Netruk44/uesp-wiki-content huggingface dataset:
Lore:Snow Prince

The   was a   of great fighting prowess, decisiveness, and elegance who lived on the island of Solstheim. His kin had great respect for him, and hailed him as their savior in the Battle of the Moesring. The Snow Prince killed many  s in the battle with his ice magic and his spear, but was struck down by Finna, a twelve-year-old girl, who threw her mother Jofrior's sword at him after she had seen the Prince slay her. 

The Nords won the battle, but out of respect and awe they did not burn the body of the Snow Prince with the rest of his kin. Instead, they buried him in a freshly dug barrow, which later became known as  , along with his steel armor and spear. His body was not encased in   as Nordic tradition dictated, but the tomb was lined with treasures worthy of royalty and guards were assigned to protect it.   News of his death spread across the land, reaching even the isolated and scattered tribes of Snow Elves across Skyrim.  Due to the Atmorans destroying many Falmeri documents, next to nothing is known about the Snow Elves' governmental structure and what duties the Prince had. 

The Snow Prince ordered the creation of a stone throne designed with simple lines, leading some scholars to believe this was reflective of his personality. It was excavated by the   around  .  Sometime before the tomb of Jolgierr Barrow was abandoned, the guardians became aware of Angria "and her rabble" planning to steal the Snow Prince's steel armor. Heinlen the Heavy's men drove the graverobbers away, although they made off with the ancient helmet. Heinlen tried to warn Winter-Fist,  but ended up at the bottom of  , likely murdered by the thieves. Angria's corpse was found in  , hanging from the ceiling of her hideout, the   ice cave. In the same year, Jolgeirr Barrow was rediscovered and looted. Fall of the Snow Prince, an ancient account of the Battle of the Moesring taken by Lokheim, was uncovered within and came into the possession of Athellor, an Altmer scholar of the thought-to-be-extinct Snow Elves.  The document was later published and had become popular literature in Cyrodiil by  ,  and Skyrim by  .  

Gallery
 

Notes
thumb|right|The unimplemented Crown
Prior to the release of Dawnguard, strings pulled early from Skyrim's Patch 1.5.26 indicated that a Snow Elf Prince would appear as a character. As development continued, the sideplot evolved into   and  's stories as priests of Auri-El rather than the Prince appearing, though remnants of the character remained in the form of Vyrthur's throne and the Ancient Falmer Crown.

References
Lore:Taris Rendil

Taris Rendil was an Arch-Mage of the Mages Guild who constructed  .  Rendil was dissatisfied with living in the Arcane University, so he constructed the Spire in the lofty Jerall Mountains of Cyrodiil to escape his colleagues' prying eyes. He was the creator of the Spire's Atronach Altar, and also collaborated with Sinderion of Skingrad to develop the Frostcrag Apparatus Table.  He was in some way associated with   and  , two great adventurers who were buried in an ice cave that served as the underground vault of the Spire. 

When age began to overwhelm Rendil, he entrusted many of his belongings to Aurelinwae of the Imperial City. A long-lost relative of Rendil's, the Champion of Cyrodiil, was his sole heir and successor  and inherited the Spire in  . Rendil wrote the Frostcrag Spire Memoirs on his deathbed, leaving instructions on how to restore the Spire to its former glory. His dying wish was granted by the Champion of Cyrodiil, who compensated Aurelinwae and returned Rendil's possessions to the tower.  

Notes
Rendil may also be related to  , another long-lost relative of the Champion of Cyrodiil.

References
Lore:Lake Fjalding

is the largest lake on Solstheim, although it is covered by ice year-round. It is commonly used as a mating ground for the horkers of the island. The Iggnir River to the south and the Isild River to the north meet here, in the Felsaad Coast region due north of Fort Frostmoth. The Isinfier Plains lie to the south. The Thirsk mead hall is on the eastern coast of the lake.   

The lake is surrounded by tombs and caves. Holly bushes sometime grow on its shores. An extensive cave system underneath it is said to contain many monsters and beasts and holds unknown treasures for brave adventurers. Residents of Thirsk and Skaal often comes here hunting horkers and the more elusive snow wolves and snow bears. It is also the frequent site of ritualistic hunts.

When the lake caught fire in  , the entrance to the Lair of the Udyrfrykte was opened, and that heinous monster returned to terrorize Solstheim once more.  The creature killed many residents of Thirsk before the Nerevarine, known to the Nords of Solstheim as the Blodskaal, confronted it in its lair and tore out its heart, which still remains on pedestal in Thirsk overlooking the once again frozen lake. 
 
