Netruk44/uesp-wiki-content huggingface dataset:
Tribunal:Handwritten note

[A curious copy of guard duty rosters for the past several weeks. The handwriting is tiny and almost illegible, with frequent misspellings. But three names are always correctly spelled -- Milvela Dralen, Ivulen Irano, and Aleri Aren -- and those watches when all three are the only guards in the Throne Room have been underlined twice.]
UESPWiki:News/TesSource.net Temporarily Down

TESSource.net is now tesnexus.com —  ===
 The popular TesSource.net download site has moved to tesnexus.com. All original databases and files (except images) have been restored at the new site.

 Also, The Imperial Library previously hosted at TesSource has moved to  .
Morrowind:Kagrenac's Journal

[The contents of this handwritten journal are in an unfamiliar script in an unknown language. There are many complex diagrams heavily annotated with numbers and strange symbols. The title page, however, is clearly marked in Aldmeris -- 'Kagrenac's Journals'.]
Morrowind:Kagrenac's Planbook

The contents of this handwritten journal are in an unfamiliar script in an unknown language. There are many complex diagrams heavily annotated with numbers and strange symbols. The title page, however, is clearly marked in Ald Aldmeris -- 'Kagrenac's Planbook'.
Oblivion:A Less Rude Song

Notes
The editor ID of the book is  , suggesting that it was originally meant to be a book called "Istunond's Cosmology", but was changed to the text of "A Less Rude Song" without the editor ID being updated.
Lore:The Kendhall Book of Riddles

Page 1
Loadbearer, Warrior

Spirited, Brave

Fleet-foot, Ironshod

Faithful One, Slave



Answer: Horse



Page 2
I rise above the roofs below

Finger up-raised to heaven.

I speak in clear tones

That aim for others

To gather where I call.



Answer: Bell Tower



Page 3
Some live in me, some live on,

And some shave me to stride upon.

I rarely leave my native land.

Until my death I always stand.

High and low I may be found

Both above and under ground.



Answer: Tree



Page 4
Armor bright

Gleaming white

A single rank

Their faces blank

Now hid by night

Now bold by light

Bright red the land

Where soldiers stand



Answer: Teeth
Battlespire:Books

Battlespire
Legend and Lore






Research and Report

















Ritual and Instruction



















Log




Notes and Letters
Tribunal:Note to Ahnia

Ahnia,

I've tried so hard, and yet no one has any interest in this blasted book. Perhaps if anyone could READ it, it might sell as well as the scrolls do. If I can't get rid of it soon, I'm returning it to you. I don't want to hold on to it for too much longer, or else people might suspect something.
Tribunal:Private Notes -- DO NOT READ

[Between scrawled calculations and indecipherable symbols, very little can be made of this text, save the signature:  "Elbert Nermarc"]
Tribunal:Royal Writ of Execution (Alen)

Bedal Alen

The afore-mentioned personage has been marked for honorable execution in the name of King Hlaalu Helseth. The Bearer of this non-disputable document has official sanctioned license to kill the afore-mentioned personage.
Tribunal:Royal Writ of Execution (Berano)

Forven Berano

The afore-mentioned personage has been marked for honorable execution in the name of King Hlaalu Helseth. The Bearer of this non-disputable document has official sanctioned license to kill the afore-mentioned personage.
Tribunal:Royal Writ of Execution (Hloggar)

Hloggar the Bloody

The afore-mentioned personage has been marked for honorable execution in the name of King Hlaalu Helseth. The Bearer of this non-disputable document has official sanctioned license to kill the afore-mentioned personage.
Morrowind:The Stranger

Notes
This is also the Daedric text shown in the background during the opening cutscene, except the final words are transliterated from Daedric into Latin.
Shivering:Zealot Temple

right|thumb|Zealot Temple

 
The Zealot Temple is an unmarked shrine in Dementia inhabited by Zealots. It is located halfway between Rotten Den and Xedilian, just a little north of a line between the two.

The temple is small, consisting of four square arches leading to a central, lower, area. The exterior is hung with drapes and has columns at each corner; the interior contains more drapes, four tortured busts (one of which is ruined), and an urn. The urn is a non-respawning container that can hold some high-quality leveled treasure: weapons, armor, jewelry and gems can all be obtained here.

Defending the area are three Zealots. They can often wander some distance from the temple itself and therefore cause an unwelcome surprise to the unwary attacker.
Tribunal:Custom Armor Price List

YOUR LIFE DEPENDS ON IT!

