Netruk44/uesp-wiki-content huggingface dataset:
Skyrim:Merilar Rendas

Merilar Rendas is a Dark Elf sorceress living in White Ridge Barrow.

She and her brother Servos Rendas discovered how receptive Solstheim's albino spider is to magic when exposed to rubies. Merilar was driven insane by the power and by the strange fumes emitted by their experiments, and locked her brother in a cage to die. She is hostile and will throw jumping flame spiders at you. 

Merilar wears novice robes of alteration along with a novice hood and a pair of boots. In addition to her jumping flame spiders, she carries her journal, a glass dagger and a key.
Skyrim:Miraak (item)

Miraak is a mask worn by the dragon priest of the same name. There are six versions available to you. Whether you receive the heavy version or light version depends on which of your corresponding skills, Heavy Armor or Light Armor, is higher.  If both skills are the same level you will receive the light version.
Lore:Ash Hopper

s are moderate sized insect creatures found in Vvardenfell and southern  . The Amber Ash Hopper species is native to the upper Ashlands and the slopes of   and can be taken in as low maintenance pets.  The Deep-Moss Ash Hopper species is native to the fungal-forested uplands and the coastal marshes of southern Vvardenfell. They are the mascot bugs of the   due to their admiration of their green carapaces.  

The Ash Hoppers of Solstheim differ in size and have a head shape which is somewhat like  . They are hostile to travelers unlike their more docile Vvardenfell counterparts and they can carry droops.  Their meat and jelly is used in cooking and alchemy,    and their chitin can be used in creating traditional   armor types. Their shells can also be made into lava-resistant overshoes.  
 

Gallery
 

See Also
For game-specific information, see the Skyrim and ESO articles.

References
Lore:Bristleback

Bristlebacks or Tusked Bristlebacks are large tusked boars that can be found on Solstheim, and are known for their amazing ability to reflect magical effects used against them. They are often used by Rieklings, who have bred the creatures to be even more warlike and dangerous, as mounts. 

The leather and tusks harvested from them are known to have alchemical properties, whilst their meat is used for food by both men and rieklings.   

Some Nords believe that slaying a bristleback boar when both moons are full leads to bad luck for the rest of the year.  One of the many caves on Solstheim is named Bristleback Cave, after the beasts. 

Gallery
 
See Also
Boar
Daggerback
Mountain Bristleback
References
Lore:Seeker

Seekers are grotesque, tentacled daedra. They are servants of Hermaeus Mora, usually guarding tomes of forbidden knowledge,  and are masters of illusion who use invisibility and decoy mirror images as distractions while they sap their target's strength.  Seekers have the power to banish prey with sound attacks. They are rarely seen outside the Apocrypha. 
 
They have the ability to drain their prey's energy, vitality and magicka as well as the knowledge from unfortunate mortals who cross its path.  While they appear bestial and imposing, they are not unintelligent. A journal of Morian Zenas about Apocrypha notes that seekers would converse with other Daedra in the realm, doing so with a lisp, and usually talking about the mage himself and Mora's intentions.  They keep a variety of books, spellbooks, and scrolls with them. 

More powerful seekers are called "Aspirants" or "High Seekers".  During the second era, there was a group of Hermaeus Mora worshippers who were known as Seekers; their connection to the Daedra of the same name, if any, is unknown. 
See Also
For game-specific information, see the Skyrim article.
References
Skyrim:Exquisite Sapphire

The Exquisite Sapphire is a reward for delivering a letter by Glover Mallory to Sapphire during Paid in Full. In appearance, it is identical to a flawless sapphire.
Skyrim:Miraak

Miraak may refer to two things:
Miraak (person), a dragon priest
Miraak (item), the mask of that dragon priest
Skyrim:Ettiene

Ettiene is a hagraven found inside the Altar of Thrond Cave.

 
Notes
Ettiene also appeared in Bloodmoon as an Imperial and helped the player to permanently cure lycanthropy along with her sisters Fallaise and Isobel during the quest Rite of the Wolf Giver.
For more information on recurring characters, please see the main article.
Skyrim:Fallaise

Fallaise is a hagraven found inside the Altar of Thrond Cave.
 
