Netruk44/uesp-wiki-content huggingface dataset:
Skyrim:Windhelm

Windhelm is a major city in Eastmarch, located near the Dunmeth Pass to Morrowind in northeastern Skyrim.

Lying near the coast on the very northern tip of Eastmarch, Windhelm is an extremely cold city and frequently experiences blizzards. The main gate can only be accessed by crossing a long stone bridge over the White River. The Jarl of Windhelm is Ulfric Stormcloak, who resides in the Palace of the Kings. Windhelm is home to the Stormcloak Rebellion, so most people in the city support them in the Civil War. Due in part to this, anti-foreign sentiment is common in the city from the Nord majority. Due to Stormcloak presence, Windhelm does not comply with the Imperial ban on Talos worship and features a Temple of Talos in the city. 

The temple and inn lie along the main avenue of Windhelm, in the Stone Quarter. The oldest section of the city is known as Valunstrad, which means "Avenue of Valor" in the old Nord language, and contains the palace and several residential buildings. 

Because of its proximity to  , Windhelm also contains a sizable population of Dark Elves, who sought refuge in Skyrim after the eruption of  . The Dark Elves are confined to a cramped slum below the rest of Windhelm called the Gray Quarter, previously known as the Snow Quarter. The Dunmer are not violently persecuted, but the local Nords are suspicious and outwardly xenophobic while Ulfric Stormcloak turns a blind eye to their plight. Argonians also populate Windhelm, but are prohibited from entering the city itself and are forced to live and work on the docks outside the city walls. Brunwulf Free-Winter, a supporter of both Argonians and Dark Elves, believes that the Argonians must remain outside of the city simply for their own safety.

Windhelm has an open-air market in the Stone Quarter. Niranye operates a general goods stall, Aval Atheron sells fresh meats, and Hillevi Cruel-Sea sells produce. The market also has an arcane enchanter behind Niranye's stall.

For more information about Windhelm, see the lore article.
 
Windhelm People
 

Related Quests
Quests Starting Here
Dark Brotherhood
 

Stormcloaks
 
 
 
 
 

Side Quests
 
 
 
 
 

Miscellaneous Quests
 
 
 
 
 

Other Quests
Dark Brotherhood
 
 

Imperial Legion
 

Creation Club
 

Notes
Windhelm also appears in Arena and ESO.
Dawnguard adds a permanently disabled map marker for Windhelm Docks.

Bugs
 

Map

Each white dot (or pog) corresponds directly to a door. All doors are numbered and relate to a Key on the side of the map.
Skyrim:Falkreath

Falkreath is a city in Falkreath Hold, located near the border with both Cyrodiil and Hammerfell. In the past Falkreath was considered a part of Cyrodiil, but now sits firmly within the borders of Skyrim. At the time of the Dovahkiin's arrival in Skyrim, Falkreath is aligned with the Empire. Falkreath's economy is centered around lumber retrieved from the surrounding forest. Its most distinguishing feature is its large cemetery that houses generations of the dead from all over Skyrim. Many shops in town derive their names from their close proximity to so much death.

For more information about Falkreath, see the lore article.
 
Falkreath People
 

Related Quests
Quests Starting Here
Daedric
 
 

Miscellaneous Quests
Skyrim:Morthal

Morthal, supposedly named after the great Nord hero  , is the capital of Hjaalmarch, although it is a fairly small, humble town of little economic or strategic importance besides its small lumber mill. 

Sitting on the southern edge of the  , dry ground can be hard to come by in Morthal. It is often shrouded in a thick fog, and ominous twisted trees grow from the surrounding marsh, giving it a foreboding appearance to approaching travelers.  The torches of the town glowing in the fog often give the impression of wisps at a distance. Many choose to steer clear of the place altogether.

Morthal is a town shrouded in mystery. Its people are reclusive and wary of newcomers, and only a lumber camp, an apothecary, and an inn support its weak economy. The Jarl is somewhat reclusive and this and her mysticism has fed into a general perception that she is a do-nothing ruler, and Hjaalmarch is one of the poorest of the nine Holds. The Hold is still part of the Empire, but the Jarl Idgrod Ravencrone cares little for the conflict, claiming to sense bigger things afoot in the world, and only supports the Empire as far as she deems their aims to accord with the good of Hjaalmarch. A number of the people in the town are concerned about the prospect of war. War brings outsiders, and outsiders are not a welcome sight in Morthal. Most would rather the conflict were kept outside their home, leaving them free to continue to live their lives in blissful isolation.

