Netruk44/uesp-wiki-content huggingface dataset:
Skyrim:Guard (NPC)

Five Guards can be found around Nilheim. They are actually disguised bandits and are initially non-hostile.
 
Related Quests
Skyrim:Guards

Guards 
Guards are NPCs, usually found in towns and cities in Skyrim. If you commit a crime, they can arrest you and will attack if the arrest is resisted. Under some conditions, guards can be bribed; see the crime page for details.

Guards by Region
All of the guards below will pay attention to your bounty in the hold that they are patrolling for, and only attack you if you resist arrest when they try to arrest you. Note that it is possible for a guard in the wilderness to wander into a different hold, usually because of combat, but you will still only be arrested if you have a bounty in the hold that that guard is from. In some quests, there are NPCs called guards who do not obey these rules, and may attack you despite not having tried to arrest you; most of those NPCs are in the Reach.

 

See Also
Guard Dialogue
Crime

Bugs
Skyrim:Dragon Aspect

thumb|left|Dragon Aspect
Dragon Aspect is a shout that improves your power attack damage, resistance to damage, and shout recharge time. When used, dragon-like traits will be physically applied to the one shouting in the form of a spectral armor. The first word makes this effect appear on only the arms, but is extended to the chest with the second word, and the head with the third word. All effects have a duration of 300 seconds. The effects will still remain active if you transform into a Vampire Lord or werewolf, which can give both forms numerous, and otherwise unobtainable, benefits. If you have at least two words of the shout, an Ancient Dragonborn is summoned to fight alongside you when your health drops below 50%. This shout is unique in that it can only be used once per day. 
 
Achievements
One achievement is unlocked when you learn all three words of this shout:
 

 thumb|right|A summoned Ancient Dragonborn
Word Wall Translations
 

Notes
Not mentioned in the description for the third tier shout is that several shouts have their magnitudes and/or durations amplified. In general, shouts with point values (i.e. Frost Breath) are enhanced by 25%, while shouts with duration are enhanced by 50%. The one exception to this rule is Ice Form, which is increased in duration by 25%.
It is impossible to do enchanting when Dragon Aspect is active. If you attempt to enchant something, you receive the message, "Insufficient charge for enchantment".
If you use this shout against Miraak at the summit of Apocrypha, he might say: "So, you use my own Shout against me. You learn quickly."

Bugs
 
 Turning off collision with the console command   while approaching the word walls may solve this.
Lore:Gray-Mane

The  s are an old and influential clan in  . House Gray-Mane is a large mansion in the city's Wind District. The clan was one of the first to live in Whiterun, making it likely that the family can trace its roots back to members of the   of  . Before the  , the Gray-Manes were friends with their equally venerable neighbors, Clan  . However, Clan Gray-Mane strongly supported the  , as well as  . Clan Battle-Born sided with the  . Each clan rallied the city's populace to their respective sides, though Whiterun officially remained neutral. 

  was probably the clan's most renowned member, being the master smith who worked at the iconic Skyforge above the Jorrvaskr Mead Hall (though he was not a formal  ).     was supported by the Stormcloaks as a potential replacement jarl during the Stormcloak Rebellion, when the neutral   fell out of favor with  . As associates of the Stormcloaks, the clan was targeted by the   and the  .

The known family tree for the Gray-Manes circa   is as follows:
 
 
 
 
 

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

References
Lore:Battle-Born

The  s are a rich, influential clan in   who staunchly supported the   in the  . The clan was one of the first to live in Whiterun, making it likely that the family can trace its roots back to members of the   of  . The Battle-Borns were old friends with their neighbors, the equally venerable  s. However, the clans began feuding when the Gray-Manes sided with the   during the Stormcloak Rebellion, while the Battle-Borns remained loyal to the Empire. The clan also attribute the feud to the Gray-Manes' jealousy over their wealth.

The House of Clan Battle-Born stands near the Gray-Mane residence in Whiterun's Wind District. The Battle-Borns also own the profitable Battle-Born Farm just outside the city. Olfrid Battle-Born was the clan's vocal patriarch . The Battle-Borns may have been involved in the abduction of Thorald Gray-Mane by the  . Each clan rallied the city's populace to their respective sides, though Whiterun officially remained neutral.  

