Netruk44/uesp-wiki-content huggingface dataset:
Lore:Fang of the Sea Vipers

At the request of   advisor   I have compiled this brief accounting of the   of  , known commonly as Sea Elves. Read, now, and let the light of knowledge free you of your fear.

Their ancient history is well known across the  , and not worth recounting in detail here. Suffice to say that the arch-mage known as "King"   has long led the outcasts of the shrouded isle. He uses foul spells, rituals and sacrifices to continually renew his youth and vigor.

Other rumors you have heard are true, as well. The rituals of Orgnum allow the Maormer to control  . Some have mastered the art of riding the beasts among the waves, while larger and less docile beasts swim in support of their largest fleets.

The fleet that now threatens  , we have learned, calls itself the  . Recent events in the   have driven the Vipers into the seas around Auridon and the mainland. The opportunistic Maormer now seek their own victories in the war between the alliances.

The  , the Dominion Navy, and others now stand ready to halt the advance of the Maormer. If you see signs of the Vipers, report them at once to your Canonreeve or the nearest Dominion officer.

Eagles, know that the viper will not take our nest. Be wary, but have courage.
Lore:Kinlord Rilis and the Mages Guild

As a member in high standing, I feel it necessary to explain and extirpate the notion that Kinlord   is somehow a founder of the  . The common folk believe that the kinlord, in the days before his cruelty and sadism became well-known, brokered a deal that reigned in "dangerous mages" and somehow put binders in place to keep the commonalty safe. This is simply not the case.

 , student of  , did indeed flout prevailing thought when it came to magical experimentation in large cities. He drew together numerous students and artificers to the city of  . For the first time, he sought to prove the benefit of spellcasters working in close proximity. Not for a mighty ritual, but for study, experimentation, and a sense of camaraderie.

This simple premise so terrified the people of Firsthold that they turned to their ruler, Kinlord Rilis the XII. Now known by many less polite titles, Rilis was first and foremost a political animal. He saw in "Galerion's Folly," as it was known at the time, a chance to play the mages and common folk off against each other.

The much-speculated-upon " " brought together Rilis, Iachesis, Galerion, and other notables from across the   and the  . By common agreement, it is true, no records were kept of that meeting. But mark my words here, adept: Rilis allowed the meeting, allowed Galerion to do what he did, to further his own ends.

In retrospect, of course, the legacy of   is the proud heritage of the new Mages Guild. We now boldly gather together under the Guild banner, and will no doubt do so for many centuries to come. Just let it be remembered: Rilis the Twelfth was a dangerous  . Even at the time of the Conclave, he trafficked with dark powers and made pacts with  .

The proud order we all now serve is here despite his best intentions. Not because of them.
Lore:Regarding the Ebonheart Pact

Our cousins the   have been duly punished for the betrayal of their ancestry: because they have embraced, and then attempted to emulate, the  , a curse has disfigured their bodies and blasted  . That lesson was apparently insufficient, for they have now left the boundaries of their cursed domain, and seek to infect the rest of   with their heresies. The   who rule them have duped the simple   and the slave-lizard  s into joining this mad escapade.

To allow the   to rule in   would be just as foolish as to leave the   to one or another of the tribes of  . The Tribunal is ultimately an even greater danger to   than the heedless and impetuous human nations. They must be driven back into their haunted corner of the continent with their power broken … forever.
Lore:Thalmor Handbill

Loyal citizen of the  , heed the statement of the  . Bear witness to these words about our new allies, the   and the  .

Integration with our new Wood Elf and Khajiiti allies continues apace. To promote   harmony, loyal Thalmor agents have drawn together this short list of helpful notices. Follow this mandatory guidance with cheer, and our new allies will look on you with favor.

— Do not refer to Khajiit as "cats," "kitties," "fuzzies," or any other derogatory feline-based term.

— Khajiiti delicacies are often very sweet, or spiced with the exotic substance known as  . Diners beware.

— Do not touch a Khajiit's tail without permission.

— Our Khajiiti allies have a unique dialect. Mocking their speech, or imitating it, is considered quite rude and non-Aldmeri.

— When inviting a Wood Elf to dine, know that the resources of the forest are sacred to them. Serve  , but no salads.

— Do not refer to Wood Elves as "shorties," "runties," or any other derogatory height-based terms.