When your life is on the line, you demand the very best.

And the very best is...

CUSTOM ARMOR 
BY BOLS INDALEN

Hand-crafted glass, adamantium and ebony armors, custom-fitted to your frame, provide the very best protection.  For generations, the Indalen family have provided custom armors for the greatest nobles and warriors of Mournhold -- and at a price you can afford.

You provide the materials and pay for our peerless craftmanship... and in 24 hours, you can be wearing your very own custom armor.

MATERIALS AND PRICE LIST


EBONY ARMORS
Ebony Cuirass:  30 raw ebony and 24500 gold
Ebony Left Pauldron:  21 raw ebony and 16800 gold
Ebony Right Pauldron:  21 raw ebony and 16800 gold
Ebony Left Bracer:  12 raw ebony and 7000 gold
Ebony Right Bracer:  12 raw ebony and 7000 gold
Ebony Greaves: 18 raw ebony and 15400 gold
Ebony Boots:  9 raw ebony and 7000 gold
Ebony Helm:  12 raw ebony and 10500 gold


GLASS ARMORS
Glass Cuirass:  30 raw glass and 19600 gold
Glass Left Pauldron:  21 raw glass and 13400 gold
Glass Right Pauldron:  21 raw glass and 13400 gold
Glass Left Bracer:  12 raw glass and 5600 gold
Glass Right Bracer:  12 raw glass and 5600 gold
Glass Greaves: 18 raw glass and 12300 gold
Glass Boots:  9 raw glass and 5600 gold
Glass Helm:  12 raw glass and 8400 gold


ADAMANTIUM ARMORS
Adamantium Cuirass:  10 adamantium ore and 6000 gold
Adamantium Left Pauldron:  7 adamantium ore and 500 gold
Adamantium Right Pauldron:  7 adamantium ore and 500 gold
Adamantium Left Bracer:  4 adamantium ore and 600 gold
Adamantium Right Bracer:  4 adamantium ore and 600 gold
Adamantium Greaves: 6 adamantium ore and 6000 gold
Adamantium Boots:  3 adamantium ore and 4200 gold
Adamantium Helm:  4 adamantium ore and 3000 gold
Tribunal:A Dark Brotherhood Contract

The Bearer of this document, under special dispensation of the Night Mother, who has entered in a contract in perpetuity with H, is given special dispensation to execute ''[Your Character's Name], a [Your Character's Race]'' recently residing on the island of Vvardenfell. In accordance with all laws and traditions, the afore-mentioned personage will be executed in the name of H in the most expedient manner possible. All services of the Dark Brotherhood are at the disposal of the Bearer of this binding and non-disputable document.
Battlespire:Lehmekweh Note

Lehmekweh

I expect an unexpected guest. See the unseen, and conduct this guest into my presence with the greatest hospitality.
Bloodmoon:Uncle Sweetshare

Uncle Sweetshare is an insane Nord alchemist, likely driven mad by moon sugar, who likes to give "candy to all the boys and girls" at Fort Frostmoth. Unfortunately, this has caused several deaths and other ill consequences, and you will be expected to put a stop to it.

Outside Uncle Sweetshare's house, a dead Khajiit can be found. Asking him about this will confirm that he poisoned his "apprentice".

He wears a white Colovian fur helm and a common robe. He carries a wooden staff, five samples of moon sugar, a copy of the Alchemy skill book The Song of Uncle Sweetshare, and a grandmaster's mortar and pestle. Aside from his natural resistance to shock, immunity to frost, ability to shield himself, and a natural frost damage spell, he knows the following spells: Dire Weary, Strong Fire Shield, Strong Frost Shield, Second Barrier, Strong Shock Shield, Strong Reflect, Strong Spelldrinker, Wild Spelldrinker, Absorb Speed [Ranged], and Absorb Strength [Ranged].
 
