Netruk44/uesp-wiki-content huggingface dataset:
Lore:Dementia (place)

Dementia is a region of the Shivering Isles located in the marshy southern lowlands of the main landmass. It represents the dark and violent side of Sheogorath, and is mostly made up of swamps and forests of dead trees. The Low Road and Pinnacle Road are the two main routes through the region. Two peninsulas can be found here: the Heretic's Horn and the Madgod's Boot. The marshes of Shallow Grave and the Hill of Suicides are also important landmarks. The villages of   and   offer relative safety from the monsters that roam the swamps. The ruins of Vitharn are a place of ill repute, once populated by souls cursed by Sheogorath. The Halls of Pinnacle Rock contain the Wellspring of the Mazken. The lawbreakers of the region are imprisoned in the root tunnels of Corpserot Passage. Knifepoint Hollow is also located here.  
 
Gallery
 

 

See Also
For game-specific information, please see the Shivering Isles article.

References
Lore:Man

Man, meaning human, is used to refer to any of the human races of Mundus, such as the  s,  s,  s and  s. While the Bretons are the result of interbreeding between  i and  s,  they are most commonly considered men, and not mer.  Some races of men have disappeared or otherwise died out, such as the  . Though it typically connotes the races of men, "human" is still used by various races in reference to the humanoid shape or ability, or to collectively refer to any member of a civilized race, but mainly when it comes to races who can mate with each other and produce offspring. Man, Elves and Beastfolk are classified under the definition of both men, and human by Imperial scholars.  Unlike with the elven races, the distinctions between mannish races are arbitrary, and many are born not quite fitting in any one box.  
     

Nords
 
Imperials
 
Bretons
 
Redguards
 
Nedes
 
Kothringi
 
Reachmen
 
Keptu
 
Orma
 
References
Lore:Vyrthur

was a   and the Arch-Curate of   who for millennia sought vengeance against his one-time patron for allowing him to become a  . He was the brother of Knight-Paladin Gelebor, the only other uncorrupted Snow Elf known to have survived beyond the  .  The entire Forgotten Vale was once ruled by the Arch-Curate Vyrthur, assisted by his Prelates and Paladins. 

In  , Gelebor met the Last Dragonborn and requested that the hero kill Vyrthur in exchange for  , which was in Vyrthur's possession. Gelebor unknowingly playing right into his brother's hands, for the Last Dragonborn unwittingly brought the Arch-Curate exactly what he wanted:  , a Daughter of Coldharbour, a being of the purest evil in  . Vyrthur sought revenge on Auri-El through the sundering of the sun, which serves as the connection between Aetherius, the plane of the gods, and Mundus, which would thus eliminate Auri-El's influence on Nirn. This was to be achieved through the corruption of Auri-El's bow, accomplished by soaking it in the blood of a Daughter of  . He had long ago publicized a prophecy called the  , that was later revealed within the  , with the intent of drawing such a person to him. Fortunately, Serana and her companion were able to defeat and kill Vyrthur before he could bring his vengeance to fruition.  

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

References
Skyrim:Rune (disambiguation)

Rune may refer to:

Rune, the thief in the Ragged Flagon - Cistern
Rune (effect), a type of spell effect
Skyrim:Redoran Guard (dead)

These Redoran Guards are dead guards found in two locations of Solstheim: Old Attius Farm and Ashfallow Citadel. The dead Redoran Guard found at Old Attius Farm can be encountered during March of the Dead where he accompanied Captain Veleth but lost his life to the three Ash Spawn.

The other two dead Redoran Guards, found at Ashfallow Citadel, can be ecountered during Served Cold. Both Redoran Guards were send there by Adril Arano to aid the Last Dragonborn with killing the Morag Tong, but both guards lost their lives to them before the Dragonborn arrives.
thumb|left|A dead Redoran Guard
Online:Ogrim

:"The last thing many adventurers see is the fist of the brutish ogrim crashing down on them."
Ogrim are enormous Daedra with very little intellect. They are sent into the mortal world to menace living things for the amusement of Daedric Princes, and are primarily associated with Malacath. 
 

Skills and Abilities
;Strike: A basic melee attack that does minor physical damage.
;Body Slam: The ogrim charges forward, doing moderate physical damage as well as knocking down all enemies as indicated by a red rectangle. If the ogrim does not hit anything, it will be set off balance.
;Stomp: The ogrim stomps its foot dealing moderate physical damage in a large area around itself as indicated by a red circle.
;Boulder Toss: The ogrim throws a rock at a target, dealing moderate physical damage and knocking enemies back as indicated by a red circle. You can block to prevent the stun.
;Regeneration: If low on health, the ogrim will beat its chest to heal itself up. This spell can be interrupted to set it off balance.

