Netruk44/uesp-wiki-content huggingface dataset:
Lore:Dusk

(formerly known as Dusk Keep  or the Tower of Dusk)  is one of the eight major city-states of the province of the  ,  being situated on the southeastern point of the  . It acquired its name because when the sun sets behind the mountain, it leaves the tower in a shroud of shadows.  
 
 

Layout & Geography
Dusk is located on the shores of Summerset Isle, hidden behind the southern mountains, only accessible through a narrow valley behind the town of  . Dusk Keep is the only building in the area, and it overlooks the beach where the valley empties into the  . Buried deep in the mountains, west of Dusk lies the  , a vast cavern with ancient ruins that once served as the High Elven navy's watering spot.  The area is known to contain a variety of   known as the Pale-Plume Gryphon, which are uncommon and live in the seaside cliffs of Dusk Keep.  Dusk is neighbored by several settlements, including   in the west, and   in the northeast. 

History
For the longest time, the site where Dusk would be located contained nothing but Dusk Keep, an isolated tower that held some sort of magical containment. The tower's origins are unknown, and it would remain there for quite some time, as far as the late  .  When the explorer Gjadil the Keel-Hauler raided the palace of King Orgnum, she quickly fled Pyandonea with the whole Maormer fleet chasing after her, eventually leading them to the cove at Dusk. She fled to shore, clutching a single chest of treasure, burying it with an enchantment it so that only her descendants could open it and made making her way back home. 

Ertival, the keeper of the tower, had a vision of the impending abyssal geysers and Yaghra hoards set to invade the island, and left his journal detailing the recounting of his dreams before leaving the Keep.  In time, a group of Gjadil's descendants came to Dusk during the Daedric War and dug up her treasure, only to discover it contained nothing but a scroll relaying the importance of family.   During the time of the Second Aldmeri Dominion, in the ninth century of the Second Era, a port was built near Dusk Keep, which would then become the basis for the modern-day city-state of Dusk.  

During the   in the late  , the city-state of Dusk was an active settlement, being ruled by King Saura. It had a rivalry with  .  By the  , the city-state of Dusk would become a primary port for the  . 

 

Gallery
 

Notes
Arena was originally conceived as a fighting game featuring a tournament that took the player to each of Tamriel's cities to challenge different gladiatorial teams. According to a file from that stage of development left behind in the final game, Dusk's gladiatorial team would have been called "the Executioners". 
In early cut drafts for ESO's south Summerset zone of Varyllis, Dusk was home to expert smiths known as the Scintillants, and the beaches of the city were subject to a   invasion. The Maormer had also banished   from his place in the sky, so High Kinlady Astraela of Dusk helped in forging Phynaster's Ring from pieces of the Shattered Crown, which was spread throughout crypts in the city, to return the deity to his rightful place. 

References
Lore:Southpoint

, also spelled South Point, is a coastal city in the far southeast of  , farther west than  , in the   region.  
 

History
The city was founded in   by the Colovian governor Zantonius, born in Kvatch. It became the main port and Imperial colony in the Kingdom of Grahtwood, then an administrative division of the Second Empire in Valenwood.  

In   was incorporated to the First Aldmeri Dominion along with the rest of Camoran-controlled Valenwood after the Blacksap Rebellion was put down by Ayrenn and Aeradan Camoran joined forces.   In  , Southpoint's citizens began killing one another in the streets and Dominion soldiers cordoned off the town. Sheogorath had taken control of the Mayor, but the   ended the madness, dealing with both the corrupt Imperial mayor and the Daedric Prince, and the city remained in the Dominion until its eventual dissolution. 

In  , the city was again annexed by the Second Aldmeri Dominion after the intervention of Summerset in another Camoran civil war.  However, the catastrophic use of the Numidium by   resulted in the conquest of both the entirely of Valenwood and the Summerset Isles in  , ending the Second Aldmeri Dominion control of the settlement, which was incorporated to the Third Empire. 

