Netruk44/uesp-wiki-content huggingface dataset:
Lore:White Phial

The White Phial is a legendary bottle forged in the days when Skyrim was just starting to turn to ice. The small container was made of the  ally infused snow that first fell on the  , and possesses amazing   properties. It is said that the Phial will replenish whatever fluid is placed inside of it. It was made by the master alchemist   in ancient times, and the Phial was buried with him.  

In  , after a lifetime of searching all across  , the   alchemist   finally located the Phial and had it retrieved, only to find that it had been broken. His apprentice managed to repair the Phial, just before his master's death.  It was last seen in the possession of the Last Dragonborn. 

The Phial was created with the usage of magic that was lost to the history as of the 4th era. The but nearest modern incarnation of said lost art is the Briarheart Ritual. A briar heart seed can be used to repair the Phial and lock its magic into physical form. 
See Also
For game-specific information, see the Skyrim article.

References
Lore:Robe of the Lich

The   belonged to  , an infamous priestess in   who was condemned for studying and practicing forbidden  s. However, she had turned herself into a   and survived beneath the city for untold years.  

In  , after Gedna Relvel's tomb was unsealed by a curious adventurer, she attempted to spread the   throughout the city of   by infecting rats. The lich was destroyed by the   before the disease could spread to more than a few people and the robes were recovered from her corpse.  The Nerevarine subsequently sold it to a Dunmer noblewomen by the name of Torasa Aram, who put it on display in her Museum of Artifacts in Mournhold. 

See Also
For game-specific information, see the Tribunal article.

References
Lore:Ring of the Wind

The Ring of the Wind is an enchanted ring from the province of Elsweyr. It is a legendary artifact associated with Kynareth, the Goddess of the Winds,  or Zenithar, the God of Work and Commerce.   Very little information is known about the ring, other than the fact that it grants the wearer great speed.  

The ring was once worn by the nimble acrobat  , who managed to land on her feet every single time, except when she landed on others.  In  , the   had tracked the Ring of the Wind to a smuggler's cave called  , in the northeast   of  . The oracle in   then sent the   to recover the ring from the smuggler,  . In the cave, the layman met a manifestation of Zenithar, a man named   who was supposedly being kept prisoner by the smuggler.  The ring was later lost. It was found in a body of water by the Last Dragonborn while fishing circa  . 

Known Owners



Gallery
 

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

References
Lore:Ring of Surroundings

The   is very mysterious. Almost all that is known about it is that it grants the user the ability to blend into their surroundings.  

The   reportedly acquired the ring on   in  , though reports on the method of its acquisition conflict. Some say that the Imperial Legion awarded the ring to the Nerevarine for wiping out the Camonna Tong's presence in Balmora. Others state that the Camonna Tong's kingpin,  , had the ring as part of his collection in his residence. These reports may not necessarily conflict, as there may be two Rings of Surroundings in existence. 

Circa  , Zaria, the alchemist in   was tasked by the jarl to scare a guard who had been taking   from the evidence chest to consume themselves, to prevent an embarrassing ordeal from becoming known. Serving as her proxy, Zaria tasked the   with delivering an invisibility potion under the guise of it being skooma. The plan worked, and the alchemist handed over the Ring of Surroundings as a reward, a payment from the jarl himself. 

Gallery
 

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

References
Lore:Mace of Slurring

The   was crafted near the end of the   by  , a slightly deranged   weaponsmith and enchanter. He had a rather warped sense of humor, and apparently delighted at the thought of reducing opponents to a gibbering mess before crushing them to death. However, the mace saw little use.   In  , the mace was recovered by the   and sold to the   Museum of Artifacts. 

See Also
For game-specific information, see the Tribunal article.

References
Lore:Hair Shirt of Saint Aralor

The   is a sacred relic of the  . Besides being simultaneously hurt and healed by the shirt, the wearer is also resistant to  , particularly shock damage.  When an   carrying the shirt died in the   in  , the   was sent to retrieve it, and was given the shirt as a reward for various services to the  . 

Previous Owners:
St.  
Feril Salmyn
Uvoo Llaren

See Also
For game-specific information, see the Morrowind article.