Unique Ogrim
Ahzuom, an ogrim found in Eidolon's Hollow
Atarus, a boss ogrim found in Blackheart Haven
Brakuum, an ogrim found at Yansirramus  
General Kryozote, an ogrim found in the Abyssal Depths section of the Imperial City Sewers  
Glut, an ogrim found at Dark Anchors
Gormandizer Blyhicius, an ogrim found in the Rimmen Necropolis
Hogshead, an ogrim found at Dark Anchors
Igozai, an ogrim found in Abamath
Immolator Charr, a patrolling horror found at the Arena District  
Migoruz, an ogrim found in the Arena District  
Neechar, an ogrim found in Jathsogur
Nogral, an ogrim found in the Ebon Stadmont  
Oghezai, an ogrim found in the Hoarvor Pit
Orulu, an ogrim found at Jathsogur
Oztuk the Crude, an ogrim found at the Chasm
Pirlekh, an ogrim located at the Plaza of Portals in Fargrave 
Razan, an ogrim found at the Halls of Submission
Shrom, an ogrim found at Sanguine's Demesne
Stumble, an ogrim found at Dark Anchors
Zozullu, an ogrim found at Obsidian Scar

Variations
Dread Ogrim, an ogrim found as a possible final boss at Dark Anchors
Flame Ogrim, a variant summoned by Aez the Collector in the Village of the Lost
Ogrim (Vateshran Hollows), stronger ogrim encountered within Vateshran Hollows  
Ogrim Igniter, found in the College of Sapiarchs  
Ogrim Firebelly, found in the Gorge and Vaults of Heinarwe 
Scorching Ogrim, found in Extraction Chamber  
Searing Ogrim, found in the Deadlands  
 

Gallery
Lore:Pelagiad

was a small settlement in the   region of  , on the island of  .

The opulent Amaya Lake Lodge was built upon the shores of Lake Amaya during an earlier era, near the future site of Pelagiad.   After Vvardenfell was opened for settlement in  , Fort Pelagiad was built by the   and   to guard the roads between  ,   and  . Legion veterans began to build farms around the fort, and several shops were set up as the village grew. The town was officially chartered, and noted for its Western architecture resembling that of a High Rock village.  By  , the settlement boasted a tavern, tradehouse, blacksmith and   services.  Following the destruction caused during the   of  ,  Pelagiad was likely destroyed. 
 
Gallery
 
Notes
Lawrence Schick has confirmed that the reference to Pelagiad Garrison in the Letter to Rana was an error. 

See Also
For game-specific information, see the Morrowind article and ESO Amaya Lake Lodge article.
References
Morrowind:Argonian Mission

Related Quests
Imperial Cult

Miscellaneous


People
Morrowind:Skyrim Mission

Related Quests
Imperial Cult

People
Morrowind:Buildings

This is a list of all the miscellaneous Buildings that can be found in Morrowind.
Redguard:S'rathra

'''S'rathra''' is a Khajiit crime boss with connections to both Cyrus and Tobias, currently operating out of Wayrest. He received a letter from Tobias concerning Iszara's disappearance, which he passed on to Cyrus. At this time, he had gotten Cyrus a job working with a man named Duadeen, but canceled it due to the circumstances.

You don't actually meet him in the game, but he appears in the introduction and is mentioned a few times in your conversations with Tobias. He is only known to speak Ta'agra, though he can understand Cyrus and others perfectly well.
 

Related Quests


Official Description
right

:''Today S'rathra is suave and urbane, a rich and powerful Khajiit in a world of Men-far from the young suthay-raht that used to run with the violent nomad cats of the Ne-Quin'al plains. After being lamed at the massacre of Stoop Low, he left Anaquina to keep from bringing shame to his tribe, eventually ending up in the far more cosmopolitan Pellitine to the south. For a time, S'rathra ran a lucrative skooma trade out of Senchal port, smuggling sugar into the Empire (becoming, unfortunately, an addict himself in the process). When Cyrodiil strengthened its presence in the Topal Bay, S'rathra left Elsweyr entirely.

