Netruk44/uesp-wiki-content huggingface dataset:
Lore:The Direfrost Flame

I will always be able to speak to my son through the Torch and Flame, but when he passes, it is he who will be summoned when the Flame is lit. I write this for the benefit of all my descendants, then, who will inherit the   and the   in ages to come. I write this because I have seen our resolve weaken as our people expand across  . I write this to serve as a reminder for what the Torch and Flame truly stand for.

To start at the beginning,   has long protected our family's Flame, which allows us to contact our ancestors in  . We need only to light it with the Torch of Heirs.

Many legends speak of the origin of these relics: that they were created by   to distress the  ; or by   as a way for the dead god to communicate with the  s of   from Sovngarde (though no Direfrost has ever heard him through the Flame).

The truth has been lost to time, but the one commonality that all the legends share is that the Flame and the Torch were given to the Direfrost family to protect because of our absolute efficiency in battling witches and their Daedric masters. Even should the Flame go out forever, or the Torch be lost or rent in twain by   servants of  , this fact must remain:

The Direfrosts must never falter in their task to halt and destroy the worshipers of Daedra wherever they may be found. So long as a Direfrost lives, witches, and all who would commune with Daedra, will have an enemy. Witch-hunting is not the profession of the Direfrosts—it is our sacred calling. And I charge any Direfrost who reads this to continue the battle. It's a battle that cannot be won, but we must ensure the witches never win it, either.
Lore:The Devouring of Gil-Var-Delle

Everyone knows what happened to  . And at the same time, no one does.

Legend has it that  , the dreaded  , set foot into that   township—consumed it, according to the myth—whatever that actually means. Ancient tales employ metaphors like armies employ soldiers.

If Bal himself visited   with evil intent, why do any of us remain? The stories about him would lead one to believe he would not have stopped with the razing of a single Wood Elf town—he wouldn't have stopped until all of   was in flames. Just one common question of many regarding the Daedric Prince's so-called visit.

Some retort that perhaps someone stopped him—possibly an opposing Daedric Prince, a  , or an agent of the  . But again, where is the evidence for this? No mage or historian—that I've spoken to, at least—has been able to reference a specific text for this information.

Many a historical fiction piece has attempted to dramatize what occurred there, but none of those stories can be confirmed, except to say that a catastrophic event struck the town. Perhaps the residents were killed, perhaps they fled. None were ever heard from again, but for all anyone knows, a large fire could have been the culprit. I can't imagine anything more catastrophic than that to a Wood Elf dwelling.

Today, Gil-Var-Delle is a maligned place, and there are not many who dare to venture near. But not because of any tangible foes—save cowardice and superstition.
Lore:The Deepest Cut

:  the Blademaster
:Before his blade, foes die away
:But dull as ancient dagger
:Was his time with  


:His blade unsheathed, his eyes alight
:He stumbled on that day,
:And the deepest cut removed his head
:At the feet of Alanwe
Lore:The Dark Husband

Like   follows  ,   follows the  . Her husband pursues, but she seldom pauses, leaving him eternally in shadow.

Sithis has many names, and many parents … or none at all. But his Fangs … the   still bite. They take particular pleasure in envenoming the weak-minded, the foolish, the greedy, or the headstrong, but the Fangs can destroy the powerful and the wise as well.

Beware those born under  , and all those who seek to use its power. The downfall of our ancestors is tied to the Fangs of Sithis, and our scales remain darkened by his touch.
Lore:The Daedric Flame

The strange blue flames of   not only act as a light source, but the   of this realm have also found a way to charge and run their bizarre Daedric machines with the stuff.

Similar to how we use normal fire to keep warm and cook food back in  , this strange blue flame&mdash;which is icy to the touch&mdash;will charge various Daedric devices and incantations with power. I believe they use it as a fuel to bring their  al creations to life.

The secret is in the blue braziers. With just a touch, the power flows from the brazier into the individual like a curious   following an interesting target. You have to utilize and harness the power quickly, for the flame loses potency almost immediately upon being removed from its source.

For users to harness this power in any way, they need to be quick before the flame simply flickers and fades away.
Lore:The Consecrations of Arkay

As a novice of the  , you enter a service that will be both an exaltation and a burden to you. We who serve the   are tasked with protection of the souls of all mortals, both bound and unbound.

For there are those in  —and from beyond Tamriel—who prey upon the souls of others. Heretics would divert the souls of the dying to unlawful destinations.   would bind the souls of the dead to an afterlife of eternal slavery. And  s feast upon the souls of mortals like ravening  .