Notes
Fallaise also appeared in Bloodmoon as an Imperial and helped you to permanently cure lycanthropy along with her sisters Ettiene and Isobel during the quest Rite of the Wolf Giver.
For more information on recurring characters, please see the main article.
Skyrim:Isobel

Isobel is a hagraven found inside the Altar of Thrond Cave.

 
Notes
Isobel also appeared in Bloodmoon as an Imperial and helped the player to permanently cure lycanthropy along with her sisters Ettiene and Fallaise during the quest Rite of the Wolf Giver.
Skyrim:Sacrifice

The Sacrifice is a dead Breton citizen found lying atop the Altar of Thrond. She is found naked and mutilated, as part of the Rite of the Wolf Giver ritual.
Skyrim:Miner

Several miners can be found dead inside the Kolbjorn Barrow during the earlier stages of the quest Unearthed. Living miners can be found walking around outside the barrow during later stages of the quest, saying things like ''"It's Ralis's problem now."''

 
Related Quests
Skyrim:Bradyn

Bradyn is a dead Dark Elf miner found in Kolbjorn Barrow during the quest Unearthed. He wears miner's clothes, boots, and gloves. He carries a copy of the book ''Ahzidal's Descent'', a pickaxe, and other minor items and gold.
 
Related Quests
Skyrim:Mireli

Mireli is a dead Dark Elf miner found in Kolbjorn Barrow during the quest Unearthed. If you loot her body, you will find a letter she wrote to her mother before she was killed by draugr. 
 
Related Quests
Skyrim:Pirate Mage

Pirate Mages are Dunmer wizard enemies encountered on Solstheim.

They wear fur armor with a pair of leveled light boots (up to scaled quality), and wield a leveled dagger. They carry other miscellaneous bandit items, have a chance of carrying gold, and have a chance of carrying one lockpick at higher levels. Their spells vary depending on level, but always include one armor effect spell, one ward spell, and at least one spell with both restore health and restore stamina effects. In addition, they use one or two elemental Destruction spells depending on level, which can deal either fire, frost, or shock damage.

You are guaranteed to encounter one pirate mage at Haknir's Shoal , seeking the treasure of Haknir Death-Brand, along with a pirate and pirate captain for companions. They will become hostile as soon as they notice you.

You may also encounter a pirate mage  randomly in the wilds of Solstheim with a pirate. They will argue briefly, then attack each other after the mage refuses to go with the pirate. If you stand aside during their fight, the pirate may lose the battle, and the surviving pirate mage will simply stand there, and not turn hostile against you. You can loot a copy of the book Deathbrand from the pirate's corpse, which will activate the related quest upon reading.

Pirate: ''"I told him 'no' once already." 
Pirate Mage: "We've got work to do." 
Pirate: "I'm not chasing that map. It's a fool's errand. I'm done. Leave me alone." 
Pirate Mage: "Boss said to bring you back or bring back your corpse." 
Pirate: "Is that so? Well, you'll never get that treasure now!" 
Pirate Mage: "Time to die!"''

 
Related Quests
 

Notes
Unlike the pirate mage encountered at Haknir's Shoal, the pirate mage encountered randomly (BaseID  ) is always male (rather than the gender being determined randomly), is not a member of any factions, has an aggression value of 0 (Unaggressive), and has a morality value of 3 (No Crime).
Skyrim:Generic Magic Armor

This page describes the Generic Magic Apparel items in Dragonborn. All of the randomly generated enchanted armor in the DLC are listed on this page, including items found on enemy NPCs and items found in loot.

See Also:
Dragonborn Items: General information on magic items and how they appear.
Dragonborn Armor: All of the basic (unenchanted) armor in the game.
Dragonborn Clothing: All of the basic (unenchanted) clothing and jewelry in the game.
Dragonborn Leveled Items: Leveled magic apparel, generally received as quest rewards.
Dragonborn Unique Items: Unique apparel, available from merchants or received as quest rewards.
Dragonborn Artifacts: Unusually powerful one-of-a-kind apparel.