Dialogue
Voice:
Greetings:
''"Candy, candy -- he makes so much! Uncle Sweetshare has a magic touch! So it's back to the workshop in the snow! With lovely lanterns all aglow! He he! Ha ho! He he he ha ha ho!"
Idle:
"Candy, candy -- he makes so much! Uncle Sweetshare has a magic touch!"
"Uncle Sweetshare is coming near, to spread his candy and his cheer!"
"So it's back to the workshop in the snow! With lovely lanterns all aglow! He he! Ha ho! He he he ha ha ho!"
"It's better than trinkets, games or toys! So say all the little girls and boys!"
"When the sugar is warmed by the pale hearth light, the happiness spreads throughout the night!"
"My Uncle's candy is so sweet! It's such a yummy winter's treat!"
"He he! Ha ho! To the worskhop he will go!"
-----
Greetings:
"He he! Ha ha! Can it be? A visitor in my workshop? How can I help you, sweet %PCName? I have candy treats to spare, if you come in search of happiness!"
candy treats:
"My candy treats are tasty, they are! And filled with special sugar and love! They bring happiness! Happiness to everyone on Solstheim! That's what I do, you see! I give out my special sugary treats and spread happiness throughout the land! It's difficult work, but oh so very rewarding! M'nashi certainly thought so. Ahh, M'nashi, the dear lad...."
M'nashi: "M'nashi was my assistant! He helped me make my candy! He so loved his sugar, M'nashi did. Loved it a little too much, I'm afraid! He died, you see. His, ah, sweet tooth got the better of him. I buried him, just outside. We had a lovely little ceremony. The horkers came and sang for him, they did! He he he! Ha ha ha ha ha!"
moon sugar investigation:  
Uncle Sweetshare''':  
: 
: 

Related Quests

Notes
Uncle Sweetshare was originally going to be named Grandfather Frost. See his page for more details.
A witness states that Sweetshare "probably wasn't a Nord", while he clearly is one. It is possible that this bit of dialogue wasn't changed while Uncle Sweetshare was - the original Grandfather Frost was a Breton and the original voices for Uncle Sweetshare are that of a Breton male.
Bloodmoon:Grandfather Frost

Grandfather Frost was the original plan for Uncle Sweetshare, who was evidently changed prior to the release of the game for being just a bit too much like Santa Claus. He has a different song, and his Colovian Fur Helm was to be red instead of white. He's also Breton instead of Nord, and has a jolly white beard to boot.
 

Notes
Actually, the helm is white, just like Uncle Sweetshare's. However, there is a Red Colovian Fur Helm listed in the Construction Set, which is not found anywhere in the game, but was obviously intended for him. Unfortunately, despite being called that, it is really just yellow, like a normal Colovian Fur Helm.
Grandfather Frost is the Slavic name for the equivalent of Santa Claus.
Bloodmoon:M'nashi

'''M'nashi''' was a Khajiit alchemist who worked for Uncle Sweetshare at his workshop in the Isinfier Plains. He evidently died of a moon sugar overdose and his body can be found in a snow-drift outside the cabin.

He wore a common robe and carried a copy of the Alchemy skill book, The Song of Uncle Sweetshare, and some moon sugar. Like all Khajiit, he could see well in the dark and could demoralize others for short periods. Aside from that, M'nashi knew the spells Detect Key, Morrowind:Absorb Health (spell)|Absorb Health [Ranged], Absorb Health, Divine Intervention, Almsivi Intervention, Ghost Guard, Saintly Touch, Ondusi's Open Door, Wild Open, Strong Open, Great Open, and Burden.
 
Related Quests
Tribunal:WARNING!!!

This is my box. What I keep all my stuff in. Stay out or I will make you dead like Gilur's pet durzog what stopped moving after he sat on it.
Bloodmoon:The Ritual of Earth

The Story of Aevar Stone-Singer
Aevar then traveled to the Earth Stone, and there the All-Maker spoke to him again.

"Enter the Cave of the Hidden Music, and hear the Song of the Earth."

So Aevar traveled north and east to the Cave of the Hidden Music. He found himself in a large cavern, where the rocks hung from the ceiling and grew from the ground itself. He listened there, and heard the Song of the Earth, but it was faint. Grabbing up his mace, he struck the rocks of the floor in time with the Song, and the Song grew louder, until it filled the cavern and his heart. Then he returned to the Earth Stone.

"The Gift of the Earth is with the Skaal again," said the All-Maker. "The Lands are rich again, and will bear life."

Quick Walkthrough
# Find and activate the Earth Stone.
# Travel to the Cave of Hidden Music and enter the Chamber of the Song.
# Complete the two musical puzzles and return to the Earth Stone to activate it.

Detailed Walkthrough
The Earth Stone is a ways south down the coast from the Water Stone, northwest from Raven Rock as shown on the paper map. The Earth Stone pillar is barely visible from the shoreline and is on the top of a small hill in the forest. Activating the stone will tell you to travel northeast to the Cave of Hidden Music to learn the Earth Song.

