Netruk44/uesp-wiki-content huggingface dataset:
Skyrim:Bonemold Formula

Delvin,

Here's the formula for the Improved Bonemold I mentioned in my last letter. Take whatever gold you make from the sale and make sure our little sister is taken care of.


Ingredients: 
4 cups of bone dust 
1 cup void salts 
1 bottle of netch jelly 
1 cup of ground   chips 
1 bucket of fresh water
Skyrim:Dukaan (creature)

Dukaan is a dragon priest entombed within White Ridge Sanctum in Solstheim. He carries an eponymous mask.

He is a frost-based dragon priest, able to cast Frost Cloak and a unique spell called Frost Stream, which is similar to the Frost Breath shout. He also uses the spells Ebonyflesh, Greater Ward, and a unique version of the new spell Conjure Seeker, which specifically summons a high seeker.

 
Notes
Dukaan means "dishonor" in the dragon language.
Skyrim:Zahkriisos (creature)

Zahkriisos  is a dragon priest found within Bloodskal Barrow. He is found in the final chamber of the tomb, and serves as the final boss of the quest The Final Descent.

In addition to being able to conjure Seekers from Apocrypha, Zahkriisos excels at lightning-based magic.  At a high enough level, he uses Lightning Storm—a master-level spell—along with Thunderbolt. He also knows the spells Greater Ward and Ebonyflesh. 

Upon death, Zahkriisos drops his eponymous mask.

 
Related Quests
 

Notes
Zahkriisos literally means "sword blood" in the dragon language, though a more sensible translation might be "bloody sword", possibly a reference to the unique blade required to access his tomb.
Skyrim:Nordic

Nordic armor and weapons can be crafted with the Advanced Armors perk. All items, except arrows, can be tempered with a quicksilver ingot.

The Nordic Jewelry Creation adds jewelry items in the same style, which can be crafted after completing the related quest. See this page for the full list.

Nordic Carved Armor
Nordic carved armor is medium-quality heavy armor. The cuirass is comparable to ebony armor in strength but the boots, gauntlets and helmet are only of Orcish quality. The Nordic Shield is comparatively weak, being only slightly stronger than its Dwarven counterpart. A full set of Nordic carved armor (shield excluded) will offer slightly better protection than Orcish armor but weigh more, whereas including the shield makes it weaker than a full set of Orcish armor, but slightly lighter.
thumb|right|Female Nordic Carved Armor
thumb|clear=none|Male Nordic Carved Armor

 

Nordic Weapons
Nordic weapons are of Elven strength, but slightly lighter.


Notes
Although added by Dragonborn, Nordic equipment is part of generic leveled lists, meaning it can be encountered outside of Solstheim.

Bugs
Skyrim:Burnt Spriggan

Burnt Spriggans, found in the Ash Wastes, are similar to regular spriggans, but with a red tint. They may be more powerful, and can be dangerous to vampires and low level players. Instead of taproots, they drop burnt spriggan wood. They are immune to fire and utilize fire-based magic in combat. Like other spriggans, when reduced to low health they will crouch momentarily and heal themselves, albeit with a flaming aura that will damage nearby players. 

The process through which a normal spriggan becomes a burnt spriggan is unknown, though Neloth is said to be conducting experiments on captured species with his apprentice Talvas Fathryon. These spriggans can be found in separate cages in Tel Mithryn, one standard and one burnt. 
 
Notes
The unique burnt spriggan in Tel Mithryn (base ID:  ) has similar stats as others, but is not part of any factions.
Skyrim:Pain in the Necklace

Quick Walkthrough
# Speak to Fethis Alor in Raven Rock.
# Find an East Empire pendant.
# Bring the pendant to Fethis.

Detailed Walkthrough
East Empire Pendants
Fethis Alor runs a general goods outfit from his house in Raven Rock. You'll find that he is somewhat bitter about living and working in Solstheim, should you speak with him. One thing that does seem to spark his interest is the East Empire pendants. The pendants were once used as employee incentives, but are no longer being produced and, as a result, are now considered a valuable collector's item. Fethis lets you know that, if you find any of these East Empire pendants in your travels throughout Solstheim, he will be glad to buy them from you for 500 gold per pendant. The pendants are located in East Empire Company strongboxes, which are locked with an expert lock and contain other valuable loot as well.

East Empire Company Strongbox Locations
There are 33 total locations of East Empire Company strongboxes in Solstheim, giving a profit of 16,500 gold if you can find them all. Most of the strongboxes are at locations marked on your map, but for those which are in unmarked locations, the entry for the "Location" column is the location from which it is easiest to find the strongbox. Certain strongboxes are marked as owned, which means taking from them is considered stealing, except in cases where you have raised the owner's disposition high enough.



