Netruk44/uesp-wiki-content huggingface dataset:
Online:Mages Guild

The   is an association dedicated to magical learning found all over Tamriel. To gain reputation with them, you must bring them lost tomes of Tamrielic lore. Each lorebook adds five points to the Mages Guild skill line, and an increasing number of points is required to gain a rank. Good relations with the guild can earn you new skills, perks, and abilities. The Mages Guild quest line is focused around the Daedric Prince of Madness,  . 

The Mages Guild, along with the Fighters Guild, is also at the head of an assault into Coldharbour which takes place at the culmination of the Alliance Storyline and Main Quest. Note that progression through the Mages Guild quest line does not affect this in any way.

Quests
Joining Quests
: 







Public Dungeon Dailies
These quests are offered by Alvur Baren located within the Mages Guild buildings of Elden Root (Grahtwood), Mournhold (Deshaan), and Wayrest (Stormhaven). These quests will send you to a random public dungeon to retrieve an artifact associated with Sheogorath. These quests can be shared with other members of your group, so it is possible to do up to 15 of these quests in a day. These quests will give Mages Guild reputation, as well as a small box of rewards. These quests are one way of obtaining the Draugr motif.

















Skill Perks
 
 
Ultimate Abilities
These abilities must be activated manually, for a cost of Ultimate.
 


Active Abilities


Passive Abilities


Reputation
All guilds use reputation for leveling purposes. Mages Guild   Reputation is gained by finding Lorebooks. Each Lorebook recovered grants  , while completing a collection of lorebooks grants  . You can also earn   for each completed Public Dungeon daily quest, and   for each  relic recovery achievement. It takes   Reputation points to reach Mages Guild Rank 10, and it is possible to earn   by collecting all Lorebooks within your home alliance territories, Coldharbour and Cyrodiil. The remaining   must come from dailies or the zone collections of the other alliance areas.


Generic Members
Mages Guild Adept
Mages Guild Apprentice
Mages Guild Conjurer
Mages Guild Destroyer
Mages Guild Healer
Mages Guild Researcher
Mages Guild Scholar
Mages Guild Warlock
Mages Guild Wizard

Achievements
There are six Achievements associated with this faction:
 
 

Notes
For historical information on the Mages Guild, see the lore article.
The Everlasting Magic passive only affects the duration of your Mages Guild Skills, not the amount of damage.  For example, at level 2 of the passive, Degeneration will do 4653 damage over 12 seconds (387 dps) instead of over 10 seconds (465 dps).
Online:Dark Brotherhood

The   is a guild of assassins with holdings all over Tamriel. A DLC pack focused on the faction's activities in the Gold Coast region and across the rest of Tamriel was released in the second quarter of 2016. Purchase of the DLC is required to participate in any Dark Brotherhood Questlines. 

Quests
Story Quests













Sacraments
The quest A Lesson in Silence needs to be completed to gain access to the Sacraments.




The Litany of Blood


Skill Perks
 
The Dark Brotherhood skill line consists of passive abilities. Of these, Blade of Woe acts as a synergy which can be activated when sneaking upon a Justice Neutral enemy.

 
Passive Abilities


Litany of Blood
After completing the first quests for the Dark Brotherhood, you can speak to Nevusa in a small enclave on the left side of the Sanctuary. She introduces you to the Litany of Blood. It holds a special assignment given by the Listener to those deemed worthy - to assassinate a number of persons throughout all faction zones. After killing each target, their ghostly image will appear on a pedestal. Executing all targets completes the Litany of Blood achievement, giving you the Executioner title and Cadaverous Assassin Polymorph.

For more information on the Litany, see the quest page.

Reputation
All guilds use reputation for leveling purposes. Dark Brotherhood   Reputation is earned by completing various quests and contracts for the guild. Most story quests reward  , and some reward  . The regular Marked for Death contracts reward   and the killing spree contracts reward  . While the daily Black Sacrament contracts normally reward  , they can reward up to   if all the optional objectives are completed.



Members
 

Achievements
See Dark Brotherhood Achievements.

Notes
For historical information on the Dark Brotherhood, see the lore article.

See Also
Justice, the crime and punishment system.
Lore:Stendarr's Hammer

is a hammer rumored to have once been wielded by Stendarr, the God of Justice. One of his other titles, the God of Righteous Might, is fitting as the hammer is very heavy. It is made of   and  .  The weapon is enchanted to drain or damage the health of those it strikes, at the cost of the wielder's stamina. 