Tempering any magic armor requires the Arcane Blacksmith perk to be unlocked. The type of ingot (or other material) necessary for the upgrade, as well as which Smithing perk augments the upgrade, is the same as for the base version of the armor. The base version of each armor is highlighted via a link in the armor name; that link leads to the page detailing the base armor.

Unless noted otherwise, all of these items can be disenchanted.

Fortify Alchemy


Fortify Alteration


Fortify Archery


Fortify Block


Fortify Carry Weight


Fortify Conjuration


Fortify Destruction


Fortify Healing Rate


Fortify Health


Fortify Heavy Armor


Fortify Illusion


Fortify Light Armor
NOTE: Despite the enchantment, Bonemold apparel is classed as Heavy Armor.


Fortify Lockpicking


Fortify Magicka


Fortify Magicka Rate


Fortify One-Handed


Fortify Pickpocket


Fortify Restoration


Fortify Smithing


Fortify Sneak


Fortify Stamina


Fortify Stamina Regen


Fortify Two-Handed


Muffle


Resist Fire


Resist Frost


Resist Magic


Resist Shock


Waterbreathing
Skyrim:Northern Maiden

thumb|right|Ship docked in Raven Rock
 
 

NPCs Living Here


Related Quests
 

Notes
Along with Last Vigil, this is one of only two locations added by Dragonborn within Skyrim.
Skyrim:Usha

Usha is a dead Argonian citizen found north of Ashfallow Citadel behind a barred gate over the stream. By climbing the mountain east of the gate, you can make your way around to jump down into the wooden structure behind it. Usha lies dead on a bed roll with a few empty skooma bottles strewn about his side. On the table next to him are three bottles of skooma, a lantern, a coin purse, and a letter from his lover. On another table, you'll find six chunks of gold ore. To the right of this table is an unlocked chest with a pickaxe sitting on top, and an East Empire Company strongbox in front of it.
Skyrim:Bjornolfr

Bjornolfr is a dead Nord farmer found in a hidden Dwemer room at the back of Hrodulf's house. When entering the house, you may hear some reavers laughing about a letter which Bjornolfr wrote to Hrodulf before his death. This letter reveals that Bjornolfr was concerned for his lover, that he wished Hrodulf would return to Solitude, and that he intended to come to Solstheim if that didn't happen. When you find Bjornolfr's body, he carries a  bloodstained letter from Hrodulf warning him not to come there.

Bjornolfr wears novice robes of Conjuration, a novice hood, and a pair of boots. His body is surrounded by a few coins and a Nordic dagger.
 

Related Quests
Skyrim:Hrodulf

Hrodulf is a dead Nord farmer found along the coast of Solstheim near a boat south of his old house. He was presumably killed by the burnt spriggan standing over his body. He only possesses a pair of ragged trousers and boots. Judging by his journal, he had become obsessed with the noises of the   machinery still operating beneath his house, and refused to leave despite the pleadings of his lover Bjornolfr, who lived in Solitude. Despite Hrodulf's warnings, Bjornolfr eventually came to find Hrodulf, but he was killed by a pair of reavers who had taken up residence in his lover's house. Next to Hrodulf's body is an apprentice-locked strong box and a chest, both of which contain a decent amount of loot. There is an amulet of Mara and a gold diamond ring in the boat resting on one of the wharfs.
 

Related Quests
 

Bugs
Skyrim:Raleth Eldri

Raleth Eldri is a dead Dark Elf conjurer found in a tent outside of Kagrumez. His notes can be found within the ruins.

 
Bugs
Skyrim:Wizard

thumb|right|"They said it was impossible. Ha!"
The Wizard is a Wood Elf who can be randomly encountered on Solstheim. He can initially be heard muttering to himself, ''"They said it couldn't be done. They said it. They said it. But they were wrong!", "There's nothing to worry about, nothing to worry about at all...", "The book in my dream showed me...", and "To touch the sky like a dragon..." before casting his experimental flying spell.