The swampy lands immediately surrounding Morthal are rich in deathbells, swamp fungal pods, and giant lichen. Leveled creatures (trolls and a rare occurrence of chaurus in open space) are spawned there during nighttime.
 
Morthal People
 

Related Quests
Quests Starting Here
Side Quests
 
 

Miscellaneous Quests
 
 
 

Other Quests
Daedric
 

Dark Brotherhood
 

Notes
Just outside of town to the southeast, a Nordic barrow can be found, guarded by a leveled skeleton. Inside, a copy of the Illusion skill book The Black Arts On Trial rests atop a shelf. To the left, the body of a novice conjurer with a dagger in his chest can be found in front of an open tomb, next to a table with a Scroll of Turn Lesser Undead on top of it, and a Staff of Revenants.
Also, outside of town to the northwest is another Nordic barrow containing a Novice locked chest with some minor loot beside the Lockpicking skill book The Locked Room beside it.
With Hearthfire, you can purchase a plot of land in Hjaalmarch to build a house on.
Skyrim:Cure Disease

Cure Disease is a magical effect that cures all of the target's diseases.  The effect will also cure Sanguinare Vampiris, but only within the first three days after infection.

Other than potions, methods of curing diseases include:
The Blessings received from altars.
The Vigilant of Stendarr, by simply asking one of them to cure you.
Garlic Bread 

Alchemy
The following alchemy ingredients can be used to create a potion of Cure Disease:
Charred Skeever Hide ( &times;Value)
Chokeweed  ( &times;Value)
Felsaad Tern Feathers 
Hawk Feathers ( &times;Value) (1st effect)
Hunger Tongue  ( &times;Value)
Juvenile Mudcrab 
Mudcrab Chitin
Red Kelp Gas Bladder  ( &times;Value)
Scrib Jelly  ( &times;Value)
Spadefish 
Vampire Dust
Withering Moon  ( &times;Value)
Since Cure Disease does not rely on magnitude, simply eating Hawk Feathers is as effective as creating a potion.

Notes
Unlike past Elder Scrolls games, there is no way to cast a Cure Disease spell.
One good source of Cure Disease potions and alchemy ingredients are members of the Silver Hand, who nearly always carry Cure Disease potions and/or ingredients with the effect.

Related Effects
Restore Health
Cure Poison
Skyrim:Wolf

thumb|right|A Wolf thumb|right|An Ice Wolf
Wolves are low-level, hostile canines found throughout the wilds of Skyrim and Solstheim . They can be encountered singly, or in packs of up to three, often hunting other animals. You will often hear their howls before they are spotted. When attacking, wolves will often attempt to circle around behind their prey, and their bite has a chance of infecting the player with Rockjoint. Wolves will not attack beast form werewolves unless provoked.



Hearthfire
With the installation of the Hearthfire add-on, you have the ability to create wolf statues in the trophy room addition of any homestead, should you choose to build it. Available options include a regular wolf on a large base and an ice wolf on a small base. The materials needed for each option are:


Bugs
Skyrim:Mines

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Lore:Elemental Daedra

thumb|right|The Frost, Fire, and Storm Monarchsthumb|right|Several atronachs bound in exotic forms
Elemental Daedra, commonly known as Atronachs, are highly intelligent daedra often summoned by conjurers.   They have no kinship or loyalties with any of the Daedric Princes, although the Frost Daedra are known to have served Xivilai Moath, as have the Fire Daedra served Faydra Shardai. Frost Daedra and Fire Daedra have a deep mutual hatred for one another, but were forced to work together to claim the   for Mehrunes Dagon during the invasion of the Battlespire.  A more powerful version of the Atronach is the Monarch.  

There are several varieties of Elemental Daedra, including:
Air Atronach
Fire Daedra
Flame Atronach, Potent Flame Atronach, Flame Thrall,  , Lava Atronach
Frost Atronach, Dire Frost Atronach, Potent Frost Atronach, Frost Thrall, Ancient Frost Atronach
Frost Daedra


Stone Atronach, Foundation Stone Atronach
Storm Atronach, Potent Storm Atronach, Storm Thrall

Gallery
Air
 

Flame
 

Frost
 

Iron
 

Shadow
 

Stone
 

Storm
 

Other
 

References
Skyrim:The Circle

The Circle is a sub-faction within the Companions. It consists of the highest ranking, and most respected, members within the guild. The members of the Circle are known among themselves to be werewolves. This closely guarded secret came to be known by the Silver Hand, a group of self-righteous werewolf hunters who openly attack the Companions.