The known family tree of the Battle-Borns circa   is as follows:

 
 
 
  
  
 
 

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

References
Skyrim:Thief (Thieves Guild)

This Thief is a Nord bandit who can be randomly encountered after completing A Chance Arrangement.

He can be hard to find, as he has a 20% chance of appearing, and only shows up in Riften or Riverwood.


He will sneak around in the streets and, unsuccessfully, attempt to break into the stores. At other times, he may wander around acting innocently, especially if citizens pass by.  If you try and approach him he will just reject you and continue his suspicious behavior. If you encounter him in Riverwood he will try and break into Riverwood Trader; if you encounter him in Riften he will be inside a random house. 

He wields a leveled dagger of the best possible quality and wears a standard set of Thieves Guild armor with matching boots, gloves and a hood. He carries a variety of random loot, a leveled amount of gold and five lockpicks.
Skyrim:Thief (dead)

This Thief is a deceased elderly Nord farmer found in the slave pens of  Irkngthand during the Thieves Guild quest Blindsighted. 

He was tied up by the Falmer in the torture chamber, the very first room of the slave pens, right near a spinning blades trap. The instruments and the blood spatters on the floor suggests he was tortured to death. 

He only wears ragged robes, his revealing notes, and a leveled amulet.
Lore:Apocrypha

Apocrypha is a realm of Oblivion created and ruled over by Hermaeus Mora, the Daedric Prince of Knowledge and Fate. It is an endless library consisting of untitled books with black covers, where all forbidden knowledge can be found. The realm is haunted by the ghosts of mortals forever searching for knowledge.  Stacks of books form mazes and spiraling pillars that can reach as high as the illuminating green sky. Intricate ruins and monstrous carvings can be found among the stacks. The plane is covered in a sea of ink and roiling tentacles, while Hermaeus Mora is omnipresent over all. Some areas of the realm are consumed by darkness which can kill any who enter it. Discarded pages and floating tomes fill the air. 

Apocrypha is inhabited by the frightening Daedric servants of Mora. Seekers guard forbidden knowledge, banishing foes with sound attacks. Lurkers dwell within the inky tide, arising from the depths to attack invaders. Disembodied tentacles hide in the waters and hang from the sky, whipping at any who pass.   s float through the fetid air of the realm, acting as sources of light.   Hermaeus Mora tasks  s with observing all things and cataloguing all knowledge, so that they may act as his eyes. 

Apart from magical teleportation, Apocrypha is most easily entered by mortals through the reading of  , tomes of forbidden knowledge displaced from time and scattered across Tamriel. An apparition of the reader's body remains in Mundus, tethering their life force. Most mortals who gain access to the secrets within Apocrypha are driven insane by unending revelations. Such was the fate of the mage Morian Zenas, who famously disappeared in Apocrypha during his voyages through Oblivion.  However those who successfully journey through Apocrypha are known to discover powerful knowledge. 

The     sought the knowledge of Apocrypha in the  , and used what he learned of the   to revolt against his   masters. Although he slew many, their retaliation was swift and furious, and Miraak's temple was destroyed. He retreated to Apocrypha with his dragon servants, where he dwelled for many eras.  By  , Miraak had in motion a plan to harness the power of the   Stones of   to enable his return to Tamriel. Seeing his corrupting influence on the lands and people of  , the   entered Apocrypha through the reading of Black Books, and confronted Miraak. The two Dragonborns battled, and, when Miraak was close to defeat, he was killed by Mora, who then accepted the Last Dragonborn as his new champion. 

Gallery
 

Notes

'Apocrypha' is an English word meaning "Something, as a writing, that is of doubtful authorship or authority". It derives from the medieval Latin adjective 'apocryphus' meaning "secret, or non-canonical", which is in turn derived from the Greek adjective 'ἀπόκρυφος' ('apokryphos'), meaning "obscure".

