Netruk44/uesp-wiki-content huggingface dataset:
Online:Hinaamo's Journal

Entry 271

Ciryarel lived a long and blessed life, even for an Altmer, but no more. Captain Rahiba believes she was killed by the Crosstree Bandits. "A natural end to a life of   use," as she put it. Nonsense! My wife was no skooma fiend. Such aspersions slight her memory!

Regardless of the Khajiit's assumptions, the Crosstrees are to blame. The evidence is overwhelming—broken phials scattered about the shore where she was found, the marks cut into her face—all of it points to the smugglers.   aid me, I will see her avenged!

Entry 272

Waited by the docks for the better part of a week. Saw one of those fiends make a sale. Tried to follow him, but he saw me. Made a noise, two short whistles, one long. Must remember. Two of his friends jumped me from the rooftops. Beat me bloody. Tossed me off the dock.

Awoke as the tide washed the blood from my wounds. Still feel the sting. If I am to pursue these vermin—and vermin they are!—I must learn to defend myself.

Huthak is a sturdy fellow and a fine friend. Years of dealing with surly drunks and ruffians have taught him many things, and he carries himself with a warrior's grace. Tomorrow I will ask him to teach me what he knows.

Entry 273

Huthak could not stop laughing. He said I was like a kitten mewling for sweetcakes! When I explained myself and asked if he would teach me, his manner changed.

He said, "Go to the temple of Two-Moons Dance. Ask for Dog-Bite-Me. Tell her what you told me."

I leave tomorrow. I told Olwanenya I'll be fishing the tidal pools near Windcatcher Plantation. I think she believed me.

Entry 274

Dog-Bite-Me's story is not unlike my own. She lost a brother to the Crosstrees and came to Windcatcher Plantation. She wanted to learn how to fight.

But she says the monks are trained to think. Every martial lesson is a puzzle. Until students demonstrate their understanding, they cannot advance.   gave her guidance and tempered her need for revenge with a desire for justice.

When she did act, it was calculated and precise. The Crosstrees never realized it was anything but an accident.

Entry 275

My training proceeds well, though I have some difficulty with Riddle'Thar. It seems one must view one's self as a tiny part in a greater schema.

A novel way to think. Entirely different from the ways of old  , though I admit it is far more flexible. Especially in regards to moral qualms. I will meditate upon this.

Entry 276

A calm settles about my thoughts. Sleep comes easily, where before it was elusive. Ciryarel's thread crosses mine in dreams where we watch our daughter spread wings and fly across the framework suspending us all.

Across the void, the Crosstrees' thread glimmers like a dagger in the night. How easy it would be to sever their cord! To send them tumbling into the darkness beyond!

But imprecision is the greatest enemy. So I wait. I watch. And I learn.


Entry 277

Dog-Bite-Me says the Crosstrees are vulnerable. Direct confrontation is out of the question. Better to sever those threads who stray from the rest, fraying the cord until it snaps.

This one is ready.
Online:Nestmother's Den

The cave is full of giant snakes, all the spawn of the Nestmother, who resides at the back of the cave.thumb|right|The interior of Nestmother's Den
 
Completion
:Defeat the giant snake known as the Nestmother in her den.
To clear this location and mark it as complete, you need to kill the following bosses:
: 

Achievements
There is one Achievement associated with this location:
Online:Group Bosses

Group Bosses  
right 
This is a list of all the locations with Group Bosses (sometimes known as World Bosses) in Elder Scrolls Online. World Bosses are difficult enemies that usually have from 1-6 million health, deal significant damage, sometimes utilize their own unique mechanics and can be difficult to take down alone.

Aldmeri Dominion
Auridon







Grahtwood







Greenshade







Malabal Tor







Reaper's March







Daggerfall Covenant
Alik'r Desert







Bangkorai







Glenumbra







Rivenspire







Stormhaven







Ebonheart Pact
Deshaan







Eastmarch







The Rift







Shadowfen







Stonefalls







Neutral
Blackreach: Arkthzand Cavern


Blackreach: Greymoor Caverns



Blackwood







Clockwork City



Coldharbour







Craglorn
These locations were originally Group Events.
;Anka-Ra Burial Sites






;Iron Orc Nirncrux Mines






;Magical Anomalies






The Deadlands



Gold Coast



Hew's Bane



Murkmire



Northern Elsweyr







The Reach


Southern Elsweyr



Summerset







Vvardenfell







Western Skyrim





Wrothgar
Lore:An Archer's Archive

To truly master anything, you must leave everything you know behind. When I set out to travel   in search of new techniques, some already called me a master of the  . I knew this wasn't true. I'd heard tales from distant lands about hunters who could sit motionless for days stalking elusive prey, of bowmen who could fire two and three arrows at a time and still hit their marks, and other, similar stories everyone assured me were just legends and hearsay. Every legend starts somewhere.

