Netruk44/uesp-wiki-content huggingface dataset:
Lore:Guide to Bruma

ather Talos, protect us all!

My name is  , and I'd like to tell you all about  .

Bruma is understood to be a Nibenese county, but in truth it is more   than Nibenese, on account of its close proximity to the Skyrim border, and on account of the terrible cold and discomfort of its location high in the  . Bruma is always cold and covered with snow, with braziers kept burning in every quarter to prevent the citizens from freezing to death. Everything is built in wood, since trees are so plentiful in the forests of the Jeralls, and even rich men live here in dark, dirty wooden huts. It is little wonder that Nords are such drunken heathen savages, for life is impossible in such a climate, and one might be tempted to drink into insensibility or sell one's soul to just to find sanctuary from the bitter cold and relentless wind.

  is cold and drafty, carelessly decorated, and dark with soot from the perpetually burning braziers. The smell of smoke and cinders is overpowering. The high ceilings are grand, but impossible to heat, and one is never able to get warm. The ancient layers of soot and filth encrusting the stonework makes it difficult to appreciate the exceptional stonecarving. Except in its stonework and grand scale, the castle is like the log huts of the people -- cold, dark, drafty, and dirty.

Countess   is a Nibenean Heartlander, a dutiful chapelgoer, and a respected ruler, though she is a cunning and ruthless negotiator, and has a reputation for sharp-dealing and treachery. Administration of the county is efficient and well-ordered, and a well- trained and aggressive town watch under command of a hard-nosed   insures that thieves and beggars are not very troublesome, though Nords are famous for drunkenness and rioting.

Access to the castle is through a gate west from the town into a courtyard. The shops, inns, guilds are located in the north, either on the western terrace near the castle gate, or below the terrace, north of the chapel. The chapel is the central feature of southern Bruma, with houses ranged along the inside of the walls along the east and south. The streets are cramped and barren, since few trees and plants can survive the cold, but the town is compact and quickly explored.

Bruma's Nibenean citizens faithfully observe chapel Sundas rituals, but the lower classes are unregenerate followers of the heathen Nord gods, and they keep to their own secret superstitions and uncivilized practices.

You will not be surprised to find you can purchase good quality weapons and armor here, for Nord smiths are famous for the quality of their wares. But you should not expect to be able to purchase books here, for Nords are ignorant and not fond of reading. The   and  s are poor and short-staffed, for no one wants to be posted to such a gray and cold land, but at least the Mages Guild is kept good and warm (though I shrink from imagining what infernal engines are employed to produce and preserve that heat).

May the Nine bless and save you!
Lore:Guide to Skingrad

n Julianos, all justice and wisdom! My name is  , and I'd like to tell you all about  .

Skingrad County is famous for its wines, tomatoes, and cheeses, and the town of Skingrad is one of the cleanest, safest, and most prosperous towns in Cyrodiil. Located in the heart of the West Weald highlands, Skingrad is the gem of Old Colovia, and a model of the Colovian virtues of independence, hardwork, and tough-mindedness.

Skingrad has three districts: the  , Hightown, and Chapel. A low road runs east-west under the walls and bridges of the upper town. The guilds and   are in the west of  , while many shops and upper class residence are arranged along a street in the north. The southern half of the town includes the chapel at its east end, with Skingrad's other lodgings, the  , on a street in the center, with other residences, modest and mean, scattered through the rest of the district. Gates and bridges cross the low road to connect Hightown and Chapel in several places. Castle Skingrad is completely separate from the town, standing on a high prominence to the southeast. A road from the town's east gate leads from town to the castle.

 , Count Skingrad, has ruled Skingrad for many years, and is known by reputation to be a powerful wizard. He is a very private man, and declined all requests for an interview, and he shamefully neglects his chapel devotions to the Nine. How are the people to learn public virtue if not from the model of their ruler? Nonetheless, he is widely honored and respected by his people, and Skingrad is a model of a well-run, orderly county. Crime, gambling, and public   are almost unknown, and its wines and cheeses command high prices all over Tamriel.

There are two inns in Skingrad. One, the Two Sisters Inn, is owned by two  s. I'm pleased to tell you that this inn is clean and well-ordered, and is troubled neither by riot nor public drunkenness. The other inn is run by a pleasant    . Neither of these proprietors are to be seen in the  , so I am at a loss to tell you which one you should choose when seeking food or lodgings.

