnstar and wonder if they were in fact portents of times to come...
>
>
>
> — Arondil
>
>
Apprentice Robes of Alteration

* Male version
 ID | 0010d66c

**Apprentice Robes of Alteration** are an enchanted clothing worn by mages. These robes have the effect of regenerating the wearer's magicka 75% faster. There is also a matching hood that increases the wearer's magicka by 40 points.

## Locations

* Loot
* Sold by Tolfdir
* Worn by Vigilant Tyranus in the quest "The House of Horrors". You can pick them up from his body after you killed him.

## See also

* Novice Robes of Alteration
* Adept Robes of Alteration
* Expert Robes of Alteration
* Master Robes of Alteration
Angi's Camp

**Angi's Camp** is a small shack located in the mountains south-south-east of the city of Falkreath. The lone inhabitant is Angi, a Nord archer. Outside her cabin are a workbench and a tanning rack, and inside, there is a cooking pot and a bed. In the end table, next to her bed is Treasure Map V (not always), and The Gold Ribbon of Merit.

Nearby is a target range where Angi will set some tasks for any willing trainee. Completing all the tasks successfully not only yields +6 in archery, but also Angi's Bow.

## Items of Note

* Considered stealing: Chest ~350  value (L37).
Anga's Mill

**Anga's Mill** is a wood mill located just past the bridge west of Windhelm, on the north side of the river. It consists of three buildings: the lumber mill, Aeri's House and the common house. There are two wood chopping blocks and a grindstone near the mill itself, also two chicken's nests.

A bit further up the river, to the west, there is a strongbox (~980  value (L42)) behind the waterfall. A tent with bed roll is also located here.

## NPCs

* Aeri, mill owner
* Ennodius Papius, at a small camp near the mill and only for the quest Contract: Kill Ennodius Papius
* Kodrir, worker
* Leifur, worker

## Quests

* Deliver Aeri's Note to Skald, from Aeri
* Contract: Kill Ennodius Papius

## Items of Note

* Over the river, south of the mill: Iron Ore Vein, and another one just west of the mill also near the river.
Animal

Animals in Skyrim fall into two categories: hostile (or monsters) and non-hostile.

## Hostile animals

* Bears
* Cave Bears
* Dragons – Techically, these are an intelligent race, not animals
* Horkers
* Ice Wolves
* Mudcrabs
* Sabre Cats
* Slaughterfish
* Snow Bears
* Snowy Sabre Cats
* Wolves

## Non-hostile animals

* Cows
* Deer
* Dogs – Dogs are the only animal which can become a follower. They can also become hostile under certain conditions
* Elk
* Fish:
	+ Abecean Longfin
	+ Cyrodilic Spadetail
	+ Histcarp
	+ River Betty
	+ Salmon
	+ Silverside Perch
* Foxes
* Goats
* Horses
* Rabbits
* Snow Foxes
Arvak

**Arvak** is an undead horse belonging to an unnamed soul in the Soul Cairn. He will ask the Dragonborn to look for its skull and to take care of it for him. The skull is located east from the front gate of the Boneyard where you meet and speak to Valerica.

After retrieving the skull, the soul who asked you to find it will then teach you how to Summon Arvak.
Augmented Frost

**Augmented Frost** is a perk in the Destruction skilltree. It requires a minimum of **30** skill points in Destruction and the Novice Destruction perk. There are two levels of this perk:

* Level one – This perk requires that you have at least **30** points in the Destruction skilltree and causes Frost spells to do **25%** more damage.
* Level two – This perk requires that you have at least **50** points in the Destruction skilltree and causes Frost spells to do **50%** more damage as well as increasing the radius of [[Ice Storm].
Anonymous Letter

There are two versions of an **Anonymous Letter** which can be found during the Compelling Tribute quest, depending on which side the Dragonborn chooses: One addressed to the Imperials and one addressed to the Stormcloaks.