References
Lore:Shoes of St. Rilms

The   are   sacred to the  . They are magically enchanted to enhance endurance and make the wearer more personable. Saint Rilms gave away the shoes and did her best to appear as a beggar in order to better acquaint herself with the poor. 

In  , the   was sent by the   to retrieve the shoes from the ancient  i ruins of  , and later received the shoes as a reward for various services to the Temple. 

See Also
For game-specific information, see the Morrowind article.

References
Lore:Pergan Asuul

Pergan Asuul was a malevolent shadowmage who rose to prominence some time before the Imperial Simulacum. He strove to take the place of Azra Nightwielder, the original Shadowmage.  He had the ability to read a person from the "taste" of their shadow. He was eventually destroyed in   after three incarnations.

During the Imperial Simulacrum, a Shadow of Conflict (or Umbra' Keth) formed due to the conflict caused by the ongoing War of the Bend'r-mahk. Pergan sought to control the creature, which had taken form deep within the Crypt of Hearts. In   he invaded the   in Hammerfell, driving off the resident goblin tribe using shadow magic and zombie minions. However, Pergan was not the only mage interested in gaining control of the Umbra' Keth; Jagar Tharn, Imperial Battlemage and pretender to the  , plotted to use the creature for his own ends.

Pergan had placed a magical barrier around a section of   in Hammerfell, guarded by undead minions. The Soul of Conflict, a questing hero, stumbled into this barrier; Pergan permitted entry into the guarded section of the cave, and spoke to the hero when his minions were slain. The hero later entered the Twilight Temple on a quest to somehow destroy the Umbra' Keth, and was attacked by Pergan. The shadowmage fell in battle, but as he died, he prophesied that the two would clash twice more. 

Pergan rose from the dead, and journeyed to the stronghold of  , a bandit boss from Skyrim. Tharn attempted to dissuade Lakvan from working with Pergan in an effort to slow his progress towards claiming the Umbra' Keth.  As Pergan predicted, the Soul of Conflict came to Lakvan's stronghold, and the two fought once again. Through this continuing conflict, Pergan planned to further strengthen the Umbra' Keth at his own expense. Before dying, Pergan accidentally revealed that the anonymous shadowmage who had been aiding the hero was, in fact, Azra Nightwielder. Upon hearing his name, Azra regained his memories. 

In his final incarnation, Pergan entered the Crypt of Hearts and awaited the arrival of the Soul of Conflict. The two fought for the final time, but Pergan succeeded in his plan: by repeatedly battling, he had strengthened the Umbra' Keth. Despite this, the hero used the power of the seven Star Teeth to destroy the monster.  

Gallery
 

See Also
For game-specific information, see the Shadowkey article.

References
Oblivion:Alban Corinis

Alban Corinis, an Imperial knight, is a test character used for testing NPC moods and dialogue. He is often found in test cells created by Todd Howard.

All three versions are equipped with a full set of elven armor except the shield. Version 1db45 is armed with an elven long sword and elven shield, version 4f125 is armed only with an elven long sword, and version 4f126 has only a steel warhammer.

 
Notes
thumb|The correct Todd Howard voice recording for Alban's greeting dialogue
He is the Imperial seen on promotional trailers and pictures.
He was placed and killed at Wendir during Oblivion's E3 video showcase.
Aside from generic dialogue, Alban is voiced by Todd Howard. His lines also have a significant amount of tape hiss.
When speaking to Alban for the first time, his intro dialogue is subtitled "Yes? How should I act?", but the actual words spoken by him are "I knew one day someone with unyielding virtue would heed my words and speed my release. You risked much to perform such a selfless act.", the words spoken by Grantham Blakeley when his skeleton is unlocked, except they are spoken in an Imperial voice and do not have the ghostly effect. The proper Todd Howard voice file exists on the Xbox 360 version of Oblivion, however it cannot be accessed without ripping the files from the disc or using a modded save to get to one of the rooms with Alban in it.
22px All of Alban's lines are translated and dubbed in the Russian localization of the game, despite him being a test NPC who is not encountered during normal gameplay.
Oblivion:Blackwater Brigands

thumb|right|Selene, leader of the Brigands
The Blackwater Brigands are a minor faction that is not available to be joined. The Blackwater Brigands are heavily involved in the quest An Unexpected Voyage.

