Netruk44/uesp-wiki-content huggingface dataset:
Oblivion:Surius Afranius

Surius Afranius is an Imperial who lives in the Imperial City Temple District with his brother, Ancus, and sister, Praxedes.  He works nights (6pm-6am) as a guard at Umbacano Manor in the Talos Plaza District.

While on duty, Surius wears chainmail boots, gauntlets, greaves and cuirass. He wields a fine iron shortsword in combat. He carries a torch for lighting his path while on guard duty, his key, and a moderate amount of gold. He sleeps in a brown shirt and light brown linens. 

When you speak to Surius for the first time, he will introduce himself: ''"Surius Afranius. I'm a guard for Umbacano." If you ask him about the Imperial City, he will reply, "My housemates and I were lucky to find this house in the Temple District. It costs a little more, but it's a very good address." You may also question him about his Altmer employer, Umbacano: "A bit eccentric. Loves old things. He's practically got a museum upstairs. But he'd never let anybody else see it, oh no!"''
Oblivion:Ancus Afranius

Ancus Afranius, a Breton bard, is a member of the Thieves Guild living in the house of his brother, Surius Afranius, in the Imperial City's Temple District; their sister, Praxedes, also lives there. 

Ancus wakes up at midday every day, and immediately heads to the Tiber Septim Hotel and wanders around the lobby until 6pm. He then goes back to the Temple District for a secret meeting with Marana Rian between the buildings in the northwest corner. He heads home at midnight and strolls around until his bedtime at 6am. 

When the clock strikes midnight on the 25th of every month, Ancus takes his monthly trip to Cheydinhal. He crosses the Talos Bridge and heads north on the Red Ring Road, all the way around Lake Rumare, until he turns northeast on the Blue Road. The trip takes him approximately sixteen hours and he usually arrives at Cheydinhal's western gate between 4pm and 5pm. He spends all his time at the Cheydinhal Bridge Inn, leaving only to meet his friend Count Andel Indarys in Castle Cheydinhal at 7pm, staying there until midnight. He stays in the Inn all day until 7pm on the 26th, not eating or sleeping. At 7pm he will again visit the Count, until his departure time at midnight on the 27th, when he heads back to the Imperial City. 

When encountered for the first time, and 20% of the time thereafter, Ancus will greet you by saying, "My name is Ancus Afranius. I do whatever comes to hand. Or nothing, when I can afford it." He elaborates on this when asked about the Imperial City: ''"It's not that I'm lazy. I'm just not very ambitious. You can live comfortably in the city very cheaply. So why work yourself to death?"''

Ancus wears common middle-class attire that includes a quilted doublet, some burgundy linens, and a pair of thick cowhide shoes. He also carries his house key and a small amount of gold. In combat, he relies on a set of leveled bard spells.
 

Notes
The relationships in the Afranius family are somewhat strange: Ancus is a Breton, but Praxedes and Surius are both Imperials. 

Bugs
Oblivion:Praxedes Afranius

Praxedes Afranius is an Imperial commoner who lives with her two brothers, Surius and Ancus Afranius, in the Imperial City Temple District.

While Surius works as an honest guard at Umbacano Manor and Ancus is a member of the Thieves Guild, Praxedes fits somewhere in between; she lives a relatively quiet existence in the big city, although she spends most of her evenings in the Waterfront District, at times visiting a rather controversial resident. She sleeps in the upstairs area of Surius' house every night between midnight and 6am and always starts the day with a two-hour breakfast on the ground floor. At 8am, she leaves the house and heads to the Arboretum where she strolls around amid the many statues of the Nine Divines. On all weekdays (Morndas to Fredas) she stays there until 6pm, then travels to the Waterfront District for a two-hour dinner at the Bloated Float Inn. Most of her evenings during weekdays are spent strolling around inside the Afranius residence, with the exception of Tirdas, when she visits her friend Armand Christophe in his shack on the Waterfront.

Her weekends are more varied; on both Loredas and Sundas she will take her breakfast as usual at 6am, then head to the Arboretum at 8am. On Loredas, she leaves the Arboretum again at 10am, takes a walk down Green Emperor Way, then heads back to the statues at 2pm. She skips dinner and stays in the Arboretum until 8pm when she visits Armand once again, staying there until her bedtime at midnight. Sundas is different as well; after breakfast and arriving in the Arboretum, Praxedes heads back to the Temple District at noon and wanders around near the Temple of the One until 4pm, then spends the rest of the afternoon in the Arboretum. Once again, she skips dinner and returns home at 8pm for a bit of wandering before bedtime.