:He has made Wayrest his port of late, playing the lesser lords of High Rock to his benefit. Though the Empire has solidified the Bretons, there is still a lot of money to be made in the drawing of borders before the provincial laws dry completely. Mercenaries and fixers are in great demand there, and Cyrus and S'rathra have long shared a mutually beneficial relationship- the catman finds the paying parties and the Redguard does the dirty work.

:S'rathra's latest assignment for Cyrus is cut short when the Redguard hears of his missing sister. The Khajiit, perhaps knowing all too well the loss of one's kin, provides the money and transport necessary for Cyrus to reach Stros M'kai.''
 

Notes
S'rathra also makes an appearance in Redguard's prequel comic, The Origin of Cyrus! His Ta'agra speech is denoted by   surrounding the words.

Scenes
;Introduction
:At a tavern in Wayrest, S'rathra hands Tobias' letter to Cyrus. He tells him not to worry about the job with Duadeen and that he can keep the retainer. Just before leaving to go find a ship, Cyrus reveals that he killed Iszara's husband ten years ago, a fact that surprises S'rathra.

This scene is notable for its extensive use of the Ta'agra language. A rough transcription was created by developer Douglas Goodall, posting as Jobasha. Note that it is phonetic and may not represent the actual Ta'agra words. 


Actual Words
From the above transcription, several words are known to be actual Ta'agra words or are similar enough and translated such that they are related to an existing word.
"Kreenya", meaning "Smile", similar to "Krin".
"jeehater", meaning "mercenaries", similar to "jihatt".
"Renreejee", meaning "Ruffians", similar to "Renrij".
"jah", meaning "coin" or "retainer", a real word.

Gallery
 

References
Oblivion:Abandoned House (Anvil)

It is the residence of A Stranger, and consists of one area only, Abandoned House. 
 

Residents
 

Related Quests


Abandoned House
thumb|right|The desolate interior
As soon as you enter the front door, you will immediately notice that the majority of the house is empty. A chair lies by the stairs, and several broken crates, chairs, and hollow barrels are scattered about. A room under the stairs and the furnace are boarded up. Cobwebs adorn the walls.

The upstairs is only one small room where A Stranger resides. The contents of the candlelit room are meager; a cupboard containing little food, a table with a copy of Myth or Menace?, and a desk in the northern corner containing only clutter. A small dining table in the western corner holds three radishes, a corn cob, a cheese wedge, and an apple.
Oblivion:Abandoned House (Cheydinhal)

The house itself is situated between Oghash gra-Magul's house and Ganredhel's house, and adjacent from the Great Chapel of Arkay. The house's basement contains a door to the Dark Brotherhood Sanctuary.
The house is abandoned and contains no inhabitants, but consists of two zones, Abandoned House and Abandoned House Basement.
 
Related Quests


Abandoned House
Abandoned House
thumb|left|The entrance
thumb|Upstairs
The house is safeguarded by a leveled lock unless you have become a member of the Dark Brotherhood through the related quest. When entering you can see that it has been a long while since anyone has set foot in this old mansion. The house has been looted of anything of worth. Taking a look around anyway, a few tapestries remain, but furniture is broken and scattered, and cobwebs are everywhere. The door to the basement is to the right on the east wall. Upstairs is more scattered remains of a household. A lone loaf of bread is found on a table at the far end of the room. The home has a third floor loft area with the only item of some value; a copy of The Waters of Oblivion has fallen underneath a small bookshelf. A dresser holds common clothing.

 
Abandoned House Basement
thumb|left|Basement
thumb|The door to the Sanctuary
The basement looks much like any other basement, albeit with more broken items and cobwebs. There are crates and barrels filled with clutter. However, a large hole in the stone on the north wall looks intriguing. The tunnel leads to the Black Door; the door leading to the Dark Brotherhood Sanctuary. 

 
Notes
It is rumored that Count Andel Indarys knows the location of the Sanctuary within the house itself, but is bribed and threatened to keep his mouth shut.
Oblivion:Aengvir's House

thumb|right|The poorly-tended house
The Bosmer commoner Aengvir lives here. It consists of one zone only, ''Aengvir's House''.
 

Residents
 

Interior
Aengvir's House
The interior of Aengvir's house suggests a status far below what may be assumed by the middle-class clothing he wears; it's almost completely empty except for his bed, two tables, some knocked over chairs, and a huge amount of spider webs hanging from the ceiling. Two candlesticks and a candle on the table light the room. A rarely used broom lies on the carpet and is the only thing that can actually be picked up.
Oblivion:Agarmir's House

It is the sole residence of the shady supplier Agarmir and consists of three zones: ''Agarmir's House, Agarmir's Private Quarters, and Agarmir's Basement''. 
 