All these we abominate, and drive them from the realms of decent folk with fire and hammer. And to aid us in this, our great work, Arkay has given us his Three Consecrations:

 , which we bestow upon birth, to protect the souls of the innocent until they are old enough to exercise their own volition.

 , which we bestow upon the dying, to prevent their souls from being used without consent.

 , which we bestow upon the deceased, that their corporeal forms may not be raised to unlawful servitude.

There is no more sacred trust than that of the order which you enter today, novice. Be strong, and waver not, for the enemies of life are ever watchful, ready to punish negligence with swift and ruthless cruelty.
Online:Er-Jaseen

thumb|right|Er-Jaseen after Update 6 
Er-Jaseen is a Soul-Shriven Argonian prisoner found in the Wailing Prison in Coldharbour. He is seen during the introductory quest. 

Aside from encouraging you and Lyris to escape, he cannot be interacted with. However, he played a greater role in the quest before Update 6, when he was the one to free you from your cell rather than Lyris.
 

Related Quests
 

Dialogue
Soul Shriven in Coldharbour
He can be seen rushing off with two other Soul Shriven after Lyris frees you. Afterwards, he can be seen barring a door with the two other prisoners. He will call out to you as you pass by:
:Er-Jaseen: ''"Don't stop, now. Keep moving! More guards are on the way!"

Removed Dialogue
This dialogue can no longer be heard in-game.

After you have spoken to the Prophet in your cell, Er-Jaseen approaches the door and yells: 
:Er-Jaseen: "You there. We are escaping! Let me open your door."

Once the door has unlocked, he parts with:
:Er-Jaseen: "That's it. Quickly, you must escape before the guards return."

As you follow him into the next area where you must locate a weapon, he calls out:
:Er-Jaseen: "Grab something to defend yourself from the racks. Don't be greedy, we have a lot of prisoners to arm."

After this, he can be found waiting by a large iron door that leads to the Bleeding Forge. As you speak to him, he says:
:"Don't stop, now. Keep moving! More guards are on the way!"
:What are you doing out here?
::"Like you, I am escaping this place. But, since I have been here for some time, the Tall One asked me to help the newer prisoners find their way. Those who are captured will be flayed. Sadly, that will not end their torment, Soul Shriven cannot die."
::Tall One?
:::"The half-giant, Lyris Titanborn. She leads this uprising. I do not know how or why she is here, but to the Soul Shriven, she is a gift from the Divines."
::Soul Shriven?
:::"We are the vestiges of people whose souls were stolen by … The God of Schemes. I dare not utter his true name in this place. The Soul Shriven are doomed to slavery in Coldharbour for eternity, or at least until we are no longer useful."
:::Do they all look like you?
::::"The longer we remain here, the less …  whole we remain. Our bodies waste away, our skin shrivels, and eventually our minds twist and lose any notion of reality. The oldest of the Soul Shriven are completely insane. We call them Ferals."
::::Are these Ferals dangerous?
:::::"Oh yes. The lesser Daedra actually fear them. Ferals have no fear of pain or death, because that is all they know. That, and eternal hunger. They will attack and eat anything they can get their claws on, even each other."
::::Why don't I look like the rest of you?
:::::"You will. You are a new arrival, yes? The newly arrived have more free will, more fighting spirit. But that won't last. It never does. In time … uncounted years, perhaps … you will become Feral. It is the fate that awaits us all, eventually."
:::::Is there anything else you can tell me?
::::::"Much more, but there is no time. You must keep moving if you want to survive. Go, now!"''

Notes
Er-Jaseen's Worn Jack is a possible reward for the related quest.
Lore:A Child's Tamriel Bestiary

A is for  , a two-legged lizard 
With enough underbite to swallow a wizard

B is for  , a mean   minion 
Whose masters are found on the  

C is for  , big bug of the   
Don't try to pet, or he'll snip off your hands!

D is for  , of   
It'll chomp off your legs from below as you sleep

E is for  , so loved by the   
They plaster its image all over themselves

F is for  , haunting the tomb 
Lurking in dark to deliver your doom

G is for  , of Skyrim I've heard 
He keeps Woolly  s, and tends to his herd

H is for  , huge tick of the wood 
That's eager to catch you and drain all your blood!