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

References
Lore:Ashpit

is a realm of Oblivion created and ruled over by Malacath, the Daedric Prince of Outcasts. It is unknown if the realm existed before Trinimac was transformed into Malacath. Orcish spellwrights call for boons from the Ashpit and rarely any other realms.  The Ashpit is hard to access, as the pathways to his domain take on a characteristic level of concealment to protect the disenfranchised and cast out. 

The realm mostly consists only of dust, palaces of smoke, and vaporous creatures; anguish, betrayal, and broken promises like ash fill the bitter air. Few mortals manage to reach the realm, where levitation and magical breathing are necessary to survive.  The   have been known to bottle this thick, roiling vapor. 

However, some areas of the realm are safe for mortals. In  , Malacath chose to bring Sul and Prince Attrebus Mede to the Ashpit, where they found a garden of slender trees, and "vines festooned with lilylike flowers" wound about the trunks; a "multitude of spheres moved, deep in the colorless sky, as distant and pale as moons". This garden seems to have some emotional significance to Malacath, who describes it as a "shadow of a garden", and an "echo of something that once was". 

The Ashen Forge sits at the center of Malacath's own stronghold in the Ashpit. For the  s that revere Malacath, the afterlife promises rewards of immortality, abundant food and drink, and constant battle deep within the Ashen Forge. It is also said that The Ashpit bastion stretches endlessly across the planes, extending even behind the stars to  , granting access to every worthy Orc who crosses from this life into the next. In Malacath's stronghold, every Orc is a chief, every chief has a thousand wives, and every wife has a thousand slaves to cater to their every need. The stronghold's walls rise one hundred feet into the smoky sky, constructed of polished steel and worked iron. Inside the walls, stone keeps, iron towers, and massive longhouses surround the central square that houses the Ashen Forge.  

Orcs that pass onto the afterlife are "thrust into Malacath's coals", honed, tempered and made whole in the cleansing fires of Malacath. Their grudges and fury are folded and hardened on the  .  There is said to be no place for a gentle soul in the Ashen Forge, who are instead believed to be given to Trinimac, who watches over all those who have fallen and guides them to their final reward.  Orcish spirit-legions can be found in the Ashpit.   
Dremora of the Doomdriven Clan, serve in these spirit-legions as marshals and commanders. The Doomdriven also serve as emissaries to Malacath's mortal followers on Nirn.  

The Spine of Ashpit is a surprisingly light skeletal spine found in the realm. It is made from a grey dust, and fragments of bone have been known to be taken from it and brought to  .  Sheogorath claims that the spine is the metaphorical "backbone" of the realm, which he looks down upon.   "By the Ashpit" is an expression among Orcs. 

Gallery
 
References
Lore:Myriad Realms of Revelry

The   are a congeries of one hundred thousand  pocket and sub-realms of Oblivion, created and ruled over by the Daedric Prince of Indulgence, Sanguine. The realms are used mainly as pleasure pockets, refashioned to meet the needs and desires of its visitants. As such, Sanguine himself has very little control over them.  

The Last Dragonborn visited one of the realms in  . Named Misty Grove, it appeared as a mist-filled copse of trees crossed by burbling streams and paths with small stone bridges leading to an outdoor tavern, lit by lanterns in an eternal early evening. The aura invokes a strange, immediate sensation of brooding fear tempered by an odd calmness.   Sanguine used it to host a feast for the Dragonborn, after the two had spent a night drunkenly exploring Skyrim. 
 
References
Lore:The Pits

The Pits  is a realm of Oblivion, created and ruled over by Peryite, the Daedric Prince of Pestilence. Here, Peryite guards the lowest orders of Oblivion. 

What little that has been seen of the realm resembles the Deadlands, with lava seas, volcanic islands and ruined structures.  The realm is usually completely inaccessible to mortals,  but there have been several exceptions. 
 
