Netruk44/uesp-wiki-content huggingface dataset:
Lore:On the Interrogation of Witches

As the Witchhunters of   have learned through centuries of practice, torture is the only effective method of interrogating a person suspected of practicing witchcraft.

Some have asked whether it is acceptable for the Witchhunter to lead  es to believe their lives will be spared when, even if they confess to their crimes, they will almost certainly be put to death.

It must be answered that opinions vary. Some hold that a witch of very ill repute may be spared, and condemned instead to perpetual imprisonment, in return for sure and convincing testimony against other witches. Others hold that the promise of imprisonment should be kept for a time, and the witch be burned later. A third view is that the Witchhunter may safely promise to spare the witch's life, and later excuse himself from pronouncing the sentence, allowing another to do this in his place.

If these threats and promises do not induce the witch to speak the truth, the Witchhunters must carry out the sentence, and torture the prisoner according to the accepted methods. During this torture, the witch must be questioned on the articles of accusation, beginning with the lighter charges, for the witch will more readily confess the lighter than the heavier.

If a witch confesses under torture, they must afterward be conducted to another place to confirm the confession and certify that it was not due alone to the coercion of the torture. The Witchhunter shall see to it, moreover, that during this interval, guards are constantly with the witches, so the witches will not be visited by   influences that might aid them or tempt them into suicide.
Lore:Orcs: Monsters or Misunderstood?

Think  s are simple beastfolk, one of the   races? Think again!

 , strongest of the  i ancestor spirits, gave birth to the powerful and proud Orcs. When he was changed by the    , his people changed as well, becoming the Orcs we know today.

These noble creatures display unshakeable courage in battle. They demonstrate uncompromising endurance in hardships that would overwhelm anyone of another race. Widely feared and hated, the Orcs have nevertheless slowly won acceptance in the  .

Orc society is imagined to be rough and cruel, but there is a fierce loyalty that runs deeply through their culture. Their armorers produce some of the finest   in all the land, demonstrating conclusively that Orcs aren't the monsters our campfire stories make them out to be.

That said, make no mistake: Orcs are fierce and strong, and their ability to wage war should not be underestimated. An Orc is more likely to strike first than start up a conversation, and that strike is always meant to maim or kill. Their physical size and prowess make them gravitate toward    , which they wield with wild abandon.

Do not mistake their frightening visage and towering size for stupidity or lack of culture. They might be despised and feared (the latter with good reason), but anyone who dismisses them as mindless monsters does so at great peril.
Lore:Orcs? Could Be Worse

I'll say this about the  s: I'm sure glad they're on our side now.

It wasn't always like that. Forty years ago, my grandfather fought in a raid on  . Those Orcs are relentless, he said. When an Orc's bleeding, and you've broken one of his bones, and he's getting back on his feet after you've knocked him down in the mud, that's the worst, because that's when he's even more dangerous. 

That's why we worked with the  s to raze Orsinium to the ground. That's why we burned down every Orc stronghold we could find and stamped on the ashes&mdash;because we knew the Orcs would get back up again. We knew the best we could do was just delay them.

Nowadays Orsinium is stronger than ever&mdash;but we all know that we've got worse problems than Orcs.

I would expect the Orcs to hold a grudge about us keeping them down, but that's one of the strange things about dealing with an Orc. I've actually seen one punch another in the face. The guy who got a broken nose just stood there and grinned. They might fight, or one of them might die, but Orcs make sure that whatever's going on, it's going to get settled real quick. And then it's over.

When we burned down Orsinium, it was a bit more than a punch in the face, but the Orcs made sure a treaty settled all that real quick.

I've never met an Orc who wasn't good in a fight, but I get the feeling some of them really want more to their lives than fighting. I guess when you live or die by the   and   you've made, you learn to make them right the first time. I'm still stunned by how good their craftsmanship is. Everything's built to last.

I think both of us&mdash;the  s and the Orcs&mdash;realized we could make a lot more money trading with each other than fighting with each other. And if there's one thing Bretons know how to do, it's make money. Well, it's not the only thing we do, but you get the idea.

I know where I stand with an Orc. I also know where I stand with the  s: and if they think they can still send raiding parties into  , well, now we've got an army of Orcs on our side ready to kick their arses all the way back to  .

And that's why I always say: I'm sure glad those Orcs are on our side.
Lore:Path of the Pilgrim

While many of the purportedly civilized nations refer to our homeland as  , the pilgrims and priests of   know better. The lands of Argonia are far from a garbage heap. The soil is rich and full of life. Plant and animal life flourishes. The   speaks to those who listen.

