Netruk44/uesp-wiki-content huggingface dataset:
UESPWiki:Extension UespMap

The UespMap extension permits use the UESP game maps (e.g. srmap.uesp.net) within the wiki using the       tag.

Parameters
The following are all supported parameters for the uespmap tag. No parameters are required.

:* game --  (default 'sr') -- Specifies the game map to display. One of: sr, ob, mw, si, or db.
:* border --  (default 'none') -- The CSS border style to use for the map (e.g.  ).
:* width --  (default '100%') -- The width of the map in CSS format.
:* height --  (default '600px') -- The height of the map in CSS format.
:* locx / locy --  (default ' ') --  The center of the map in game coordinates.
:* zoom --  (default ' ') --  The zoom level to display the map with.
:* centeron -- (default ' ') -- Attempts to center the zoomed in map on the given location.
:* searchtext -- (default ' ') -- Performs an initial search for the given text in the map.
:* The following parameters are boolean and accept values of 'true' or 'false'.
::* search --  (default 'true') --  Show or hide the search input box.
::* results --  (default 'true') --  Sets the initial state of the search results panel (the user can still manually show/hide the results).
::* control --  (default 'true') --  If false the map controls are disabled and the user cannot zoom in/out or pan the map.
::* showinfo -- (default 'true') -- When set to false the popup info windows from the map labels are disabled.
::* cells --  (default 'false') --  Show or hide the cell grid on the map.
::* showdisabled --  (default 'false') -- If set to true then disabled locations will show up on the map (displayed as a red map label).
::* edit --  (default 'false') -- If set to true then then map locations can be edited and added if the wiki user has the cartographer permission.
::* dev --  (default 'false') -- Only useful for developing. When set to true the backend HTML file XXmapwiki_dev.html is loaded for the map.

Usage Notes
:* Having more than one map per page may be possible but has not been tested and is not recommended.
:* Some parameters may conflict with each other (ex: locx/locy and centeron).
:* Source code is available on request although the extension is specifically coded to work with the custom UESP game maps and will require modification to work with another wiki or Google map.
:* If more details on the extension are desired you may Contact the Author.
:* Editable versions of all maps are available on the following pages for users with the cartographer permission (map is read-only for other users):
::* Editable Dragonborn Map
::* Editable Skyrim Map
::* Editable Shivering Isles Map
::* Editable Oblivion Map
::* Editable Morrowind Map

Example

Minimum usage (uses default values for all parameters):
   
          

Small map with minimal interface and control disabled:
   
          
::::::  


All parameters:
Lore:Vanua

was an Ayleid settlement located along the southeastern shore of Lake Rumare in ancient times. It contains the Shrine of the Crusader, a shrine built to honor Pelinal Whitestrake. It is mainly of Ayleid construction, but some of the interior architecture surrounding the Shrine is built in the Imperial style. The ruins of the settlement were slowly engulfed by the lake over the centuries and it now lies on the lake bed.

 

 
History
Vanua was the site of Pelinal Whitestrake's last stand, when he faced off against the Ayleid demi-god Umaril the Unfeathered. In the shadow of the White-Gold Tower, armies of Aurorans were sent against Pelinal to be slain. When he was weakened, Umaril answered the Divine Crusader's summons, and the two did battle. Pelinal was successful in defeating Umaril, but his soul was protected by Meridia and fled to the Void to one day be reformed in the Fires of Oblivion. Dying, the mortally wounded Pelinal insulted the ancestry of Umaril and of all elves, and his remaining foes fell upon him in anger at his words. He was tormented and cut into eights as a final act of vengeance by the Ayleids, and his head was left in Vanua to be discovered by Morihaus. 

Pelinal's followers built the Shrine of the Crusader upon the spot where he died. The Helm of the Crusader, an artifact created for Pelinal by Dibella, was placed upon the shrine. Over time, the waters of Lake Rumare began to rise and Vanua was submerged, eventually being forgotten. The ruins were haunted by all manner of undead.