During the Third Era, the city remained in Empire hands except for the Camoran Usurper Rebellion between   and  .   During the   in the late  , the city-state of Southpoint was an active settlement. It was ruled by Queen Mindra, and it had a rivalry with   and  .  Southpoint was neighbored by several settlements, including   to the northeast, and   to the north.  The Oblivion Crisis that ended the Third Era and weakened the Empire provided the opportunity for the Thalmor to seized the Summerset Isles. In  , a Thalmor-backed coup overthrew Valenwood's government, routing Imperial forces and their Bosmer supporters. Alinor and Valenwood then proclaimed a union, and a new Aldmeri Dominion was formed. The city fell into Aldmeri hands for the third time in history. 

Culture
An Altmer-imported celebration, the Rites of Xarxes Memory, was held annually by the mid-Second Era in its cathedral. 

Notes
Arena was originally conceived as a fighting game featuring a tournament that took the player to each of Tamriel's cities to challenge different gladiatorial teams. According to a file from that stage of development left behind in the final game, Southpoint's gladiatorial team would have been called "the Chimeras". 

References
Books:Lord of Souls

''Lord of Souls is the second of two novels written by Greg Keyes that follow the story of The Elder Scrolls (after the events of Oblivion but before the events of Skyrim''). The book was published by Del Rey Books, part of the Random House Publishing Group, on September 27, 2011.

The shadow of the Infernal City, Umbriel, moves across Tamriel, killing those that pass beneath its and raising the dead to power itself.

Reeling from a devastating discovery, Prince Attrebus continues on his seemingly doomed quest to obtain a magic sword that holds the key to destroying the deadly invaders. Meanwhile, in the Imperial City, the spy Colin finds evidence of betrayal at the heart of the empire—though his own heart may betray him first. And Annaïg, trapped in Umbriel itself, has become a slave to its dark lord and his insatiable hunger for souls. How can these three unlikely heroes save Tamriel when they cannot even save themselves?

Information
Characters
Creatures
Factions
Items
Places
Plants
Plot Summary

Sources
Random House
UESPWiki:Site Support/December 2010

Expense and revenue record for the period 1 December 2010 to 31 December 2010. All values are in Canadian Dollars.
OBMobile:Armor

There are 40 different types of armor available in Oblivion Mobile. Some pieces are restricted to certain character classes, while others are available for all. Like Oblivion, items of armor are equipped on various parts of the body. 

Body Armor

Bracers 


Gauntlets and Gloves 


Shields 


Boots and Greaves 


Miscellaneous
OBMobile:Consumables

There are 10 general items available in Oblivion Mobile. They may be bought, found in chests or taken as loot from slain enemies. 



† Indicates item is available for sale in the Store between each of the main quests.
OBMobile:The Troll King

Quick Walkthrough
#Open the Large Trapdoor in the Sewers during Recover The Amulet.
#Find the note on the fresh skeleton.
#Find the Troll King in the Lower Sewers and kill him.

Detailed Walkthrough 
The Trap Door
thumb|The Trap Door
In the Sewers during Recover the Amulet, a large trap door can be seen as you first advance. After killing the Mythic Dawn on top, you can activate it to enter the Lower Sewers. 

A Fresh Skeleton
Upon entering the Lower Sewers the Champion will find a fresh skeleton with a bloodied note. The note refers to a Troll King and the Champion suspects coin and other loot will accompany him. 

The Maze
The lower sewers is a 3 level maze with a number of Trolls and Chests. You enter each level via a small trap door. It is not necessary to kill any Trolls, except the Troll King. On the second level the Champion will mention an "overpowering" smell when he finds the trap door to the third level.

The Troll King
The Troll King can be found on the third level. He appears as any other Troll, but is much stronger. He attacks from a fixed position and doesn't follow you. Once he is defeated, you will receive   and will be immediately returned to the Sewers.  
thumb|right|He must be close...

Notes
Once The Troll King is started, you cannot return to Recover the Amulet until the Troll King has been defeated; if you return the entrance, the Champion will mention he has a feeling that, should he leave the Lower Sewers, he will not be able to return again.