## Imperial version

 ID | 000504ef

An anonymous letter addressed to the Imperial Legion

### Content

> “
> To the Imperial Legion,
>
>
> Who I am is less important than what I know - suffice it to say that I am no friend to the so-called Stormcloak rebels.
>
>
> Through various means it has come to my attention that "Steward" had a rather embarrassing indiscretion in his/her past. I also happen to know that "Victim" is foolishly keeping evidence of this affair.
>
>
> Should you locate that evidence, you might be able to "persuade" him/her to help your fight in "Hold". If forced to chose between his dislike for the Empire or his/her love for himself/herself, he/she will most assuredly chose the latter.
>
>
> Sincerely yours,
>
>
> A loyal citizen.
>
>
>
> — A loyal citizen
>
>

## Stormcloak version

 ID | 000504ee

An anonymous letter addressed to the Stormcloaks

### Content

> “
> To the Sons of Skyrim,
>
>
> Who I am is less important than what I know - suffice it to say that I am no friend to the imperials.
>
>
> Through various means it has come to my attention that "Steward" had a rather embarrassing indiscretion in his/her past. I also happen to know that "Steward" is foolishly keeping evidence of this affair.
>
>
> Should you locate that evidence, you might be able to "persuade" him/her to help your fight in "Hold". If forced to chose between the Empire or himself/herself, "Steward" will most assuredly chose the latter.
>
>
> Sincerely yours,
>
>
> A True Nord
>
>
>
> — A True Nord
>
>
Blades Armor Set

The **Blades Armor Set** is a speciality armour set which the Dragonborn finds in a chest in the western part of the Sky Haven Temple, left behind by the Blades. It can be improved with Steel Ingots.

Only becomes available during Alduin's Wall.

## Set Items:

* Blades Armor
* Blades Boots
* Blades Gauntlets
* Blades Helmet
* Blades Shield

There is also a weapon that fits this set, the Blades Sword.
At the Summit of Apocrypha

*This **disambiguation** page lists articles associated with the same title. If an internal link referred you here, you may wish to change the link to point directly to the intended article.*

**At the Summit of Apocrypha** could refer to either:

* At the Summit of Apocrypha (quest), a quest
* At the Summit of Apocrypha (achievement), an achievement obtained by completing At the Summit of Apocrypha (quest)
Ansilvund

**Ansilvund** is one of the many dungeons in Skyrim. It is located north of Riften and the approach is guarded by a high-level mage. Repeated visits to the site will reveal a succession of these mages.

## Places

### Ansilvund Excavation

The Excavation is the first set of chambers inside the mine area. Many magic prone opponents and draugrs infest the cavern.

**Puzzle:** To enter the Burial Chamber, read Lu-ah's Journal pointing at Of Fjori and Holgeir. Reading the latter reveals the switch order is Eagle, Snake, Whale, Snake.

### Ansilvund Burial Chambers

The burial chambers are the innermost chambers of the site and also where Lu'ah Al-Skaven is finally encountered face-to-face.

**Tip:** Navigating some of the traps with a follower can be accomplished by using command mode, and pointing the follower to where to wait.

## Quests

* Ansilvund
* No Stone Unturned
* Onmund's Request
* Dungeon Delving, possible location of either Queen Freydis's Sword or Roggi's Ancestral Shield

## Items of Note

* To the north-east, up the mountain: Quicksilver Ore Vein; near entrance Iron Ore Vein.
* Cooking spit, hay pile, alchemy lab, Chest ~1400  value (L45).
* A copy of Of Fjori and Holgeir.

Excavation:

* Arcane enchanter, bed roll ×3.
* Another copy of Of Fjori and Holgeir, and Lu-ah's Journal
* Greater Soul Gem

Burial Chamber:

* Chests ~4360, ~1060  value (L45).
* A copy of 2920, Sun's Dawn, v2.
* On pedestal: Ansilvund Key; on another pedestal Steel Plate Armor.
* On Fjori's body: Amulet of Mara, on Lu'ah Al-Skaven: Lu'ah's Key
* Imperial Condolences
* Arcane enchanter, alchemy lab, books ×3, bed.
* Unusual Gem, Ghostblade, Novice Robes of Conjuration, Spell Tome: Transmute Mineral Ore.
* May contain Queen Freydis's Sword: Chest ~2520  value (L45).
War Stories

*This article is a stub. You can help ELEX Wiki by expanding it.*

**War Stories** is one of the mission items in *ELEX*. Reading it provides 20 .

Since our brothers and sisters are always faced by the temptation of rumor, allow me to explain once and for all how Erik Eisenfaust defeated our mechs.
It was at the time that the Berserkers began to improve their powers. They moved to plant their so-called World Hearts not only in Edan, but beyond their borders and into Ignadon.
To counter this incursion we dispatched units of combat mechs to drive out this incursion. The attack was successful at first, driving out or killing most of their warriors.
The mechs then confronted this Erik Eisenfaust, but he did not defeat the mechs with the power of their Mana, as the Berserkers claim. Instead it was a common failure of their power supplies. Eisenfaust is not to be celebrated as a hero. That is merely propaganda.
Do not believe in the power of their magic, it is vastly overstated.
Black Book: Filament and Filigree (book)

A black slimy book.