Residents
 

Related Quests


Interior
thumb|left|The main floor of the house
thumb|right|Agarmir's private quarters
Agarmir's House
The house is a standard middle-class Imperial City building with three floors: basement, ground floor and private quarters. The ground floor is sparsely furnished and most of the containers there hold nothing other than the usual food and clutter. At the foot of the stairs, however, is an unlocked chest with up to three pieces of leveled equipment.
Agarmir's Private Quarters
thumb|right|The basement of the house
Agarmir's private quarters are quite small and lacking anything of real value, giving false credit to his cover story as a lowly trapper. Up to six pieces of middle-class clothing (75% each) may be found in the drawers at the foot of the bed, and a bottle of Tamika's West Weald wine on the table in the corner.
Agarmir's Basement
The basement is much more interesting, and reveals Agarmir's true occupation. It is finely decorated with numerous candles and littered with bonemeal portions, bones of all shapes and sizes, clothing and blood spatters. A shovel on the western wall and the large tome on the table nearby tell of Agarmir's shady dealings.

Notes
If you try to enter Agarmir's house while he is inside you will be notified that "It appears that Agarmir is home, and the door is barred from the inside." You can only break into his house when he is not home.
Oblivion:Ahdarji's House

It is the residence of the Light Armor trainer Ahdarji and consists of three zones, ''Ahdarji's House, Ahdarji's House 2nd Floor East, and Ahdarji's House 2nd Floor West''.
 

Residents
 

Related Quests



Interior
The large, two-story home is divided into two wings, east and west. It is neatly decorated and aesthetically pleasing; retirement agrees with Ahdarji.

Ahdarji's House
Hidden away behind the cupboard in the entryway of the ground floor is a locked jewelry box containing up to three pieces of jewelry (one possibly enchanted) and a small chance of a potion (10%). 

Although Ahdarji never eats at home, the east wing on the main floor consists of a dining room richly dressed with silverware, food, and drink, including a sweetcake. An open cupboard on the west wall of the dining room has a random potion. A locked chest holds a leveled weapon. In a small room off the dining room is a cupboard and some drawers, containing up to eight and six pieces of upper-class clothing (75% chance), respectively. Another locked chest contains up to three pieces (75% each) of lower-level armor or weapons. Atop the cupboard is another random potion. 

The first floor west wing is a sitting room. A random poison is on the bookshelf in the southwest corner and a random potion is on the window ledge. The small room off the main area has a locked chest holding some gold and jewelry (25%). Two valuable books, The Argonian Account, Book 4 and Dwemer History and Culture, are on the bookshelves.
 
Ahdarji's House 2nd Floor East
The east wing of the second floor is used as a storage room and wine cellar holding a large stockpile of Surilie Brothers wine.

Ahdarji's House 2nd Floor West
The second floor's west wing serves as the private quarters. The room to the left is the bedroom. At the foot of the bed is an unlocked chest with the Light Armor skill book Ice and Chitin.  A potted nirnroot is on the windowsill next to an unlocked clutter chest. The room to the right has a desk with a bottle of Cyrodilic brandy and a letter from a secret admirer.
Oblivion:Alberic Litte's House

Residents
 

Interior
Alberic Litte's House
A cozy, three-level house, the main floor contains the usual arrangement of clutter. A nice selection of foodstuffs can be found in the dining area, including grapes, a pumpkin, a hard to find sweetcake, onions, a pear, and a selection of Tamika's West Weald and Surilie Brothers wines. The sleeping area upstairs offers a nice collection of common books, but nothing truly noteworthy.

Alberic Litte's Basement
The basement is divided into two chambers, the first containing more samples of wine, mead, pumpkins, and the usual clutter. The second chamber is illuminated and holds two locked chests, one with random loot and the other with armor and/or weaponry. An exit to the couple's common backyard in Chorrol is also in this section of the basement.
Oblivion:Aldos Othran's House

It is the former residence of Aldos Othran and consists of one zone, ''Aldos Othran's House.

There is a Cheydinhal guard permanently stationed by the door to keep anyone from entering. If you stand around this guard, he may say: "Stand clear!" Attempt to talk to him, and he will tell you: "I'm sorry, no one except for Cheydinhal City Guard are allowed inside this home. Due to outstanding fines owed to the city. Aldos Othran's property has been seized and is now sealed until further notice. Good day."