On the 11th of each month, when the clock strikes midnight, Praxedes skips her bedtime and leaves the Imperial City for a two-day trip to Chorrol. She crosses the Talos Bridge and heads northwest on the Black Road, passing through both Fort Ash and Weynon Priory. After eight hours of walking, she usually enters Chorrol through the southern gate at 8am. Once there, she enters The Oak and Crosier where she hangs out in the taproom, chatting with stuck-up innkeeper Talasma and the many regulars. At midnight on the 13th, she heads back to her brothers in the Imperial City.

She wears a set of simple middle-class attire; a russet felt outfit with matching shoes. She carries a copy of the key to Surius' house and a small amount of gold. Not exactly talkative, Praxedes will only introduce herself briefly: ''"I'm Praxedes Afranius. My brothers and I share a house in the Temple District." When asked about the Imperial City, she will once again be brief and stick to the subject: "It is a very fashionable address, of course, but we live simply."''
Oblivion:Usheeja

Usheeja is an Argonian enforcer who lives in the Imperial City Talos Plaza District.  He works the day shift (5am-6pm) as a guard at Umbacano Manor, which is also in the Talos Plaza District.

Usheeja wears a set of chainmail, which includes a cuirass, greaves, and a pair of boots. He also carries a back up brown shirt and light brown linens. He wields a fine iron shortsword, and carries the key to his house, as well as a small amount of gold.

Upon first meeting him he will immediately tell you about his job: "I work as a guard at Umbacano Manor. My name is Usheeja." When questioned about his employer, he will say: "I am one of his guard dogs, no more, no less. He pays us well to guard his many treasures. This is enough for me." 
 
Notes
In Morrowind, you could find the Amulet of Usheeja, though there was no NPC named "Usheeja" in the game. The amulet cannot be found in Oblivion, however, and Usheeja makes no mention of it.
Oblivion:Ra'jhera the Keeneye

'''Ra'jhera the Keeneye''' is a Khajiit hunter working as a sharpshooter for Kurdan gro-Dragol. He is found on an upper level of Fort Grief, once you have acquired the key from inside the fort during Caught in the Hunt, and he will attack you along with Kurdan.

He is equipped with a set of leveled light armor. He is armed with a leveled dagger and a leveled bow with leveled arrows, and he also carries some gold.

Ra'jhera only spawns when you speak with Kurdan at the end of the quest, meaning he won't appear if you immediately kill Kurdan instead. If you leave Ra'jhera alive, he will do nothing but wander the fort's upper level for eternity, and will continue to attack on sight.
 
Related Quests
Oblivion:Arkved

Arkved is a High Elf mage caught in a nightmare of his own creation for having stolen Vaermina's orb. You will find him in his tower south-southwest of Cheydinhal. He is asleep and will not wake up no matter what, and remains asleep for the entire game.

He wears the semi-rare white mage's robes and white mage's shoes. Apart from that, he only carries a small amount of gold. His spell selection consists of a leveled Mage spell "pack" of sorts; this pack includes major Destruction, Illusion, Alteration, Restoration, Mysticism, and Conjuration (excluding Bound Armor) spells, as well as minor Destruction spells.

During the Vaermina quest, you must traverse Arkved's Tower in order to take back the stolen Vaermina's Orb. Vaermina will give you this task with the words: "The wizard Arkved has the Orb of Vaermina... snatched from the dreams of my followers and dragged into the waking world. Travel to his tower and retrieve my Orb. Take care, though, mortal. In my Orb, Arkved has found more than he bargained for." Across the room from Arkved, adjacent to the orb on the desk, are some notes that Arkved wrote before he entered his nightmarish state, in particular a note written in a trembling hand, and two crumbled pieces of paper, both nightmarish ramblings from Arkved, realizing his fate. Once you return the orb, Vaermina will be quite pleased with the fate that has befallen Arkved: "My Orb is returned, and Arkved will live out the rest of his days in nightmare. It is fitting."
   