## Content

> “
>  stared at my reflection in the metal, wondering if my face had hardened to match my inner mood. I had been working the piece for days, and the forge's swelter was taking its toll. I always came to the metal shop when the dark swam over me, and today was no exception. In the midst of
>
>
>
> — Black Book: Filament and Filigree
>
>
Becoming Thane

* Assist the people of the hold

## Walkthrough

There are nine such quests, one for each hold in Skyrim, which mostly consist of the Dragonborn doing favours or quests for residents of the hold in question. They are listed under Miscellaneous Objectives.

* Find "the Butcher", assist 5 people in Eastmarch, and purchase Hjerim
* Assist 3 people in Falkreath
* Clear out Wolfskull Cave, Elisif's Tribute, and assist 5 people in Haafingar
* Assist 3 people in Hjaalmarch
* Assist 3 people in the Pale
* Find Hrolfdir's Shield, assist 5 people in the Reach, and purchase Vlindrel Hall
* Find the skooma dealer in Riften, and purchase Honeyside
* Assist 5 people in Whiterun, and purchase Breezehome (depending on when this quest is undertaken), or kill the dragon in at the Western Watchtower
* Find the Helm of Winterhold, assist 3 people in Winterhold
Black Book (quest)

**Black Book** is actually a series of five quests in Dragonborn DLC, each corresponding to the reading of a book by the same name. The quests in the series include:

* Black Book: Filament and Filigree
* Black Book: The Hidden Twilight
* Black Book: The Sallow Regent
* Black Book: Untold Legends
* Black Book: The Winds of Change
Black Book: Untold Legends (quest)

* Read the book
* Survive the trip through Apocrypha

## Walkthrough

### Read the book

The Dragonborn reads the book which transports him/her to the realm of Apocrypha.

### Survive the trip through Apocrypha

The Dragonborn must then defeat the lurkers and seekers along the way until he/she reaches another black book. Upon reading the book, three balls of green light appear, each corresponding to a new ability. The Dragonborn then chooses one and is transported back to Benkongerike Great Hall.
Battle for Whiterun (Stormcloak)

Stormcloaks

 * Get your Orders from Galmar Stone-Fist
* Follow Galmar Stone-Fist
* Break through the Enemy Barricade
* Open the Exterior Gate
* Open the Drawbridge
* Enter Whiterun
* Break through the First Barricade
* Break through the Second Barricade
* Break through the Final Barricade
* Force Jarl Balgruuf the Greater to surrender
* Accept Jarl Balgruuf the Greater's surrender

> “
> Ulfric Stormcloak has ordered me to join Galmar Stone-Fist in taking the city of Whiterun
>
>
>
> — Dragonborn
>
>

## Walkthrough

After the Jarl of Whiterun declined to join the Stormcloaks in the Civil War, Ulfric Stormcloak has no choice but to conquer Whiterun to deny the Imperials this location of strategic importance in the centre Skyrim.

### Get your Orders from Galmar Stone-Fist

Visit the newly formed Whiterun Military Camp, just south of the Whiterun, where Galmar Stone-Fist will swing another war-glorifying speech to rally the troops.

**Note:** The quick travel points "Whiterun" and "Dragonsreach" are presently deactivated.

### Follow Galmar Stone-Fist

And then Galmar is off towards the city, follow him, or just attack on your own accord outrunning the Stormcloak troops.

### Break through the Enemy Barricade

Approaching Whiterun from the south-east, destroy the wooden barricades.

### Open the Exterior Gate

The exterior gate may already be open, if not open it.

### Open the Drawbridge

Take the small winding outer path up the rock face get to the other side of the drawbridge and open if via switch.

### Break through the First Barricade

Break through several barricades, by destroying them.