History
Kyrnil Long-Nose, a legendary Harbinger, from the Second Era, began the tradition of trusted advisors called the "Circle". It was named after Ysgramor's Circle of Captains. Its purpose was to serve as an example to the younger, newer Companions.

Over time the purpose of the Circle was somewhat subverted and it evolved to become a group where all members were secretly werewolves.

Based on Kodlak's Journal, a previous Harbinger called Terrfyg was the one responsible for introducing the Companions to Lycanthropy. Terrfyg originally made a pact with the Glenmoril Witches that stated if the Companions hunted in the name of their lord, Hircine, they would be granted great power. They had not believed the change to be permanent, but the Companions were deceived.

Kodlak Whitemane views the beastblood as a curse, and strives to cure himself and the other members. However, Skjor and Aela the Huntress view it as a blessing and continue the tradition in secret, much to Kodlak's distaste.


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Achievements
The following achievement can be unlocked:
Skyrim:Stump

Stump is a dog that belongs to Frodnar and lives in Riverwood. He follows Frodnar around during the day and spends the night outside.

Attacking or killing Stump will result in a bounty in Whiterun Hold and will cause the residents of Riverwood to turn hostile.

 
Bugs
Tes5Mod:Mod File Format/NPC

NPC_ records describe Non Player Characters.

Note: set of 4 at the bottom are optional but must come together if present and repeat often.
Tes5Mod:File Format Conventions

Listed here are conventions used in describing Skyrim file formats. Many of these conventions are standard c-type conventions, others (e.g., iref) are specific to this subject.

Names/Comments


Data Types


(Count)
This is used for plugin fields.


(Version)
The version of the form that contains that field. See Records format.
Tes5Mod:Mod File Format/VMAD Field

VMAD fields contain Papyrus script data, and are present in any record that contains a script, including items, dialogues, packages, and quests.  Information contained in the VMAD field includes:
The names of all scripts attached to the record, including scripts attached to individual components (e.g., quest aliases) of the record.
The initial values of all properties in each of those scripts
The names of all script fragments attached to the record.  Script fragments are most commonly used in quests, where each stage of a quest can have an associated script fragment.

The VMAD field contains several distinct sections.  However, the entire field must be processed sequentially in order to identify the sections; the lengths and locations of the various sections are not provided, making it impossible to skip through the field to a specific section.  All VMAD fields contain a Primary Scripts Section and its format is the same for all record types; in the majority of cases, that is the only section present.  However, some records also contain a Fragments Section, with a format that is dependent upon the record type.

All script names mentioned in the VMAD field are provided without an extension.  The game itself accesses compiled versions of each script, which are given a   extension and are stored in one of the game's   archive files.  The source versions of the scripts, which use a .psc extension, are not accessed by the game (and were not part of the original game distribution), but are instead only used by the Creation Kit.  The source scripts were made available following the release of the Creation Kit, and all 10005 scripts (as of patch 1.5) are available in the   directory of your Skyrim installation.

Primary Scripts Section
The Primary Scripts Section is present in all VMAD fields, and has the same format in all cases.


Scripts Section


Property Entry


Fragments Section
If there are no fragments attached to this record, the VMAD field simply ends after the Primary Scripts Section.  However, when there are fragments, the specific format used to list those fragments is dependent upon the record type.  Note in particular that the fragmentCount appears before the fileName in some cases, but after the fileName in other cases.  Only the record types listed below ever use script fragments.

INFO Records
INFO record fragment scripts are by default stored in a TIF file, i.e., a file named "TIF_ _ ".  Since most INFO records do not have an editorID, this actually ends up being "TIF__ " (with two underscores, not one).



PACK Records
PACK record fragment scripts are by default stored in a PF file, i.e., a file named "PF_ _ ".



PERK Records
PERK record fragment scripts are by default stored in a PRKF file, i.e., a file named "PRKF_ _ ".



QUST Records
QUST record fragment scripts are by default stored in a QF file, i.e., a file named "QF_ _ ".



SCEN Records
SCEN record fragment scripts are by default stored in a SF file, i.e., a file named "SF_ _ ".
Skyrim:Escaped Criminal

Quick Walkthrough
#Track down the criminal.
#Kill the criminal.
#Return to the quest giver for your reward.