 
Related Quests


Notes
Due to his status as Grunt of the Bandit Faction, killing Arkved does not count as murder.
If ragdolled, Arkved will not go back to sleep after he gets up; instead he will stand still indefinitely on the spot with his eyes closed. Activating him will reveal that he is still unconscious.
Tes4Mod:Mod File Format/ANIO

A ANIO record defines animation information for an object?
Tes4Mod:Mod File Format/LAND

LAND records contain the landscape height, normal, colour and texture details. For large worldspaces, this data is nearly always compressed with ZLIB. In 'Oblivion.esm', child worldspaces are often not compressed.

The VNML, VHGT and VCLR formats are identical to TES3, except that TES4 land records contain 33x33 height, normal and vertex colour data points. TES3 contained 65x65 data points: Each TES4 LAND record contains 1/4 of the data of a TES3 LAND record.

The following sub-records may be contained in the LAND record:
:*DATA (Required): Specifies which subrecords exist in this LAND record (4 bytes + 6 byte header).
:*VNML (Optional): Vertex Normal Data (3267 bytes + 6 byte header).
:*VHGT (Optional): Vertex Height Gradient Data (1096 bytes + 6 byte header). 
:*VCLR (Optional): Vertex Colour data (3267 bytes + 6 byte header).
:*BTXT (Optional): Base Texture (applies a single texture to a cell's sub-quadrant). (8 bytes + 6 byte header).
:*ATXT (Optional): Added Texture lead-in: Specifies the texture FormID, sub-quadrant that the subsequent VTXT records apply to and the layer. (8 bytes + 6 byte header).
:*VTXT (Optional): Vertex Texture points: A sequence of up to 289 textures per cell sub-quadrant (1156 textures per cell). Each point includes the opacity of the texture. (Variable length, but always multiples of 8 bytes + 6 byte header).
:*VTEX (Optional): Texture FormIDs: A sequence of LTEX FormIDs. Many may be NULL values. (Variable length, but always multiples of 4 bytes).


DATA subrecord (4 bytes)
Contains summary information about this LAND record (such as which types of sub-records might be present).



VNML subrecord (3267 bytes)
Contains the Vertex Normals for this cell's height map. 33x33 data points. 3 bytes per grid-point specify the X, Y and Z normals.



VHGT subrecord (1096 bytes)
The "Height map" Vertex Gradient Data. Contains the starting height of the south-west corner of this cell and the relative offsets of each subsequent data point.



VCLR subrecord (3267 bytes)
Vertex Colour data. A 24-bit RGB 33x33 bitmap to be blended with any textures on this landscape.



BTXT subrecord (8 bytes)
"Base" Texture sub-record. Fills a specified quarter of the cell with a single texture. Up to 4 of these can exist per LAND record.



ATXT subrecord (8 bytes)
Additional texture sub-record: A lead-in 'header' specifying the texture, layer and quadrant that the subsequent VTXT records will apply to:



VTXT Subrecord (Variable length, but always groups of 8 bytes)
Specifies up to 289 texture points and the opacity for the quadrant, layer and texture specified in the preceding ATXT record. Each quadrant contains a 17x17 grid of textures. Position 0 is the bottom-left point and data is filled one row at a time: i.e. Position 17 is the beginning of the second row.



VTEX Subrecord (Variable length, but always groups of 4 bytes)
Specifies the FormIDs of LTEX records to be used.
Oblivion:Nine Divines

Prilgim 
 
The Nine Divines faction comprises the people working at the Chapels in each of the major cities in Cyrodiil. Normally, you cannot join this faction; however, the Knights of the Nine official plug-in makes it possible to join the Nine Divines faction and achieve the rank of Pilgrim.

Each city has a chapel devoted to one of the Nine and specializing in an attribute or two, offering restore and fortify spells in that attribute. Kynareth is not represented in any city; Knights of the Nine adds the Shrine of Kynareth, located outside the cities. Additionally, each divine has 3-4 Wayshrines located in the wilderness. In order to receive blessings from the altars in the chapels, you must first have visited a Wayshrine to the same Divine first. The Wayshrines offer a blessing twice as potent as the same altar along with the restorative effects of the main altar.

Upon joining the faction, entering the chapel hall and the undercroft is no longer considered trespassing, taking items from the chapel is no longer considered stealing, and the sanctified dead in the undercroft will not attack unless the player's personality is under 30 or the player initiates combat.

Members
 

Chapels and Wayshrines


Dead Wayshrines —— Two completely inactive Wayshrines, of unknown purpose, found   and  .