### Force Jarl Balgruuf the Greater to surrender

In the castle Jarl Balgruuf the Greater will at first not surrender. So his personal guard will need to be killed, and the Jarl will need to be attacked.

### Accept Jarl Balgruuf the Greater's surrender

Seeing that the battle cannot be won the Jarl will surrender. He will be given enough time to collect his belongings and be replaced by the new Jarl Vignar Gray-Mane.
Black-Briar Mead

ID | 0002c35a

Restore **20** points of Stamina. Stamina regenerates **40%** slower for **30** seconds.

While on the path to becoming Thane of Falkreath, the Jarl will request that you bring him one. These can be purchased from the Bee and Barb or the Ragged Flagon in Riften.

A rarer version, called Black-Briar Reserve, can also be found.
Bards College (location)

The **Bards College** is located in Solitude. In order to join, the Dragonborn must complete errands for the Headmaster, Viarmo.

## NPCs

* Viarmo, headmaster
* Giraud Gemane, Dean of History
* Inge Six Fingers, Dean of Lutes
* Pantea Ateia, teacher

### Students

* Aia Arria
* Ataf
* Illdi
* Jorn

## Items of Note

* Potions ×13, books ×168 (not stealing), bed ×9, and Silver Ingot ×2.
* Copies of Invocation of Azura, Feyfolken II, The Wild Elves, The Hope of the Redoran, N'Gasta! Kvata! Kvakis! and The Pig Children.
Black Book: Epistolary Acumen

A black slimy book.

## Found

* Nchardak Reading Room
* Found in a cave described in a note.

## Quests

* The Path of Knowledge, book as reward
* The Gardener of Men, explore book

## Content

> “
> ring you forth the lovestruck mute who preys with vigor on his love, and set the sky alight with all who dare to struggle 'gainst our move. For we are they who own the night and all who dwell without us fall; we drink the mind-grapes formed of thought and wail a tumult on the wall. To sweep
>
>
>
> — Black Book: Epistolary Acumen
>
>
Black-Briar Meadery

The **Black-Briar Meadery** in Riften is one of the largest and most successful businesses of its kind in Skyrim. It is owned by Maven Black-Briar who jealously guards her interests.

The meadery's employees are meticulously informed about happenings by a host of notes: All Employees Must Read!, To Be Read Immediately!, and Attention Employees!.

## NPCs

* Indaryn, foreman
* Asgeir Snow-Shod, investor and employee
* Niluva Hlaalu
* Romlyn Dreth
* Ungrien

## Items of Note

* Books ×4.
* Ebony Sword under counter.
* The cellar with the large vats intrigues with a locked chest requiring a key.
Bethesda Game Studios

**Bethesda Game Studios** is the company behind Elder Scrolls series of computer games and the producer of The Elder Scrolls V: Skyrim. They were also the first company to produce a true-3D series of games for the Terminator license, and in recent times for the Fallout series. They are based in Bethesda, Maryland, USA.
Battle for Windhelm

Imperial

 * Get your Orders from General Tullius
* Break through the Enemy Barricade
* Follow General Tullius
* Break through the Enemy Barricades
* Enter the Palace of the Kings
* Force Ulfric Stormcloak to surrender **or** Execute Ulfric Stormcloak

Legate Rikke sends the Dragonborn from Eastmarch Imperial Camp, to Windhelm.

### Force Ulfric Stormcloak to surrender **or** Execute Ulfric Stormcloak

Neither Ulfric Stormcloak nor his second in command Galmar Stone-Fist will give in to the Empire and General Tullius: Galmar needs to be killed and Ulfric beaten down. The last blow against Ulfric can be struck by the Dragonborn, or by Tullius.

Tullius rewards the Dragonborn with e.g. a Daedric Sword of the Vampire.

Outside of the Palace of the Kings, Tullius ends the war with an "inspirational speech" to the victorious imperial troops. And thus ends the Civil War.
Barenziah

**Barenziah** was the Queen of Wayrest and Queen Mother of Morrowind.

## See also

For more information on her, read:

* Biography of Barenziah, v1
* Biography of Barenziah, v2
* Biography of Barenziah, v3
* The Real Barenziah, v1
* The Real Barenziah, v2
* The Real Barenziah, v3
* The Real Barenziah, v4
* The Real Barenziah, v5
Blue Dartwing

ID | 000e4f0c

Blue Dartwing is an ingredient used to craft potions for Alchemy.

