Netruk44/uesp-wiki-content huggingface dataset:
Lore:Relmyna Verenim

was a   resident of the Shivering Isles at the end of the Third Era. She was originally from Tamriel, which is where she discovered the so-called "Sixth Element": Flesh. She was expelled from the Mages Guild due to the extreme nature of her experiments. Sheogorath invited her to his Realm, where she could continue her research free of scrutiny. Because of this, she developed a passionate&mdash;and obsessive&mdash;love for the Daedric Prince.  

Relmyna was responsible for creating the first Gatekeeper. After many failed attempts she accomplished this by using the magical ingredients of the   to give life to several enchanted body parts stitched together to form a body. Using Sheogorath's divine madness as the seed, Relmyna birthed the creature. Her tears and the bones of a previous Gatekeeper were used to slay the creature in  . 

After the death of her "child", Relmyna and her apprentice Nanette Don retired to her home, the ruins of  . There she resumed her study on the nature of Pain. Later that year, the Fringe was invaded by the Forces of Order. Sheogorath's Champion was sent to help Relmyna construct another Gatekeeper. The sorceress was hesitant at first due to the Champion's direct involvement with the death of the original. Relmyna and the Champion created the new Gatekeeper using a Daedric binding ritual, which helped to contain the Order which had taken over the Fringe.  

See Also
For game-specific information, see the Shivering Isles article.

Books
 
 
 
 
 
 

References
Lore:Cylarne

Cylarne was a ruin in the Shivering Isles at the end of the Third Era, located on the Isle of Flame. It is the oldest known ruin in the Isles,  and is rumored to be the original capital of the Shivering Isles.  The ruins of Cylarne are home to the Cold Flame of Agnon, which is fed by the altars of Rapture and Despair.  The Dark Seducers and Golden Saints constantly fought over controlling the ruin.  

In  , Sheogorath's Champion was sent to Cylarne to relight the Great Torch in New Sheoth, which was extinguished by the coming Greymarch. The Champion put an end to the conflict by manipulating a planned attack from the Saints, and brought the holy Flame back to New Sheoth. 
 

See Also
For game-specific information, see the Shivering Isles article.

References
Lore:Gatekeeper of the Fringe

thumb|The Gatekeeper
The   (or simply the Gatekeeper) is a term used to describe a series of powerful giant Flesh Atronachs created via flesh magic by Relmyna Verenim for the purpose of protecting the Gates of Madness in the Shivering Isles. Relmyna created the first Gatekeeper after many failed attempts by using the mystical ingredients she had grown in the  . They gave life to several enchanted body parts stitched together to form a body. Using Sheogorath's divine madness as the seed, Relmyna birthed the creature. Her tears and the bones of a previous Gatekeeper were thought to have been used to slay the creature in  . 

After the death of her "child" at the hands of the Champion of Cyrodiil in  , Relmyna and her apprentice Nanette Don retired to her home, the ruins of  . There she resumed her study on the nature of Pain. Later that year, the Fringe was invaded by the  . Sheogorath's Champion was sent to help Relmyna construct another Gatekeeper. The sorceress was hesitant at first due to the Champion's direct involvement with the death of the original. Relmyna and the Champion created the new Gatekeeper using a Daedric binding ritual, which helped to contain the Order which had taken over the Fringe. 

Sometime in the Fourth Era, Talym Rend, a former agent to the Third Empire, sought a solution to his guilt with his involvement of his son's death. To make the pain go away, he traveled to the Shivering Isles to risk bargaining with Sheogorath. The Gatekeeper guarded the Gates of Madness that led past the Fringe, and to defeat him, Talym is said to have visited the nearby Garden of Swords, an absurd place in the Isles where weapons grow from the ground. He found his solution there: the Gateslayer Axe, a weapon which grew from soil fertilized by the body of the last Gatekeeper.  His new weapon was of great use, and he was able to defeat the Gatekeeper, giving him access to the rest of the Shivering Isles.  