Ranks and Relationships
For a full list of ranks and relationships within the Nine Divines, see this page.
Lore:Gods E

, the God of War
 

, the Earth Bones
 

Eight Divines 
The original pantheon of   under the  , consisting of Akatosh, Arkay, Dibella, Julianos, Kynareth, Mara, Stendarr, and Zenithar. Worship of the Eight Divines was introduced by Alessia at the start of the  . It was a carefully designed compromise between the  i deities that the humans of   were accustomed to worshipping and the deities of Alessia's  ic allies.  Following the deification of Tiber Septim, Talos was added to the pantheon and they became the Nine Divines. In the second century of the Fourth Era, the White-Gold Concordat between the Empire and the Aldmeri Dominion forbade worship of Talos, which contributed to the Stormcloak Rebellion. Anyone caught worshipping Talos was taken prisoner by the Thalmor Justiciars for punishment. Because of this, the pantheon of the Eight Divines returned to prominence. 

Ephen
 

References
Lore:Gods C

Clavicus Vile
Lore:Books by Author

Books by Author
This is a listing of books that have appeared in Elder Scrolls games, sorted by author. The list does not include diaries, journals, or logs. For the novels by Gregory Keyes, see here. To see the list of books sorted by game, see these categories. To see the list of books sorted by subjects see here.

----
 
 

A


B


C


D


E


F


G


H


I


J


K


L


M


N


O


P


Q


R


S


T


U


V


W


X


Y


Z
Lore:Biography of Barenziah, v 1

ate in the Second Era, a girl-child,  , was born to the rulers of the kingdom of Mournhold in what is now the Imperial Province of Morrowind.  She was reared in all the luxury and security befitting a royal   child until she reached five years of age.  At that time, His Excellency Tiber Septim I, the first Emperor of Tamriel, demanded that the decadent rulers of Morrowind yield to him and institute imperial reforms.  Trusting to their vaunted magic, the Dark Elves impudently refused until Tiber Septim's army was on the borders. An Armistice was hastily signed by the now-eager Dunmer, but not before there were several battles, one of which laid waste to Mournhold, now called Almalexia.

Little Princess Barenziah and her nurse were found among the wreckage.  The Imperial General Symmachus, himself a Dark Elf, suggested to Tiber Septim that the child might someday be valuable, and she was therefore placed with a loyal supporter who had recently retired from the Imperial Army.  

Sven Advensen had been granted the title of Count upon his retirement; his fiefdom,  , was a small town in central Skyrim.  Count Sven and his wife reared the princess as their own daughter, seeing to it that she was educated appropriately-and more importantly, that the imperial virtues of obedience, discretion, loyalty, and piety were instilled in the child.  In short, she was made fit to take her place as a member of the new ruling class of Morrowind.  

The girl Barenziah grew in beauty, grace, and intelligence.  She was sweet-tempered, a joy to her adoptive parents and their five young sons, who loved her as their elder sister.  Other than her appearance, she differed from young girls of her class only in that she had a strong empathy for the woods and fields, and was wont to escape her household duties to wander there at times.  

Barenziah was happy and content until her sixteenth year, when a wicked orphan stable-boy, whom she had befriended out of pity, told her he had overheard a conspiracy between her guardian, Count Sven, and a   visitor to sell her as a concubine in Rihad, as no   or   would marry her on account of her black skin, and no Dark Elf would have her because of her foreign upbringing.  

"Whatever shall I do?" the poor girl said, weeping and trembling, for she had been brought up in innocence and trust, and it never occurred to her that her friend the stable-boy would lie to her.  

The wicked boy, who was called Straw, said that she must run away if she valued her virtue, but that he would come with her as her protector.  Sorrowfully, Barenziah agreed to this plan; and that very night, she disguised herself as a boy and the pair escaped to the nearby city of  .  After a few days there, they managed to get jobs as guards for a disreputable merchant caravan.  The caravan was heading east by side roads in a mendacious attempt to elude the lawful tolls charged on the imperial highways.  Thus the pair eluded pursuit until they reached the city of  , where they ceased their travels for a time.  They felt safe in Rifton, close as it was to the Morrowind border so that Dark Elves were enough of a common sight.
Lore:Biography of Barenziah, v 2

he first volume of this series told the story of Barenziah's origin-heiress to the throne of Mournhold until her father rebelled against His Excellency Tiber Septim I and brought ruin to the province of Morrowind.  Thanks largely to the benevolence of the Emperor, the child Barenziah was not destroyed with her parents, but reared by Count   of  , a loyal Imperial trustee.  She grew up into a beautiful and pious child, trustful of her guardian's care.  This trust, however, was exploited by a wicked orphan stable boy at Count Sven's estate, who with lies and fabrications tricked her into fleeing Darkmoor with him when she turned sixteen.  After many adventures on the road, they settled in  , a Skyrim city near the Morrowind borders.  