Our   brothers and sisters who venture outside miss a piece of themselves if they are unable to commune with the Hist. It is for this reason pilgrims from across the land travel to Hissmir and offer up themselves to the trials and communing.
Lore:Reverence for the Dead

The  s revere their departed ancestors so fervidly that it rivals the devotion many other races have for their  . While a   may place a casket in ornately arched consecrated ground, or a   may place a wind-dried body on a shelf in a burial vault, the Redguards design and erect vast funerary structures for their dead that are as awe-inspiring as they are extensive. The thread of honor that binds the Redguards from before birth to beyond death is strong. These soaring and massive mausoleums are the purest representations of the undiluted  n architecture, built to propel spirits to a meeting with their putative gods.

Perhaps the finest example of this type of burial site is  , set atop a vast plateau in the   Desert of  . This huge temple is dedicated to the Tricky God, the Shepherd of Souls, and the Caretaker of the Far Shores. After ascending from the desert grazing fields, up the stone stairs carved into the plateau's side, one is first struck by the incredible views from atop this flat expanse of rock and sand. After passing the Throne Keepers, who are ever vigilant and maintain Tu'whacca's Throne, the eyes meet the true majesty of this sacred place.

This necropolis is both a sprawling burial ground and a sacred ruin. Aside from Tu'whacca's presence watching from dark corners of this sanctuary, the temple also serves as a monument to the untold number of Yokudans who perished when the continent sank beneath the waves. Pilgrims travel across the stinging sands to pay their respects to these victims and to the historical Redguard kings who are also interred in this labyrinthine necropolis.
Lore:Four Coins of Yore

Four coins of yore,

That's all my sweet thing wore

One to the aft, and three to the fore

Those blessed coins of yore.
Lore:A Hero's Weapon

What do you think of when you hear the phrase "A hero's weapon"? My guess is you don't think of a   or call to mind an image of a soldier huddling behind his  . No, you think of a fine  , gleaming in the sun, slicing through enemies just as easily as it cuts the air and singing against armored foes sent staggering by the force of its strikes. That is a hero's weapon.

I have spent long hours observing the soldiers training in the courtyard below my chambers. It is quite clear to me that the strongest, bravest, smartest, and most handsome of the warriors always choose the greatsword (trust me). It balances brute force with skillful maneuvers, and it is neither as clumsy as a   or   nor as easily broken as a smaller   or  . The wielder must have immense strength, but he must also have great agility and insight, knowing when to dodge and how to parry blows. 

Of course there are legendary figures who used other weapons, but you'll certainly agree that none inspire the same kind of wonder and awe. When you see someone striding into town covered in   with a greatsword in tow, you know you're looking at the very face of daring. A greatsword wielder doesn't fear injury; he charges into battle knowing that foes will flee or suffer grave consequences. You might feel a bit faint as they walk by, overwhelmed by such a valiant sight! 

One who wields such a sword shows they embody the hero's approach: to master all aspects of combat. I watch them train their endurance and strength by lifting and running, see them practice moving and dodging. Greatsword wielders train harder than all the other soldiers and are much stronger&mdash;that is quite clear.

Not everyone is cut out for heroism, and not every soldier or adventurer will have legends crafted from their deeds. If you aspire to more than just your duty or daily work, and feel the call of battle, then I advise you to set your sights high; aspire to master the greatsword!
Online:Calambar

It extends from Buraniim Isle and Mathiisen in the south, through Skywatch, and as far north as Quendeluun.  The Calambar Dolmen sits at the southern border on the western side.  To the south is the region of Iluvamir, and Vafe is to the north.

Places
Cities
 
Settlements
 
 
Caves, Ruins and Mines
 
 
Dungeons
 
 
Group Bosses
 
 
Dolmens
 
Mundus Stones
 

Points of Interest
 
 
 
 

Player Houses
 
 

Wayshrines
 
 
 
Unmarked Locations
 

Quests
Adventurer Quests
These side quests count towards the Auridon Adventurer achievement. For Dominion storyline quests which also contribute to this achievement, please see Auridon Quests. 

Related Quests



Achievements
There is one Achievement associated with this region:
 

Maps
thumb|left|A map of Calambar
Online:Iluvamir

It extends from the port city of Vulkhel Guard up to just past Phaer and Glister Vale in the north.  The Iluvamir Dolmen sits in the southwestern area, northwest of Vulkhel Guard.  The region of Calambar is to the north.

Places
Cities
 
Settlements
 
 
 
 

Caves, Ruins and Mines
 
 
Dungeons
 
 
 
Group Bosses
 
 
Dolmens
 

Mundus Stones
 
Points of Interest
 
 
 
Player Houses
 
Wayshrines
 
 
 
 

Unmarked Locations





Quests
Adventurer Quests
These side quests count towards the Auridon Adventurer achievement. For Dominion storyline quests which also contribute to this achievement, please see Auridon Quests. 