Follow the stone's directions and head northeast, past Bloodskal Barrow, until the terrain becomes snow covered and rocky, then head due north.  Alternatively, head due north from the stone until you cross an inlet and reach a small peninsula created by a fork in the inlet. The Cave of Hidden Music is just east of the peninsula.  The cave's hard-to-miss entrance is composed of large, black stones.

The Cave is relatively empty except for a few draugr. Continue until you find the entrance to the Chamber of Song. There are no enemies in this area but you will occasionally hear a strange 'musical' sound. The sound emanates from a cluster of three stalactites and three stalagmites in the large western chamber of the cave. The sound is the same four notes over and over again. You'll notice that if you activate the stones you can produce similar notes; it should be obvious that you'll have to reproduce the sound by activating the stones in the correct order. You get as many chances as you want, but if you aren't musically inclined, the first order of notes is: Middle, Right, Left, Right. The music then changes to another pattern of four notes which you should also duplicate (Left, Right, Middle, Left). Once you get the two patterns correct, you will receive a journal entry to return to the Earth Stone. Do so and activate it to complete this portion of the ritual.

Quest Stages
Bloodmoon:The Ritual of the Winds

The Story of Aevar Stone-Singer
Aevar had one final Gift he had to recover, the Gift of the Winds, so he traveled to the Wind Stone, far on the western coast of the island. When he arrived, the All-Maker spoke to him, giving him his final task.

"Find the Greedy Man and release the Wind from its captivity."

So, Aevar wandered the land in search of the Greedy Man. He looked in the trees, but the Greedy Man did not hide there. Nor did he hide near the oceans, or the deep caves, and the beasts had not seen him in the dark forests. Finally, Aevar came to a crooked house, and he knew that here he would find the Greedy Man.

"Who are you," shouted the Greedy Man, "that you would come to my house?"

"I am Aevar of the Skaal," said Aevar. "I am not warrior, shaman, or elder. If I do not return, I will not be missed. But I have returned the Oceans and the Earth, the Trees, the Beasts, and the Sun, and I will return the Winds to my people, that we may feel the spirit of the All-Maker in our souls again."

''And with that, he grabbed up the Greedy Man's bag and tore it open. The Winds rushed out with gale force, sweeping the Greedy Man up and carrying him off, far from the island. Aevar breathed in the Winds and was glad. He walked back to the Wind Stone, where the All-Maker spoke to him a final time.

"You have done well, Aevar. You, the least of the Skaal, have returned my gifts to them. The Greedy Man is gone for now, and should not trouble your people again in your lifetime. Your All-Maker is pleased. Go now, and live according to your Nature."''

Quick Walkthrough
# Find and activate the Wind Stone on the western shore of the Harstrad River.
# Travel to Glenschul's Tomb and free the winds from the Greedy Man's bag.
# Return to the Wind Stone and activate it to complete the ritual.

Detailed Walkthrough
The Wind Stone
right|thumb|The Greedy Man's Bag
The Wind Stone is located right on the western shore of the Harstrad River
near where it joins the Isild River. Activate the Stone to be told to travel south and east of the lake of ice to Glenschul's Tomb and free the Winds from the Greedy Man's bag.

Glenschul's Tomb
Travel to the southeast corner of Lake Fjalding and continue on in the southeastern direction over the high ridge. The tomb is located on the other side of the ridge. The entrance is composed of large, black stones and is hard to miss.

Inside the tomb you'll find more draugr as well as some undead bonewolves. The tomb is small and in the west end you'll find a large bag which you can open to free the wind. Return to the Wind Stone and activate it to complete this portion of the ritual.
 

Notes
This is similar to a scene in the Odyssey.  Odysseus was given a bag full of wind so he could safely sail home.  One of his greedy crew members opened the bag hoping to find treasure and let the wind escape dooming most of the crew.
Contrary to the scroll, the Wind Stone is not found "far on the western coast of the island", but rather towards the center, on the western bank of the Harstrad River.

Quest Stages
Lore:Books by Subject

Books by Subject
This article lists all of the lore-related books that have appeared in the Elder Scrolls games, sorted by subject. For the published Elder Scrolls novels, see here. To see a list of books by subject from a particular game, see the Daggerfall, Morrowind, Oblivion, Skyrim, and ESO pages.
  
Biographies


Crafting Motifs


Esoteric Texts


Faction Books


Fiction


History & Lore


Humor & Riddles


Instruction & Research


Journals & Logs


Notes & Letters


Plaques, Monuments and Inscriptions


Politics & Law


Religion, Myth & Prophecy


Songs, Poetry, & Plays


Travel
Shivering:Factions A

Aichan Envious Grummite Faction
This faction contains some of the Grummites present at Aichan, the prison of Mania.