Detailed Walkthrough
Another Escapee
Speak to Skjor (or Vilkas if you have completed The Silver Hand) in Jorrvaskr, who will give you a quest to kill an escaped criminal in any of the nine holds.

The table below displays the different job descriptions for each possible hold: 

Find that Coward
You will have to travel to the hold and search for the criminal (your quest marker will point to them). The criminal is constantly moving which will make it harder to fast travel to them. You can engage in dialogue with the criminal, but after doing so they will become hostile. At this point, you can kill them without incurring a bounty. After this has been completed, return to the quest giver, who will give you a reward and comment, "Bit by bit, we bring honor to this land. And you've brought honor to the Companions. More importantly, some gold."''

Reward
 

Notes
Once you have completed Glory of the Dead, this quest is available indefinitely.
The line for Eastmarch, which references the civil war, doesn't change if you complete the civil war storyline.

Bugs
 
 

Quest Stages
Skyrim:Regenerate Health

Regenerate Health (a.k.a. Fortify Healing or Fortify Healing Rate) increases the rate at which the target naturally regenerates health.

Alchemy
The following alchemy ingredients can be used to create a potion of Regenerate Health:
Alocasia Fruit  ( ×Magnitude, ×Value)
Ambrosia  ( ×Magnitude, ×Value)
Angelfish  (1st effect)
Emperor Parasol Moss 
Garlic
Gleamblossom 
Gnarl Bark  ( ×Magnitude, ×Value)
Hydnum Azure Giant Spore  ( ×Magnitude, ×Value)
Juniper Berries
Luna Moth Wing
Minotaur Horn  ( ×Magnitude, ×Value)
Namira's Rot
Nordic Barnacle
Ogre's Teeth  ( ×Magnitude, ×Value)
Purple Butterfly Wing  (1st effect)
Screaming Maw  ( ×Magnitude, ×22px|Duration, ×Value)
Thorn Hook  ( ×Magnitude, ×22px|Duration, ×Value)
Vampire Dust
Void Essence  ( ×Magnitude, ×Value)

Enchanting
The following items use this effect.  You can learn how to enchant custom items with Fortify Healing Rate if you find one of the following items and disenchant it:
All varieties of Armor, Necklaces, and Rings of Mending
All varieties of Armor, Necklaces, and Rings of Revival
All varieties of Armor, Necklaces, and Rings of Regeneration
All varieties of Armor, Necklaces, and Rings of Remedy

Notes
While this enchanting effect is fairly difficult to find in armor merchants' inventories, Radiant Raiment in Solitude offers better enchanted necklaces and rings (the two other forms of apparel Fortify Healing Rate may be applied to) starting at level 16. While they may be expensive, this is most often the most likely place the Fortify Healing Rate enchanting effect can be found.
Although the effects of potions of Regenerate Health do not stack, the effects of player-cooked-foods such as horker stew, vegetable soup, and venison stew do.  This can make such recipes more valuable for rapidly regenerating health during combat.
For context, a 50% regeneration potion would regenerate about 75% of the player's total health pool over 300 seconds, and will reduce the time to fully regenerate health from 200 seconds to 133 seconds. A 100% regeneration potion will reduce the regeneration time to 100 seconds, and will regenerate 150% of the player's total health pool. This effect may not be immediately noticeable in the short term, but over time, it can save a significant number of standard health potions.

Related Effects
Restore Health
Regenerate Magicka
Regenerate Stamina
Skyrim:Silver Hand

thumb|right|A Silver Hand wielding a silver sword at Gallows RockThe Silver Hand are a group of werewolf hunters. They are enemies of the Companions, as they are aware that the mercenary group's elite inner circle are lycanthropes. Hunters affiliated with the Silver Hand are known to brandish Silver swords and seek to rid Skyrim of werewolves. However, while the Silver Hand solely hunts werewolves and members of the Companions, it is evident that the group is overzealous at best, and at worst is no better than a group of bandits, murdering unarmed civilians and torturing their captives, even those not suffering from lycanthropy. To spite the Companions, the Silver Hand also attempted to retrieve scattered pieces of Wuuthrad, the shattered axe of Ysgramor which was of great importance to them.

Even if you are not affiliated with the Companions or the Circle and are not a werewolf, the Silver Hand are hostile and will attack on sight, which makes the members of the faction function similar to regular bandits. It is not possible to join the Silver Hand faction.