In  , an elderly   embarked on a final quest to recover the Helm of the Crusader.  He was the last Knight of the Nine, an order that had originally been established to recover the Crusader's Relics for safekeeping. He entered Vanua, but was slain by the undead monsters just in sight of the Helm, out-of-reach on a balcony above. In  , a pilgrim seeking to stop the reincarnated Umaril the Unfeathered was directed to Vanua by the ghost of Pelinal. The pilgrim entered the sunken ruins and successfully reached the helm. The skeletal remains of Sir Amiel led the pilgrim back to the abandoned  , where a quest to recover the relics and defeat Umaril then began.  
 

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

References
Lore:Sardavar Leed

Sardavar Leed (originally named Sard) was an Ayleid settlement located south of Lake Rumare in the Great Forest of Cyrodiil, in an area known as the  . 

Sard was known for the breeding of men by the Ayleids. Many tribes of men were brought from all across the Nibenay Basin, and some were even imported from southern Skyrim. They were bred for slave labor or to be tortured for the amusement of the Ayleids. It was here that the future Saint Alessia was brought as a youth and raised.  She prayed to Akatosh and the Aedra to be freed from Ayleid slavery,  and her prayers were answered when she escaped from captivity and began the Alessian Slave Rebellion in  , which would ultimately result in the collapse of the Ayleid Empire and the extinction of the race.  At some point the settlement's name changed to the modern "Sardavar Leed", and it was eventually abandoned.

An Imperial fort was built east of the ruins and was named Fort Alessia, likely in her honor.  It played a significant role in the Alliance War of  , when its strategic position made it key for gaining control of the Imperial City.  At that time, the ruins were occupied by a band of Daedra-summoning necromancers led by Velandare. 

By  , the ruins of Sardavar Leed had been taken over by a hostile group of conjurers and were used for trafficking with Daedra in secret.  

Circa  , Prince Attrebus Mede and his troops set up camp by the springs near the ruins when they were betrayed. Led by one of Attrebus' lovers, a Redguard named Radhasa, the group was massacred in cold blood by a group of mercenaries hired to assassinate the prince. Radhasa spared Attrebus' life and brought him south, intending to sell him in Elsweyr.   The ghosts of those massacred helped the Penitus Oculatus in eventually discovering that Attrebus still lived.   
 

References
Lore:Water's Edge

is a settlement located in  , along  's  . It sits on the northwestern shore of the  , halfway between the cities of   and  .  

History
The settlement was originally a small farming community of only three   families, including the Amelion family, who had inhabited the region for a long time and owned a tomb just outside Leyawiin.  

In  , Marcel Amelion was dragged from his home in the night and held hostage due debts he owed from gambling. The debt was then passed on to his daughter, Biene. Fearing for her life, she contracted the   to raid her family tomb and recover the sword and cuirass of her grandfather, Brusef Amelion. It is unknown if the Guild recovered the items or not, but Biene's debt was cleared.  Later that year, the settlement was having trouble with goblins and contracted the   to deal with them. Under the influence of bad  , the crazed Blackwood mercenaries slaughtered the entire population as well as the livestock, confusing them for goblins. Marcel, freed now that his debt had been paid, returned to Water's Edge to find the site of a massacre. 

Despite the annihilation of the community, the settlement somehow survived. Following the  , both Bravil and Leyawiin broke away from the   and became warring, independent city-states. Regardless of the hostile relations, Water's Edge profited greatly from trade between the two cities and expanded to become a sizable town. A tavern named the Gaping Frog was opened. 

Circa  , Prince Attrebus Mede was kidnapped at   by a group of mercenaries hired to kill him, and taken south into   to be sold. He was rescued from his captives by a   named  , and the two were joined by a group of   who agreed to help Sul in his quest to banish  . The party journeyed to Water's Edge to get supplies, and Attrebus hoped to recruit aid and send word to the   that he was alive. However, he was betrayed by his old friend, Captain Florius Larsus, when another group of assassins attacked him. Larsus was killed, and the party of adventurers fled into   using Sul's magic. 