History
In  , five worshippers of Peryite performed a ritual at the Prince's hidden shrine, located along the banks of the   in Cyrodiil. The spell was intended to summon Peryite, but instead, the souls of the worshippers were sent to the Pits, where they became trapped. The Champion of Cyrodiil stumbled upon the motionless bodies of the worshippers by the shrine, and was tasked by Peryite to travel to a plane in the Pits and recover their souls. The plane consisted of a volcanic island inhabited by many daedra, with a Blood Well tower and a series of volcanic caves called the Sightless Grotto. The Champion rescued the souls of the worshippers and returned them to Tamriel to earn the Prince's favor. 

In  , Peryite tasked the Last Dragonborn with slaying  , a former priest of Peryite who had abandoned the Prince. In death, Orchendor's soul was sent to the Pits, where Peryite punished him for his disobedience. 
Notes
thumb|right|The Pit of Pestilence
An otherwordly location called the Pit of Pestilence appears in Blades, although it is unknown if there is any connection to the Pits.

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

References
Lore:Moonshadow

Moonshadow is a realm of Oblivion created and ruled over by the Daedric Prince Azura, Queen of Dawn and Dusk.   The realm is said to hold "too much beauty", so much so it can render mortal visitors "half-blind", and contain flowers, waterfalls, pink trees,  and a city of silver. Azura herself resides in a rose palace, and is welcoming to mortal travelers. 

To the Khajiit, Moonshadow is where Azurah tends the Gates of the Crossing—the bridge between Nirni and the afterlife beyond.   According to myth, as Azurah wept in the Great Darkness after the death of her mother, the light from her tears chased away the Darkness and eventually left a "place of moonlight and shadow".  Khajiiti mythology also writes that when Magrus fled from Boethra and Lorkhaj after the former had plucked his eye out,  he fell into the Moonshadow. There, Azurah judged him as too fearful to rule a sphere, and tore out his other eye. The blinded Magrus fled to the heavens, and Azurah made of his eye a "stone to reflect the  ".  

During the  , the   inhabitants of   had come into possession of several Crimson Shards of Moonshadow, large red crystals which glow with a powerful red light.  Rose foundation is made from the pink petals of flowering trees in the realm and imported to Tamriel.  Several pieces of armor of Daedric quality found in Tamriel are thought to have originated from Moonshadow; they are enchanted with a strong magical light enchantment, but are otherwise unremarkable. 
 
History
During Morian Zenas and Divayth Fyr's experiments to travel to Oblivion between   to  , they managed to figure out a ritual to open a gate to Oblivion. Zenas decided to try going to Moonshadow as it was a safe option and visited the realm,  but then went on to various other realms before settling in Apocrypha.   He described Moonshadow to his assistant, Seif-ij Hidja. 

Following Vivec's indecent acts toward Azura at Hogithum Hall in the Capital City, Azura had made the regular gateways to the realm inaccessible by  . 
 

Notes
"Moonshadow" is also another name for Azura. 
Mortals born under the sign of The Shadow are known to have the ability to turn invisible. This ability is called "Moonshadow", although it is unclear if there is any connection to Azura's realm. 
In a speech to the Champion of Cyrodiil,   incorrectly names  's   the "ten Moonshadows". 

References
Tes5Mod:SkyProc/How to List/CreateNew

Related SkyProc Classes
:* Mod - An object representing a complete Skyrim mod.

How To
Create New Records

To make a brand new major record (not an override or duplicate of an existing record) you must have a mod for it to originate from.
In addition, not all major records currently have constructors that allow you to make a new "fresh" record.  If a record type you want to use doesn't have a constructor, contact Leviathan1753.

For major records that have constructors to make new records, it looks like this:
 

After this has run, a new record will be created and added to the patch.