Members


Loot  
18.75% chance of a drink
2 food items @ 7.5% chance each
3.75% chance of jewelry
11.25% chance of a Silver Ingot
2 potions @ 18.75% chance each  
67% Potion of Cure Disease
33% curing potion
3 ingredients @ 18.75% chance each  
36% Hawk Feathers
27% Charred Skeever Hide
27% Mudcrab Chitin
 9% Vampire Dust
7.5% chance of a book  
73% one from the list:  
27% one from the list:  

Related Quests








Locations
Driftshade Refuge
Gallows Rock
Dustman's Cairn
Silver Hand members can be found in many other radiant locations during the related quests, replacing the usual dungeon enemies.

Notes
Silver Hand members are apparently somewhat paranoid about being able to cure diseases, most likely due to their regular contact with werewolves and vampires. They have a 25% chance of carrying one or two potions of cure disease, and 5-20% chances of carrying 1-3 samples of each of the four alchemy ingredients with a cure disease effect (charred skeever hide, hawk feathers, mudcrab chitin, and vampire dust).
Krev the Skinner is a radiant boss, whose race and gender is randomly determined when he or she spawns.
Silver Hand members inherent much of their data from Bandit Leveled Lists with some data, such as their name and inventory, being overwritten. As a result:
Despite all having the same name, they vary in level and strength. Their stats range from those of Bandits to Bandit Marauders.
They use bandit idle dialogue when they are unaware of your presence.
If you hit a Silver Hand corpse with a soul trapping weapon, instead of receiving the standard message of "Silver Hand resisted Soul Trap", it will instead say "Bandit resisted...." or "Bandit Marauder resisted..." 
After completing Purity of Revenge, the only Silver Hand members that respawn will be in the final room in Driftshade Refuge. Because of this, your chance to obtain silver weapons (e.g., for the Atronach Forge) will be infrequent.
Skyrim:Dovahkiin

300px|thumb|right|Dragonborn as depicted on Alduin's Wall
A Dovahkiin or Dragonborn is a mortal man or woman born with the blood and soul of a dragon, or what the dragons would call "Dovah Sos" (dragonblood).  It enables them to use the dragon's ability to absorb a slain dragon's soul to receive knowledge of the Thu'um, rather than having to learn through practice.  You are a Dragonborn in Skyrim.

St. Alessia was the first person to be associated with the title Dragonborn.  She is believed to have gained the blood of a dragon after making a covenant with Akatosh to seal the Gates of Oblivion. Since then, there have been many tales of heroes of the dragons' blood who would "kill dragons and steal their power". The ability to absorb dragon souls came first to the dragon priest Miraak. Afterwards, all known dragonborns could learn powerful shouts much quicker than other mortals, who require years of meditation to master them. The monks known as the Greybeards of High Hrothgar become masters of the Way of the Voice under the leadership of Paarthurnax, taking in those willing to learn and guiding dragonborns to their full potential.

Tiber Septim, the first of the Septim Emperors, and Reman Cyrodiil were Dragonborn, and it was believed, through the Amulet of Kings, that all of the heirs of the Septim and Reman Dynasties possessed "dragon blood". Wulfharth has also been assumed to be Dragonborn  and shares the title of "Ysmir" with Tiber Septim and the Last Dragonborn, however this title seems to be applied more to great kings in Skyrim's history. 
Notes
While The Lost Prophecy labels the Nerevarine as 'Dragon-born', this is interpreted by the Dissident Priests to mean merely that he was born outside of Morrowind under the sign of the Empire, rather than that he had the soul of a dragon.
It is interesting to note that although "Dovah Kiin" translates to "Dragonborn", "Dov Ah Kiin", as a three-word dragon name, translates to "Dragonkind Hunter Born", or "Born Hunter of Dragonkind", a possible reference to the fact that the Dovahkiin is supposed to be the ultimate dragon hunter.
In response to confusion in the Bethesda Softworks Forums about the announcement of the first Dragonborn in the Dragonborn official add-on who wasn't St. Alessia, Michael Kirkbride said: ''"Alessia didn't have the power to absorb dragon souls. Hers was a much more nuanced power: to dream of liberty and give it a name and on her deathbed make Covenant with the Aka-Tusk."'' 
Although Wulfharth is called a Dragonborn by Jarl Balgruuf, the only correlation is his Thu'um. He does create a Thu'um himself by watching Shor fight Alduin and has the same issue as the Greybeards in not being able to speak. Beyond this, it's unknown if he exhibited any qualities of a Dragonborn. 

See Also
Song of the Dragonborn
References