Gallery
 

See Also
For game-specific information, see the Bloodmoon article and the Dragonborn article.

References
Books:Pocket Guide to the Empire: 1st Edition

''A Pocket Guide to The Empire and its Environs (Being a Description of the Lands and the   Customs of the Inhabitants) (commonly shortened to Pocket Guide to the Empire: 1st Edition or PGE1) was part of The Elder Scrolls Adventures: Redguard'' manual, and provided the first detailed background information on the land of   and beyond. It began with a brief introduction, followed by chapters on  ,  ,  ,  , the   (  and  ), the   Confederacy,   plus the Wild Regions ( ,  ,   and  ).

Each chapter consisted of a central portion of text, with sidebars on important matters or features. An additional feature of the guide was that it came with annotations supplied by the enigmatic "YR", an   about to take up a post as military attaché in the  , who was sending the guide to his uncle as a warning that   may indeed be the "Dragonborn" spoken of in Altmer prophecies. The annotations provide an alternative perspective on the otherwise relentlessly pro-Imperial viewpoint of the guide.

The guide can be read in full  .
Lore:Hrothmund the Red

was a renowned Nord chieftain who lived in the early third century of the Third Era, though some claim he actually lived in the late Second Era.  

He was among those who left Skaal Village to found the Thirsk Mead Hall in Solstheim. After the founding, when the need for a leader became clear, he seemed the natural choice, but had to prove himself in a duel when he was challenged for the position.  After using his axe to chop off his opponent's head, he displayed it on a pedestal in the Mead Hall, starting the tradition that survives in Thirsk to this day: the person who displays the greatest trophy on the pedestal in the Mead Hall would become the chieftain. Hrothmund's rule lasted 21 years, the third longest reign in Thirsk's known history (and these long reigns are the exceptions; one chieftain survived for a mere three weeks).  He was ultimately killed and eaten by Ondjage, the Fell Wolf, and whatever remained was buried in  , along with his   and the  .   

References
Oblivion:West Weald Camp

The West Weald Camp is a well-hidden secret in the wilderness of The West Weald, straight south-southwest from the Ayleid ruin of Nenyond Twyll. The campsite is located in the shadow of an unusually large rock, the largest in the area, and is almost completely overgrown with colorful heather. The camp is totally abandoned and consists of two tents with bedrolls and a cooking pot placed over an unlit piece of firewood. The area is rich in flora, however; a few feet south of the camp grows three Motherwort sprigs and, scattered behind the large rock, three incredibly well-hidden Nightshade plants.  Just south of the camp grows three Viper's Bugloss plants, while the bushes to the southwest hides three Lady's Smock plants.

thumb|right|The destroyed camp
During the Main Quest, an Oblivion Gate may open. If it does, the entire camp is destroyed, including the giant rock, the two tents, the bedrolls, and most of the flora surrounding the campsite. Surprisingly, the gate will also cause two initially hidden sacks to reveal themselves; one in front of the gate, the other right next to a destroyed tent. They only contain some middle class clutter, but neither of them respawn so you can safely store your items in them. Although living inhabitants will never be found in the camp, two burnt bodies lie on the ground beside the sacks. Three Bloodgrass plants will appear on the site as well, along with the usual amount of respawning Daedra emerging from the Gate.  The three Motherwort Sprigs will survive the destruction along with a single Nightshade plant. After the gate is closed, the camp will still be entirely destroyed, and the area will stay on fire indefinitely, but there will be evidence of better days: the two sacks are still present next to the burnt bodies. The harvestable plants from the original camp will remain, including the motherwort sprigs and two of the hidden Nightshade plants. The Bloodgrass will also survive, which can be useful to alchemists.

Occupants
Oblivion Gate Daedra (respawning until Oblivion Gate is closed)
Contents
2 bedrolls (destroyed by Oblivion Gate)
2 sacks (non-respawning) (if Oblivion Gate appears)
Flora
3 Viper's Bugloss
3 Motherwort
3 Lady's Smock
2-3 Nightshade (one is hidden by Oblivion Gate)
3 Bloodgrass (if Oblivion Gate appears)

Notes
If an Oblivion Gate does spawn here, it provides a 20px map marker for this otherwise-unmarked location.
There are actually five nightshade plants present in the camp, but two of them are hidden inside a rock. When the Oblivion Gate opens, the resulting rubble blocks a third and only two remain accessible.
Oblivion:Two Decker Camp