 

Notes
 

Bugs
 
 
 
If you have the Wax Key Lockpicking perk and unlock this strongbox, the Brand-Shei's Strongbox key is given to you.

Quest Stages
Skyrim:Werebear

thumb|left|A werebear before transforming left|thumb|A werebear in combat
Werebears are lycanthropes found throughout the island of Solstheim, specifically in colder areas of it. They are covered in thick brown fur and are found in and out of werebear form, but always labeled as "werebear". Werebears are always hostile towards you and are usually found in groups of two or three. 

You can summon one by using the power given to you by the Beast Stone after completing the quest Cleansing the Stones (after using the power you must acquire it from the stone to use it again). There is no way to become a werebear yourself.

Werebears can be looted for honey, honeycomb and human flesh when they die. They wear ragged trousers.

 
Related Quests
 

Notes
In Skyrim, M'aiq the Liar commented on these creatures: "Werebears? Where? Bears? Men that are bears?"
Despite similarities, there is little to no mutuality between the werebears and werewolves of Solstheim. In fact, one member of the local werewolf pack tells of how werebears killed her old pack, indicating a rivalry between the two species of lycanthropes.
The dead thrall spell will work on werebears while they are in human form, but not once they have transformed to bear form. If one is thralled this way, they will not transform during combat. If one is thralled this way, they also will not respawn their clothing/armor like other NPCs thralls.
The lesser reanimate spells like will work on werebears in their bear form.
Werebears were originally developed as part of the Game Jam, where they were playable.

Bugs
Skyrim:Seeker

thumb|A Seeker|leftSeekers are grotesque tentacled Daedra. They are servants of Hermaeus Mora, usually guarding tomes of forbidden knowledge, and are rarely seen outside Apocrypha. Miraak gained control of a few Seekers while in the realm of Apocrypha, which he forces you to deal with during the quests The Gardener of Men and At the Summit of Apocrypha.

When idle, Seekers usually conjure a book from thin air and begin to read. While you are undetected, they may become mostly invisible with only a smoky shadow giving away their location. Some varieties seem to, while in this invisible state, flit about the area very quickly. This can be especially surprising to sneaky characters, because very soon after they are shot with an arrow, they can appear right in front of you. Also surprising for sneak-oriented characters, Seekers' magical attacks seem to automatically strike you while they are searching for you, even if you are still undetected. These abilities make the Seeker a formidable and nerve-racking opponent for those that prefer a stealth approach.

All varieties of Seeker will summon a somewhat weaker clone to aid them in battle. This clone has less health and will disintegrate when its parent Seeker has been destroyed. 

You can loot Seeker remains for various books including spell tomes but not unread skill books (from the base game and Dragonborn) and scrolls (only from the base game) when they die.
Lore:The Reclamations

he destruction of   and the subsequent eruption of   in   was not just a crisis in terms of the physical destruction it caused - it also cut deeply into the ancient religious beliefs of the  . The fall of the   was the last straw in the tottering support for the  's worship of  ,  , and  . With all three of the   now widely believed dead or disappeared, what had been a simmering schism within the ranks of the Temple priesthood burst into the open.

While outsiders may never know the full tale of this internal struggle, when the smoke cleared a few years later, the former   were in full control of the Temple  , with Tribunal loyalists either purged or recanted. The so-called " " now declared the worship of the Tribunes a result of misguided teaching, blaming the mistakes on the former Tribunal. The Temple now taught that the   venerated by the   tribes (Azura, Mephala and  ) were the "true way" and should be revered by the Dunmer people. Fittingly, the daedra were named the " ," as if they were reclaiming their status from the Tribunal.

In an elegant  , no doubt intended to reconcile the large majority of the Temple priesthood who were neither Dissidents nor fanatic Tribunal loyalists, Almalexia, Sotha Sil and Vivec were relegated to the status of "saints," a traditional way to venerate the most honored Dunmer ancestors. This apparently satisfied enough of the existing priesthood that the New Temple was able to maintain at least a semblance of outward continuity.

The rise of the New Temple almost completely vindicated the previously persecuted Ashlanders, who had continued to worship the three daedra throughout the Tribunal's rule. The Ashlanders are now lauded as the keepers of the old ways and having "true vision." It is now quite common for many of the Dunmer people to make the arduous pilgrimages into the ash wastes to seek the counsel of the Wise Women. These women have supposedly opened the eyes of those who they claim were "blinded by the Tribunal," and directly connect the eruption of the Red Mountain and the   invasion to the anger of the three daedra.  , whose fortunes were so entwined with the Tribunal Temple, suffered greatly from its fall. While House Indoril still technically exists, the priesthood of the Temple are now considered one and the same with House Indoril - those who become priests are now considered to have "joined Indoril." The political power of the Indoril has thus passed entirely into the hands of the Temple (although members of the old House Indoril are still over-represented in the priesthood).