Disabled Quests


Related Quests


Achievements
There is one Achievement associated with this region:
 

Maps
thumb|left|A map of Iluvamir
 

Notes
Before the One Tamriel update, this region functioned as a subzone in terms of gameplay, with its content specifically designed for players of Level 5–7. Before Update 9, it also had its own entry in the "World" section of the Group Finder, which was removed in the Group Finder overhaul.
Prior to Update 9, this region and its associated dolmen were named Lluvamir. The subzone ostensibly kept this name until the subzone definitions were removed in Update 12, but these were not visible in-game after Update 9.
Online:Vafe

It extends from the Bewan, Dawnbreak, and the College of Aldmeri Propriety in the south up to the northern tip of the island. The city of Firsthold is in the northern area, and the Vafe Dolmen is just south of that. The region of Calambar is to the south.
 

Places
Cities
 
Settlements
 
 
 
 
Caves, Ruins and Mines
 
 
Dungeons
 
 
 
 
Group Bosses
 
 
Dolmens
 
Points of Interest
 
 
 
Wayshrines
 
 
 
Unmarked Locations

 

Quests
Adventurer Quests
These side quests count towards the Auridon Adventurer achievement. For Dominion storyline quests which also contribute to this achievement, please see Auridon Quests. 

Disabled Quests


Achievements
There is one Achievement associated with this region:
 

Maps
thumb|left|A map of Vafe
Online:Green Hall

It includes the capital of Elden Root, and extends to the northern border with Reaper's March. The Reliquary of Stars sits on the western border, and the Ossuary of Telacar is on the southern border, just south of the Green Hall Dolmen. The region of Tarlain Heights lies to the west, while the Long Coast is to the south.
 
Places
Cities
 

Settlements
 
 

Caves, Ruins and Mines
 
 
 

Dungeons
 
 
 
 
 

Group Bosses
 
 
 

Dolmens
 

Mundus Stones
 

Points of Interest
 
 
 

Wayshrines
 
 
 
 

Unmarked Locations
 

Quests
Adventurer Quests
These side quests count towards the Grahtwood Adventurer achievement. For Dominion storyline quests which also contribute to this achievement, please see Grahtwood Quests. 

Achievements
There is one Achievement associated with this region:
 

Maps
thumb|left|A map of Green Hall
Online:Long Coast

It includes the cities of Haven and Southpoint. The Long Coast Dolmen sits roughly halfway between them, and slightly to the north. The regions of Tarlain Heights and Green Hall form the northern border.
 
Places
Settlements
 
 
 
 

Caves, Ruins and Mines
 

Battlefields, Cemeteries and Crypts
 

Dungeons
 
 
 

Group Bosses
 

Dolmens
 

Mundus Stones
 

Points of Interest
 
 
 
 

Player Houses
 

Wayshrines
 
 
 

Unmarked Locations
 
 
 

Quests
Adventurer Quests
These side quests count towards the Grahtwood Adventurer achievement. For Dominion storyline quests which also contribute to this achievement, please see Grahtwood Quests. 

Achievements
There is one Achievement associated with this region:
 

Maps
thumb|left|A map of Long Coast
Online:Tarlain Heights

Gil-Var-Delle and the Redfur Trading Post lie in this region. The west is bordered by Greenshade, while the north borders with the southeastern corner of Malabal Tor. The Tarlain Heights Dolmen lies near Goldfolly in the east. It is bordered on the east by the Green Hall region, and the Long Coast lies to the south.
 
Places
Settlements
 
 
 

Caves, Ruins and Mines
 
 

Dungeons
 
 

Group Bosses
 
 

Dolmens
 

Mundus Stones
 

Points of Interest
 
 
 

Wayshrines
 
 
 

Quests
Adventurer Quests
These side quests count towards the Grahtwood Adventurer achievement. For Dominion storyline quests which also contribute to this achievement, please see Grahtwood Quests. 

Related Quests


Achievements
There is one Achievement associated with this region:
 

Maps
thumb|left|A map of Tarlain Heights
Online:Drowned Coast

It includes the city of Woodhearth, as well as the Seaside Sanctuary to the north and Shademist Moors to the south, with the Drowned Coast Dolmen on an island to the south of that.  It also extends in a wedge inland, reaching almost but not quite to the city of Marbruk.  It is bordered on the north by Green's Marrow and the south by the Wilderking Court.
 