Two Decker Camp is a remote campsite on the unmarked road in the Jerall Mountains connecting Cheydinhal with Bruma. Two bandits guard it. Its name comes from being split over two levels, with two normal tents located on the road itself and a larger tent up the hill to the southeast, past two Wormwood plants. The area with the two tents includes a sack containing some random potions and an unlit fireplace with a roasted rat on a stick. The large tent contains a food barrel and a locked chest with random loot. The surroundings are cold and barebones, with only five Clouded Funnel Caps and a single Milk Thistle plant decorating it. There is no real view to speak of, as the camp is completely isolated, although the mountains of Skyrim can be seen to the north.
 
Occupants
2 Campsite Bandits (each 50% probability melee Bandit, 25% archer Bandit, 12.5% Bandit Hedge Wizard, 12.5% dog)
Contents
3 bedrolls
1 Bandit Sack (healing)
1 Camp Chest (locked)
1 barrel (food)
1 Roasted Rat (contains three samples of Rat Meat)
Flora
17 Clouded Funnel Caps
5 Wormwood plants
1 Milk Thistle plant
3 Motherwort
Lore:Moesring Mountains

The   region covers the frozen wastelands in the northwestern tip of Solstheim. The northern and western borders are the white coasts of the Inner Sea while to the south are the Isinfier Plains. To the east is the  , and beyond that is the northern sector of the  . Apart from attempting the treacherous climb on the sides of the mountain range, there are several passes through the mountain range.   is at the southern end of the Moesring Mountains, Hrothmund's Pass is close to the rock formation of  , and finally the Northern Pass east of  , on the northern slopes of the mountains.

 , the highest mountain on Solstheim, is situated at the southern end of the Moesring Mountains. It is here, and only here, where the Wolfsbane flower naturally grows. On the southern side of the mountain is the  , a relic held sacred by the  . One of the other stones, the  , is located on the shores of the  , at the eastern side of Hrothmund's Pass.  

Thormoor's Watch is the white and hilly area on the feet of Hvitkald Peak and the mountains at the southern end of the range. At the very most northwestern tip of Solstheim, is the  . East of this is Castle Karstaag, the ancient dwelling of the frost giant  . The castle (under a different name) may have been a stronghold of the long gone race of  . South of the castle is the rock formation of Hrothmund's Bane, the final resting place of one of  's, if not Solstheim's, greatest heroes.

However, it is not the wonder of the halls of Castle Karstaag or the sheer size of Hvitkald Peak that makes the Moesring Mountains region famous and revered by the inhabitants of Solstheim. The white plains of the region were also the site of the final epic battle between Falmer and  s, after which the Nords cemented their place on the island.  The mountains are home only to the hardiest of creatures: tusked bristleback, rieklings, horkers, and wolves, among others. Almost nothing else survives in the frozen tundras of Solstheim apart from the animated spirits of the dead. Although few and far between, some men and mer, notably smugglers and mercenaries, also manage to dwell here.

See Also
For game-specific information, see the Bloodmoon article and the Dragonborn article.

References
Molkadh Mountains

thumb|right|The edge of the mountains, from above Ashamul looking towards Ranyon-ruhn
The Molkadh Mountains are a small part of the   region. Although the borders are not perfectly clear, the area starts in the southwest at   and seems to encompass all of the mountainous area north of the road to   and west of the coastal road to  . The Molkadh are one of the oldest settled parts of Boethiah's Spine, however most people now prefer to live in more comfortable places, leaving only Ranyon-ruhn,   and   still officially inhabited. The mountains are also home to the terrifying canyon known as  .

The sub-region is ruled from Ranyon-ruhn, making its current governor  . 

Places
Settlements
 
 
 

Other
Lore:Void

The   (also called the Darkness, the Outer Darkness, the Ancient Darkness, and the Great Darkness) is the name applied to the dimensions outside of the known realms (e.g. Aetherius, Oblivion, which is also known as the Outer Realms, and Mundus) of the  .    It is also occasionally used in a more limited capacity to refer directly to Oblivion.  The brothers Anu and Padomay came from the Void.  Legends say that deities wishing to create a new plane of existence must initially create a space for it in the Void.  The "Eight Abysses",  the "Second Void", and the "Nineteen Voids" are unknown terms which may be related to this dimension.  