However, I am certain where you should go to purchase your sweet rolls -- to   in Chapel District! They are delicious. As for where to sample the other tasty treats of Skingrad -- its cheeses and tomatoes -- I must leave that to your discretion. I am sure you are not interested in Skingrad's wines, for drinking leads to disorderliness, and disorderliness leads to sin.

The   here is no better than it is in other places, but the   makes a specialty of   hunting, which is a great service to travelers in the West Weald. And I was shocked to discover that the town smith openly refers to   as ' '. Can you imagine being proud of such shameful behavior?

Keep the Nine in your heart!
Lore:Hiding with the Shadow

There are few professions that require the practitioner to be more self-reliant than that of thief. A thief is by nature a loner. He trusts no one and is trusted by few. He cannot go to a master and become an apprentice. He has no guild to collect and codify how to ply his craft. He does his crimes alone, and in the dark of night. He must hide by day to avoid capture by the authorities.

The only known deity recognized by thieves is Nocturnal. Not truly a goddess, this Daedric lord is none-the-less a potent figure. She is the Mistress of Shadows, holding sway over secrets and stealth. She does not ask for worshippers, nor does she necessarily give blessings to those that do recognize her. In fact there are no known temples to her in Cyrodiil, although there are rumors of a forgotten shrine. In other words, she is perfectly suited to the criminal mind of the thief.

By and large, thieves are a godless lot. They believe only in their own skills and cunning. However, since the existence and influence of the gods and Daedric lords is undeniable, they have an uneasy relationship with Nocturnal. Though some thieves truly worship her, most choose to offer their respect and reverence without fealty.

These criminals recognize that should they offend the Mistress of Shadows, it might go poorly for them. However, true worship and fealty does not have any known benefit. The classic blessing between thieves is "shadow hide you." This is an oblique reference to Nocturnal. However it can also be interpreted to be a non-theistic statement of actual shadows hiding the thief.

Thieves tend to dress in black clothes or dark clothing. While this is a practical thing for their criminal endeavors, it is unnecessary during the daylight hours. Yet many thieves still don these shadowy colors in silent recognition of Nocturnal.

The most shocking link between the nebulous culture of thieves and Nocturnal, is the tale of  . He is the mythical king of thieves. The legend states that he stole the hood off of Nocturnal's cloak. Obviously this is just a story invented centuries ago to bolster their feelings of self-worth. However, it is indicative of the continued link between the Daedric lord and the criminals of the Empire.
Lore:Lithnilian's Research Notes

As I entered the final chamber of  , my eyes fell upon the goal of my expedition. In the inky blackness, the familiar aquamarine glow of the   beckoned me in silent reverence. I was the first here in ages; evidenced by the thick layers of dust and debris strewn about. I don't remember how long I stood there, in awe of the beautiful crystals outside their natural environment.

They all said I was crazy; a fool, a buffoon. Crystals growing outside Ayleid ruins? Preposterous! I spent nearly a decade and all the money I had crossing Cyrodiil and exploring the many natural caves dotting her landscape. Then, on that fateful night,   Orc stumbled into the   where I happened to be drinking. He spouted off a line of nonsense about creatures that came out of the darkness, and I dismissed him as drunk, until he said something that gripped my heart with hope. He spoke of a light in the darkness "as blue as the lady sea." Could it be the Welkynd Stones I was seeking? I had to know more. A few gold and many drinks later, the Orc told me he'd been in Bramblepoint Cave. As I made my way through the night to the cave, my mind was racing. The stories had to be true! The Ayleid culture had mastered the art of creating these crystalline structures and was just beginning to cultivate them outside of their underground communities when they disappeared from history. That meant one thing; with the proper materials, magic and research the Welkynd Stone could adapt to any environment. I had to get to Bramblepoint and study them before anyone else found them. This would be my mark on history, my moment to shine.

