Netruk44/uesp-wiki-content huggingface dataset:
Lore:Alchemical Misconceptions

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:The   native to   and   has several   myths associated with it. This is not surprising; a beast of such strength and majesty is almost certain to inspire tall tales and rumors.

:The   have the most numerous inventions regarding the animal. They are convinced that its bones contain almost magical properties when crafted into  . In my close studies of some such arrows (obtained at great expense), I detected no such properties, though I did not, of course, subject myself to being shot as part of my tests.

:Even the  s of   cannot escape the power of the senche's mystique. They import powdered claws and teeth for use in concoctions that claim to do everything from extending one's life to instilling good luck. While it is true that the claws exhibit some modest beneficial properties, one must be cautious when purchasing potions from dubious sources. If it sounds too good to be true, it probably is!
Lore:Handbill distributed in Marbruk

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:Esteemed  ,

:During your time in our beautiful city we hope you will feel welcomed. While we certainly never assume that any unseemly circumstances will arise, please direct your attention to these simple strictures to help avoid any unpleasant inter-cultural incidents:

:The smoking of any dried insects is not permitted within the city walls

:Appropriate attire includes shoes in all public places

:Theft, no matter the circumstances, will be punished to the strongest extent permitted

:Avoid eye contact with any you suspect are superior in social standing

:The peace of the city must be respected. All discourse, even in the marketplace, should be civil, respectful, and kept to a reasonable noise level

:Please contact a   representative if you have any questions about decorum or proper behavior while in the city. Remember: better to be informed than imprisoned!
Lore:A Bosmeri Sleeping-song

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Night falls, day's felled

The farewell tale is told

Dark calls, sleep swells

Dreaming-blossoms unfold

Sleep now, drift on

Amble the moonlit way

Night's here, day's gone

Rest now until dawn's rays
Lore:Letter to an estranged son

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:Son,

:You are a continued embarrassment and a smudge on our lineage and to all  , but it seems you are well-aware of that at this point and simply do not care. Your mother and I are absolutely unable to fathom why you insist on these escapades. And after all we have done for you&mdash;the apprenticeship we arranged, the lodgings in  , and the carefully-researched engagement to a daughter of surprisingly impressive bloodline, all thrown away.

:Until you come to your senses, consider yourself cut off from all inheritance. We will no longer finance your education and enable your questionable choices. We will never recognize your "marriage" to that scruffy  , and will not aid in your indiscretion. We demand the return of all family heirlooms, including your grandfather's armor, immediately. Do not force us to send someone for them.

:Signed and Witnessed,

:Your Eternally-Shamed Parents
Lore:Notes of Andandon, ambassador

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:We have made great strides here with our less civilized kin. Near our own settlements you can even see the beginnings of control over the wilderness. It is true that there is beauty here, though it is chaotic and unchecked. It has been difficult to establish what we have; our dear allies are quite touchy when it comes to the woods, but they understand the benefits that our influences convey.

:I will continue to work tirelessly to prove that we will preserve the most important parts. The lives of the   residing among us are much improved already. Incidences of parasites, theft, and  -worship are on the decline. There has, of course, been some resistance from staunch traditionalists to our cultural leadership and enhancements, but I suspect it will subside as more of our allies reap the rewards of a more civilized life.
Lore:From the journal of Ornenya

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:Ha! Finally caught them! It took practically all night, but now I know who&mdash;or should I say what&mdash;has been destroying the new footpath to my garden. The  s and their beasts tore up the stones, dug them out of the earth, and covered the area in moss and weeds again before my very eyes. Guess I owe   an apology for accusing her of this nonsense.