Places
Cities
 

Groves and Marshes
 
 

Caves, Ruins and Mines
 
 

Dungeons
  
 
 
 

Group Bosses
 
 
 

Dolmens
 

Mundus Stones
 

Points of Interest
 
 

Wayshrines
 
 
 

Unmarked Locations
 

Quests
Adventurer Quests
These side quests count towards the Greenshade Adventurer achievement. For Dominion storyline quests which also contribute to this achievement, please see Greenshade Quests. 

Achievements
There is one Achievement associated with this region:
 

Maps
thumb|left|A map of the Drowned Coast
Online:Green's Marrow

It contains the town of Dread Vullain and the City of Ash I and II, and extends almost as far south as Marbruk. The Green's Marrow Dolmen is just northeast of Marbruk in the southern part of the region. It is bordered on the north by Malabal Tor, and on the south by the Drowned Coast and Wilderking Court regions.
 
Places
Settlements
 
 

Groves and Marshes
 
 

Caves, Ruins and Mines
 
 

Dungeons
 
 
 
 

Group Bosses
 
 

Dolmens
 

Mundus Stones
 

Points of Interest
 
 
 
 
 

Wayshrines
 
 
 

Quests
Adventurer Quests
These side quests count towards the Greenshade Adventurer achievement. For Dominion storyline quests which also contribute to this achievement, please see Greenshade Quests. 

Achievements
There is one Achievement associated with this region:
 

Maps
thumb|left|A map of Green's Marrow
 

Gallery
Online:Wilderking Court

It contains the city of Marbruk at its northern tip, and extends south from there to the sea, including the Greenheart lighthouse and the Labyrinth.  The Wilderking Court Dolmen is on the eastern edge, along the border with Grahtwood.  The Drowned Coast and Green's Marrow regions border it to the north.
 
Places
Cities
 

Settlements
 
 
 

Groves and Marshes
 

Caves, Ruins and Mines
 
 

Dungeons
 
 

Group Bosses
 

Dolmens
 

Mundus Stones
 

Points of Interest
 
 
 

Wayshrines
 
 
 

Quests
Adventurer Quests
These side quests count towards the Greenshade Adventurer achievement. For Dominion storyline quests which also contribute to this achievement, please see Greenshade Quests. 

Achievements
There is one Achievement associated with this region:
 

Maps
thumb|left|A map of Wilderking Court
Online:Jodewood

It contains the city of Rawl'kha, but not S'ren-ja to the east.  From there it extends to the southern tip of Reaper's March, all the way to the Grahtwood border.  The Moonmont catacombs and the Do'Krin Monastery are located in the western part of the region, with the Jodewood Dolmen just up the river to the north of the Monastery.  It is bordered on the west by Malabal Tor, though there is no gate this far south.  The Northern Woods and Dawnmead regions form the northern border.

 
Places
thumb|right|Rawl'kha, the largest settlement in Jodewood
Cities
 

Settlements
 
 
 

Caves, Ruins and Mines
 

Battlefields, Cemeteries and Crypts
 

Dungeons
 
  
 
 

Group Bosses
 
 

Dolmens
 

Points of Interest
 
 
 

Wayshrines
 
 
 

Quests
Adventurer Quests
''These side quests count towards the Reaper's March Adventurer achievement. For Dominion storyline quests which also contribute to this achievement, please see Reaper's March Quests.'' 

Achievements
There is one Achievement associated with this region:
 

Maps
thumb|left|A map of Jodewood
Online:Northern Woods

It contains the city of Arenthia in the north, as well as Fort Grimwatch and Greenhill farther south. The Northern Woods Dolmen is just south and a bit west of Arenthia, along the river. It is bordered on the west by Malabal Tor. Dawnmead lies to the east and Jodewood is to the south.

 
Places
Cities
 

Settlements
 
 
 

Caves, Ruins and Mines
 
 

Dungeons
 
  
 
 

Group Bosses
 
 

Dolmens
 

Mundus Stones
 

Points of Interest
 
 
 
 

Wayshrines
 
 
 

Quests
Adventurer Quests
''These side quests count towards the Reaper's March Adventurer achievement. For Dominion storyline quests which also contribute to this achievement, please see Reaper's March Quests.'' 

Achievements
There is one Achievement associated with this region:
 

Maps
thumb|left|A map of the Northern Woods
Online:Dawnmead

It extends as far south as S'ren-ja, and also includes the city of Dune and Fort Sphinxmoth to the north.  The Dawnmead Dolmen is just west of the fort.  On the northeast corner is the gate into contested Cyrodiil.  The Northern Woods border to the west and Jodewood is to the south.