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

References
Lore:Khenarthi

Khenarthi, God of Winds  , the Gatherer of Waters,  and the Elder Spirit of the Heavens , is the Khajiiti goddess of weather and the sky,  the most powerful of the Sky Spirits,  and is the Khajiiti interpretation of Kynareth.  When a Khajiit dies, it is Khenarthi who guides their soul either to Azurah for judgment,  or to Llesw'er, the Sands Behind the Stars.   And it is her clarion call that will summon the "eternal united spirit of all Khajiit" to defend creation at the end of time.  She is typically represented as a great hawk, 
History
Sometime in the Dawn Era, Khenarthi was born alongside Alkosh, Magrus, Mara, and S'rendarr, as part of the First Litter of Ahnurr and Fadomai. After the creation of the Second Litter, Khenarthi convinced her mother Fadomai to have more children, as she was lonely in her domain high in the heavens. Despite Ahnurr not wanting more children, Fadomai tricked him and gave birth to the Third Litter, consisting of Nirni, Azurah, and Lorkhaj. 

After giving birth to Lorkhaj in the Great Darkness, Fadomai succumbed to the wounds Ahnurr inflicted on her for her disobedience. Before her death, Fadomai entrusted Azurah with several secrets that involved laying the groundwork for the transformation of Nirni's children into her secret defenders; the Khajiit.  Azurah shared one of these secrets with Khenarthi, making her a psychopomp that would accompany the spirits of deceased Khajiit to the afterlife of Llesw'er, the Sands Behind the Stars.  From Llesw'er, these spirits await until the Next Pounce,  for Khenarthi will call upon their combined might to fight for creation at the end of time.  Namiira is the antithesis to Khenarthi, who drags the victims of the Bent Dance into the Dark Behind the World, where they become part of her dark litter. Those of this litter occasionally slip through the cracks in Nirni to tempt true cats, so their souls can too be sent to the Dark to serve Namiira as dro-m'Athra.  To combat Namiira's dark litter and save Khajiiti souls from corruption, from Azurah's tongue came the Dusk-Canticles, holy hymns used to exorcise dro-m'Athra.  And so explains the fight for the souls of Khajiit.

The pre-ri'Datta beliefs state that after the Many Paths of Time were created by Akha, Alkosh inherited the role, and is aided by Khenarthi who ensures that the tapestry of time is mended. 

Khenarthi's Roost is named after her as according to legend, Khenarthi rested upon a tree on the island during her first journey across the heavens. This tree would later become the Great Tree, found along the coast west of Mistral. Many of the island's Khajiit therefore worship Khenarthi. 

Khajiiti clan mothers often drink from opal-studded cups bearing the likeness of Khenarthi. 

Aspects
Kyne
Tava

Notes
Khenarthi is depicted in tapestries in the form resembling a real-world Greek Spynx. In the context of The Elder Scrolls, Sphinxes have known associations with the province of Elsweyr.

Gallery
 

References
Lore:Hackdirt

Hackdirt is an isolated settlement located deep in the Great Forest of Cyrodiil, far south of Chorrol. 

History
A settlement was in existence at Hackdirt circa  , when it was ruled by Mayor Ovidius Celatus.  At the onset of the  , the settlement was located in the territory occupied by the  , but no soldiers were sent to guard it. A newly-formed gang of bandits calling themselves the   laid claim to the town, and their leader Vanier proclaimed himself its new overlord. The majority of Hackdirt's citizens promptly abandoned the settlement, sealing their houses and destroying their valuables before they left.  The bandits subsequently set up camp at Hackdirt, where many were then killed as an act of vengeance on the orders of Lliae the Quick, the last living member of the  . 

Hackdirt was refounded in the Third Era as a mining town by Irlav Moslin. The villagers discovered a system of natural caves beneath the settlement, and slowly became aware of the presence of the  , a mysterious Daedra-like people who lived far underground. The villagers supposedly met with the Chief of the Deep Ones, who taught them his language and runes, and passed on the lore of his people. It was recorded by Irlav Moslin in the Bible of the Deep Ones.  The villagers were awed, and began to worship the Deep Ones. Many of the villagers began to live underground in the caves, to be closer to them. They became large-eyed and insane over the years, and were known as the Brethren. Tunnels were dug, connecting every house to the cave network. The Chapel of the Brethren was built above ground, where the other villagers met at "Gatherings" to worship the Deep Ones. 