The   are renowned archers, so I traveled first to  . The journey into the heart of the forest itself was long and fraught with perils I had never known.  I spent months searching for a teacher, challenging every   with a bow I could find. Finally, I met a  , an unerringly accurate long-distance archer. He never spoke a word, but accepted my challenge and split my own arrows mid-flight. He tolerated my company, and we hunted beasts deep in the heart of the woods, stalking creatures that I had never seen nor heard of. I learned how to quiet my mind and slow my breathing, and how to lie in wait unmoving, waiting for the perfect shot, no matter how long it took.

After we parted ways (the Jaqspur was simply gone one morning), I tried in vain to gain passage on ships headed for the  , desperate to discover if   could truly create physical arrows out of nothing but concentrated  ka. I'd heard tales of their potent  , rumors of a potion that can sharpen a man's vision to be like that of an eagle. No ship would have me, though, and I couldn't bribe, beg, or connive my way in.

Undaunted, I continued to the east and into  , longing to obtain an authentic  i shortbow. There are many roaming bands of Khajiit in the northern grasslands, and I've been told since that I was fortunate indeed to encounter a group that found me entertaining instead of just an easy mark. Perhaps I was still a bit green, but it was worth the risk to learn their method of rapid shooting from horseback, and how they craft their barbed arrowheads to puncture even tough leather.

Now, I will set out for  , that dread swamp. My Khajiiti companions find my intent to venture there a source of great hilarity, but I won't be turned away. Who knows what the  s have learned to do with a bow deep in the bogs? What unique approach might they have? I leave this record with the Khajiit to donate to any bookseller in hopes that someone might draw inspiration or knowledge from my efforts.

My journey is not yet over, though I have been away from home for many years. I have learned much since setting out, but most importantly, I have learned that there is far more that I do not know than I ever could have believed.
Lore:Mottos of the Dunmeri Great Houses

To my son, whose inability to remember even these simple facts embarrasses our family at every opportunity. This is to inform you of the words the   of   live and breathe by, and the   they hold as their patrons, representative of their goals and motives. If you ever again confuse the   and   merchant nobles with whom we trade, I will disown you three and ten times, and once again to make the deed final and eternal.

 : "A Redoran is a warrior whose duty is first to the  , second to House Redoran, and third to family and clan."

- Saint   the Captain is the patron saint of House Redoran.

 : "Justice knows no sleep: Indoril shall order, the   shall judge."

- Saint   the Just is the patron saint of House Indoril.

House Hlaalu: "To trade fairly and freely is to honor the Three."

- Saint   the Pilgrim is the patron saint of House Hlaalu.

House Dres: "To spread culture and truth to the benighted: this is our commitment and burden."

- Saint   the Pious is the patron saint of House Dres.

 : "The forceful expression of will gives true honor to the Ancestors."

- Saint   the Immolant is the patron saint of House Telvanni.

You will likely not note the lack of an ascribed motto to the sixth house, the shadow house,  . This is because that house is extinct, destroyed at the  , after which the remaining Houses built the Temple to the Tribunal. If you ever mention this house in polite company, I will disown you.

You will note that twice, now, I have threatened to disown you. This is because my hands are not so black as  's or Lord  's. My heart is too weak to simply remove you from my family.

Keep this text on you at all times, and let it shame you for every reference you make to it in your dealings with our nobility. Spare our lineage the greater shame of your own foolishness. May I never have cause to call you s'wit in public again.
Online:Captain Kaleen's Hideout

It is found in the city of Port Hunding. Some of her crew members will gather here at certain points during quests. There is a cooking fire beneath a tarp beside the hideout. Abdahel and Meleril are loitering here. A small warehouse is behind the hideout. Hanana and Tethal live inside the warehouse.
 

Related Quests
 

Gallery
Online:Hanana

Hanana is a Nord laborer who can be found in the unnamed building attached to the back of Captain Kaleen's Hideout in Port Hunding.
 