Gallery
 

Notes
Talym meets Dyus in his journey through the Shivering Isles. Dyus's dialogue in Oblivions expansion, Shivering Isles, states that the Champion of Cyrodiil is the first person he has seen since he was first confined in Knifepoint Hollow, suggesting that Talym's journey took place after the events of Shivering Isles.

See Also
For game-specific information, see his Shivering Isles and Legends articles.

References
Lore:Bliss

Bliss may refer to one of two things: 
Bliss (book), the book
Bliss (place), the district in New Sheoth
Lore:Umbra' Keth

The '''Umbra' Keth, or Shadow of Conflict'', is an entity that was created by conflict of the continuing War of the Bend'r-mahk, and was sought by the imperial battlemage Jagar Tharn, and the shadowmage Pergan Asuul for their own ends. Its physical appearance can be described as a tall, bipedal, grey skinned, tentacled elephant creature with orange demonic webbed feet. It was initially kept behind a Shadow Gate in the Twilight Temple located in Hammerfell, where it was fed by Pergan Asuul. There, it was immobile and seemed statue-like, as if made out of stone. In reality the Umbra' Keth is a creature of shaped shadow, and was not fully formed, as it required more conflict to brew in the Western Reach to fully manifest. Once enough bloodshed occurred, the creature made its lair in the Crypt of Hearts.

In direct opposition to the Umbra' Keth was the hero known as the Soul of Conflict, who was guided by the two Shadow Mages known as Azra Nightwielder and Skelos Undriel. With their aid, the Umbra' Keth was defeated by the hero, who used the legendary Star Teeth to destroy its shadowy form. 

Gallery
 

See Also
For game-specific information, see the Shadowkey article.

References
Lore:Xedilian

Xedilian is a ruined facility in the Shivering Isles at the end of the Third Era. The facility once served as a way to keep unwanted visitors out of the Isles. The facility was powered by the Resonator of Judgment, a converted obelisk of Order, which enticed adventurers to enter. Once there, they were either killed or driven mad,   the former being favored by the denizens of Dementia and the latter by the residents of Mania.    Those who were driven mad were given a permanent place in the Isles.  The ruins were made up of three main sections: the Chamber of Conversion, the Chamber of Avarice, and the Chamber of Anathema. The caretaker of the dungeon is  .

After the construction of the Gatekeeper of the Fringe, the facility fell into disuse. Only a few years later, a tribe of grummites moved in. When the Gatekeeper was slain in  , Xedilian was put back into operation by Sheogorath's Champion. It served to thwart the many Tamrielic adventurers entering the realm from the newly-opened portal in Niben Bay, but was not enough to combat the forces of Order during the final Greymarch.  It is unknown if Xedilian continued to be used after the creation of a new Gatekeeper. 
 
The Chambers of Xedilian
right|thumb|The Resonator of Judgment
There are three main chambers of Xedilian: Conversion, Avarice, and Anathema. The first, the Chamber of Conversion (also called the Chamber of the Gnarl) starts with the adventurers being met by a harmless Gnarl. From here, there are two choices: the Demented option is to summon a horde of Gnarls to attack the adventurers, a lethal option. The section option is the Manic one: the Gnarl appears to grow in size, becoming twice as large as the adventurers. Said adventurers then become convinced that the Gnarl means to kill them, when in fact it is still totally harmless.

The second chamber, Avarice, has the adventurers coming face to face with a cage full of riches. The Demented option is to trigger a lethal fire trap to hit one of the adventurers. The Manic option is to drop tons of keys into the chamber; the adventurers will search frantically for the right key, even though none of them fit the lock.

The third and final chamber, Anathema, has the remaining adventurers facing a room full of corpses, the walls and floors strewn with blood. The Demented option here is to raise the corpses and have them attack the adventurers. The Manic option is to have the adventurers believe they have died, create the illusion of their souls rising from their bodies, and then returning them to reality.