I is for  , an obnoxious pest 
Who'll fry you with spells for the sake of a jest

J is for  , who haunts   
With mouth at the right height to nip out your eye

K is for  , in   found 
They live in bug tunnels far beneath the ground

L is for  , snake-hag of the wild 
Who hopes she might corner a lost little child

M is for  , annoyance ubiquitous 
Nasty, unpleasant, ugly, iniquitous

N is for  s, pack-hunting bugs 
  render their flesh to make  

O is for  , whose wits are quite dim 
But if one should catch you, your prospects are grim

P is for  s, relatives of the  s 
That   will ride instead of a  

R is for  , dark  's totem 
I hear hers can talk, and then you can quote 'em!

S is for  , root, bark, and bough 
It hides in that thicket—it's watching you now!

T is for  , vast shocking beetle 
Its pincers will get you, or its serrated feet'll

U is for  ,  's slaves 
Apocalypse comes when they rise from their graves

V is for  , ready to drill ya 
'Cause she's got a case of  

W is for  , evil glow-ball that beckons 
Don't follow, or you'll be seen no more, I reckons

X is for  , Daedric assassin 
Who'll pop off your head on a whim as he's passin'

Y is for   Warhorse, the   
Knight's mount that he rides when he goes off to warfare

Z is for  s—you knew they'd be last 
Run, don't be walking: a few are quite fast!
ESOMod:Add-ons

Modding will be limited to the user interface in Elder Scrolls Online. Lua functionality has been added to the game for this specific purpose. The API for modding is available at the ESOUI wiki, which also has in-depth articles on using the interface.

What Goes Here
 

Specific Mods
 
 

Developing
Online:Ezduiin

A cooking fire can be found at Telenger's camp.thumb|right|Ezduiin Undercroft
 

Related Quests
Ezduiin Objective: Aid Telenger and his students in the ruins of Ezduiin. / You saved Telenger's students in the ruins of Ezduiin.
 
 

Ezduiin People
 

Notes
Naarcaano calls Ezduiin an Ayleid ruin, even though it was built by ancient Altmer.

Maps
thumb|left|A map of Ezduiin
Online:Shattered Grove

The entire town has been turned to stone, with the exception of a single sorcerer. Bears and wolves live in the vicinity. A heavy sack can spawn in the back of a cart along the road northwest of town.
 

Related Quests
Shattered Grove Objective: Solve the mystery of the silent village of Shattered Grove.
 
 
 

People
Online:Entila's Folly

It has recently become infested with spiders, as well as a somewhat crazed Khajiit.
 
thumb|right|The interior of Entila's Folly
Clearing the Dungeon
:''Explore and clear Entila's Folly.''
To clear this dungeon and mark it as complete, you need to kill the following bosses:
: 

Achievements
There is one Achievement associated with this location:
 
 
Maps
Each image is relevant to its location, and each number corresponds to the key on the right.
Online:Toothmaul Gully

A tribe of goblins resides in the cave, though they have recently been disturbed by several Altmer intruders, including members of the Veiled Heritance.
thumb|right|Toothmaul Gully interior 
 
Related Quests
Toothmaul Gully Objective: Investigate Toothmaul Gully. / You've dissolved the treasonous alliance.
 
 

Characters

Enemies

Normal Enemies

Elite Enemies

Bosses
Bloodroot (Group Event)
Dzeizik
Nitch
Slakkith and Gorg
Thek Elf-Stabber and Black Bessie
Togga the Skewerer

Achievements
There are three Achievements associated with this location:
 

Maps
Each image is relevant to its location, and each number corresponds to the key on the right.
Online:Phaer

The town has recently been the center of an outbreak of a terrible disease. Possibly infected townspeople have been quarantined within Phaer's old mine, and the town has hired a mercenary group to guard the entrance and provide assistance.

The town's buildings are arranged around a central village green north of their farming fields. To the west of the houses is Aninwe's barn where the town alchemist Hendil has been treating the sick, and just north of that is the entrance to the mine. Dominion Guards keep watch for criminal activity. Three rows of saltrice paddies surround the village to the east, west and south. The occasional mudcrab or frog can be seen wallowing in the paddies. Mercenaries patrol the town. 

Cows and chickens live on the farm in western Phaer, near the catacombs. The catacombs are guarded by Mercenary Brutes. Rats scuttle across the ground in numerous places. Monkey, spiders and butterflies can also be found in the general vicinity.
 

Related Quests
Phaer Objective: Discover the secret of the plague-ridden town.



Other Places


text-bottom|32pxWayshrine
thumb|left|Phaer Wayshrine Phaer Wayshrine is located just southwest of the village, near the road leading to Soulfire Plateau. A lorebook, Ancient Scrolls of the Dwemer II, can be found near the wayshrine.
 