The cult's activities eventually got out of hand, and the Imperial Legion was sent to deal with the settlement.  Hackdirt was burned to the ground, and the Deep Ones fled. Many of the villagers hid, and began to rebuild the town. An inn and a dry goods store were opened by the Moslin family. However, the village's reputation had been forever marred, and the inhabitants became overly wary of any outsiders. Worship of the Deep Ones continued, and the villagers planned to make human sacrifices in an effort to bring them back. 

Around thirty years later,  in  , a young Argonian named Dar-Ma was visiting Hackdirt when she was abducted by the Brethren and imprisoned underground. Dar-Ma was the daughter of Seed-Neeus, a merchant from Chorrol who regularly did business with Etira Moslin. When she failed to return from her trip, Seed-Neeus enlisted the aid of the Champion of Cyrodiil to look for her. The Champion went to Hackdirt, and discovered that Dar-Ma had indeed made it safely to the settlement, but never left. After being attacked by the Brethren, the Champion was informed of Dar-Ma's whereabouts by Jiv Hiriel, a villager who disliked the idea of sacrificing her. The Champion rescued Dar-Ma from the caves, killing many of the Brethren in the process. It is unknown if any of the villagers survived the ordeal. 

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

References
Lore:Kantus Jeril

Count Kantus Jeril was a First Era Imperial. For heroisms performed at Pale Pass, he was appointed the first Count of Chorrol, a settlement located in the rugged Colovian Highlands.  It is unknown if he is a direct ancestor of the   family, who ruled Chorrol at the end of the Third Era. The   bear his name, although the correlation is unknown. 

References
Online:Development Team

The development team for The Elder Scrolls Online was put together by Matt Firor at the behest of ZeniMax Media starting in 2007. It is the first major project for ZeniMax Online Studios.

On February 14, 2013, a picture of the development team was released as part of a thank you for gaining one million likes on facebook.

 
600px
General:ZeniMax Media

ZeniMax Media Inc. is one of the foremost companies involved in video games. It owns a number of highly acclaimed development studios, and publishes their games under a few in-house publishing companies to save costs. It was valued at $1.2 billion, since when it has bought or created five more development studios (including id Software), and seen the release of some very high-selling games such as Fallout 3, Fallout: New Vegas, Brink, TESV: Skyrim, and Dishonored.

The company was established in 1999 by co-founders Robert A. Altman and Christopher Weaver (the founder of Bethesda Softworks) as a shell company focused on obtaining funds, to allow Bethesda Softworks to concentrate on making and publishing the games. 

ZeniMax Media owns all its subsidiaries outright and therefore holds all the rights to a number of acclaimed franchises; it has also bought a few franchises under its own name. It owns the rights to the franchises of The Elder Scrolls (Bethesda), Doom, Quake, and Wolfenstein (id Software), Fallout and Prey (self-bought).

The company announced a takeover by Microsoft Corporation on September 21, 2020. Microsoft and Zenimax announced that the acquisition was complete on March 9, 2021 and that ZeniMax had become part of the Xbox Game Studios group.   The ZeniMax Board of Directors was dissolved following the Microsoft purchase. 

Subsidiaries
Developers
Bethesda Game Studios
ZeniMax Online Studios
id Software
Arkane Studios
Tango Gameworks
MachineGames
Battlecry Studios

Publishers
Bethesda Softworks
ZeniMax Asia KK 
ZeniMax Europe Ltd.
ZeniMax Germany GmbH
ZeniMax France SAS
ZeniMax Benelux BV
ZeniMax Asia Pacific Ltd.
ZeniMax Australia Pty Ltd

Defunct
e-Nexus Studios (internet entertainment).
XL Translab (computer graphics & multimedia production).
Vir2L Studios, acquired in 1999, inactive since late 2010.
Mud Duck Productions, founded in 2002, inactive since 2007.
ZeniMax Los Angeles, founded in 1999, the office was closed in September 2001 due to lack of investor funding.
Bethesda Softworks East in Moscow, Russia founded in 2001, closed in 2004.

References
Lore:Dragonbane

is an  i katana which is especially effective against  . Magical lightning flickers across the blade and helps make it effective against other types of enemies as well. 

Dragonbane was a weapon of the  , perhaps dating back to the time of the  . When the Blades were forced to seal off and abandon their ancient stronghold in Skyrim,  , the blade was left within.  In  , the Last Dragonborn unsealed the temple and claimed the blade. 