And now, after climbing through the cave I've arrived at this chamber. After I finish this entry in my logbook, I'll have so much to do. So much to do indeed. This will be the day that   will be remembered as the first to unlock the secrets of the Welkynd Stone.
Lore:Log of the Emma May

...after taking aboard a few more crates in  , Captain Laughton pointed the   north towards the  . We pleaded with him to wait until the next morn, but he insisted on continuing despite the look of the sky. Let it be known that this decision was his.

  14 Last Seed  

Wasn't long before the May hit the storm. It was just as we suspected, far too dangerous to sail through. With the last bit of daylight disappearing, Navigator Quillan spotted an   off the starboard bow. The Captain ordered the wheelman to steer towards the inlet in the hopes of getting the May out of  . It was at that moment   gave me the signal and we struck. He'd always had an eye for the Captain's position, and with the chaos going on, this was a better time than any. Only that idiot,   was still loyal to the Captain, but the rest of us wanted the May. The fight lasted maybe a minute or two. Blakeley and Laughton knew that fighting was futile. We tossed them down below and now Captain Gable has set the May on course for the inlet. Hopefully we can get her secured for a while and then...
Lore:Lost Histories of Tamriel

In an earlier volume I discussed the vagaries and influences of the Aedric prophesies, more commonly known as the  . Readers wanting to know the history behind the highly inappropriate appellation 'Aedric' can refer to chapters 23 through 27 of my previous work for a full explanation as well as the incompetencies of my good comrade Therin of Mournhold, who named them thus.

The influences of the archivally historic Elder Scrolls cannot be understated. Once a   contained in an   is enacted in Tamriel, the text of the parchment becomes fixed. All readers ingest the same divine message. It becomes an historical document declaring the unequivocal truth of a past event. Scholars, even those as dim-witted as Therin of Mournhold, cannot argue the bias of the writer, like he has with my earlier works. Not even   can affect the word written upon those ancient pages.
Lore:Macabre Manifest

Recently Deceased

Ferdelus Wagariun -   
Quilted Doublet 
Green Silk Pants 
Gold Trimmed Shoes 
Gold Ring

K'sirr -   
Green and Blue Outfit 
Green Velvet Shoes 
Silver Amulet with Blue Stone 
Silver Ring

Nodur Cloud-Seeker -   
Fine Silk Robe 
Silk Shoes 
Fine Ashen Cane with Inlaid Copper 
Gold Ring

Nodaria Wythel -   
Blue Dress 
Blue Suede Shoes 
Fine Silver Necklace 
Gold Ring with Polished Stones 
Gold Ring with Red Stone

Kaylah Swinchell - Bravil 
White Dress with Floral Pattern 
Gold Trimmed Cow Hide Shoes 
Gemmed Necklace 
Gold Ring with Onyx Stones

Dondlar -   
Green Brocade Doublet 
Green Silk Pants 
Green Velvet Shoes with Gold Thread Trimming 
Polished Wood Box with Silver Fittings 
Small Polished Statue of Azure Stone (in box)

Holithanius - Cheydinhal 
Decorative Leather Armor with Gold Buckles 
Silver Longsword (Personalized) 
Soft Leather Boots 
Glass Ring

Oford Gabings -   
Travel Cloak with Silver and Green Leaf Fastener 
Enchanted Shortsword with Inlaid Writing 
Gold Ring with Inscription (Cursed?) 
Leather Bound Travel Journal

Sellina Rotona - Imperial City 
Red Velvet Dress 
Red and Gold Velvet Shoes 
Silver Necklace with Locket 
Silver Ring with Blue Stones
Lore:Manual of Armor

This manual is commissioned by General Warhaft to serve as a guide and manual to armor for all officers in the   service.

On the battlefield, a soldier's armor should reflect his principal duties. Scouts, light cavalry, archers, and raiding skirmishers should wear  . Mobility and speed is of paramount importance to these troops. It is recommended that a cuirass and greaves be worn at all times. Helmets, gauntlets and boots are of value to cavalry and skirmishers, but not scouts or archers.

Light armor is made from fur, leather, chainmail,  ,   or  . This is also the order of their quality and expense, fur being the least protective and cheapest, and glass the best and most expensive. Fur, leather armor, and chainmail are readily available throughout the empire. Mithril, elven and glass are exceedingly rare and are only found in ancient ruins and remote tombs.

  should be reserved for the frontline infantry, pikemen, heavy cavalry or foot knights. All officers should be issued heavy armor.  Helmets, cuirass and greaves should be standard issue at all times. Boots and gauntlets are only necessary for the cavalry and foot knights.