:The cursed pests ruined my entire garden this time by overgrowing it with vines, but I was too afraid to meddle; I've heard they can use dangerous  . Perhaps I can get the guard to assist with this. I know we're supposed to be careful in our interactions with the nature here, but I require that footpath! I will not be beaten by a bunch of tree-spirits!
Lore:Notice on Marbruk gates

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:ATTENTION TRAVELERS

:Worshipers of the foul     have been seizing the unwary. You are advised to travel only in large groups and only if necessary until the cultists are eradicated. Attacks are often prefaced by unnatural howling and hunting horn blasts.

:REMINDER: The worship of Hircine will not be tolerated by   authorities in any shape or form, and no excuse will delay justice for those who engage in such depraved behavior.
Lore:Pact Magic Examined

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:Though it is difficult to entice any   to speak definitively about the race's relationship with   under the  , it is clear that there are magical components. I have witnessed a few public examples of the Bosmer shaping the wood around them, coaxing it into habitations, temples, and even what I suppose constitutes art. Each instance has been highly ritualized, including days of slow, rhythmic chanting. I have heard it mentioned that fasting may be involved prior to and during such an endeavor.

:The   itself, the interaction of the Bosmer with the plants, is difficult to pin down and analyze, especially because I have not been allowed to approach and properly examine the processes. I shall have to return with authorizations and permits. It is clear the Bosmer gain great benefits from this magic, but one wonders if it can be harnessed further and for better ends than just housing and fanciful tree-twisting.
Lore:From the notes of Culalanwe, Sapiarch of Oblivion Studies

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:The residual   energies in   are much stronger than I anticipated, far more potent than any site of Daedric incidence I've visited previously. It is remarkable that this much corruption remains even so long after  's destruction here. The   are a bit superstitious about it, so the area has remained untouched and is perfect for my research.

:Preliminary attempts at very simple summoning spells within the disruption are already yielding fascinating results that seem to reinforce some of my planar "ripple" theories, but experimentation has been complicated by strong interference. The guards I have hired are rather skittish about being here, and I worry that their minds are not capable of resisting the corruption for long. Of course, the effects on them may also expose interesting information. I shall continue my observations.
Lore:Record of weekly offerings and donations at a Temple of Y'ffre

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:Enough gold for food and to care for our wards

:A few bottles  

:Some  , a small  , a golden circlet inlaid with pearl

:14  

:A fine lap-drum and drumsticks

:A caged daybreak sparrow that chirps the tune The Battle of the Ale

:An ornate feathered headdress
Lore:From the diary of Cwyniel

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:Mother told me I got to practice writing. She said   need to do better at writing things down. She says paper is made of trees, but this diary isn't made from our trees, so I can use it.

:Today we ate a lot of jerky for lunch and Father let me drink one sip of his  . It tastes bad! One day I want to go with Father and hunt the   with him. He says I can go soon because I am getting good at using my bow.

:There are a lot of   in the town now. One little boy called me a bug-biter! I told him he was a dungpile and then took his toy boat when he wasn't looking. Father was trying not to laugh. I didn't try!
Lore:Notes of Eriader, brewer

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:Too many caterpillars in this batch. More bitterness than expected, and overdone with the tang. The aftertaste is quite fine, though; full and just enough of that moldy, earthen flavor. Next time, I'll halve the caterpillars, or maybe use those little red ones with the fuzzy backs instead of the fat yellow ones. One day I'll remember their proper names. The real question is whether or not to include just a touch of pig's milk. Not enough to make it a   derivative, but enough to impart that sour note so popular in it. Yes, I think that will be my next batch.
Lore:Dominion Plantation Inspection Form 9, Part C

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:Property Location:  

:Property Name:  

:Tax and Excise Status: See Form 5, part A

:Maintenance and Protection: Storage and processing facilities are raised adequately to prevent flood damage. Manufacturing surfaces and tools (harvesting and preparation) in acceptable condition. Observation confirms adherence to strict watch schedules and proper care and adequate number of guard beasts ( ).

:Contraband Probe: Thorough examination (physical and magicka reverberation analysis) reveals no traces of skooma or skooma production.