It was one of the first artifacts to be added to  's museum in Mournhold. The hammer is too heavy for most people to use in combat; it took four men to simply lift the artifact onto its display podium in the museum. Its origins are unknown, but it was still in Aram's possession circa  . 

Sometime after the end of the  , circa  , the Warrior came across Stendarr's Hammer in their journey. The method of its acquisition is conflicted, however; some claim that it was obtained from the plane of Oblivion known as the Abyss, while others believe it was looted from a chest. 

In the year  , the hammer was found deep under Markarth. It was acquired by Calcelmo and put on display in his private   museum in Markarth, though it was stolen soon after he acquired it. 

Gallery
 

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

References
Lore:Titus Mede II

was an   of the   of   during the  . Soon after his coronation, Mede was pulled into the   by the  .  In  , he visited   aboard his personal transport vessel, The Katariah. Some report that he was assassinated by the  , although conflicting reports claim the Dark Brotherhood was wiped out.  
 
Gallery
 

See Also
For game-specific information, see the Skyrim real and decoy articles and  Legends character and   articles for Titus Mede II.

References
Online:Factions

Factions are organizations vying for control of Tamriel, money, power, or to accomplish any other number of goals. Many factions are joinable, with a variety of benefits for doing so. You can be a member of multiple factions at the same time.

For player-made guilds, see Guilds.

Alliances
The Alliances are the three primary factions in The Elder Scrolls Online. Every player must swear allegiance to one of these factions during Character Creation, and this allegiance cannot be changed without starting a new character or purchasing an Alliance Change token from the Crown Store.
 
  
 

Guilds
There are a number of lesser factions and guilds that a player can join, which are neutral among the three alliances and usually have bases in each of them.
  
 
 
  
  
 

In addition to these NPC guilds, players may also join up to five player guilds, which use the same name but are a vastly different system.

Battlegrounds Teams
As part of the Battlegrounds PvP system, players will be randomly assigned to fight for one three teams for each match:
Fire Drakes
Pit Daemons
Storm Lords

Other Joinable Factions
Although you may be offered membership of these minor factions as part of their related questlines, joining confers little to no tangible benefit.
 
 
 
 
 
 
 
 

Complete Factions List
The full list of factions listed alphabetically can be found on the pages below:
Lore:Ta'agra

Ta'agra is the language spoken by the   of  . Although many natives of Elsweyr can speak  , it is not uncommon for Khajiit to interject Ta'agra words or phrases into their sentences. Khajiit notably tend to have a speech pattern that consists of talking in the third person when speaking in Tamrielic. 

The word "khajiit" is derived from the Ta'agra words "khaj" and "-iit", khaj meaning "sand" or "desert" and the suffix -iit indicating an occupation or place of residence. As such, khajiit might be translated as "desert-dweller" or "one who works in a desert"—but since all one commonly does in a desert is walk, khajiit is normally translated as "desert-walker", a term often used when referring to Khajiit.  

An example of Ta'agra written as a sentence, excerpted from a burnt scripture found in  , goes as follows, ''"Zennrili an Zennji tas jaadi atha'a. Shabar aydithozay zaigu di sallidadna jaadi ranjith"''. 

Words
Known translated words and phrases from Ta'agra:
 

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


Honorifics/Prefixes/Suffixes
A
; Ab-   :
; Ak-  :
; Akh-  :
; -Al  :

D
; -dar: Thief (Masculine) This appellation is not meant to imply a criminal, but rather, one who is clever, or else, particularly gifted with their hands.  
; -daro: Thief (Feminine) Someone who can nimbly acquire loose items, like coins. They are known for their expertise in speech. 
; -do: Warrior. (Masculine/Feminine) This title is rarely used by modern Khajiit, for warriors, save it be for the Mane's personal guards, and masters of Goutfang, Whispering Claw, and Rawlith Khaj.  
; -dro: Grandfather, Wise Elders, Patriarch. (Masculine) It is meant as a sign of respect.  
; -dra: Grandmother. (Feminine) Someone known for their wisdom and wit, or someone of a respectable old age. 

F
; Fa-   :

G
; Gi-  

I
; -iit: Is used to state where one lives, and is also used to define one's job. For example, budiit (budi + -iit) means tailor. 
; -'iitay: Is used to state where someone once lived in. For example, Senchal'iitay (Senchal + -'iitay) means "one who lived in Senchal." 