— Have a care when imbibing Wood Elf brews, as their beverages are very different than our own.

— Do not imply to Wood Elves that they are cannibals, or ask them about how they dispose of their dead.

Eagles, Unite!
Lore:The Lay of Firsthold

Their tribulations drove the   
'Cross Sloadful seas to  . 
O Aldmeris! Old Ehlnofey! 
Your loving visage haunts us yet. 
Your zephyr's kiss enthralls us still, 
Though only in heart's memory, 
And sorrow to the marrow deep 
Infuses every  i. 
When   sinks and night-hour comes, 
And owl and spectre prowl and creep, 
When eyes can gaze at stars no more, 
Then fancy flits across the deep, 
Whence Aldmer came to eastern isles, 
Escaping doom oblivious, 
To  , hue-imbued 
With spectrum vivid, various.


From foam it rose before the ships; 
Nine prows did plow the gleaming strand. 
  stepped from foremost craft, 
And claimed as Kinhold all the land 
From silver beach to green-clad hills, 
Begilded by the golden dawn. 
Auridon thus was the name 
Bestowed upon that realm anon. 
Though wild it was, at once it gripped 
Torinaan's once remorseful heart. 
He drew his blade, he drew his blood, 
And swore an oath to ne'er depart. 
They disembarked upon the shore, 
Built Kinhouse, gardens, forge, and hive. 
They tamed the meadows, beaches, fields, 
And made a home where Elves could thrive.


Then howling from the hills in hate 
Came horrors horned, bedight with eyes. 
 ;  ;  — 
All sought the Aldmers' cruel demise. 
Some said they should take ship anew 
And seek a farther, safer shore. 
But bold Torinaan valor steeled, 
And drawing on ancestral lore, 
Hierogram with   
He wove upon Auridon's loom, 
Drew power down from stars above, 
And drove fell monsters to their doom. 
He harried them 'cross hills and heights, 
All smiting them with magics dire, 
Till one by one they fell at last 
To blast of lightning, ice, or fire.


So warded then by spells well-spun 
Auridon bloomed beneath the touch 
Of Altmer craft and husbandry, 
Imagoform and sculpture. Much 
Admired by other Altmer were 
Torinaan's brave achievement there, 
And other Kinholds followed fast 
On Summerset, so blest, so fair. 
But though those Kinholds prospered well 
Throughout the archipelago, 
Aldmeri Landfall all recall 
Upon the Firsthold shore did show, 
And bold Torinaan is revered 
For courage, wisdom, foresight. He 
Who harnessed heaven to defend 
The Aldmer in extremity.


Auridon: excellent abode. 
  repel: expel all  .
Lore:The Rise of Queen Ayrenn

Loyal citizens of  ! I have the pleasure of being an advisor to Her Royal Majesty, Queen   the First, Eagle Primarch of the  , High Queen of the  , Overfriend of the Royal   House of the   people, and boon companion to the   of the  .

As Royal Advisor, I have penned this brief account of Queen Ayrenn's life and history. Read, that you might welcome our Queen into your hearts.

Her Majesty spent her early days as many children do in the Isles. She trained in blades beside her father. She rode horses in the surf along our golden beaches. And she memorized history and sonnets beneath soft pink petals.

Over twenty years ago, your forward-thinking King—His Royal Majesty, King   of  , may he be ever honored in  —gathered with the royal family at the   in celebration of Her Majesty's passage into the Labyrinth. This time of intensive study had been required by all Summerset rulers in the past, and Her Majesty was to step into that period with arms wide. As the hour approached, however, the then-princess was found missing!

While a long search was begun, in truth, Her Majesty had claimed her own destiny. Her Majesty had stolen away to the   to live with the   at the  . The members of that clan trained her in the art of war. They turned her simple noble swordplay to lithe and seasoned blade-dancing. Her beachside rides became forced marches on horseback, and her singing of sonnets beneath the trees of her homeland gave way to the study of the arts most arcane.

Much has been made of our Queen's adventures in   by bards and common broadsheet scribes. Yes, it's true that she once rode a  . That she hunted the   of  , delved into the depths of a   ruin, and crewed with a pirate captain of  . Her Majesty once flew upon an enormous kite on the winds of the  , and danced with  s in the  . These adventures were not the larks of a wanton, but instead a deliberate process. The tempering of a blade!