If you approach him, he casts his spell and then shoots straight up into the sky, shouting, "It's working, I'm flying! I'm really flying! Hahahaha!" As the spell wears off, he exclaims, "What?! Ooooohhhhhh Nooooooooooo!!!!!" He eventually falls to the ground and dies on impact. The Journal of a Madman'' can be found on his corpse.

He wears apprentice robes of Alteration with an apprentice hood and a pair of boots, and he carries a leveled staff.

 
Notes
This NPC is a reference to Tarhiel and his Scrolls of Icarian Flight.
This world interaction can only occur once.
Skyrim:Madman

The Madman is a Nord bandit found in the wilds of Solstheim. He has apparently been driven mad from reading a Black Book, and will direct you towards it. He wears ragged boots and ragged robes, and carries some scribblings. He has a chance to spawn at several specific spots all over the island of Solstheim as part of a world interaction.
 

Related Quests
 

Dialogue
Approaching him, he says: ''"I know things. Hidden things. Things you aren't supposed to know." This presents three options to reply:

:Slow down there. What are you going on about?
::"You don't believe me. No one does. They don't want to. I don't want to either. But I can't help it. They're in my head!"
:Ummm... Are you alright?
::"No! That's what I'm trying to say. The secrets. They're in there. In there deep. Can't get them out. They're in my head."
:Whoa. Not so close
::"Good idea. They might leak out. Don't want them crawling into your head, too. Like me. They're in my head. Right now. Saying things."

The conversation then follows with more ramblings, after which he becomes hostile and attacks you with his fists:

:What's in your head? 
:"Secret hidden things."

:Secrets? What kind of secrets?
:"The secret kind!"

:Alright then. Where did you learn these secrets? 
:"The Black Book. It shoved them in there. With black slick fingers. My fingers are too short. I can't get them out."

:Where did you find this Black Book?
:"Oh no. I didn't find it. It found me. Here. I'll show you. See. Right there. But don't go there. You don't want these things in your head. You don't!"

:I can see this is going nowhere. Good luck with all that.
:"Luck won't help. I need something to pry these things out of my head. Why won't anyone listen to me? Listen to me! They're in my head!"''

If he is killed, his body can be looted for a note which begins a miscellaneous quest to find the Black Book he was referring to.

Notes
He can be encountered on more than one occasion.
Skyrim:Frykte Peak

Frykte Peak is easiest to reach with a horse—using Summon Arvak  is recommended. It is reachable on foot with enough persistence, but requires some creative jumping. See this article for tips on mountain climbing.

 

Notes
  The   command won't make it visible on the map.
Skyrim:Mortrag Peak

The ascent of this peak can be started from the entrance to White Ridge Barrow. Jump up the low rocks behind the barrow entrance, and head in a northerly direction towards the highest point. There are some snow-covered tracks that make this section easier. A silver ore vein lies beside the snowy track at the base of a sheer rock face; head around the rock to the right of this vein, and continue jumping higher. Reaching the cliff face marks the extent of the 'easy' section of this climb.

A narrow slope leads up the cliff face at 45 degrees to horizontal. When this gets too steep, you should notice a small ledge at the same level off to the right. By pushing forward into the face of the mountain at the same time as moving to the right, you can reach this ledge. The aim from here is to get to the saddle-shaped ridge roughly four character-heights above your head. This can be done by moving around to the other side of the promontory you are standing on the western side of, as the slope on the eastern side is shallower. You can then zig-zag your way up the slope to the saddle.

Your next waypoint is the ledge partway up the left side of the peak. Jump towards and around it to reach a lower section on its western side. Continue up the ledge, then zig-zag up the slope to your left to reach the narrow ridge at the top. Jump along this ridge towards the peak.

You will need to carefully jump and edge your way around to the left to reach a better vantage point for gaining the summit. Note that the summit is poorly meshed and is unstable; you will not be able to find a place to stand without sliding downwards or into the mountain. The closest stable point is on the ridge just below the top; trigger the location marker, and retreat to this ridge to survey the scenery.

To the north lie the ruins of Castle Karstaag. To the east is Frykte Peak, with Saering's Watch just visible behind it. In the clearing to the southeast, the remains of a stone memorial mark the entrance to Hrothmund's Barrow. To the south, you can see Mount Moesring and the ruins of Fahlbtharz. In the southwest, partially hidden by the peak of the mountain, a small burial chamber contains the Stalhrim Source.