The Brigands are a gang of thieves formed in Bravil three months prior to the related quest. They have a safe house there, although its location is undisclosed and no Bravil residents seem to know anything about it.

Their most daring heist involves the acquiring of '' 'The Golden Galleon' , a legendary golden statuette. Ormil, the publican of the Bloated Float Inn in the Waterfront district of the Imperial City, spread a false rumor that he held this famous statue on his water-bound inn to increase business. This attracted the Blackwater Brigands, who vowed to obtain  'The Golden Galleon' '', fence it, and split the profit four ways. To accomplish this the Brigands hijacked the Bloated Float, held the publican and his bouncer hostage, and set off to sea to search for the treasure in peace and security. Little did they know that you had been asleep in the hold when they set off, and would awaken to foil their plan. You work your way through the ship, systematically killing the Brigands and freeing Ormil and the bouncer, Graman gro-Marad. The only (possible) survivor was Selene, leader of the Brigands; she was incarcerated for her crimes shortly after the Bloated Float returned to the Waterfront.

 

Members
Selene
Lynch
Minx
Wrath

Items
These items are specifically associated with members of the Blackwater Brigands:

Blackwater Cuirass — the leather cuirasses worn by the Blackwater Brigands are different from the usual leather cuirass, having a higher armor rating and price value (although with the same weight)
Blackwater Blade — wielded by the leader, Selene; is a unique one-handed blade

Notes
The Blackwater Brigands also appear in the Dead Man's Dread Creation for Skyrim Special Edition.
Lore:Ward of Akavir

The Ward of Akavir is a priceless artifact treasured by the Imperial Legion. It is a tower shield with an Imperial Dragonscale design, made from the actual skin of a dragon. It bears a powerful enchantment which makes the wielder far luckier. Its origins are unknown, but its name implies that the artifact is related to the continent of Akavir in some way.

The shield was originally possessed by the Imperial Legion. It was stored within Fort Firemoth, an Imperial outpost located in the Inner Sea of Morrowind. Some time in the Third Era, an undead   army led by the     marched out of the sea and overran the fort, leaving few survivors. To the Legion's shame, the Ward of Akavir was lost. Grurn claimed it for himself and took it deep underground, to a Velothi tomb located below the fort. 

In  , a Knight Errant of the Legion named   hired a band of adventurers to sail to Firemoth, infiltrate the ruined fort, slay Grurn and recover the shield. After it was returned, Sellus claimed the Legions’ honor was restored. 

Gallery
 

See Also
For game-specific information, see the Morrowind article.

References
Online:Scamp

Scamps are a common   creature, known for their simple-mindedness and cowardliness. Though smaller and weaker than most other Daedra, they can still be a dangerous opponent, especially when found in numbers. Do not let their lack of intellect lull you into thinking they can be easily overcome though. They are mischievous and cruel, taking delight in torturing adventurers with their agile movements in avoiding attacks. Their lack of intellect also means they are often used by conjurers to perform mundane tasks and act as messengers. Scamps have their own language, which is incomprehensible to others, and they can often be heard gibbering away.

A single spectral Scamp is summoned during battle by The Flame King in Skyreach Catacombs.
 

Related Quests






Skills and Abilities
Scamps use fire-based spells in combat, and will often stay at range to shoot at enemies. Getting hit by their attacks may apply the "Burning" effect, which does minor flame damage over time on top of the damage done by the spell. As they are Daedric creatures, Fighters Guild skills are particularly effective.
;Flare: Scamps will shoot fireballs at a player as a basic ranged attack.
;Heat Wave: The scamp will charge up and release a wall of flames that travels towards the player. This attack deals moderate flame damage to all players hit by it. This spell can be interrupted to set the scamp off-balance, or simply avoided.
;Rain of Fire: Scamps may channel a fiery rune on the ground that does moderate flame damage over time to all players standing within the red circle. This spell may be interrupted to set the scamp off-balance, or simply avoided.