:Authorized Laborers: Laborers in reasonable health, do not exhibit excessive tooth-rot or shakes associated with illicit activities. See Form 3 for registration status and laborer profile information.

:Confirmed and approved by  , humble servant of Queen   and the  .
Lore:From the notes of Vonaraame, High Elf scholar and historian

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:Much has been made of   storm and weather  . I have heard several eyewitness accounts of the spectacle and supposed power of their incantations, and one thing is true: all of the witnesses were quite impressed and fearful. However, few of them had any real knowledge of the arcane, much less the aptitude needed to competently assess the true nature of the spells and rituals.

:Many of them suggested that the serpent-totems predominantly displayed by the Sea Elves have some empowering effect, and that they are somehow integral to their magical displays. Honestly, I think it's just show. Laypersons can easily be astounded by the right combination of   and   magic, and I propose that there's not much real complexity or depth to the magic of these sea-curs.
Lore:From the notes of Ancemion, Ceremony Coordinator

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:My search for foreign beverages to present at   welcoming ceremonies continues to go poorly. I do not know how I will manage to select items that recognize the few foreign dignitaries invited and their cultures without offending the refined tastes of my   brethren. I have been sickened so frequently in this endeavor that perhaps I can make a case that these lesser libations pose an actual threat and should be excluded by necessity.

:Every  i beverage is far too sugary at the very least, and they are often possessed of an unpleasant viscous consistency.   might be acceptable so long as guests are warned of possible tooth- and stomach-aches. Everything the   had to offer was absolutely vile—smells of rotting meat and blood, foamy fermented pig's milk, and bugs (yes, bugs!) in the bottom of bottles. Maybe we can present them as curiosities or only offer them to Wood Elf dignitaries, far away from anyone important.
Lore:From the record of Endelion, Aldmeri Dominion Cartographer

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:Charting the coastline of   and its nearby waters has proved to be quite difficult, owing to inclement weather and interference from   "enforcers" who waylaid the trade ship I secured passage on. Luckily, they took no interest in me; we surely would have been delayed further (or worse, judging by the behavior of these brutes) if there was any suspicion of an agent of the   aboard. When we finally docked at the Port of  , I parted ways with the traders&mdash;I'll need some time on the island to perfect and detail my maps, as the most recent records we have are quite crude and incomplete. My superiors will certainly be pleased with the results, which will be well worth my commission.
Lore:Notes on Khajiiti worship

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:Visitors to any   might hear these short prayers uttered from dim cloisters in the native  i tongue,  . Worshiping Khajiit might be heard repeating these chants as they enter a trancelike state, sometimes alongside the temple's attendant  .

:  and  , guide my steps. 
:Reveal the moon-path I will walk. 
:Bring   to your ward.

:Roar of  , fill these ears. 
:Make sharp my claws and mind. 
:''Grant  's wisdom to my home.

: 's breath, fill my spirit. 
:Whisper swift secrets in our ears. 
:Hasten us towards the sky.''
Tes5Mod:Mod File Format/SCHR Field

SCHR and related fields represent old scripting code. It is believed that these are all non-functional, but they can occasionally still be found in the game data on records with versions 31 and lower. See Oblivion's SCPT page for more information on how some of these fields work.

Note: much of the information on this page is taken from the Oblivion page and may need updating for Skyrim.

Field Layout
Like many of the other common complex field types, old script records can include numerous fields, always starting with an SCHR and sometimes including nothing else.
Lore:Guargut Muddle

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:Ingredients:

:Innards of one  

:One segment scuttle

:One large   egg

:Two to three  

:One jug  

:Locate and remove stomach flange and discard bloat sac. Clean remaining innards, stuff with scuttle, and fry briefly in a pan over roaring flame until scuttle begins to melt and change color. In a large pot over weak flame, combine one part Mazte, one part water, prepared innards, and ash yams (cut into small pieces). Crack kwama egg over top. Cover and cook until thick and soft.
Lore:Letter from an Indoril Retainer