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

References
Skyrim:Thief Cache

thumb|left|Thief Cache outside Skyrim:Mistveil Keep Barracks|Mistveil Keep Barracks 
Thief caches are barrels that appear in various places around Tamriel as you progress in the Thieves Guild quest line. They often appear near other barrels, but can easily be distinguished from them by the Thieves' Cache shadowmark (16px) on their side. The first three appear in Riften after you first join the Thieves Guild. After that, three barrels appear in each of the appropriate cities as you complete the various reputation quests.

The barrels contain significant loot and will respawn if the player leaves the town for at least 10 days completely. If entered within that period, the timer will revert to zero.

An additional barrel is available with the Dragonborn add-on.
 

Locations
Riften
# In the northwest corner of the garden behind Honeyside.
# In the northwest corner on the walkway outside the second floor of Mistveil Keep Barracks.
# West of Valindor's House, across the canal.

Markarth
# Beside a pillar down the stairs between Nepos's House and Understone Keep.
# At the base of the northernmost waterfall below Ghorza's smithy. Only the top is visible; the rest is submerged.
# Immediately outside Vlindrel Hall.

Solitude
# Just off the pathway behind Vittoria Vici's House.
# Behind The Winking Skeever, to the north.
# Standing upright beside the other barrels next to the door to Erikur's House.

Whiterun
# Behind Carlotta Valentia's House.
# In the farmyard next to the Gray-Mane's house.
# Behind The Bannered Mare.

Windhelm
# Outside Niranye's House.
# Beside the door to Sadri's Used Wares.
# In the alcove north of the door to Hjerim.

Raven Rock
# In the basement of Glover Mallory's House at the end of the Paid in Full quest.

Bugs
 
 You may   them with the console using the following IDs:
Markarth:  
Solitude:  
Whiterun:  
Windhelm:
Skyrim:Bloated Man's Grotto People

* All of these hunters only appear during the related quest to hunt the werewolf Sinding.
Skyrim:The Katariah People

* This person dies upon the completion of Hail Sithis!
Lore:Scuttling Void

The   is a realm of   ruled over by the    . It is also called the Dark Behind the World (which is sometimes shortened to the Dark)  by the Khajiit. When a particularly large rift opens between the Dark Behind the World and  , the breach is referred to to as the Maw of Lorkhaj.   Very little is known of the realm of this shadowy Daedra.  

Namiira serves as the antithesis to Khenarthi's role for Khajiiti spirits, instead corrupting them via the Bent Dance so that they may be dragged down into the Dark Behind the World. These corrupted spirits, known as the dro-m'Athra, occasionally slip through the cracks in Nirni, and tempt Khajiit so their souls can be sent to the Dark to serve Namiira.  Somewhere deep within the realm, there are grim forges and bent benches where these Lost Cats dance and arm themselves.  
 

History
The Dark Behind the World has a history with the   in  . The temple was purportedly built too tall&mdash;as the Clan Mothers say, "Khajiit aren't meant to stand so close to the Ja-Kha'jay before the dead-climb".  The dro-m'Athra have emerged at the Temple of Seven Riddles in part because of this factor.  but there is also a story told among the   who reside within the Temple.

Long ago, a Moon-Bishop referred to as the Stone-Tapper resided within the Temple of Seven Riddles. He carried a magic stick that told him secrets when he tapped it on the floor.  Day and night, the Bishop tapped the floor, learning all of Nirni's secrets. Eventually, the magic stick ran out of Nirni secrets, so it started telling him darker secrets: Namiira's secrets. The Tapper listened, growing old and crazy. The temple's monks went mad as well because the tapping never stopped. It was a loud and steady sound, like a heartbeat. Eventually, the monks plotted to kill the Stone-Tapper. They lured him to the High Lunarium and stabbed him. All the blood and secrets drained out of the Tapper's body and broken the Temple asunder, revealing a Maw of Lorkhaj. 

When the seals in the Temple of Seven Riddles were desecrated by an abbot named   in  , the boundary between   was torn and the dro-m'Athra invaded the temple,  before being banished once again by Chief-Crier   of the   and a group of adventurers. 
 

Gallery
 

References