Blacksmiths can forge heavy armor from  , steel,  ,  ,   or  . This is also the order of their quality and expense, iron being the least useful and cheapest, with daedric the most effective and expensive.  Iron and steel plate mail can be found in most any blacksmith's shop. The other materials are rare and armor made from them is only found in ancient treasure hoards hidden deep underground.

Advanced practitioners in the   know the secrets of placing enchantments upon pieces of armor. The greatest enchantments are typically placed on armor made from rarer, more durable materials, such as ebony and daedric, but even iron can be made to take an enchantment.

The self-styled Bard of Battle,  , once penned a comedic ballad about a  n general who was constant removing and re-equipping his armor every few minutes to conserve the  ka powering it. By way of response to the implied criticism, the general had him mounted on the front of a battering ram during the siege of  .
Lore:Necromancer's Moon (book)

::::::::::::::Brothers and Sisters
:::::::::::::::of the Worm!

Despair not at the trials we now face, for our time comes swiftly.

The   watches over our Order, and will deliver us from these troubled times on the Day of Reckoning. Until then, perform His works in secret, serve His needs, and look to the skies for His signs.

The Revenant, the  , watches over us all. His Form, ascended to Godhood, has taken its rightful place in the sky, and hides the enemy Arkay from us so that we may serve Him. Watch for the signs: when the heavenly light descends from above, hasten to His altars and make your offering, so that He may bless you with but a taste of His true power. Grand Soul Gems offered to Him will be darkened, and can be used to trap the souls of the unwitting; a feat even the great N'Gasta would marvel at.

Stay faithful to the Order of the Black Worm, and in time your loyalty will be rewarded. Soon, He will return to set the world right in due time, and those who would stand in his way will suffer   at his hands, just as those who stood opposed before.

Until that day, you must believe and be patient. Hide in your caves, in your ruined forts, in your secret lairs. Raise your minions, summon your servants, cast your spells. Answer the call of the Order when you are needed. Watch and listen.
Lore:Pension of the Ancestor Moth

To be read by all novitiates of the Temple:

 he Order of the Ancestor Moth is as ancient as it is noble. We   and celebrate our beloved ancestors, whose spirits are manifest in the  s. Each moth carries the fjyron of an ancestor's spirit. Loosely translated as the "will to peace," the fjyron can be sung into the silk produced by the Ancestor Moths. When the silk is in turn spun into cloth and embroidered with the   of the correct  ncestor, clothing of   power can be made.

Adepts of our order are gifted with prescient powers. The wisdom of the ancestors can sing the future into the present. For this reason, our order and our order alone has been given the   to interpret the  . These writings exceed even the gods, both  edra and  . Such insight into the inner fabric of reality comes at a price. Each reading of the Elder Scrolls is more profound than the last. Each leaves the priest blind for longer  and longer periods of time. Finally, the last reading achieves a nearly sublime understanding of that scroll's contents, but the priest is left permanently blinded to the light of this world. No longer can he read the scrolls.

This   is dedicated to the service of these noble members of our order. They now live out their lives with the Ancestor Moths that they so love. Their underground   are well suited to the moths. They raise and   the fragile creatures, singing to them constantly. They harvest the silk and spin it into bolts of cloth. They weave the cloth, embroidering it with the   and histories of the ancestors that spun the silk. This is their new life.

As they tend the Ancestor Moths, so we tend the blind monks. While they toil in dark, we serve in the light. They need food and water. We provide. They need tools and furniture. We provide. They need secrecy and anonymity. We provide. They need purveyors to sell the fruit of their labors. We provide.
Lore:Mythic Dawn Commentaries 2

hosoever findeth this document, I call him brother.
  
 nswers are liberations, where the slaves of Malbioge that came to know Numantia cast down their jailer king, Maztiak, which the Xarxes Mysterium calls the Arkayn. Maztiak, whose carcass was dragged through the streets by his own bone-walkers and whose flesh was opened on rocks thereon and those angels who loved him no longer did drink from his honeyed ichors screaming "Let all know free will and do as they will!"
  