Because the Troll King doesn't move about, one can simply attack him, move away and recharge.
UESPWiki:Deletion Review/Lore:Etymology

Lore:Etymology

This article is out of our control really, its getting as bad as the role-playing pages used to be before it was organized. However, for the very few people who will visit this site and take a look at the Etymology page, it does contain alot of good translations and break downs of words, that describe the NPC, place, item etc... But its such a cluster of unorganized information, its difficult to find what you your looking for. I support because its a mess, but it contains a  lot of good information about the origins and meanings of things in TES, and a part of me would hate to see so much of our user input be removed. Western3589 02:10, 23 January 2011 (UTC)

Votes
Delete: Overall, support. Western3589 02:10, 23 January 2011 (UTC) (as nominator)

Delete: I support this deletion, as it is the Etymology page is entirely useless.
:After a recent discussion on the Etymology   pretty much everyone agreed that the page was terrible, and useless. So after reviewing the contents of the page I came to the same realization as Rpeh and GuildKnight. We have absolutely no use for this page besides keeping this information from flowing onto the other areas of the site. I would still prefer it would be split, hopefully allowing only the most useful information to stay. But since that seem unlikely to happen I would prefer to see it deleted. --Alpha Kenny Buddy 02:17, 23 January 2011 (UTC)

Delete (or Userfy): As with Western3589 and Alpha Kenny Buddy, I hate to see it go, as some of the info appears to be relevant, but unless someone wants to do some significant work on it, it's probably better off being deleted.  &ndash; Robin Hood    02:31, 23 January 2011 (UTC)
Delete: Things like Bruma relating to winter and Umbra/Umbranox relating to shadow make sense, but Ushnar meaning passionate has nothing to do with the Shivering Isles Orc. --    02:55, 23 January 2011 (UTC)

Delete: My only concern is that we'll get garbage added everywhere again. See this topic, which is where the problem was first discussed. rpeh  10:55, 23 January 2011 (UTC)

Delete: Not much to add; personally I find these far-out translations useless - the page itself is a mess and after scrolling through it once again I couldn't find a single interesting addition. --Krusty 22:04, 30 January 2011 (UTC)
OBMobile:Recover the Amulet

Quick Walkthrough
# Enter the trap door in North Bruma.
# Journey through the Sewers.
# Fight the two Mythic Dawn Agents guarding the trap door to the Shrine.
# Find the Shrine in the Cave and Confront Mankar Camoran and his followers.
# Return the Tome Jauffre and Martin in Bruma.

Detailed Walkthrough
Bruma
After rescuing Martin form Kvatch, Jauffre will inform the Champion that Mythic Dawn Cultists have stolen the Amulet of Kings and retreated into the Sewers beneath Bruma. You can enter the Sewers by a nearby trap door to the North of town. 

The Sewers
The Sewers is a short linear level with several Mythic Dawn Agents and small trap door at the end leading to the Cave. Two mythic dawn agents - an archer and swordsman- stand guard over the trap door to the cave and must be defeated to advance.

There is also a large trap door hidden near the sewers entrance. It can be activated to start the Troll King side quest. 
thumb|right|Camoran vanishes with the Amulet, leaving you to deal with his goons...

The Shrine

The Shrine can be found in the center of the Cave level. A number of Mythic Dawn Agents are scattered throughout. 
The Shrine can be easily recognized by the blue column and red NPC - Mankar Camoran - that reside within. 
Once you enter the Shrine, Camoran will alert his Agents and vanish with the Amulet. 

Facing Camoran's Agents
Camoran has four agents the will attack you; with another 2 entering during the fight from the east. They are normal Mythic Dawn Agents and one repeatedly uses a poison spell. 