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:Kinswoman  ,

:I arrived ahead of schedule in   to begin my survey, and completed a thorough tour of the area. This small region of the   has little of note beyond  , which I inspected. The fort is in decent repair, and it is garrisoned appropriately for the area's relative calm. The soldiers stationed here are fit and alert, and train regularly, I am assured. Some small farming settlements, established by  s freed from slavery by the  , are nearby. Shabby mud huts have been built up near their   pens, an eyesore in otherwise fine land. Should there be any significant trouble here, the fort may require reinforcement, but it should be adequate to protect the area and the small civilian population for now. There is little else to report, so I will be moving on shortly.

:May   Guide You,

: 

:Retainer,
Online:Books

Online 
Thousands of books can be found in Elder Scrolls Online. Most books are included in the collections below, but there are some that are not; a list of all books in the game can be found here.

The majority of books just fill in back story or provide lore material. However, there are a number of different kinds of books, such as skill books, which give a boost to a skill or set of skills; quest books, which are needed (sometimes optionally) to start or progress a quest; style books, which are needed for unlocking crafting styles; and lore books, which are part of Shalidor's Library (see below) and will increase your rank in the Mages Guild.  Some books may also reveal locations on your map, or even teach you Alchemy traits.

See also: Books by Zone

Collections
Books are divided into collections, which vary greatly in size, and these collections are grouped into three larger libraries:

Crafting Motifs: This collection includes all the crafting motifs, which were previously a part of Eidetic Memory.
Eidetic Memory: This library lists most of the remaining books, letters and notes not included in Shalidor's Library. The Eidetic Memory is not visible until the Mages Guild questline is complete, but any books read before then will be marked as seen.
Shalidor's Library: This is a set of collectible books that appear as glowing purple tomes. Reading them contributes towards the Mages Guild rank, even if you have not joined and unlocked the skill line.
Finally, there are some books which are not part of any collections or libraries.  These can be found here.

Crafting Motifs

:  The Grim Harlequin and Stalhrim Frostcaster styles are currently not visible in the library, possibly due to the motifs themselves having a time-restrained availability.
  These styles appear in the library but are not yet available in the game.-->

Eidetic Memory


Shalidor's Library
Oblivion:Goblin Wars

thumb|right|The White Skins invading Derelict Mine
The seven main goblin tribes each own a sacred Goblin Totem Staff, usually located in their respective lairs. If the totem is stolen and dropped somewhere, a recovery party led by the tribe's War Chief will attempt to find it and return it to their lair. Apart from causing havoc for any settlements the goblins might pass by on their way to recover the totem, the party usually encounters no resistance. If, however, the totem is placed inside the lair of another goblin tribe, the two goblin tribes will be hostile, and the party will likely be prevented from recovering their totem, thus starting a goblin war.

The mechanics of a goblin war are complex: only the War Chief can pick up the stolen totem, meaning that the raid is ultimately futile if he dies. Berserkers and Skirmishers will follow the War Chief, but are unable to pick up the totem and will simply return home upon his death. Both Skirmishers and the tribe's Shaman can pick up the staff, but only if it's dropped within the correct zone of their lair, making them useless at recovery during a war. The tribal goblins respawn,  creating a never-ending war if they fail to recover their totem. This sometimes results in large, incredibly dangerous masses of hostile goblins wandering the countryside and within the lairs.

There are two ongoing goblin wars at the beginning of the game:
The totem staff of the Bloody Hand tribe of Cracked Wood Cave is located in Timberscar Hollow, the lair of the Rock Biter tribe. This war is the subject of the quest Goblin Trouble.
The totem staff of the White Skin tribe of Goblin Jim's Cave is located in Derelict Mine, the lair of the Sharp Tooth tribe.