The rise of the New Temple has a number of parallels with the rise of House Redoran - each filled the vacuum of power resulting from the crisis of  . How durable these new arrangements will prove, religious and political, remains to be seen. The span of two centuries is quite brief in the long history of the ancient Dunmer people.
Skyrim:Lurker

thumb|A Lurker
Lurkers are Daedric creatures that come from the murky waters of Hermaeus Mora's realm of Apocrypha. They appear as giant amphibious humanoids, and serve their Prince by guarding forbidden knowledge. Lurkers attack with swipes of their huge hands, and use their long legs for stomping attacks, which have a 100 point stagger effect within 16 feet. They can also attack from afar by spewing tentacles from their mouths. They are very dangerous opponents, and should be fought one at a time. They also have the ability to regenerate health.
Lore:Children of the All-Maker

f the title of this text rings familiar, then perhaps you, like me, have had the great pleasure to become acquainted with a most remarkable people, the   of  .


Upon first meeting these gentle wild-folk, I was immediately impressed with their great hospitality. They welcomed me into their homes, one and all, without the slightest hint of suspicion or uncertainty. Trust, it seems, comes readily to the Skaal.


In appearance, the Skaal are clearly of   ancestry. However, they are culturally distinct in several significant ways, the most notable of which is their faith. Having never adopted the pantheon of the  , the Skaal recognize only a single deity whom they call the  .


For the Skaal, the All-Maker is the source of all life and creation. When a creature dies, its spirit returns to the All-Maker, who shapes it into something new and returns it to  . The concept of death as an ending to life is unknown to the Skaal. Rather, death is seen as simply the beginning of the next stage of an endless journey.


This great respect for life is evident in one of the most important Skaal beliefs, a concept the villagers call "one-ness with the land". The Skaal try to live in harmony with their surroundings, making as small an impact on their environment as possible. When a Skaal villager sets out to collect firewood, for example, he or she takes it from fallen, dead trees. When the Skaal hunt, it is only out of necessity, and not for sport. Because they hold all life in great reverence, the Skaal people will resort to violence only as a last resort.


This has understandably led to a rather austere lifestyle for these simple, good-natured folk. For the Skaal, the word "luxury" is nearly an alien concept, though I was intrigued to note that one villager, Edla, has taken to trading basic goods with travelers who pass through the village in exchange for small luxury items. Such an enterprising outlook is something of a novelty for the Skaal.


Though it saddens me to conclude this account on such a somber note, it is impossible to deny the hard truth that the Skaal people are dwindling. In a century or two, it is possible that their unique way of life will be lost to the world forever, reduced to little more than a footnote in the great epoch of history.


This comes as little surprise, given the immense hardships of a life lived in such an extreme environment. For the Skaal, it is a daily struggle to survive the perpetual wintry climate of northern Solstheim, but other challenges have recently appeared.


The ashfall from   has taken its toll on the plants and animals upon which the Skaal depend for their survival, and life is now a struggle for all who call Solstheim home.


Therefore, I humbly beseech any students of history who might encounter this modest text to travel to Solstheim and learn all that can be learned of this noble people and their ancient customs. The Skaal people might not be long for this world, but let us assure that their proud and noble legacy lasts well into the future.
Skyrim:Bristleback

Bristlebacks are large tusked boars that are found on Solstheim. They will become hostile if approached too closely or provoked. You may loot the corpses for their meat and tusks. They are often used by Rieklings as mounts. 
 
Notes
There is a unique bristleback named Bilgemuck which is a part of the quest The Chief of Thirsk Hall.
The gold dropped by bristlebacks is affected by both the Imperial Luck racial ability and the Golden Touch perk.
 

Bugs
Skyrim:Old Salty

Old Salty is a unique mudcrab found at Northshore Landing. In addition to the standard mudcrab chitin and mudcrab legs , it carries a few odd items: a pair of shoes, a tankard, 35 gold coins, and a random gem.
 
Notes
Old Salty also appears in Legends, as the card  .
Skyrim:Ash Guardian

Ash Guardians are atronach-like ash creatures summoned by certain mages on Solstheim. They resemble the Storm Atronach except they are encased in stone rather than lightning. They will attack unless they feed on heart stones.

Ash Guardians can be conjured once you have completed the quest From the Ashes. The Ash Guardian never occupies a conjuration slot; you can still have one more summon (or two more, if you have the Twin Souls perk) in addition to the Ash Guardian. Moreover, only one Ash Guardian can exist at any given time; summoning a second one will make the existing one vanish. This is true whether you summon it with or without a heart stone, or one guardian with a stone and another without a stone.