* Resist Shock
* Fortify Pickpocket
* Restore Health
* Fear

A surprising number of insects survive in Skyrim's climate, many thriving in the lower, southern areas of the province. Dragonflies can be found in a great many places, and while catching them can be a daunting prospect, the reward is well worth the effort. It was beyond the scope of my research to determine whether the orange and blue dragonflies are fully different breeds or merely simple color variations, but through experimentation I found that the orange dragonfly, when combined with the very hardy barnacles found along the coast, transfer some of their flighty nature, giving the herbalist some very nimble fingers.

— Agneta Falia - Herbalist's Guide to Skyrim
Barleydark Farm

**Barleydark Farm** is an unmarked location south-east of Sleeping Tree Camp with a pillar puzzle. Despite the name, there is no farm at this location.

## Puzzle

The puzzle consists of three pillars with a stone cairn in the centre next to a stone archway with a pull handle. Once the pillars are rotated to their correct positions (shown in the image on the right), the pull cord opens a grate leading to a spiral staircase at the bottom of which is a chest and a skeleton.
Bleeding Crown

ID | 0004da20

Bleeding Crown is an ingredient used to craft potions for Alchemy.

* Weakness to Fire
* Fortify Block
* Weakness to Poison
* Resist Magic

The caps of these mushrooms do indeed appear smeared with blood, though it is often hard to see in the dark, damp places in which they grow. Not uncommonly found in Skyrim, their abundance is countered by the difficulty in acquiringthem. As any experienced herbalist knows, the darkest of caves often conceal far more than mere mushrooms.
Nonetheless, these potent fungi, when combined with certain powdered antlers, produce a mixture rendering one quite susceptible to poison. Their usefulness is also quite apparent when mixed with lavender, creating a substance highly resistant to magic.

— Adneta Falia - Herbalist's Guide to Skyrim
Black-Briar Lodge

**Black-Briar Lodge** is the country home of the Black-Briar family. It is guarded by a number of mercenaries. Outside is a stable where the horse, Frost, is kept, although the horse is not usually inside the stable.

Inside the lodge, in the upstairs master bedroom, is an Unusual Gem and a copy of Legend of Krately House. In the cellar are Frost's Identity Papers and Sibbi's stash, a strongbox.

## Quests

* Promises to Keep
* No Stone Unturned
Battlespire (game)

**Battlespire** was originally conceived as an add-on to ES II, 'Daggerfall', but eventually that project evolved into a standalone game title. As of this writing, it is the only Elder Scrolls game to feature multiplayer play, at least until The Elder Scrolls Online is released in 2014.

It featured a Mage's tower that stood in between Oblivion and the real world, occupied by Imperial Battlemages. In the game, the character must investigate the tower and defeat the daedric invaders who have taken over the tower.

The events of this spin-off game title occur during the Third Era, between 389 and 399.
Blacksmith Quarters

The **Blacksmith Quarters** are located in the market area of the city of Windhelm. Just outside the building is a blacksmith forge, a tanning rack, a grindstone, a workbench and a smelter.

Inside a cooking spit, one bed, and 17 books can be found.

## NPCs

* Oengul War-Anvil, blacksmith
* Hermir Strong-Heart, his apprentice

## Quests

* Find Queen Freydis's Sword for Oengul War-Anvil
Ayleid

The **Ayleid** were the first known race to establish an empire in Tamriel. The Imperial City was originally a fortress called the "Temple of the Ancestors" which was built by the Ayleids. They were also known as the Ancient Ones, Wild Elves, and Heartland High Elves.

The Ayleids were known for being both tremendously powerful and highly tyrannical. Their enslavement of other species and younger races, including Humans and sometimes other Mer, led to their downfall. Their cities and tombs dot the countryside of Cyrodiil, in every county, and are sometimes inhabited by undead liches of their former kings. They also left behind many relics, which have been targeted by many a treasure hunter throughout the centuries.

The Ayleids are deeply admired by many arcane masters among the modern Aldmer, who consider themselves the most direct descendants of these most powerful and advanced ancient Mer. Their desire to recover the power and station held by the Ayleids is one of the driving inspirations of the Aldmeri Dominion and their rulers, the Thalmor.