Variations
 
Balreth's Scamp
Blood Scavenger 
Celestial Scamp
Cunning Scamp 
Sacrificial Summon
Scamp (Vateshran Hollows)
Supernal Scamp
Trove Scamp 
Unstable Familiar
Volatile Familiar

Unique Scamps
Creeper, a scamp merchant found in the Mournhold Outlaws Refuge
Galat, a scamp found at Fargrave 
Gibbers, a non-hostile scamp found in the Hollow City
Ifavahz, a scamp found in Fargrave 
Kizna, a scamp merchant found in the Dragonstar Arena
Naal, a scamp found at False Martyrs' Folly 
Ozozur, a tame scamp owned by Gaireth
Venpigas, a scamp found at the Plaza of Portals in Fargrave 

Quest-Related Events
During Ancestral Adversity you'll discover a dead scamp. Examine it and you'll see:
:" "

Gallery
 

Notes
Five scamp pets (Daedric Scamp, Magma Scamp, Mind-Shriven Scamp, Undaunted Porter Scamp and Stonefire Scamp) can be obtained.
Lore:Sinweaver

Sinweaver is an ancient Elven claymore artifact,  possibly of Ayleid origin, although it is endowed with powers often associated with   weapons.  Its enchantment inflicts magical fire damage and drains the stamina of those that it strikes.  

Sinweaver's peerless craftsmanship made it the envy of Elven swordsmiths for generations following its creation. However, something dark and unknowable stirred within the blade.   Circa  , a number of visual replicas designed in Sinweaver's image were seen throughout  . 

By the late  , Sinweaver had come into the possession of  , a Redguard outlaw and an avid scholar of the Ayleids. Circa  , a wizard named   employed the Fighters Guild to invade Blackheart's base, the Ayleid ruin of  , and recover Sinweaver. A large group of warriors were sent to the ruins, but were successfully repelled by Blackheart. Fifteen guild members died, including the son of Guildmaster  , and many more were injured. Argoth turned to the   to complete the job. However, the Company double-crossed Argoth and seemingly made a deal with Blackheart: if he gave them Sinweaver and departed from Arpenia, the Blackwood Company would pay him off and reveal Argoth's location. Blackheart agreed, and subsequently killed the wizard, retrieving his weapon. He then moved his base to  , another Ayleid ruin not far from Arpenia. 

Seeking to defame the rival Blackwood Company, Fighters Guild second-in-command  , along with a new recruit, investigated the abandoned ruins of Arpenia. Oreyn's suspicions proved correct when he found the place free from any signs of battle. The two then journeyed to nearby Atatar, which was being guarded by Blackheart's bandit allies. After fighting their way into the depths of the ruins, Oreyn and the recruit confronted Blackheart and killed him, avenging their fallen comrades. Oreyn took Azani's ring as proof that the Blackwood Company had not completed their contract, and Sinweaver was taken by the recruit. 

Previous Owners:




Gallery
 

Notes


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

References
Lore:Vahtacen

Vahtacen was an Ayleid settlement located at the swampy headwaters of the Reed River in the Mist Morrow Vale region of the Nibenay Basin, south of Cheydinhal. It was the home of the Vahtache, an Ayleid faction. 

In the  , songs that date back to the Ayleid Empire, the "waving fronds of Vahtacen" are briefly mentioned. This gives credence to the belief that Cyrodiil possessed a subtropical climate during the time of the Ayleids.  
 

History
During the Alessian Slave Rebellion, Pelinal Whitestrake knocked down the doors of Vahtacen to free the prisoners of the Vahtache, while Alessia and Morihaus flew overhead. It was after this event that Alessia was called "Al-Esh" ("High Highness") for the first time.  After the rebellion, the settlement fell into ruin and was gradually lost beneath the earth.