J
; J-, Ji-, or Ja-: A bachelor or young adult. In the common vernacular, it means one who is young and lacks experience. 
; -Jo: Wizard, Scholars, and Physicians. (Masculine)  

K
; K-  :
; -ko: Respected Healer, Mage, or Scholar. (Feminine) 
; -kha   :

L
; -la: Unmarried Maiden, or those that behave so. (Feminine) 

M
; -M or -Ma: Child or apprentice. (Feminine)  Normally endearing, unless it is used in contempt. 

P
; Pa-  :

Q
; Qa-  :

R
; -Ra: Used to imply great status, used for leaders of soldiers, trade, and governance. (Masculine)  
; -Raht  :
; -Ri: Used to imply great status, it is rarely awarded, reserved for leaders like the Speaker, the Mane, or Kings. (Masculine) 

S
; S-: Adult or an adult. 

T
; Ta-:

Y
; Ya-  :

Z
; Za  :
; Zan  :
; Zhaj  :

References
Skyrim:Concept Art/1

Adam Adamowicz Concept Art: Page One &bull; Page Two &bull; Page Three &bull; Page Four
Skyrim:Concept Art/2

Adam Adamowicz Concept Art: Page One &bull; Page Two &bull; Page Three &bull; Page Four
Skyrim:Concept Art/3

Adam Adamowicz Concept Art: Page One &bull; Page Two &bull; Page Three &bull; Page Four
Skyrim:Concept Art/4

Adam Adamowicz Concept Art: Page One &bull; Page Two &bull; Page Three &bull; Page Four
Tes5Mod:Mod File Format/PACK

PACK records describe AI packages, which are used to control the behavior and activities of NPCs.

PACK records use a moderately complex structure, with various fields that occur multiple times and have different meanings depending upon where they occur within the overall structure.  The records also seem to generally contain a large amount of unnecessary and/or obsolete content -- deleted activities never seem to actually be deleted from the game data; some sections are required even though they are entirely empty in 99.9% of the PACK records.  As a result, a large fraction of the data in a given PACK record may not be visible in the CK editor.

Header
These fields are always found at the start of the PACK record.



Public Package Data
The section providing the public package data is located after the fields listed for the header, and extends until an XNAM field is encountered.  It provides a list of activities and parameters controlling those activities, all of which are listed in the "Public Package Data" section of the CK edit interface.

The section is made up of a series of ANAM fields, each of which is followed by various other fields providing the activity parameters corresponding to that ANAM field.  Then the section contains a series of UNAM fields, each of which provides the activity name corresponding to one of the previous ANAM fields.

Note that ANAM fields are also found in the Procedure Tree section, if one exists.


Procedure Tree
This section is the first of two sections that are only found in template packages.  This section defines the structure of the procedure tree used by this template and all packages based upon this template.

As with the Public Package Data section, this section is also made up of a series of ANAM fields.  However, a completely different set of ANAM values appear in this section, and each ANAM section contains multiple fields, all of which are different than those found in Public Package Data.

This section ends when a UNAM field is found, signaling the start of the Procedure Data section.


Procedure Data
This section is also only found in template packages.  It provides the name associated with each activity ID.  It consists of a series of UNAM fields, each followed by one BNAM field and one PNAM field.


Begin/End/Change
This section provides the 'On Begin', 'On End', and 'On Change' actions for this package.  It is always present at the end of all PACK records (for both standard packages and template packages -- even though the CK editor does not display this section for template packages).

It consists of three marker fields (POBA, POEA, POCA), each of which is always followed by an INAM and a PDTO field.  Each marker may also be followed by an old scripting (SCHR) field.
TES Travels/Concept Art

TES Travels
This page contains concept art created for the games in the Travels spin-off series.

Stormhold & Dawnstar
Concept art created for Stormhold and Dawnstar.
 

Shadowkey
Concept art created for Shadowkey.
Tes5Mod:Mod File Format/NAVM

NAVM: World children group in CELL records.
Tes5Mod:Mod File Format/IPCT

IPCT records contain the data for impacts.
Lore:Second Treaty of Stros M'Kai

The   was a treaty signed in   between the Aldmeri Dominion and the Redguards of Hammerfell. It marked the end of a decade-long attempt by the Dominion to conquer the region after both sides had reached a stalemate. The conditions of the treaty compelled the Dominion to withdraw all of its military forces from Hammerfell.

