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A ward is part of a mages craft.
A simple place that acts only as a shield from a draft is a ruin.
Northward self explanatory but dwemer live and toll? That part is odd as they are all supposed to be long gone.
... And then I remember the existance of this quest and their inability to write a simple riddle, that doesnt require you to have memorised every detail of the map, to know the name of every location in the world without having to scroll over every map marker you have un covered, and making the assumption that you have uncovered the map marker in the first place so you can find the place, and be able to be excellent at guessing rather then problem solving and remember the reason that they dont do puzzles in skyrim, is because they are HORRIBLE at making puzzles.
In short... no, its not just you, its a stupidly written clue.
you need to find a place near sea of ghost but must also be near dwemer ruin has a structure that looks like a shield and has a pedestrial that can be called as stand where you have to weild a mages craft a simple fire spell which is a starting spell given by the game. there is only one place like that in skyrim and if you have been to windward ruins before which i bet you had in the past you will easily recognise it.
South is the Dwemer ruins of Mzinchaleft
You would look for somewhere small like a ruin.
But wanna know what really helps? Do Kyne's sacred trials first. Mapmarker leads ya right to it.
Which, I think, is the intent. You're not expected to pick this up and try to go find it straight from the clues.
You're expected to read the clue, keep it in mind, and come across stuff, in the course of doing other things, that link rgame locations with the clue.
RPG's really aren't great for completionist gamers - if done well they'll have tons of stuff that you'll simply miss because you can't pay attention to *everything*.
I personally think a bunch of Myst like puzzles would be cool. But this is not Myst and I'm not going to bash it for not being Myst.