 
Places
Cities
 

Settlements
 
 
 

Caves, Ruins and Mines
 
 

Dungeons
 
 

Group Bosses
 
 

Dolmens
 

Mundus Stones
 

Points of Interest
 
 
 

Wayshrines
 
 
 

Unmarked
 

Quests
Adventurer Quests
''These side quests count towards the Reaper's March Adventurer achievement. For Dominion storyline quests which also contribute to this achievement, please see Reaper's March Quests.'' 

Achievements
There is one Achievement associated with this region:
 

Maps
thumb|left|A map of Dawnmead
Online:Treasure Maps

Treasure Maps can be found throughout the game.  They only appear as random drops, generally from killing boss monsters, or in valuable loot stashes.  When you find one, a dirt pile will be added to a specific location, hinted at by the picture on the map.  If you activate it, you will dig up a treasure with some valuable items inside.  These chests do not exist unless you've found their respective map.  It is possible to find the same map more than once.  If this occurs, the treasure will respawn, so you can find it again. Once you dig up a treasure the map is consumed; until then they are freely tradeable.

There are 6 standard maps in every major zone (18 in Cyrodiil), and 4 more per Alliance in the starter zones. In addition, there are special Collector's Edition Maps, 1 for each major zone (except Cyrodiil) and 2 per Alliance in the start zones. These maps are only available with the Explorer's Pack or Adventurer Pack.

Chests found from treasure maps have a higher chance of containing Malachite Shards. They also have a chance to contain pieces from Overland Sets for that specific zone. Treasure chests can sometimes contain zone-specific Antiquity leads. This is not the case with CE maps, which offer very poor loot consisting of only generic equipment and gold.

Aldmeri Dominion
Auridon







Grahtwood







Greenshade







Khenarthi's Roost







Malabal Tor







Reaper's March








Daggerfall Covenant
Alik'r Desert








Bangkorai







Betnikh



Glenumbra







Rivenspire







Stormhaven







Stros M'Kai




Ebonheart Pact
Bal Foyen



Bleakrock Isle




Deshaan







Eastmarch







The Rift







Shadowfen







Stonefalls








Cyrodiil
Aldmeri Territory






Daggerfall Territory






Ebonheart Territory







Neutral
Blackreach: Arkthzand Cavern


Blackreach: Greymoor Caverns





Blackwood










Clockwork City



Craglorn







Coldharbour








Gold Coast



Hew's Bane



Murkmire



Northern Elsweyr










Southern Elsweyr



Summerset










The Reach


Vvardenfell










Western Skyrim






Wrothgar
Online:Farwatch Tower

The Aldmeri Dominion have sailed up the coast under the cover of a fog bank and taken control of the tower.thumb|right|A view of the cliffs upon which Farwatch Tower is built
 

Related Quests
 
 

text-bottom|32pxWayshrine
thumb|left|Farwatch Wayshrine Farwatch Wayshrine (link=#Wayshrine|20px  XP) is located on the higher trail southeast of the tower, near the Dominion camp.
Online:Degail

Degail is a Wood Elf sailor and a member of Captain Erronfaire's crew. She has not reported for duty and the captain wishes for you to find her.

She did not believe the rumors of Maormer enroaching around Auridon, choosing to go for a walk down the shore. She is found captured at the Maormer Invasion Camp, and once freed, is not seen again.
 

Related Quests


Quest-Related Events
Unaccounted Crew
You find her captured in the Maormer Invasion Camp, and free her.
:''"You. You're not with them? Quickly, get me out of here!"
:I've been looking for you. Are you all right?
:"I didn't see them until I was almost on top of them. Their ships are all along the western shore! I'm sorry!"
:Let me untie you, and we'll both get out of here.

Once she is freed:
:Degail: "Thank you!"''

She will then run off.
Online:Ranniel

Ranniel is a Wood Elf enchanter who can be found at her shop, Swan's Grace Enchantments, in Skywatch.

She encourages you to purchase some of her wares, ''"Please forgive me for saying so, but your raiment is ever so... mundane.  Why not explore some enchantments?"

She is one of the people who can teach you the basics of enchanting.
Online:Mazil-jo

Mazil-jo is a Khajiit mystic who can be found at his shop, The Eldritch Seal, in Skywatch.
 

Dialogue
He advertises his wares when you speak to him. 
:''"Diamonds? Rubies? Ziss on them! Nothing but polished rocks. My soul gems are the only stones you'll ever need."''
  
Notes
Two of the enchanted goods that have been bought from his stall are the   and  .
Online:Melae

Melae is a Khajiit pack merchant who can be found at her shop, The Pilgrim's Purse, in Skywatch. She greets you, saying, "We all have burdens to carry. Why not take on a little bit more, friend?"