 our coming was foretold, my brother, by the Lord Dagon in his book of razors. You are to come as Idols drop away from you one by one. You are exalted in eyes that have not yet set on you; you, swain to well-travelled to shatterer of mantles. You, brother, are to sit with me in   and be released of all unknowns. Indeed, I shall show you His book and its foul-and-many-feathered rubric so that you can put into symbols what you already know: the sphere of destruction is but the milk of the unenslaved. I fault not your stumbling, for they are expected and given grace by the Oils. I crave not your downfalls, though without them you might surpass me even in the coming Earth of all infinities. Lord Dagon wishes you no ills but the momentous. And as He wants, you must want, and so learn from the pages of God this: the Ritual of Want:
  
 hisper to earth and earth, where the meddlers take no stones except to blood, as blood IS blood, and to the cracking of bone, as bone IS bone, and so to crack and answer and fall before the one and one, I call you Dragon as brother and king.
  
 ides of dreugh: 7 and 7, draught of Oil, 1 and 1, circles drawn by wet  : three concentric and let their lower blood fall where it may, a birth watched by blackbirds: Hearthfire 1st. Incant the following when your hearing becomes blurred:
  
 nraptured, he who finally goes unrecorded.
  
 ecorded, the slaves that without knowing turn the Wheel.
  
 nslaved, all the children of the Aurbis As It Is."
Lore:Mythic Dawn Commentaries 3

he   touches all the mantles of Heaven, brother-noviates, and by its apex one can be as he will. More: be as he was and yet changed for all else on that path for those that walk after. This is the third key of Nu-mantia and the secret of how mortals become makers, and makers back to mortals. The Bones of the Wheel need their flesh, and that is mankind's heirloom.
  
 ath-breakers beware, for their traitors run through the nymic-paths, runner dogs of prolix gods. The Dragon's Blood have hidden ascension in six-thousands years of aetherial labyrinth, which is Arena, which they yet deny is Oathbound. By the Book, take this key and pierce the divine shell that encloses the mantle-takers! The skin of gold! SCARAB AE AURBEX!
  
 oe to the Oath-breakers! Of the skin of gold, the   says "Be fooled not by the forlorn that ride astray the roadway, for they lost faith and this losing was caused by the Aedra who would know no other planets." Whereby the words of Lord Dagon instructs us to destroy these faithless. "Eat or bleed dry the gone-forlorn and gain that small will that led them to walk the path of Godhead at the first. Spit out or burn to the side that which made them delay. Know them as the Mnemoli."
  
 very new limb is paid for by the under-known. See, brother, and give not more to the hydra.
  
 eader, you will sense a shadow-choir soon. The room you are in right now will grow eyes and voices. The candle or spell-light you read this by will become gateways for the traitors I have mentioned. Scorn them and fear not. Call them names, call out their base natures. I, the Mankar of stars, am with you, and I come to take you to my Paradise where the Tower-traitors shall hang on glass wracks until they smile with the new revolution.
  
 hat is your ward against the Mnemoli. They run blue, through noise, and shine only when the earth trembles with the eruption of the newly-mantled. Tell them "Go! GHARTOK AL MNEM! God is come! NUMI MORA! NUM DALAE MNEM!"
  
 nce you walk in the Mythic it surrenders its power to you. Myth is nothing more than first wants. Unutterable truth. Ponder this while searching for the fourth key.
  
 nderstood laws of the arcanature will fall away like heat. "First Tower Dictate: render the mutant bound where he may do no more harm. As God of the Mundus, alike shall be his progeny, split from their divine sparks. We are Eight time eight Exarchs. Let the home of Padomay see us as sole exit."
  
 HIM. Those who know it can reshape the land. Witness the home of the Red King Once Jungled.
  
 e that enters Paradise enters his own Mother. AE ALMA RUMA! The Aurbis endeth in all ways.
  
 ndeth we seek through our Dawn, all endeth. Falter now and become one with the wayside orphans that feed me. Follow and I shall adore you from inside. My first daughter ran from the  . Her name was   and I ate her with no bread, and made another, which learned, and I loved that one and blackbirds formed her twin behind all time.
  
 tarlight is your mantle, brother. Wear it to see by and add its light to Paradise.