The Daedric Princes are known as the "Princes of Void", though their realms of Oblivion are "anything but". To describe the "Void of Oblivion",  it is instead known as the "Second Void",  composed of at least "Nineteen Voids".  Within these planes of Oblivion is a "sea of limitless dimensions [which] contains an endless series of islands. Some are controlled by the mighty Daedric Princes; others are loosely connected to one minor Daedra Lord or another." 

The Khajiit equate the Void and Namiira, calling it the "Great Darkness", with their creation story affirming that only after Lorkhaj's birth in the Great Darkness did it know that its name was Namiira.  

Reachmen regard Namira as a Spirit Queen and the sovereign of one of the two worlds of existence, the infinite world of spirit.  The Reachfolk creation story speaks of Lorkh having an epiphany when he visited the darkness; that what is perceived as nothingness is ripe for possibility.  And so, Lorkh approached Namira and convinced her to grant him a place in the infinite void to create a realm for wayward spirits, but it was not without a cost. Lorkh sacrificed himself to create a harsh realm, one that is unforgiving and intended to teach through suffering. 

Argonians equate the Void to Sithis, a blank canvas and a creator that will one day destroy its creation so that it might create something new. 

According to the  , when Sithis wishes someone killed, their soul comes here after death. 

The Dark Heart is said to be a piece of primal void. 

Notable Places
;Grayhaven: A lost realm of Oblivion located deep in the Void.

See Also
Oblivion

References
Lore:Tosh Raka

was an emperor of Ka Po' Tun (or the "Tiger-Dragon Empire"), believed to have ruled some time towards the end of the Third Era. Through unknown methods, he purportedly transformed himself into a Dragon. Certain sources claim that this transformative process also turned him into a god,  with some sources going as far to state that he is the Akaviri avatar of Akatosh and possibly holds a grudge against his “mirror brother”.  Tosh Raka planned to conquer Akavir, and then set his sights on Tamriel.  

Notes
His name is similar to  , the Dragon God of Time. It is suggested to be wordplay on the terms "Aka" and "Tosh" both meaning Dragon,   but depending on usage or placement "Tosh" can alternatively mean "Tiger" or "Time",  a link to how dragons are synonymous with time. 
He is allegedly the largest dragon in the world. 
Toshrakhat was the dragon tongue name given to Ja'darri by Nahfahlaar.  It is unknown if the similarity to Tosh Raka is intended to be related.

References
Shivering:Test Subject

The Test Subjects were unfortunate victims whose remains can now be found spread around Xaselm, having been the targets of experiments conducted by Relmyna Verenim.

Although four such victims can be found in the ruin there are only two unique variants, each having two copies. Neither of the subjects had any possessions or knew any spells.

The editor ids of the test subjects are   and 02, but they play no role in the SE09 quest - Rebuilding the Gatekeeper.
 
Test Subjects
SE09ExperimentCorpse01
 

 
SE09ExperimentCorpse02
Shivering:Ghost

The three ghosts seem to have been designed to play a role in the Ghosts of the Hill of Suicides quest before they were replaced by Gadeneri Ralvel‎‎, Limark, Lorenz Bog-Trotter, M'desi, and Salonia Viria. The editor ids of the ghosts are  , 02 and 03, plus they each have a script called  . Whatever their original purpose, none of the three now appears in the game. Like the other ghosts, these ones spend all their time wandering around their start location.

Each ghost wears three items of random clothing in the typical Dementia style. They all have the standard Heretic spells and abilities.

 
Ghosts
SEHillOfSuicidesGhost01
 

 
SEHillOfSuicidesGhost02
 

 
SEHillOfSuicidesGhost03
Books:Pocket Guide to the Empire: 3rd Edition

''A Pocket Guide to The Empire and its Environs (Being a Description of the Lands and the Chief Features of their Histories) (commonly shortened to Pocket Guide to the Empire: 3rd Edition or PGE3''') was part of the Collector's Edition package for TES IV: Oblivion. It was a rewritten version of the Pocket Guide to the Empire: 1st Edition that had shipped eight years earlier with TESA: Redguard, but while the old version had been stridently pro-Imperial in its tone, the new version was much more even-handed and less propagandist.

The book opens with a history of the guide itself, before devoting sections to the universe,  ,  ,   and  . There are then detailed sections on each of the provinces of  , which take up the vast majority of the book, before a final section on Other Lands, that briefly describes  ,  ,  ,  ,  , and  .

The guide can be read in full  .