And when His Majesty King Hidellith passed away, when it looked as though our remote isles would be left to flounder in the swell of history, Princess Ayrenn returned! Her Majesty plucked the crown from where it had fallen in the dust. She took up her father's sword and led us out into the world.

Led us into the world to find new allies waiting just off our shores! The Queen's connections to the noble Wood Elves and fierce Khajiit enabled us to form the mighty Dominion that now stands astride our corner of Tamriel, poised to strike at the dark heart of Cyrodiil and ward off the depredations of the warmongering alliances of the north.

Though she has her detractors and cowards defame her courage from behind a veil, Queen Ayrenn is the living, beating heart of the Dominion. Our fortune and prosperity depend upon her.
Lore:Why Don the Veil?

Good  , you know why to don the  . You know in your heart the danger facing the  . We have been betrayed.

Our leaders now bend knee to a  . A Queen of   and  . An adventurer given the throne by an accident of blood. A wench more fit for a cup house than a throne room.

These are our lands! The  , the legacy of the  i people, now must sit idle beneath the blooms. We must watch as flea-bitten mongrels from   cavort in public like mer. We must listen as the animal tongue of   is spoken in our streets.

We did not seek, nor did we provoke, this assault on our way of life. We did not expect, nor did we invite this confrontation. The true measure of a people's strength is how they rise to master the moment when it comes upon them.

Master the moment, mer of  . Don the Veil! Rise up against this Queen, against her  . And retake the Summerset Isles!
Online:Veiled Heritance

The   is a covert group of Altmeri nationalists seeking to depose Queen Ayrenn and appoint their own regent, the Veiled Queen, High Kinlady Estre &mdash; Ayrenn's sister-in-law and her brother Naemon's wife. One of their main bases is known as The Veiled Keep, and is located under their training grounds on Errinorne Isle in central Auridon. 

Members


Locations















Quests




















Notes
For historical information on the Veiled Heritance, see the lore article.

See Also
Books
Online:To The Veiled Queen

To The  , Future Ruler Of  

Our plan to use   as a staging area for our occupation of Auridon is in motion. The lighthouse is now under our control and a powerful magical ward will limit entry to all but our most trusted agents.

As per our previous discussions, you will continue to supply updated, detailed information regarding the navigation of   and the scheduled fleet movements of   Naval vessels in the area to our agents in South Beacon. They will relay the information to our ships, in code, using the lighthouse beacon.

In recompense for this aid, you will be named our Viceroy of Auridon once our control of   is assured.

May Your Prow Ride High,

Sealord   Of  

  High Command
UESPWiki:Community Interviews/Nocte Canticum

'''What's  your role around UESP?
:I am a Userspace Patroller and occasionally handle bot-like tasks.
How long have you been involved?
:A year, now? If this includes both of my accounts.
What's your favorite part of the site?
:My fellow editors. Especially Vely. And that Avron fellow seems nice too.
Favorite Elder Scrolls game? quest? faction?
:Morrowind. fighters guild. Killing rats to save pillows.
You meddled with the Daedric Princes, and now one NPC is forced to be your sidekick. Who would you choose?
:Sheogorath of course!
Tell us one of your favorite things about Tamriel.'''
:The expansive beauty. Every province I have seen has had it's own charms, and the people are always so active and full of life.
'''Tell us one thing that you've learned while being a member of UESP.'''
:ASSUME GOOD FAITH. It's a rule that should be applied to everything. 
What  would you like to say to UESP readers and fans?
:If you see something inaccurate on the wiki, jump in and correct it! We love new editors, but remember to keep an open mind and be willing to discuss the change as necessary.
Skyrim:Scripted Deaths

Scripted Deaths
This article provides a list of all Skyrim NPCs who die because of a scripted death at some point in the game. A scripted death is one where a game script forcibly kills the character, no matter what choice the player makes. Scripted deaths are usually caused by a quest. Essential NPCs are not immune to scripted deaths, though their essential status must be removed before the death script takes place.

Guaranteed Deaths
:Note that all NPCs die at some point during the listed quest unless stated.


Conditional Deaths
These characters will only be killed by a scripted death under certain circumstances. The relevant quest page provides details on whether the character can survive the quest, or whether the character dies in some other way.