Notes
Using Summon Arvak  and riding him can make climbing the mountain easier.
  The   command won't make it visible on the map.
Skyrim:Mount Moesring

The marker for this peak does not appear on the compass until you have climbed nearly to the top.

On foot, it is best to start your climb just north of the shrine of Zenithar. Once you reach a lower peak, it's advisable to save, as falls from this height can kill you. Leap across the gap from the lower peak, keeping as much height as possible, then continue climbing while circling clockwise around the peak to reach the top, where you can stand without slipping. See this article for tips on mountain climbing. 

From the top, you can see most of Solstheim, even at night. To the immediate north is Moesring Pass with White Ridge Barrow beyond, and both Mortrag Peak and Frykte Peak etched against the sky in the distance. To the west you can see Fahlbtharz, while to the southwest is Hvitkald Peak, with the Bulwark protecting Raven Rock clearly visible to the left of the peak. Far to the south is the Wreck of the Strident Squall, with the circular path leading up to Brodir Grove carved into the landscape. To the south-southeast is Highpoint Tower, and farther to the southeast is the settlement of Tel Mithryn, with the Red Mountain belching ash and rock into the sky beyond. To the east is the massive stonework surrounding the Tree Stone at the Temple of Miraak. The view between the Temple of Miraak to the east and Moesring Pass to the north is blocked by another mountain range.

 
Notes
Using Summon Arvak  and riding him can make climbing the mountain easier.
  The   command won't make it visible on the map.
Skyrim:Hvitkald Peak

thumb|right|Looking down at Skyrim:Bloodskal Barrow|Bloodskal Barrow from Hvitkald Peak

Of the four marked mountain peaks on Solstheim, this is the easiest to reach. The ascent is best started from the peak's northern side, northwest of the Abandoned Lodge, at the end of the ridge just behind the exit from Fahlbtharz. Simply jump along the ridge in a southerly direction until you reach the marker.

From the top, you can see most of the Solstheim ash wastes. To the south, beyond the end of the ridge, lies the Wreck of the Strident Squall and the Raven Rock Bulwark, while southwest is Bloodskal Barrow. To the north, you can see Fahlbtharz, and behind that, Mortrag Peak. The Moesring Mountains extend away to the northeast, and on the eastern horizon are the steps to the Temple of Miraak. On a hill to the southeast sits Highpoint Tower, with Tel Mithryn visible to its left, and Fort Frostmoth on the coast to its right. The Abandoned Lodge can be seen below you, at the foot of the mountain.
 
Notes
This location also appeared in Bloodmoon.
  The   command won't make it visible on the map.
Skyrim:Animal Damage

Enchanting
Only one item uses this effect. It cannot be disenchanted:
Bow of the Hunt

See Also
This effect is related to:
Huntsman's Prowess
Lore:Realm of Boethia

The Realms of Boethia are the planes of Oblivion, created and ruled over by Boethia, the Daedric Prince of Deceit.  '''Attribution's Share or Snake Mount''' is described as a country of labyrinthine policy and betrayals, with maze gardens and twisted towers.   One realm under the Princes dominion consists of stormy skies, volcanic islands and lava seas, similar to the Deadlands. 
Although usually avoided by mortals, Boethia uses this particular realm to host prestigious arena tournaments so that mortals can earn her favor. The most well-known of these is the  . Champions from each of the ten major races of Tamriel are taken to the realm, where they battle one-on-one to the death. The victor earns the Prince's favor, the title of Chosen One, and a suitably martial prize, such as the Goldbrand. 
  
In  , followers of Boethia repurposed ancient  ic ruins near the city of  , naming it the  . Combatants that entered the arena would pass through Daedric portals as they completed each round, until facing Boethia's current champion in the Champion's Arena, a staging area located within her realm.  Circa  , Boethiah opened a portal to one of his realms to allow the Champion of Cyrodiil to compete in the Tournament of Ten Bloods.  
 

References