Behind the Scenes
Michael Kirkbride was originally contracted to create a new Pocket Guide for the then-upcoming Oblivion release, as he had done with previously for Redguard. In his own words, Kirkbride stated he only wrote about 18 or so lines for the guide; lore such as the Sun Birds of Alinor and the Imperial Mananauts was originally conceived of (and if not fully than partially written) by him.  Evidently, it seems Kirkbride had a conflicting vision for the guide and ended up not finishing it himself due to creative differences with the studio. Ted Peterson was then contracted to pen the remaining work on the guide, and he accepted, not having a problem with the directives and dictates for the guide as requested by the studio.
Ted Peterson drew on many ideas settled on during lore discussions and role-playing sessions from the (now defunct) Elder Scrolls forums to create the guide. A partial archive of these threads exists here: on Loranna's RP site.


References
Dolmolag Peninsula

thumb|right|Looking south from above Bal Oyra
The Dolmolag Peninsula is  

It is dominated by the town of  , which stands at its northern tip. Just across a narrow strait to the west lies  . The peninsula is the eastern of two arms that encompass  , the other being the  .

Places
Noloubal Bay

thumb|right|A view of the bay from above Bal Oyra
Noloubal Bay is a large body of water north of the eastern arm of the mainland of Morrowind.

The western side of the bay is formed by the  , while the   forms the eastern edge. To the north lies  .
Neidweisra Peninsula

thumb|right|Looking southeast down the Neidweisra Peninsula
The Nedweisra Peninsula is a huge piece of land that juts out northwest from the eastern arm of the mainland of Morrowind. It leads so far into the   that it lies to the west of many places on the isle of Vvardenfell, and its tip is actually due north of Vos. The peninsula forms one side of  , the other side being the  .

Places
Nebet Peninsula

thumb|right|Looking south along the peninsula from just east of Llothanis
The Nebet Peninsula is the promontory east of   and  . It lies between the   area of the   and the  , and is part of the mainland closest to   - the largest of the  .

Places
Stormhold:Dungeon Camp

thumb|right|Dungeon Camp
The Dungeon Camp is the only safe place in Stormhold prison, and is where you begin the game. All of the helpful NPCs can be found in the camp. When the player teleports or dies, they will be brought here. The camp functions as a nexus between the surrounding dungeons, so be prepared to visit this place often. 

The Dungeon Camp contains two subsections: the '''Warden's Camp and the Outer Camp'''. The Warden's Camp is an open area at the center of the camp, and is where the player spawns at the beginning of the game. This is also where Warden Varus will occasionally appear to speak with you after a tunnel is excavated. All other NPCs are located in the Outer Camp, which consists of four tunnels leading off into the dungeons. Each NPC has their own "wing", which can be hard to distinguish for new players.

Arantamo is in the eastern wing of the north tunnel.
Beneca is in the western wing of the north tunnel.
Celegil is in the west tunnel.
Helga is in the eastern wing of the south tunnel.
Vander is in the western wing of the south tunnel.
Favela Dralor is in the east tunnel.
Balachen Corridor

thumb|right|The Balachen Corridor
The Balachen Corridor is an area of   east of   and west of  . It is so named because the large number of stone arches seem to create natural pathways for travelers to follow.

Places
Amurbal Peninsula

thumb|right|Looking north towards Tel Oren
The Amurbal Peninsula is a long promontory in the   that reaches out west from the mainland into the  . It is dominated by the tower of   that lies at its northern tip.

Places
Ouadavohr

thumb|right|The Ouadavohr, from just east of Ranyon-ruhn
The Ouadavohr is   It is surrounded by the  , formed by the two large rivers in the area: the   and its tributary, the  . At its western end stands  , while   lies to the east.

Places
Lore:Mania

Mania is a region of the Shivering Isles located in the northern highlands of the main landmass. It reflects the lighthearted side of Lord Sheogorath's madness. It is similar to Vvardenfell's West Gash region in appearance, with expansive grasslands and huge mushroom trees. Overlook Road passes through the region. The Isle of Flame, the Laughing Coast, the peninsula of Saint's Watch, and the Jester's Spine Mountains are important geographical features in the region. 

The villages of   and Hale appear welcoming but are populated by harmless maniacs. The halls of Brellach contain the Wellspring of the  . The lawbreakers of the region are imprisoned in the deadly ruins of Aichan.  , thought to have been the original capital of the Shivering Isles, is located on the Isle of Flame.  
 
Gallery
 

 
See Also
For game-specific information, please see the Shivering Isles article.

References