See Also
For game-specific information, see the Shivering Isles article.

References
Bloodmoon:Grerid Axe-Wife

Grerid Axe-Wife is a Nord warrior located on the northwestern shore of Lake Fjalding. She is part of the hunting party during the Ristaag. She will die during this hunt.

Aside from her natural resistance to shock, immunity to frost, ability to shield herself, and a natural frost damage spell, she has no other spells.

 
Related Quests

Quest-Related Events
When spoken to before speaking to Long-Tooth:
:"I understand you are to be a part of the Ristaag. This is a great honor for you. You should speak with Long-Tooth about your duties in the ceremony."

If spoken to during the Ristaag:
:"Shhh...we must hunt carefully and quietly. There is no time to talk. Get back to Long-Tooth! That is where you are to be for the Ristaag."
Morrowind:Dura gra-Bol

Dura gra-Bol is an Orc barbarian on the run from the law. She is a wanted outlaw, and if you are in the Fighters Guild, you will be given a contract to kill her.

Dura wears a netch leather cuirass with matching boots and common pants with matching shoes. She also wields an iron war axe. Like all Orcs, she has a natural resistance to magicka, and can boost her health, fatigue and attack for short periods, at the cost of agility; otherwise she knows no spells. 

Her house is in Labor Town in Balmora, facing the river. The first floor has some tables and counters full of clutter, a bed, and a locked (45) chest containing some clothes and a fair amount of drakes. It's a tall, thin, four-story house. The second and third floors are empty, but each contains a door leading to Balmora. The top floor only contains some containers full of clutter.

 

Related Quests


Dialogue
Dura gra-Bol: ''"Yeah, what? You're wasting my time."''

Notes
Dura gra-Bol can be killed at any time without any fear of getting a bounty and you can claim her house as your own.
Dura gra-Bol's Key can be located between the plants on the first set of stairs going up. This key will unlock the level 45 chest at the foot of her bed.
When asking around town about Dura gra-Bol, you will find that the townsfolk refer to the character as he or him, while gra-Bol has a female character model. This is likely an error on the developers' part.
Daggerfall:Myrkwasa

is a fiefdom on the western coast of  , in the  . It shares borders with   in the north, the   in the east,   in the south, and   in the west. The  s who live here declare the city of   as the capital of their province and worship  .

The region is home to The Tide Witches and the Coven of the Tide can be found here.
 

Political Views


Service Locations


  Regional Temples are not listed
Lore:Places X

Xedilian
 

Xinchei-Konu Monument
 

Xylo River
Lore:Pinnacle Rock

Pinnacle Rock is the home of the Mazken in the Shivering Isles, located in Dementia at the southern tip of the Madgod's Boot. This is the Mazken's most sacred place, as it contains the Wellspring of the Mazken. The souls of the fallen are called from the Waters of Oblivion to the Font of Rebirth by use of ceremonial chimes.  The stronghold was a gift from Lord Sheogorath, and usually no one—not even Sheogorath himself—are permitted inside its sacred halls.  

In   Pinnacle Rock was invaded by Order. This was rumored to have been caused by the subterfuge of Syl, a previous Duchess of Dementia who had been converted to a Priestess of Order in the coming Greymarch,  although this conflicts with the rumors of her assassination.  The effects of this infiltration was devastating on the realm's army. Order crystals covered the Wellspring, drying up its waters and turning the Mazken to stone. Sheogorath's Champion, who had been granted access to the stronghold to fight the invading Knights of Order, was able to shatter the crystals around the Wellspring and restore the Mazken, who were then able to defeat the remaining forces of Order. 
 
See Also
For game-specific information, see the Shivering Isles article.