People
 
 

Gallery
Online:Silsailen

right|thumb|Valano Manor The town is led by Canonreeve Valano, who resides in his manor on an island just south of town. The Veiled Heritance has recently taken control of the town, under the guise of the First Auridon Marines who were expected at the town to prepare for an upcoming visit by the Queen.

After completing the three related quests, the Heritance will be driven out and the Dominion Guards will return to defend what's left of the town, while the remaining residents and Auridon Marines set to work and start to rebuild.
 
Related Quests
Silsailen Objective: Help repel the attackers invading the town of Silsailen.
 
 
 

Silsailen People



  Quest-dependent.
Online:Mehrunes' Spite

Related Quests
 
 

Clearing the Dungeon
:''Explore and clear Mehrunes' Spite.
To clear this dungeon and mark it as complete, you need to kill the following bosses:
: 

Notable Items
The Benefits of Alliance
The Danger of Defiance
Our Budding Alliance''

Achievements
There is one Achievement associated with this location:
 

Gallery
 

Maps
Lore:The Collected Theory Hypothesis

(An Excerpt)

At the fourth   Site now, and, not surprisingly, the   here believe me mad, as did those of the Summer, Spring, and Autumn sites. But they'll reconsider when I prove my theory! Oh, they will, and they'll see that my "inane" questions were nothing but "ane!" Yes, they will!

The Collective Consciousness Theorem will shake the foundations of belief, throughout   and beyond. I believe it, I KNOW it, and I will PROVE it! I just need a little more time.

It's simple, really. The Faithful argue endlessly with each other over how the Walking City disappeared, but the irony of it is, they're all right—and they're all wrong! Deep inside each Consciousness lies a grain of truth. A grain falls and lands on another, and soon there's a whole pile of grain! A veritable SILO of truth, all waiting to be collected! The Silo Theorem!

Some of the grains in the Silo so far are fascinating to say the least. All wrong, of course, but it'll be well worth the collecting when I can return to Elden Root and sort through the chaff. More grist for the mill and I'll be able to refine the grains, grinding them into the flour of knowledge. I will bake the Loaf of Truth fully—no half-baked theories for me!

Where was I?

Ah, yes … the Falinesti Faithful's Collective, Grainy Truths and Non-Truths Include:

The   Interference Conjecture: Falinesti was spirited away by a   or collection of forces (  leads the voting almost two-to-one over  ).

The  ka Transposition Formulation: A magical attack or accident transported the Walking City to the bottom of the sea (the Swimming City?).

The Lunar Backlash Premise: The Walking City is actually from one of the two moons (which one is hotly debated) and it is now walking back to (or on) one of the moons.

The   Nonconformity Detonation: A surprisingly popular theory, I could not find out any agreed-upon details. Will investigate further in the library at  .

Wayward Metropolist Doctrine: The Walking City got lost on its last trip.

The Celestial Purloinance Postulation: Stolen by the thief-god   for some unknown reason.

The Temporal Reversal Supposition: The Walking City has begun traveling backward in time.

The Temporal Leap Corollary: Falinesti has sprung forward in time and will be there for us to find it at some future date.

The Accelerated   Theory: Falinesti is still here, but moving so quickly between the sites we can't perceive it.

The Shared Urbanity Theorem: All cities are Falinesti, as it was and as it always will be.

…Where's that ink gotten to?
Lore:Regarding the "Fists of Thalmor"

Confidential Diplomatic Missive:   Eyes Only

Deliver Only To: Aicantar, Sapiarch of Indoctrination,  ,  

Your Sapience,

In retrospect, I am of the opinion that titling a para-military unit the " " has been an error of nomenclature. Though accurate as to the function of said unit, in the local vernacular the title has been shortened to simply "Thalmor," which inaccurately conflates our diplomatic corps with the   military. Furthermore, inasmuch as the Fists, in pursuit of their enforcement duties, may occasionally exert more force than some might think necessary, this taints the Thalmor with a perception that our agents are heavy-handed thugs. Needless to say, this doesn't help when negotiating for aid from the local indigenes.

In future, I think we would be wise to return to referring to our enforcement units as "Justiciars," even if it does make our  i citizens disinclined to join because it sounds so stuffy.

Yours in Diplomacy,

Canonreeve
Online:Smuggler's Cove

It was the drop off point for a group of smugglers, though it has recently been infested by imps, as well as a surly crocodile. It is also the location of the buried treasure described by a treasure map.

 
Achievements
There is one achievement associated with this location:
Online:Towns

Towns 
rightThis page lists all the towns in Elder Scrolls Online.