## See also

* 2920, Second Seed, v5
* The Amulet of Kings
* Frontier, Conquest
* Glories and Laments
* The Last King of the Ayleids
* Magic from the Sky
* Treatise on Ayleidic Cities
* The Wild Elves
Bard's Leap Summit

**Bard's Leap Summit** is located at the top of the Lost Valley Redoubt. It is essentially a wooden platform overhanging a small pool in the redoubt.

If the Dragonborn leaps off the platform and survives the fall into the pool below, a ghost bard named Azzadal appears and mimes a song which increases Speechcraft by 2 points (if it is not already at 100).

The architecture of the Bard's Leap, other than the wooden platform, is the same as that found around Nordic barrows, including certain places occupied by the Forsworn in the Reach.
Bloodline

Dawnguard

 * Lead Serana to her home
* Speak to Harkon
* Return to Isran

## Walkthrough

After being sent to investigate the goings on in Dimhollow Crypt by Isran, the Dragonborn discovers a strange guarded sarcophagus, inside of which a vampire woman named Serana had been sleeping for several hundred years. Unlike other vampires, she is not hostile, carrying an Elder Scroll. After a bit of catching up on world events, she realises that she has been away for far longer than she initially anticipated and asks the Dragonborn to take her home to Castle Volkihar.

### Lead Serana to her home

The Dragonborn then leads Serana home, using a boat at Icewater Jetty to reach the Castle Volkihar.

### Speak to Harkon

Once inside, the party proceeds to a large banquet hall where Lord Harkon greets them. Harkon thanks the Dragonborn for returning his daughter with an Elder Scoll and offers his own blood as a reward, explaining that taking the blood will transform the recipient into a vampire. He also mentions that should the Dragonborn refuse the gift, permanent banishment from the castle will result and the Dragonborn will forthwith be considered a prey.

### Return to Isran

If the Dragonborn chooses to stay loyal to the Dawnguard, return to Fort Dawnguard and report on the findings at Dimhollow Crypt.
Battle for Solitude

Stormcloaks

 * Get your Orders from Ulfric Stormcloak
* Break through the Enemy Barricade
* Follow Ulfric Stormcloak
* Break through the Enemy Barricades
* Enter the Castle Dour
* Force General Tullius to surrender **or** Execute General Tullius

## Walkthrough

So the end is nigh, all but Solitude has been conquered by the Stormcloaks.

### Get your Orders from Ulfric Stormcloak

Outside the main gate to Solitude Ulfric Stormcloak actually plans to lead the troops into battle himself. After a rallying speach the attack on the city begins.

### Follow Ulfric Stormcloak

Follow Ulfric's lead, though running ahead works just as well.

### Force General Tullius to surrender or Execute General Tullius

Initially General Tullius does not actually plan to resist, but Legate Rikke will not cave in and must be killed. Only then does General Tullius also take up arms. After defeating (not yet killing) Tullius the Dragonborn may decide to give the general the final blow, or leave that to the bloodthirsty Ulfric. Furthermore, Ulfric plans to give a victory speech in front of the troops, but the Dragonborn can choose to not be mentioned in it.
Black Sacrament

The **Black Sacrament** is a ritual performed by those who wish to contact the Dark Brotherhood. The ritual consists of an effigy of the intended victim, formed from actual body parts including a skeleton, flesh and a heart. The person performing the ritual must then stab the effigy repeatedly with a dagger rubbed with the petals of the Nightshade plant while intoning *"Sweet Mother, sweet Mother, send your child unto me, for the sins of the unworthy must be baptised in blood and fear."*

These rituals are heard by the Night Mother who then informs the Listener who in turn dispatches a Dark Brotherhood agent.

In the absence of the Night Mother, Astrid and the Dark Brotherhood simply kept their eyes and ears open for any news of people attempting the Black Sacrament. Until a proper Listener could arise in the membership and be anointed by the Night Mother, the Brotherhood would be forced to use more conventional ways to obtain information on contracts. This method typically offered inferior coverage and the Brotherhood had to struggle to maintain its reputation.

## Incantation

*Sweet Mother, Sweet Mother, send your child unto me, for the sins of the unworthy must be baptized in blood and fear.*