References
Lore:Knight of Order

The Knights of Order are mindless Daedric   soldiers resembling crystalline-armored knights. They serve the Daedric Prince of Order, Jyggalag, and make up one part of the Forces of Order, which also includes the Priests of Order and Jyggalag. Their origins and their goals are unknown. They are soulless warriors that kill without hesitation, and it is therefore highly advised to destroy them on sight.  They are said to be without "a bit of original thought in their lifeless husks".  They are only ever encountered during the Greymarch at the end of every era, during which they are summoned to the Shivering Isles via the Obelisks of Order that dot the landscape of the realm, wreaking havoc in anticipation of Jyggalag's return.  The Knights are drawn to Obelisks like "flies to honey", and are summoned by Priests of Order though chanting and rituals.  

They are  naturally attracted to the Resonator of Judgment in the ruins of Xedilian, which was made from the obelisks.  The Knights of Order are naturally resistant to magic and poison.  Hearts of Order are a rare alchemic ingredient harvested from the chest of a fallen Knight. These are utilized by Priests of Order as keys and power sources. Three hearts are enough to overload an active Obelisk of Order, temporarily deactivating it and allowing its Priest to be killed.    Circa  , the manic wizard   seemingly made use of these hearts together with the Sword of Jyggalag when attempting to open a pathway to the Isles from Tamriel. 

Gallery
 

Notes


See Also
For game-specific information, see the Shivering Isles and Legends articles.
References
Lore:Brellach

Brellach is the home of the Aureal in the Shivering Isles, located in the north of Mania on the Saints Watch peninsula. It is the most sacred place to the Golden Saints, as it contains the Wellspring of the Aureal. The souls of fallen Aureals are called back to the Isles from the Waters of Oblivion to the Font of Rebirth by use of ceremonial chimes.  The stronghold was given to the Aureal by Lord Sheogorath and no mortals are usually permitted to pass inside the sacred halls.  

In  , Brellach was invaded by order. According to the Aureals who survived the attack, the Forces of Order were let inside the halls by Thadon, the former Duke of Mania who had become a Priest of Order to aid Jyggalag in the coming Greymarch,  although this conflicts with reports of his assassination.  The results of this attack were catastrophic. The armies of the realm were greatly crippled, and the Font of Rebirth was covered with Order Crystals, drying up its waters and turning the Aureal to stone.  Sheogorath's Champion, who had been granted access to Brellach to fight the Knights of Order, destroyed the crystals surrounding the Wellspring and restored the Aureal, who subsequently defeated the remaining Forces of Order. 
 

Gallery
 

See Also
For game-specific information, see the Shivering Isles article.

References
Dunnechi Bay

thumb|right|Looking north over the bay, towards  
thumb|right|View across the bay, past the town and towards the  
Dunnechi Bay is an inlet formed where the   flows into the  .

The town of   is built on a platform of mushrooms extending into the bay, and the   is found on a promontory to the east. At the base of the promontory lies the  .
Oblivion:Galtus Previa

Galtus Previa was an Imperial farmer who went looking for gems in Nonwyll Cavern and never returned. His aunt has hired the Fighters Guild to investigate his disappearance.

You will find Galtus dead in the northeastern chamber of the Nonwyll Chamber of the Titans, his body mysteriously intact even though two savage trolls  can be found nearby. Apparently, Galtus never even saw it coming, as his only equipment is a broken shield and a set of random, lower-class clothing.

Modryn Oreyn will provide some information as to what Galtus was doing in the caverns when asked about the related contract: "We got the contract from his aunt. Was in Nonwyll looking for gems of some sort. Never heard from again." After you have discovered Galtus' dead body, your sidekick, Viranus Donton, will be utterly shocked: ''"Dead. I can't believe it. So much death." Back in the guildhall, Modryn Oreyn will be equally surprised: "Dead? Damn! What got him?" Once you tell him, he will be puzzled by one thing: "I suppose that's it, then. Odd that there weren't creatures around the body, though, and that it hadn't been eaten."''
 
Related Quests
Shivering:Shadowrend

Shadowrend is a weapon retrieved during the main quest. It is one of the most powerful weapons in the game.
Lore:Sutch

was a settlement located in the   region of  .  County Sutch extended north towards the  , an area which is now considered part of County  . Sutch was connected to the   north of  .   
 