:Note that all NPCs die at some point during the listed quest unless stated.
Lore:Aspects of Lord Hircine

The following is the transcribed statement of a shaman of   who named himself  :

"Like the fingers of your hand, like the clutch of the  , like the arrows to kill a  , Five are the Aspects of Lord  . You may meet any of the Five. All are true and right and death-in-the-woods. All are worthy of reverence.


"You may meet the Hunter, who is invoked as  . He bears the  . He comes here from the   to hunt new prey, or he brings prey native to the Hunting Grounds, like the  , to hunt in new forests. If he brings not prey, then woe betide you who meet him, for he may dub you the Hare. Then you must flee as best you can, though you will not escape.


"You may meet the  , who is invoked as  . He wears the Wolf Skull Totem and his growl is like a landslide in the  . He comes here to hunt with his children the Skinshifters, or to adopt new children and turn them pelt-side-out. His howl will freeze your   like a pond in Evening Star at midnight&mdash;you will see your death approach, but be unable to flee.


"You   meet the  , who is invoked as  , and whose hooves drum the  . He comes to mate with the hinds, and may transform a comely woman for that purpose, or to cull the herd of the weak. Those who hear his drumbeat are doomed to run with the herd, and may follow him back to the Hunting Grounds where they will be chased and unmade."


"You may meet the  , who is invoked as  , and who wields the  . He comes here to confound mortal hunters, to run them in circles until they are so plexed and wildered that they follow him over a cliff or into a trackless mire. He may fill you with such fury you can do naught but pursue him, or he may note you as clever and teach you his tricks.


"You may meet the  , who is invoked as  . He embodies the  , and comes here seeking solitude, peace from labors, and renewal of the Burning Spirit Within. Beware, for if you rouse him and disturb his serenity you will be torn asunder. But if you approach him with deference and an offering of honey-sweet mead, he may grant you the power of the Bear-Heart in your next fight.


"These are the Five&mdash;there are no more, and any who say so are witless and foolish. So states Uraccanach, and whenever have I been proven false? I have said it, and it is so. Pass the  -draught."
Lore:Bangkorai, Shield of High Rock

" ;   Guard; freeborn militia of   and  : soldiers of  ! Ever have we been the shield of  , the first line of defense for the   Kingdoms against invaders from the east. Time and again the Bretons of Evermore and her surrounding regions have taken up arms to garrison Bangkorai Pass and turn away those who would pillage and plunder our homeland. In the year   of the  , when Warlord  's army of  s and  s was driven from   by the  s, we denied them passage through the Pass and forced them to flee northeast, trudging all the way through the   before they finally reached  . Not a single Goblin made its way through our pickets into our homeland.

"Then, in  , when the legions of Empress   deposed King  , the Vampire of  , he fled west at the head of his dreaded  , burning and killing as they came. But when his army of bat-men and wolves reached the Bangkorai Garrison, they broke like a wave on a rock. Hestra's legions caught and killed the survivors, and the Empress was so impressed that she honored High Rock with admission into the First  .

"When, after almost a thousand years under the  , the excesses of the   forced High Rock to secede from the First Empire, the Monks of   decided not to let us go peaceably. In  , under Abbot-General  , the   were sent to bring the Bretons back into the fold. Mactator's fanatics filled the   from end to end, but they could not pass the Bangkorai Garrison, and after a five-month siege, with the pious turning on the graceful, the Abbot-General was forced to admit defeat and plod back to Cyrodiil in disgrace.

"Only once has the Garrison failed to protect High Rock: when  's   Horde poured down the south shore of the  , filtering through the   that had always protected us before. Then, Evermore was sacked, and the Garrison was taken from behind. But even then, we bought High Rock enough time that the Breton Kingdoms were able to muster their troops and eventually repulse Durcorach at Daggerfall.

"Today, invaders from the east threaten us once again, in the form of an   from Cyrodiil. But these are not the legendary warriors of an Empress Hestra, or the disciplined soldiers of an Emperor  : these are the degraded mercenaries of the Tharn usurpers. Indeed, this legion is even led by a cousin of that decadent and faithless family!

"And who is this Magus-General  ? What battles has she won, beyond bullying freeholders for their back taxes? What barrel-scrapings are these so-called 'legionaries' she brings to pollute our homeland with their heretical,  -worshiping ways?