The stable boy, Straw, was not altogether evil.  He loved Barenziah in his own selfish fashion, and deception was the only way he could think of that would cement possession of her.  She, of course, felt only friendship toward him, but he was hopeful that she would gradually change her mind.  He wanted to buy a small farm and settle down into a comfortable marriage, but at the time his earnings were barely enough to feed and shelter them.  

After only a short time in  , Straw fell in with a bold, villainous   thief named Therris, who proposed that they rob the Imperial Commandant's house in the central part of the city.  Therris said that he had a client, a traitor to the Empire, who would pay well for any information they could gather there.  Barenziah happened to overhear this plan and was appalled.  She stole away from their rooms and walked the streets of   in desperation, torn between her loyalty to the Empire and her love for her friends.  

In the end, loyalty to the Empire prevailed over personal friendship, and she approached the Commandant's house, revealed her true identity, and warned him of her friends' plan.  The Commandant listened to her tale, praised her courage, and assured her that no harm would come to her.  He was none other than General Symmachus, who had been scouring the countryside in search of her since her disappearance, and had just arrived in  , hot in pursuit.  He took her into his custody, and informed her that, far from being sent away to be sold, she was to be reinstated as the Queen of Mournhold as soon as she turned eighteen.  Until that time, she was to live with the Septim family in the newly built  , where she would learn something of government and be presented at the  .  

At the Imperial City, Barenziah befriended the Emperor Tiber Septim during the middle years of his reign.  Tiber's children, particularly his eldest son and heir Pelagius, came to love her as a sister.  The ballads of the day praised her beauty, chastity, wit, and learning.  On her eighteenth birthday, the entire Imperial City turned out to watch her farewell procession preliminary to her return to her native land.  Sorrowful as they were at her departure, all knew that she was ready for her glorious destiny as sovereign of the kingdom of Mournhold.
Lore:Tel Aruhn

Tel Aruhn was an island-town found on the District of Vvardenfell, in the province of Morrowind. It was northwest of Sadrith Mora, amidst the rocky islands on Azura's Coast, specifically in Zafirbel Bay. For the longest time, it was the home of the Archmagister of House Telvanni on Vvardenfell, High Lord Magus Gothren.  But it was widely-known for the Festival Slave Market, the largest slave market on the island-district.  The island of Vounoura is roughly less than a month away from Tel Aruhn.  
 

History
Tel Aruhn's founding dates back to the mid- , as one of the many wizard towers built by  i explorers that charted the island's coast, but by the late-Merethic Era, these towers were abandoned, alongside the dissolution of the High Velothi culture that later became tribes, early predecessors of the modern-day  .  

Sometime by the early- , the town of Tel Aruhn was founded, populated by the  . The Great-Mage,   was born and raised in Tel Aruhn at the time.  Following the  's victory in the   in  , many strategic castles across Morrowind's coastline, including Tel Aruhn were leased to the  , per the request of Prince  .  

As early as  , Tel Aruhn had been administered by Archmagister Gothren of House Telvanni,  and from his tower, he governed the eastern   region.  That was until in  , when the   surfaced on Vvardenfell and sought the blessings of the Telvanni lords to be named Hortator. However, Gothren's unwillingness to accept the warrior as the house's hortator led to his death.  

At roughly the same time, the Nerevarine traveled to Tel Aruhn's Slave Market, as part of their plan to convince the   Ashkhan that they are the hero of prophecy. The slavemistress,   played along with their plan, while the Nerevarine looked for exquisite clothing and  , Imayn coached the slave,   to perform her role as a high-born Telvanni lady from  . Their plan managed to work and convinced Ashkhan   that the warrior was the Nerevarine. 

Gallery
 

Notes
The book, the   takes place mostly in Tel Aruhn. And in the book, it mentions that the town has several places such as a canton, a sewer system, parkland and the local  house on the east end of town. 

See Also
For game-specific, see the Morrowind and ESO articles.

References