History
  tells the tale of  , a master thief of the  , who attempted to rob the coin collection of   from the latter's castle in Sutch. Ravius failed to steal the coins, but instead slept with   in order to hide from the guards. The book states that Sutch was a city in  , although this is possibly an unreliable source, as the author also believes the Thieves Guild to have been wiped out 450 years prior to the book's writing.  However, it is not out of the realm of possibility that Sutch was once considered part of nearby Hammerfell, and the book's vague publication date could mean that the aforementioned guild was indeed wiped out, as a guildmaster of a more recent Thieves Guild states that "there have always been thieves' guilds". 

  visited Sutch in his youth, sometime between   and  .    visited the marketplace of the city at some point,  and two towers near Sutch could be seen behind Varen's Wall around  . 

The city was still marked on maps in    and  . By  , nothing remained of the settlement but the ruins of Fort Sutch Abbey. The fort was home to a band of mercenaries until their ailing warlord, Roderick, was poisoned by the  , although it was made to appear that he had died from his illness.  The fort was attacked by   during the   when an   to the   opened outside its walls. The Gate was destroyed by the  , with the help of the  . 

Gallery
 

Notes
The author Charonius of Sutch presumably hailed from Sutch, sometime before  .  Thendaramur Death-Blossom,  's Conduit who oversaw dozens of Gauntlets, also came from the city. 

References
Lore:Hammer of Gharen

The Hammer of Gharen is a legendary hammer created by the Dwemer Gharen. It is twinned with the Anvil of Mithas, and is the only object strong enough not to shatter when used to shape metal upon the Anvil. When the Hammer strikes the Anvil, it produces a ringing which reveals the location of the entrance to the Dwarven mines beneath Red Mountain. 

Late in the Third Era, the Hammer was lost in  , a dungeon on mainland Morrowind. During the Imperial Simulacrum, King Casik of   had the Eternal Champion retrieve the Hammer. King Casik, who was already in possession of the Anvil, used the artifacts to craft the finest armor and weapons in the realm. The Hammer has never reportedly left the city's palace since.  

See Also
For game-specific information, see the Arena quest article.

References
Lore:Anvil of Mithas

The   is an ancient anvil created by Mithas, the greatest Dwemer smith. It is twinned with the Hammer of Gharen, which is the only object strong enough not to shatter when used to shape metal upon the Anvil. When the Hammer strikes the Anvil, it produces a ringing which reveals the location of the entrance to the Dwarven mines beneath Red Mountain.  

By the time of the Imperial Simulacrum, the Anvil had come into the possession of King Casik of  . The King had the Eternal Champion bring him the Hammer, which had been lost in the dungeon known as  , and used the artifacts to craft the finest armor and weapons in the realm. The Anvil has never reportedly left the city's palace since. 

See Also
For game-specific information, see the Arena quest article.

References
UESPWiki:Deletion Review/Tes3Mod:Mod Ideas

===
This page should of probably gone at the same time that it's counterpart was deleted (The deletion review for Tes4Mod:Mod Ideas can be seen here for those who aren't aware of it). The reasonings provided for deleting the Tes4 version all apply here as well, with the added bonus that it seems weird to maintain this page without it's twin in Tes4Mod space. Besides its historical value at this point, there isn't really a reason we should be keeping this. I think it can be safely said that it won't be missed. --AKB   15:51, 29 June 2011 (UTC)

 

Delete: As nominator. --AKB   16:13, 29 June 2011 (UTC)
Delete: I'm surprised this sort of page is still around. I don't like mod namespace in general, and this article is just clutter. --Legoless 16:31, 29 June 2011 (UTC)
Delete: Even the page admits that it is "Almost historical now". Time to go. rpeh  18:01, 29 June 2011 (UTC)

Consensus: Delete. rpeh  09:26, 9 July 2011 (UTC)