Aside from the ones summoned by the player, only two Ash Guardians are encountered in the game: One during the quest From the Ashes, the other at Highpoint Tower during Old Friends. Both are hostile to the player.
Lore:Ahzidal's Descent

n the days beyond memory, when men first walked the lands of  , there arose in the city of   a great  . As a boy, his gift for magic and artifice had been evident to his tutors. As a man, his skill surpassed them all. And finding nothing more to learn among his kin, he left wife and child, and set out to train under the   masters.

A year became two, then three. And when finally his path led him back to Saarthal, he found only ruins: for the  lves had sacked the city, and all that lived there were dead or gone. Amid the ashes, in the smoldering ruins of his home, he swore a terrible oath of vengeance. And from that comes the name the legends give him:  , the embittered destroyer.

Alone, he could do nothing. And so, he bided his time, delving deeper into his art than any before him. From the  , he learned the seven natures of metal and how to harmonize them. From the  , the ancient runes and  -magic even the  lves had begun to forget. Among   and   and   he traveled, taking what he could from each, and all the while plotting how he might turn that knowledge against them.

Finally, word reached him of   and his  , newly-arrived from  . For three days and nights, he rode north, and met them as they made landfall on   near the ruins of Saarthal, which the  lves had fortified against them. He offered the Companions his service, and all he had produced in his years of labor. And with Atmoran steel imbued with his enchantments, the  lves fell before them, and at last he had his revenge.

But he was not content. His craft had become his life, and his hunger for knowledge still gnawed at him, driving him to delve ever deeper. At long last, he exhausted the lore of the  lves, but it was not enough. He sought the secrets of  , and won for himself a seat among their  , but it was not enough. And at length, he turned his gaze to the  , and found there both power and madness.

Some say he ventured there, never to return. Others, that he was betrayed by his fellow Dragon Priests, and killed, or driven into hiding in the ruins beneath his beloved Saarthal. Among the   of  , it is said he fled to their island, and was sealed in the depths of  , together with the last of his relics.

But that is the tale, as it was told among the bards of  . Whatever the truth, the legend of Ahzidal was intended as a warning: in pursuit of perfection, one must take care that the pursuit itself does not become all-consuming.
Skyrim:Karstaag

Karstaag was a frost giant who lived on Solstheim, and has been dead for over 200 years. The spirit of this ancient creature can be raised as part of the unmarked quest Summoning Karstaag. After defeating Karstaag, you gain the ability to summon him. However, you may only summon him three times total and it must be outdoors. He is one of the toughest enemies in the game to beat, having nearly double the health of the Ebony Warrior. During the battle, he can summon three ice wraiths at a time to distract you. He is much more powerful than a regular giant, being able to attack with his club, causing you to lose several hundred health points. When summoned, he will appear with a Blizzard around himself, which will ragdoll you if you stand too close to him when he is resurrected. After a short time, the blizzard will vanish and he will have a Frost Cloak surrounding him for the rest of the battle. If you leave the courtyard during the battle, Karstaag will have the blizzard surrounding him again when you reenter, but it will become a frost cloak very soon after reentering.

Karstaag has a 100% resistance to disease, frost, and poison, as well as a 75% resistance to shock. He cannot be ragdolled, and is immune to all forms of paralysis, as well as Mehrunes' Razor, Mora's Grasp, Whirlwind Cloak, and the instant kill effect of Wabbajack. He does have a 25% weakness to fire, however. 

He also benefits from a fortified combat healing rate of 0.15% and a fortified healing rate of 0.15%. His normal healing rate combined with his combat healing rate causes him to regenerate 0.3% of his maximum health every second, which is 12 points per second.

 
Related Quests


Notes
Karstaag is a member of the unique "Ghost Giant" race that gives him his ghostly appearance. It has an ID of  .
He is undead, meaning that spells such as Stendarr's Aura  will cause him to lose health. 
After Karstaag is defeated, activating his throne will cause you to sit. This is the only location in the game where this sitting animation is available to the player.
Karstaag can be staggered and ragdolled by werebears or werewolves as the attacks of those creatures ignore the corresponding resistances. This makes the Beast Form a nice alternative for a high level player if Dawnguard is installed.
There is an exploit to defeat Karstaag with minimal effort if you are willing to cheat a bit. At the far end of the room from his throne, to the left of the door, there is a stack of ice chunks against the wall which can be climbed with a bit of creative jumping. If you jump up here while fighting Karstaag, he will ignore you completely and retreat to the far side of the room, next to his throne. From here his health can be slowly whittled down to zero with ranged attacks. The ice wraiths he summons during the battle will also ignore you, and dissipate after a period of time.

See Also
, this creature's appearance in Morrowinds Bloodmoon expansion.
Skyrim:Lord Tusk

Lord Tusk is a unique horker found at Horker Island. His noticeable traits, which differentiate him from other horkers, are his increased size and health. By moving past Lord Tusk, one can find the unique mace, Horksbane, which deals extra damage to horkers.