Critics of Emperor Titus Mede II's acquiescence to the White-Gold Concordat that ended the Great War five years earlier took the Redguards' successful resistance as proof that the Aldmeri Dominion and the Thalmor could have been defeated. Hammerfell's relations with the Empire remained strained after the treaty despite their mutual opposition to the Aldmeri Dominion. The Redguards believed that they had been betrayed when Titus II first agreed to the White-Gold Concordat, which stipulated that a significant portion of Hammerfell be ceded to the Dominion, then renounced Hammerfell as an Imperial province when it protested the Concordat's terms. Following the Second Treaty of Stros M'Kai, Hammerfell was left an independent yet severely diminished nation.   A secretive Hammerfell organization known as the Remnants was tasked with the responsibility of making sure the Aldmeri Dominion held up their end of the treaty, and had agents secretly looking into potential treaty violations. 

References
Lore:Imperial Province of Akavir

The Imperial Province of Akavir was a short-lived province created in   during Emperor Uriel Septim V's invasion of Tsaesci, Akavir. Septimia, a Tsaesci port town, was the first colony of the province. The settlement of Ionith was the invasion's headquarters. 

The province encompassed the lower stage of a large river, along which both of the settlements were located. The surrounding land consisted of rich, well-watered fields. The four legions present during the invasion constructed a road between Septimia and Ionith. 

The province was abandoned in   due to extreme weather conditions and Tsaesci attacks. Uriel V died in battle during the retreat. The area was retaken by the natives and has never been revisited by Imperial forces since.  

References
Oblivion:Clams

thumb|left|Clamsthumb|right|A Pearl
Clams are shellfish commonly found underwater or along the shore. They can be harvested for flawed pearls or pearls, but never flawless pearls. Unlike plants, clams act as containers, allowing you to place items into them as well as take the pearl out. They do not respawn, making them useful for storage, but meaning they will never produce more than a single pearl. There are three different types of clams, although it is only a visual distinction.

There are a total of 318 clams. The Vile Lair official plug-in adds an additional 8 clams; similarly, Knights of the Nine adds 3.

All clams have a 75% chance of containing a pearl. At level 1, only Flawed Pearls can be found. Once you reach level 3, there is a 25% chance of finding a regular Pearl instead. At level 5, this changes to a 40% chance, and at level 9 it rises to a 50% chance. The contents of the clam is decided when you first enter the area where it is located, not when you open it.
 
Pearls
Lore:Apostles of Light

The Apostles of Light were an order of   in the Shivering Isles. They were led by  , a woman who had witnessed Sheogorath's disappearance during the Greymarch. Because of her belief that Sheogorath had abandoned his people to die, she founded a separatist faction of those who have lost their loyalty to Sheogorath. They call themselves the "seekers of light", and, as a symbol of this, they use Illusion magic to emit light from their robes. Luminary Kaz was second-in-command of the order. The Apostles were based in the Howling Halls, where they planned to one day storm Sheogorath's palace and overthrow the Prince.  

In  , Sheogorath's Champion infiltrated the group in an attempt to get Ciirta's eye, needed for the reconstruction of the Staff of Sheogorath. Ra'kheran‎ confronted the Champion, seeing past the disguise, and requested the Champion to retrieve several ritualistic daggers for him and a group of rebels in the order, as Ciirta had banned them from possessing weaponry. Once armed, Ra'kheran led an attack on Ciirta and the Champion took her eye.  Following the death of their leader, Ra'kheran attempted to take control, to the dismay of the surviving loyal Apostles. The group later seemed to have disbanded and became indistinguishable from the common heretic found throughout Mania. 

See Also
For game-specific information, see the Shivering Isles article and the related quest article.

References
OBMobile:Narrative

This page displays all dialogue found in the game, ordered by quest. Some lines of dialogue are contained in the game data but never actually appear in-game; they are noted here for the sake of completion.

Escape From Prison




A Town Terrified






The Illegitimate Son






Daedroth in Kvatch


Recover the Amulet






The Troll King


Spies
















Commander in Chief






Blood of the Daedra




Blood of the Divine






Miscarcand














The Great Gate




Paradise






Light the Dragonfires
Skyrim:The Mind of a Madman

It is Pelagius' mind in physical form. It is accessible only through the Pelagius Wing of the Blue Palace in Solitude, and only when the quest The Mind of Madness has begun.