During the time of the Planemeld, Vahtacen's exterior was still clearly visible, although much of it had been covered by the waters of the Reed. The ruins swarmed with undead, led by a powerful lich known as the Faceless. In  , the ruins were within the territory controlled by the invading Ebonheart Pact. The nearby   overlooking the ruins was a point of contention during the Alliance War, with all three sides struggling for control of the structure. An Ayleid relic was recovered from Vahtacen for Vyctoria Girien of Cheydinhal that year, and the Faceless was destroyed. 

Circa  , the Mages Guild began excavating the ruins, breaking through into the top level from a natural cave. The excavation was headed by Irlav Jarol, an expert scholar of the Ayleids, although he wasn't involved in the on-site work. The excavation's progress was halted when several mages were injured by an enchanted pillar which reacted to magic. By translating several inscriptions, the mages discovered the correct order in which spells must be cast at the pillar, and in doing so revealed an entrance into the lower undead-infested level of the ruins. An ancient Ayleid helm of some significance was discovered within the ruins.  

Gallery
 

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

References
Lore:The Illusion of Death

[Fragment]

… then, because he had toyed with the ape-maiden Dulsa, did Marukh spend his Century of Penance upon the Stonemeadows, and his sight was seared, and his tongue was swollen, and his pelt was mottled, and his left thumb pointed ever at the stars of  . And ever did the shade of Al-Esh speak to him, serrated words that rasped his concept-organ and brought him to wisdom through affliction.

And he recorded her words in his simian gore with glyphs on the Beseeching Scarp, and the fire in his blood did etch the lithic face with the Seventy-Seven Inflexible Doctrines. And though the labor depleted, yea, even consumed his very substance, he stinted not, for he knew that death is an illusion. For did not Al-Esh persist, speaking knives, though dead? And had not Pelin-Al been witness to her death, although dead himself at the death of Umar-Il? Then did Marukh know a Right Reaching, that one devoted to Proper-Life and Ehlnofic Annulment shall persist beyond the illusion of death&mdash;for indeed, the drive to expunge corruption can conquer even the Arkayn Cycle.
Lore:Mirmulnir

Mirmulnir is a dragon whose name means "Allegiance Strong Hunt" (or more accurately "Loyal Mortal Hunter")  in the Dragon Language.

Mirmulnir was one of the few dragons to survive the Dragon War, and successfully avoided persecution by the Akaviri Dragonguard. By  , he was still purportedly alive, having last been sighted by the Blades in the Reach in  . 

It is unknown if Mirmulnir was slain before the return of his master Alduin in  . Upon his return, Alduin began the process of resurrecting the many dead dragons buried throughout Skyrim in ancient times by the Dragon Cult. Mirmulnir was one of the first dragons to make a reappearance, when he attacked a watchtower west of Whiterun, killing several guardsmen. The Jarl of Whiterun,  , sent a group of soldiers to deal with the dragon. Among them was the Last Dragonborn, whose Dragonblood was revealed when Mirmulnir was slain and his soul absorbed. This event was noticed by the Greybeards, and the Dragonborn was summoned to High Hrothgar. Having had his soul devoured by another dovah, Mirmulnir was killed permanently and cannot be raised again.  

Gallery
 

See Also
For game-specific information, see the Skyrim article.

References
The Company We Keep

Quick Walkthrough
#Speak to   in his house above  's Starlight Inn.
#Speak to  ,  ,  ,   and  .
#Report back to Relamus.

Detailed Walkthrough
Relamus Saravyne maintains a house above the Starlight Inn, in Bosmora. Speaking to him will have him mention recent burglaries in town. You can volunteer to help him with solving these. The first thefts were reported by the Farys family of Farys Manor, and by Salms Andala at Bosmora's temple. Relamus suggests that you speak to these individuals. He also names the Khajiit trader, Kiseen, and the Bosmer, Elegel, as possible suspects.

Speak to all these individuals. Kiseen (found in the outdoor marketplace) will deny any involvement, and will ask for your help as part of  . You can ignore him or assist him as preferred - it has no bearing on this quest. Elegel claims to be simply here to visit her friend,  . The two Farys in their manor (speak to both) and the temple priest, Salms Andala, will simply confirm what they have already told the guards.

Report back to Relamus Saravyne for 100 gold, and to hear his grand plan to catch the thief.

Quest Stages