The Tome
A book can be seen atop the column in the Shrine. Once Camoran's agents are defeated you can activate the column from the rear to retrieve the Tome and automatically return to Jauffre and Martin in Bruma. Martin will offer to begin translating the Tome.
Lore:Elven Artifacts vIII

of  , a magical flask discovered during the 1st Era of Tamriel (c.  ) by a group of Elves living in Lillandril, a port city on the Northern shore of  . Upon learning that the flask had the   property of being able to absorb   of any persuasion, the founders realized their importance in the world and spread word of their discovery. They performed various favors for the Barons of Summerset Isle, keeping the magical powers of the   of   in check.

Eventually the founders, worried that Wood Elf assassins may kill them and take the flask, left Summerset Isle for the City of  , in  , where they hoped to buy their safety from the Clan  , to live in secret, protected by the Direnni.

While sailing from Summerset to High Rock, they were shipwrecked on the coral reef along the southern coast of what is now  . The founders were killed and the   was lost.

Stories of the flask have appeared over the ages, but it is still believed by many that it is lost somewhere on the island of Stros M'Kai.

References linking the island to the flask occur in manuscript fragments of unknown but ancient origin held in the private library of   at  . One piece, the  , has symbols (reproduced above) which could be interpreted as map references. This has led to the theory that the location of the flask was known at some time after the   demise. In particular

----
Lore:Garlythi

is one of the vampire bloodlines of the Iliac Bay area.  Those of the bloodline are gifted with the ability to magically shield themselves from damage. The bloodline dominates the regions of Northmoor and Phrygias in High Rock. They are the enemies of the Selenu and Lyrezi bloodlines. 

See Also
For game specific information, see the Daggerfall article.

References
Lore:Khulari

Khulari is one of the vampire bloodlines of the Iliac Bay area.  Those of the bloodline are gifted with the ability to paralyze their prey. The bloodline dominates an area of Hammerfell - specifically the regions of Santaki, Totambu, Kozanset, Ephesus and the Dragontail Mountains. They are the enemies of the Anthotis bloodline. 

See Also
For game specific information, see the Daggerfall article.

References
OBMobile:Commander in Chief

Quick Walkthrough
#During Spies speak to the Vernon in Northern Bruma.
#Leave Bruma through the Northern Gates.
#Find the Commander stranded outside the city.
#See Vernon once more for a reward.

Detailed Walkthrough
Meeting Vernon
Vernon can be found in the North most part of Bruma during the Spies quest; he will appear as a civilian standing next to the city gates.  
thumb|right|Vernon
When you talk to him, he will be impressed with your taking care of the assassins and will suggest that you could help him rescue his missing Commander - whom of which he was recently separated with during the last Daedric incursion into the city. 

Leaving the City
Activating one of the three doors in North Bruma will take you outside to Cyrodiil. Cyrodiil is a two level maze with a number of Mythic Dawn agents. You can move to the second level from the first by activating the small Ayleid ruin on the south-east corner of the map.

Finding the Commander
The commander - Rufus - will be found standing of the far south eastern corner of the second level. He will be much relieved to find you. thumb|right|Rufus is obviously pleased to see you...

Collecting the Reward
Once the conversation with Rufus has finished
you will be returned to Northern Bruma, Vernon and the commander united once more. Speak the Vernon once more and he will thank you and give you a Silver Shortsword as a reward.

Notes
Once the quest is started, you can not return to Bruma until the Commander is found - save reloading the game. 
You cannot backtrack to the first level of Cyrodiil once you have entered the second.
The Spies quest will resume once the Commander is found, even if you do not collect the reward.
The character Vernon is named after the programmer Vernon Franklin.
OBMobile:Spies

Quick Walkthrough
#Eliminate four assassins in Bruma's streets.
#Find and close the Oblivion Gates before a greater gate can be opened.

Detailed Walkthrough
The Assassins
After returning to Bruma with the Tome from Mankar Camoran, a guard will alert Jauffre that a group of assassins have entered Bruma with intent of killing Martin. The Champion offers to eliminate the assassins before it is too late.
thumb|right|The door on the east side of town

Four assassins hide in the streets of Bruma. Two in the South-East of the map, and another two in the town square close to the North gates. Upon entering the square, the Champion overhears the two Mythic Dawn assassins - Avery and Rylander - discussing plans on opening a greater Oblivion Gate right in the town itself. The Champion must confront the two; Avery is a swordsmen, while Rylander will stand back and fire arrows.