The first area you see after you have been transported contains a long dining table filled with food. On one side, Sheogorath sits on a throne, and on the other side, Pelagius the Mad sits in a chair.

The area to the right, known as Pelagius' Confidence, contains nothing except two ghostly figures fighting, Confidence and Anger. The area straight ahead, known as Pelagius' Night Terrors, contains a bed where Pelagius the Tormented is sleeping. The area to the left, known as Pelagius' Paranoia, contains an arena where two atronachs are fighting. On both sides of the arena are two stone chairs. The chairs on the opposite side are each occupied by a Bodyguard, while Pelagius the Suspicious stands between them.

 
NPCs Present


Related Quests
 

Notes
As the area is a separate worldspace, it is possible to fast travel away after using the quest journal to access the map. However, if you do so, you will be unable to access the skill tree and magic inventory. While it is still possible to equip items through containers, you will lose all items, including quest items, that you were carrying when you entered. Thus, you should not fast travel from this area.

Bugs
Skyrim:Worldspaces

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Notes
This list excludes the main Skyrim and Solstheim worldspaces and five test worldspaces (Avoidance Exterior, TestDLC1PlantWorld , The Pit, World of FX Light Regions, and the unnamed world  ).
Lore:Ka Po' Tun

'''Ka Po' Tun''' may refer to two things:
Ka Po' Tun (place), a nation of Akavir
Ka Po' Tun (race), the tiger-folk who inhabit the nation
Lore:Kamal

Kamal may refer to two things:
Kamal (place), a nation of Akavir
Kamal (race), the demons who inhabit the nation
Lore:Tang Mo

Tang Mo may refer to two things:
Tang Mo (place), a nation of Akavir
Tang Mo (race), the monkey-folk who inhabit the nation
Lore:Tsaesci

Tsaesci may refer to two things:
Tsaesci (place), a nation of Akavir
Tsaesci (race), the race from Akavir
Lore:Ka Po' Tun (place)

(meaning '''Tiger-Dragon's Empire), originally called Po Tun''', is a nation of  . It is inhabited by a race of cat-folk also called the  . They are ruled by  , the divine Tiger-Dragon who bears similarities to  . Ka Po' Tun has become a very great empire, stronger than   in all but naval battle. When the   attempted to enslave the  , the black dragons fled to Po' Tun.  A great war was waged, which left both the cat-folk and the snakes weak, and resulted in the death of the dragons. Since that time, the cat-folk have tried to become the dragons. Tosh Raka was the first to succeed, and renamed the nation to Ka Po' Tun. Ka Po' Tun plans to kill the Tsaesci and then invade  .  

References
Lore:Tsaesci (place)

Tsaesci (pronounced by some as "sayessie",  meaning Snake Palace) is a nation found in the southwest of Akavir.  It was once the most powerful nation in Akavir, before Tosh Raka came to Po Tun and renamed it Ka Po' Tun. Its naval power remains unrivalled, and its holdings are widespread. Men once lived in Tsaesci, but the vampiric serpent-folk (also called Tsaesci) ate them. The Tsaesci have enslaved the goblins of the surrounding isles, and use them for labor and food. They once attempted to enslave the dragons as well for use as food, and succeeded in enslaving the red dragons, but the black dragons fled to Po Tun. A great war was raged, which left both the cat-folk and the snakes weak, and resulted in the death of the dragons. 

Tsaesci has had the most interaction with Tamriel of any Akaviri nation. The serpent-folk once invaded Tamriel in  , and survivors left a large cultural influence on the Empire. The  , a group dedicated to dragon hunting, came to Tamriel from Tsaesci and played a part in the formation of the Blades.  Many Tsaesci relics and ruins remain in Tamriel, and most citizens think of the snake-folk when speaking of Akavir.

Tsaesci was invaded by Emperor Uriel Septim V in  , who founded the Imperial Province of Akavir. The settlements of Septimia and Ionith, located along a large river surrounded by fertile fields, were captured and refounded by the Empire. Thousands of settlers were brought to Akavir, and a road was built connecting the two settlements. The invasion lasted until  , when the Tsaesci attacked the invading Legions, who were already weakened by supernatural weather. This resulted in the death of Uriel V and most of the invasion force. The natives reclaimed the land, and Tsaesci has not been visited by Imperial forces since.  

References