NOTE:  It is VERY important that you pass the new record a unique EDID that:
:# Is unique from all other EDIDs in your patch.  If you have a loop that is creating new records, each record has to have a unique EDID, so find a way to ensure each record that gets created has a new EDID.  Counters or hashs are good for this.
:# Is unique from all other EDIDs even from other mods.  You can use a prefix unique to your mod to prevent EDID dups in 99.99% of cases. 
:# Is the same each time the patch is run.  If your patcher is run on the same setup twice, each record that was created the first time should have the same EDID when created the second time.  This is because SkyProc uses EDIDs to give records the same FormIDs they had last time.  Thus, if EDIDs aren't the same each run, there's a good chance formids won't be either.. which will most likely result in broken savegames for your users.  You can achieve this goal by putting bits of the conditions that created the record inside the EDID itself.  For example, if you make a new TXST record for an ARMO + ARMA combination, you can put the ARMO + ARMA's EDID in the new TXST EDID.  That way, whenever those two records "come together", they will produce the same EDID.
Skyrim:Haafingar Guard

Haafingar Guards are guards that can be found patrolling the region of Haafingar.

Bugs
The guard in Dragon Bridge is mistakenly named Imperial soldier instead of Haafingar Guard.
Lore:Quagmire

Quagmire, or the Dreamstride,  is a realm of Oblivion, created and ruled over by the Daedric Prince of Nightmare, Vaermina. It is a realm of horrors, where reality shifts upon itself in seemingly impossible ways. Every few minutes, lightning flashes and the realm morphs into a terrifying scene, each one more frightening than the last.

It is the realm most often visited by mortals. From her citadel in the center of the realm, Vaermina reaches out into Mundus and collects the memories of sleeping mortals, leaving nothing but visions of horror and despair.  These experiences, known as nightmares, involve the mind of a mortal traveling to Quagmire. Through magical teleportation, it is possible for a mortal to enter Quagmire while awake, as was done by the mage Morian Zenas.  

History
A cult of wealthy Daedra worshippers were once rewarded by Vaermina with a small pocket of Quagmire. Using a mining operation at   on   as cover, the family successfully created a portal to the realm and consecrated an "Unspeakable Sigil" within, seemingly to maintain the pocket. Work began on constructing a temple to Vaermina within the realm, but the pocket remained much smaller than the worshippers had expected and  s began to appear both inside the realm and within the mine on  .  After a disastrous ritual, Hozzin's Folly was left abandoned, and the pocket realm was destroyed in   when the portal was reopened and the sigil smashed.   

Quagmire and Mundus have been known to partially merge where Vaermina's influence is strong, usually in the area surrounding one of her artifacts. The island of   briefly merged with the realm in 2E 582, sending its inhabitants into a deep sleep. 

In  , the   was stolen by the wizard  , who brought it to his tower in the Nibenay Basin. The interior of the tower seemed to enter Quagmire, with reality becoming warped inside.  

In  , the town of Dawnstar was plagued by continuous nightmares due to the close proximity of the Skull of Corruption. 

Notes
In a speech to the Champion of Cyrodiil,   incorrectly names   of Peryite as "Quagmire". 

Gallery
 

References
Tes5Mod:Mod File Format/SCEN

SCEN records contain information on scenes.

Main Record
The three lists have no terminator and simply repeat until a field designates that the next block is starting.



Phases


Actors


Actions
Daggerfall:Daggerfall (Region)/Service Detail

This page lists the quality of all stores, guildhalls and temples available in Daggerfall.

:Alchemists
:Armorers
:Bookstores
:Clothing Stores
:Dark Brotherhood
:Gem Stores
:General Stores
:Mages Guilds
:Pawn Shops
:Temples (including Regional Temples)
:Weapon Smiths
Daggerfall:Wayrest/Service Detail

This page lists the quality of all stores, guildhalls and temples available in Wayrest.

:Alchemists
:Armorers
:Bookstores
:Clothing Stores
:Dark Brotherhood
:Gem Stores
:General Stores
:Mages Guilds
:Pawn Shops
:Temples (including Regional Temples)
:Weapon Smiths
Daggerfall:Sentinel/Service Detail

This page lists the quality of all stores, guildhalls and temples available in Sentinel.

:Alchemists
:Armorers
:Bookstores
:Clothing Stores
:Dark Brotherhood
:Gem Stores
:General Stores
:Mages Guilds
:Pawn Shops
:Temples (including Regional Temples and guildhalls of the Fighter Trainers)
:Weapon Smiths