"I say they are scum, a desecration of the once-noble name 'Imperial Legion.' I say they are a rabble. And I say that, with us manning the walls, they shall not pass the Bangkorai Garrison!

"What say you, Knights of Saint Pelin; Evermore Guard; freeborn militia of Mournoth and Ephesus&mdash;soldiers of Bangkorai! Will we betray the blood of our ancestors and allow enemies through the Pass? Never, I say! Not today, not tomorrow, not ever!"
Lore:Living with Lycanthropy

Throughout the ages, whenever one heard the word " ," it was a cry of fear and revulsion. This need not be the case any longer. We shall prove to   that it is indeed possible to live a productive, peaceful life while afflicted with  .

Our Rule: Resist the Urge to Commit Violence

By withdrawing from society, one can learn how to apply this simple rule to everyday life. Do not give in to a feral desire to retaliate against those who cannot understand our plight. We are not meant to destroy others simply for sport.   blessed us with the ability to fight well, with strength beyond that of an ordinary person. We must not take advantage of this blessing to hurt anyone, but rather use it in ways that benefit others like ourselves. Hunting can be a rewarding pastime, and a way of worshiping our patron. It should not be a way to torment others, whether man or 
beast.

This blessing, for it is a blessing and not a curse, allows us to carry heavy loads, and to cover vast distances without tiring. We make excellent traveling merchants for this reason, as well as laborers of all kinds. By showing continued restraint, by not lifting our hand against others, by proving that hunger does not drive us to kill, we honor ourselves and our families.

It is our duty to demonstrate that werewolves can be peaceful through our continued faith in  .
Lore:The Legend of Fallen Grotto

Long ago, a man with seven sons and seven daughters lived in  . Their home was in a deep and twisted cave at the edge of the woods.

The surrounding forest was filled with all manner of creatures:  s,  ,  s, and  . Though his family was large, they never knew hunger, for the animals were plentiful and easy prey.

"We must give thanks for  's  ," said the man.

And the man prayed to Hircine, building within his home a shrine to the God of the Hunt. He painted the walls of the cave with pigments he made by combining animal fat with the earth. From the deer his children slew, the man took antlers to make an altar, and his wife braided hides into leather rugs to cover the dirt floor.

When the shrine was complete, the man and his family lit tallow candles and roasted an ox, pouring its blood onto the altar as they chanted prayers.

Suddenly, they heard a laugh, and before them stood Hircine himself, drawn by the death cry of the ox and the scent of its roasting flesh.

"You've done well!" Hircine cried, striding forward. He was clad in layers of animal hide, though his feet were bare.

"I am your faithful servant," said the man, groveling before his god.

"To prove your faith," said Hircine, "send forth your seven sons and seven daughters. I will hunt them from dawn until dusk and from dusk until dawn, until I am sated."

The man recoiled in horror. "I cannot do that!" he said. "You may take anything, but do not take my children from me!"

Eyes narrowing, Hircine raised one hand toward the cave's ceiling. Then he pointed to the ground with the other. Hircine screamed, and the walls collapsed inward, destroying the shrine and the man's home.

As dust curled upward like the smoke from an offering, sixteen forest  s lumbered uncertainly from the debris, staggering from the grotto to the woods.

"You were not worthy of becoming  ," Hircine remarked coolly, "but I shall hunt you anyway."
Lore:Granite Hill

(also known as Quethsegol Ahrol in the   ) is a region located east of   and far north of the town of  . The town of Granitehall takes its name from the region. 

Granite Hill was historically a notable settlement, having been in existence since the time of the  .  During the reign of   of  , it was part of   and consisted of three farms and an inn, and held a weekly market.  At some point the region came under the administration of  .

During the   in the late  , the town of Granitehall was an active settlement, being ruled by Duke Fenrald. It had a rivalry with   and  .  It was neighbored by several settlements, including Karthwasten Hall in the northwest, and   in the southeast.  By   Granite Hill continued to pay taxes to Falkreath and had its own emissary.  The dragon  , who was buried near Granite Hill,  was resurrected by   upon his return.  
 
Notes
Granite Hill was originally slated to be implemented into Skyrim, but was cut before release. However, the area in-game still appears under the name "Granite Hill" when looking at the map, where the Great Henge Resurrection dragon mound is found. 
References