The Gates
On the far east side of Bruma you can find a flashing door. Inside the building are a pack of Mythic Dawn cultists with three Oblivion Gates; they will attack the Champion on entering. Making contact with any gate will send you into the planes of Oblivion.

The Planes of Oblivion
The planes are a relatively simple level. There are several Mythic Dawn Agents throughout, but you must merely activate the Sigil Stone - which can be found on the most southern area of the map.

Activating the stone will complete the quest and return the Champion to Bruma.

Notes
thumb|right|The Sigil Stone

The quest Commander in Chief can be started during this quest by speaking the civilian in the far north of town.
This is one of few quests you can freely talk to civilians and guards in the town.
Once entering or exiting a building, you cannot return.
After killing the first cultist near the Oblivion Gates, the Champion will say it is now time to deactivate the gates - even though two cultists remain.
The Sigil Stone may seem like it cannot be activated at first. If so, a player may activate the space one tile to the right of it.
The character of Rylander is named after the tester Josh Rylander.
OBMobile:Blood of the Daedra

Quick Walkthrough
#Find the Azura's Star in the cave.
#Exit the cave.

Detailed Walkthrough

A Daedric Artifact

After eliminating the assassins in Bruma, Martin will explain that the only way to retrieve the Amulet of Kings is to open a gate to Gaiar Alata - Mankar Camoran's Paradise.
The first item Martin will need to open the gate is the Azura's star; the Champion recalls hearing about the artifact and believes he may know its location.

The Shrine

The Champion appears in Azura's Shrine, a simple cave. There are quite a number of trolls and scamps spread throughout. There are also several chests. The scamps frequently use the poison spell when in combat. The Azura's star can be found on the most Northern point of the map atop a column, it looks much like a sword. Activating the column will retrieve the Star.

Returning

After retrieving the star, you merely must exit the cave via the entrance on the south-eastern side. There is no real indication of the exit, so a player should keep in mind what the entrance looked like. Activating the void at the exit will complete the quest.
OBMobile:Blood of the Divine

Quick Walkthrough
#Activate four switches in order.
#Find the Armor of Tiber Septim.

Detailed Walkthrough
Blood of the Divine
After retrieving Azura's Star, Martin will indicate the next item he will need is the blood of a Divine. The legendary armor of Tiber Septim at Sancre Tor is said to be stained with the Emperor's own blood. 

Sancre Tor
The quest begins in the fort of Sancre Tor. It is a relatively small, single-level map. There are masses of ghosts spread throughout and the NPC Baynham is in the north.

Baynham's Riddle
Baynham will say only one thing - ''"To witness the armor of Tiber Septim, you must follow the Sun's course."'' The riddle refers to the 3 switches throughout the map. By activating these switches in the same direction the sun travels - east to west - a wall will open to the east of the map. The three switches can be found in the north, west, and southwestern sides of the map respectively. You must activate them in order. Activating a switch out of order will yield no response.
 
The sequence the switches should be activated in is illustrated below:
 
 
A Fourth Switch
thumb|right|The column

After activating the switches in order, the wall to the east of the map will open. There are several ghosts within and a chest. A fourth switch may be found inside that will clear the walls around the column at the center of the map. 

Getting the Armor
The armor can be retrieved by activating the column - now exposed - in the map's center. Unfortunately, you cannot actually see the armor. Once taken, the quest will end and the Champion will return to Bruma.

Notes
It is not clear whether Baynham is supposed to be an Undead Blade or a living person.
He is named after the programmer Stephen Baynham.
Stormhold

Stormhold may refer to three things:
Stormhold, a mobile game created by Vir2L
Stormhold, a major city in the province of Black Marsh
Stormhold, a city in Arena
Stormhold, a city in Elder Scrolls Online