 
Aldmeri Dominion
Auridon







Grahtwood




Greenshade


Malabal Tor




Reaper's March





Daggerfall Covenant
Alik'r Desert

Bangkorai



Glenumbra




Rivenspire



Stormhaven



Stros M'Kai


Ebonheart Pact
Bal Foyen

Bleakrock Isle

Deshaan





Eastmarch




The Rift




Shadowfen


Stonefalls



Neutral
Coldharbour



Craglorn



Cyrodiil









Summerset Isle



Vvardenfell
Online:Elven Ruins

Elven Ruins 
rightThis is a list of all the Elven Ruins (Ayleid, Aldmeri, and Altmeri) in Elder Scrolls Online.
 
Aldmeri Dominion
Auridon







Grahtwood


 (contains Rahjin's Vault)








Greenshade







Malabal Tor







Reaper's March






Daggerfall Covenant
Alik'r Desert

Bangkorai




Betnikh



Glenumbra




Stormhaven
 (contains the ruins of Moravagarlis)

Rivenspire




Ebonheart Pact
Shadowfen


 (contains the ruins of Relleis Lor)

 (contains the ruins of Varakun)
 (contains the ruins of Silyanorn)
 (contains the ruins of Sul)

Neutral
Cyrodiil




























Coldharbour




Craglorn








Gold Coast




Summerset










Wrothgar


Unzoned
Online:Public Dungeons

Public Dungeons 
right 
This page lists all the Public Dungeons in Elder Scrolls Online. Much like Delves, Public Dungeons can be entered by anyone at any time, so you'll likely see other players in these locations, even if they are not in your group. However, these areas are much harder than Delves, and you're more likely to need the assistance of other players. Each one of these dungeons generally contains a skyshard, so keep an eye out. Some bosses have a slow respawn rate, so you may need to wait if another party has recently defeated them before you arrive. Defeating the bosses in the dungeon does not count towards completion of the location; to mark the dungeon as complete, you need to finish all the related quests.

Aldmeri Dominion
Auridon
 

Grahtwood
 

Greenshade
 

Malabal Tor
 

Reaper's March
 

Daggerfall Covenant
Alik'r Desert
 

Bangkorai
 

Glenumbra
 

Rivenspire
 

Stormhaven
 

Ebonheart Pact
Deshaan
 

Eastmarch
 

The Rift
 

Shadowfen
 

Stonefalls
 

Neutral
Blackreach: Greymoor Caverns
 

Blackwood
 
 

Coldharbour
 

Cyrodiil
  

Northern Elsweyr
 
 

Summerset
 
 

Vvardenfell
 
 

Western Skyrim
 

Wrothgar
 
 

Unzoned
   
right

Notes
At release, Public Dungeons used a different map icon resembling a Delve, but with two crossed torches instead of one.
Lore:Noxiphilic Sanguivoria (book)

The disease   is not one disease, but many. Throughout the centuries, and for unknown reasons, the afflictions collectively known as vampirism have been transmitted in different ways and taken on different qualities. Herein, I shall try to delineate, to the best of my ability, the qualities of the form of vampirism common to our era, known as  , so as to better equip the reader to identify this type of vampire.

First, however, I believe a word of warning is in order. This work is in no way intended as a guide to hunting or otherwise confronting a vampire. In all cases, it is advised that you avoid anyone you suspect of vampirism and certainly that you do not try to fight them. Vampires of all varieties possess supernatural strength and will quickly overpower all but the most experienced hunter.

The most important thing to remember about sufferers of Noxiphilic Sanguivoria is that, as the name implies, they are not weakened by daylight as in other strains of vampirism, but are, instead, strengthened during the nighttime hours.

Why this is the case is poorly understood. One of the more wild theories is that it is the result of some sort of   backroom deal between   and   that has given sufferers of Noxiphilic Sanguivoria a  -like love of moonlight.

By night, these hunters are possessed of extreme fortitude and a powerful ability to recover from wounds.

Sufferers of Noxiphilic Sanguivoria, interviewed under heavy sedation, of course, have described a dreamlike passage from when they were first bitten and afflicted with the  . Some of them have described entering a ritual chamber where they were bathed in a pool of black blood. Whether the transformation actually involves such a terrifying ritual, or whether it was merely a hallucination is impossible to discern without firsthand experience.

If you are bitten, or believe to have been bitten, by a carrier of Noxiphilic Sanguivoria, do not panic. If you are able to get away from your attacker, see a priest of   immediately. You will not contract full Noxiphilic Sanguivoria without first being exsanguinated by a vampire and then receiving the gift of his or her blood in return.