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Aureal
SE06GoldenSaintFaction
Contains the Aureals present at Cylarne during the quest "The Cold Flame of Agnon".

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SEGoldenSaintFaction
This faction contains all Aureals, whether named or anonymous.

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Shivering:Knight of Order

The Knights of Order are one of the three Forces of Order, the other two being Priests of Order and Jyggalag.

The Knights serve under the command of the Daedric Prince of Order, Jyggalag, and are his soldiers in a massive and unyielding army. They are easily discernible, as they are made from a crystal armor that resembles the Obelisks from which they spawn. They are not (normally, see bugs section) capable of human speech and make metallic-sounding screeching noises when attacking or when they are hit.

The Knights are first encountered during the main quest Baiting the Trap as you are leaving Xedilian and disappear from the Shivering Isles after the Main Quest is completed. All Knights of Order use Order Swords which they summon similarly to a Bound Weapon and carry Hearts of Order. Knights of Order also have natural resistances to Magic and Poison. 

Despite their appearance Knights of Order are not creatures but are in fact NPCs, so a Black Soul Gem is required to store their souls.
 

Notes
Technically, the Knights are actually Imperials and Altmer wearing a set of full-body armor flagged as unplayable.
A playable test version of their armor can be found in the   and   test cells. The armor can also be obtained by typing  player.additem 0004DBF5    into the console. The test armor is lower in quality than all of the unplayable sets.
All Knights of Order have a unique Bound Armor spell, but it does not reference any items and so does not actually function.

Bugs
Shivering:Factions B

Baliwog Faction
Contains all the Baliwogs.

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Blackroot Lair Gnarl Faction
This faction contains the escaped Gnarls of Blackroot Lair. Its relationships ensure a pitched battle between the Gnarls and their Grummite captors.

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Blackroot Lair Gnarl Prisoner
This faction contains the Gnarl prisoners in Blackroot Lair. It ensures a pitched battle between the Gnarls and their Grummite captors should they escape. Members of this faction are friendly to the player should they be released.

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Blackroot Lair Grummite Faction
This faction contains the Grummites resident in Blackroot Lair. It ensures a pitched battle between the Grummites and their Gnarl prisoners will result should any escape.

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Bliss Citizen
This faction contains all the residents of Bliss.

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Books of Bliss
NPCs with right of access into the Books of Bliss store.

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Shivering:Shambles

thumb|A Replete Shambles
The Shambles appears to be some sort of undead construct made of bone and lashed together with wire or bits of cloth. Their heads can be found in quite a few places, but you are not able to manually retrieve them yourself. All Decrepit Shambles are either missing a left arm or a right arm.

When Shambles die, they trigger a Frost Damage area-effect.  Kill them from a distance to avoid damage.


 
Standard




Summoned Versions
These Shambles will appear with their corresponding Summon spells. One notable difference from the standard Shambles is that these do not explode when they die.  The only place to purchase these spells is from Earil in Crucible.



Special
These varieties can only be found at some locations.



 
Notes
If you are wearing the Zealot robes and hood, the shambles will not attack you. This is due to the Zealot Faction having a 100+ disposition towards shambles and if you wear the robes and hood you are effectively joining that faction.
Shivering:Factions C

Cell owner ship for SESplitDementiaJzidzosHouse
SESplitDementiaJzidzosHouseFaction
Represents the owners of the demented J'zidzo's house in Split.

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SESplitManiaJzidzosHouseFaction
Represents the owners of the manic J'zidzo's house in Split. The full name of this faction is an error.

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Choosy Beggar Faction
The owners and regulars at The Choosy Beggar inn, Bliss.

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Citizen of New Sheoth
Residents of New Sheoth.

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Corpserot Arena Fans
This faction controls the behavior of some of the denizens of the prison of Dementia, Corpserot Passage.

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Corpserot Prison Faction
This faction contains the denizens of the prison of Dementia, Corpserot Passage.

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Court of Madness
This is the faction through which the player progresses as the main quest is completed.

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Crucible Citizen
All the residents of Crucible.

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Shivering:Factions D

Deepwallow Citizen
This faction contains all the residents of Deepwallow.

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Dementia Faction
Contains all the demented residents of the Shivering Isles.

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Shivering:Factions E

Elytra Faction
Faction for all the Elytra of the Isles.

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