After he has killed Aldos Othran during the related quest, his dialogue changes. If you speak to the guard, he will greet you by saying: "Move along, citizen. There's nothing to be done here." You can then ask him about Aldos Othran, and he will say: "You saw what happened, I had no choice. Aldos attacked first, and I had to defend myself. If you don't like it, take it up with Ulrich." When you exit conversation with him, he says: "Move along please."''
 

Residents
 
 

Related Quests
 

Aldos Othran's House
In the southwest corner of the entryway is a chest and a sack with both holding clutter. In the corner beside the stairs leading up to the second floor sit two barrels, one with food and one with clutter, and two grain sacks. The hallway leading to the north holds a table on the east wall with seven strawberries and a smaller table on the west wall with a bottle of Tamika's West Weald wine. The two wine racks on the west wall hold seven bottles of Surilie Brothers wine, seven more bottles of Tamika's West Weald wine, and six bottles of cheap wine. In the dining area at the end of the hall, the table in front of the fireplace holds three apples, three summer bolete caps, two steel blue entoloma caps, and a loaf of bread. The alcove in the northwest holds a drinks cupboard with two pumpkins on top of it and another two in the floor.

On the second floor, two food barrels sit in the sitting area next to the stairs railing. Three pumpkins and four watermelons sit on the floor next to them. Another food barrel sits in the southeast corner and the table holds seven oranges and a bottle of Surilie Brothers wine. The bookshelf holds three more bottles of Surilie Brothers wine, a bottle of Tamika's West Weald wine, a bottle of Tamika Vintage 415, and a clutter sack. In the bedroom the double bed sits in the southeast corner with a clothing chest of drawers next to it, holding another bottle of Surilie Brothers Wine on top of it. The chest at the foot of the bed can contain gold and jewelry. In the northwest corner sits a clothing cupboard and a chest that can hold armor and/or weapons. A patched vest sits on the table with a pair of rough leather shoes on the floor underneath it.

Notes
A key to this location exists in the Construction Kit, but cannot be obtained in-game.
The two chests in the bedroom and the four sacks throughout the house are the only containers in the house that do not respawn.
Oblivion:Aleron Loche's House

It is the former residence of the too-credulous Aleron Loche, and currently that of his wife, Ursanne Loche.  It consists of one zone, ''Aleron Loche's House.
 

Residents
 
 

Related Quests


Interior
Aleron Loche's House
Upon entering the house there is a pair of green felt linens on top of a chest of drawers containing clutter. A locked clutter chest and a barrel rest on a support wall to the right of the drawers. In the closet near the entrance is a grain sack and a clutter sack. A wooden shelving unit along the northern wall holds a pumpkin and some lower-class dishes with a clutter chest situated on top of them. The shelving unit is also situated in between a locked chest that houses some armor and a bench that holds another pumpkin. Near the chest are some drawers containing more clutter with a bowl situated on top of them. On the food preparation bench is a loaf of bread and a wedge of cheese along with some lower-class dishes. Adjacent to the fireplace is another set of drawers which also contain clutter. Near these drawers are two barrels, one of which contains food and the other contains clutter. The east-western corner has two pantries that contain more food and clutter along with a double bed.

Notes
Aleron and Ursanne carry the key to this location.
Both chests are non-respawning and therefore safe for storage. 
Although the house is in Aleron's name, he never sets foot in the house.
Oblivion:Algot's House

It is the residence of Algot the Northerner and consists of ''Algot's House, Algot's Basement, and Algot's Private Quarters''.  
 

Residents
 

Interior
thumb|left|Algot's House thumb|right|Basement
Algot's House
Algot's salary at the Trading Company must be quite meager, as there is nothing of great value in the house. The ground floor mostly contains the usual food and worthless cutlery; the main points of interest being a wine rack with 9 cheap bottles next to the basement and a chest with up to three pieces (75% each) of armor or weapons, found at the foot of the stairs.

Algot's Basement
thumb|left|Private Quarters
Unsurprisingly, the basement is full of clutter chests and nothing much else.

Algot's Private Quarters
The second floor is slightly better and contains a decent amount of valuables, all concentrated in the northern corner. The cupboard contains up to 8 pieces of upper-class clothing, while a red velvet blouse sits on top of it. Skillfully stashed underneath it is a small jewelry box, which contains a few gold coins, a random piece of jewelry, and a silver nugget (both 50%). The chest nearby also holds a few coins and has a 25% chance of a higher-end jewelry piece appearing. Just beside it are a pair of gold trimmed shoes.