Wars can be triggered by the player by placing the relevant totem staff in another goblin lair. They can also be ended, either by keeping the totem in a container, returning the staff to the goblins, or killing the tribe's Shaman (which turns all members of the tribe passive). The only exception to this is the White Skin tribe, whose Shaman is a Breton called Goblin Jim. Jim's death won't affect the tribe's aggression, so taking or returning the staff from Derelict Mine is the only way to end the war (see bugs).

It's worth noting that the inhabitants of generic goblin dungeons will not oppose the recovery party, nor will the Bitterfish tribe, which doesn't function like any other tribe. While very similar, the Goblin Shaman Staff taken from the Goblin Witch during the tutorial isn't a totem staff. For more information on the goblin tribes, see the main article.

Bugs
 
 The Unofficial Oblivion Patch fixes the bug with Goblin Jim's death not affecting his tribe by adding the related script.
Lore:Far Shores

The  , also called the Far Dunes,  is the afterlife sought by the  s. According to  n myth,  , the serpentine God of Everything, eats itself over and over, periodically consuming all of creation. By "moving at strange angles" to stride between "worldskins", a process known as the Walkabout, the strongest of the spirits learned to bypass this cycle of destruction. Thanks to  's guidance, many weaker spirits were able to find their way as well, and the practice became so easy that it became a place&mdash;the Far Shores. Here, the spirits can safely wait until Satakal has passed and a new skin has emerged.  There is no hunger or thirst in the Far Shores, but there are ample martial challenges to keep Redguard warrior-spirits engaged for eternity.  

Unlike other humans, whose myths portray   as a blessing, the Redguards believe that it was all part of a cruel trick by Ruptga's servant,  , whose hunger had driven him into a malevolent madness. As a result of his trickery, their ancestors were left stranded on a dying ball, too far away to "jump into" the Far Shores. Ruptga refused to help those who had been stranded by Sep, declaring that they had to either live on through children or else find a new way to reach the Far Shores and thereby "strive back to godhood". 

Though Ruptga knocked out Sep's hunger, it continues to live on as a void between stars which attempts to upset mortal entry into the Far Shores. However,  , the God of Souls and the caretaker of the Far Shores, continues to help Redguards find their way there.  The actual portal to the Far Shores is located deep in the  , the ancient resting place of the greatest Redguard warriors. Worthy souls must journey to the Chamber of Passage, guarded by the Keeper of the Hall, who refuses entry to the living and the unworthy. 
 

Gallery
 

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

References
Lore:Sun's Death

The   event (as it is called by the Khajiit,  also known as the Days of Fire to the Dunmer,  or the '''Year of Sun's-Death  or Year of Winter in Summer''' to the Nords  ) took place in  ,  coinciding with the beginning of (or the end of, according to some tales)  the  . 

The event was caused by the first major eruption of  , which filled the sky with sulphurous ash for an entire year.   This catastrophe caused significant climate disruption in some parts and reshaped the island of  .  

Various religious interpretations of the event exist. Some believe that the  ish god   filled the sky with his hatred after his defeat at the   circa  .  Those in   claim that the event was only ended due to the Purge of the  - s, which is said to have restored   to the sky.  The War of the First Council ended thirty-two years later at the   in  , and resulted in the disappearance of the  , the creation of the  , and the   being cursed by   to become the ashen-skinned  . Azura also foretold of the   at the conclusion of the war. 

Regardless of the metaphysical significance of the event, Sun's Death had a real and measurable effect on the climate of  . The modern   plant emerged as a result of the lack of sunlight, which caused the plant to adapt to the use of falling   for nourishment. This allowed the plant to avoid extinction, although over time the amount of ash content in the soil diminished.  During the  , volcanic tuffs from Red Mountain could still be seen along the banks of  ,  but by the late   the ash content of  's soils had diminished to such an extent as to threaten the Nirnroot with extinction. 

Another eruption event, the   of  , coincided with the conclusion of the Nerevarine Prophecy and the falling of  . 
 

References