Dialogue
She has something to admit to you.
:''"Don't tell the others, but maybe going back to Kaleen would be better than sitting around here."''
Online:Fara

Fara is a Wood Elf laborer who can be found behind Captain Kaleen's Hideout in Port Hunding. There is a mudcrab fight happening and she, along with Hamika, Idela, Rilaso, and Ylbore, spend all of their time watching it and cheering.
 

Dialogue
She can sometimes be heard cheering the mudcrabs on.
:Fara: "Hey, watch yer elbows!" 
:Fara: "I got 20 on the little guy."
Online:Idela

Idela is a Nord laborer who can be found behind Captain Kaleen's Hideout in Port Hunding. There is a mudcrab fight happening and she, along with Fara, Hamika, Rilaso, and Ylbore, spend all of their time watching it and cheering.
 

Dialogue
She may say one of the following lines aloud:
:Idela: ''"Kill 'im, kill 'im!"
:Idela: "Let's see some blood!"''
Online:Tethal

Tethal is a Dark Elf drunkard who can be found in the unnamed building attached to the back of Captain Kaleen's Hideout in Port Hunding. He is asleep on a cot and has no unique dialogue.
Online:Hamika

thumb|right|Hamika's old outfit
Hamika is a Redguard laborer who can be found behind Captain Kaleen's Hideout in Port Hunding. There is a mudcrab fight happening and she, along with Fara, Idela, Rilaso, and Ylbore, spend all of their time watching it and cheering.
 

Dialogue
She may say one of the following lines aloud:
:Hamika: "Be strong, strike true!"
:Hamika: ''"Tu'whacca be with you, little warrior!"''
Online:Rilaso

Rilaso is a Dark Elf laborer who can be found behind Captain Kaleen's Hideout in Port Hunding. There is a mudcrab fight happening and he, along with Fara, Hamika, Idela, and Ylbore, spend all of their time watching it and cheering.
 

Dialogue
He may say one of the following lines aloud:
:Rilaso: "I gotta take a leak. They better hurry up."
:Rilaso: ''"Poke 'em with a stick, get 'em mean!"''
Online:Ylbore

Ylbore is a Breton outlaw who can be found behind Captain Kaleen's Hideout in Port Hunding. There is a mudcrab fight happening and he, along with Fara, Hamika, Idela, and Rilaso, spend all of their time watching it and cheering.
 

Dialogue
He may say one of two lines aloud.
:Ylbore: "What do you mean, even odds?"
:Ylbore: ''"Who's takin' bets?"''
Online:Mazag

Mazag is a Khajiit outlaw who can be found north of Captain Kaleen's Hideout in Port Hunding. He is always writing something down.
 

Dialogue
When you speak to him, he says:
:"This one does not sail the seas for riches. Instead, the riches sail to him."
Online:Bloody Fist Barracks

It is found in Port Hunding, and is connected to The Armored Forge by a raised walkway. The front door is protected by a simple lock. Four Bloody Fists are found inside. A cat is sitting on the sofa. An intermediate safebox can be found upstairs, between the bed and the stairs.
 

Residents
Bloody Fist
Khemd

Gallery
Lore:A Gift of Sanctuary

A little boy, scion of a wealthy house, once went to the lake shore with his parents on holiday. While the elders sipped wine in a cabin with their snooty fellows, the boy was left to play in the sand and mud. He was terribly sad at being so scorned, and went searching for a friend.

The boy did not have to search long. He found a wonderfully chatty duck in the reeds who told him stories of places the boy could only dream of. Though he was quickly enchanted by the tales, the boy became melancholy that he would never see such a place with his own eyes. The duck laughed and told him that this was not so! They would build one together!

The boy and the duck waded out to a small island on the lake and together they built a tiny house of sticks and sand. This sufficed for an hour, until the duck suggested that a house was not a fitting place for the boy. He deserved a palace! The mortar of mud would not be enough, but one of the adults might help.

The boy went back to the cabin and found a noble who had stepped outside to relieve himself, so inebriated he was. He was easily coaxed into following the boy back to the island, where the duck leapt and tore out his throat to use blood and flesh for the mortar and bones for the beams. The boy was delighted, but the palace had to be bigger!

Back he went, again and again, to collect the drunken folk to show them the magnificent palace. Again and again the duck added their bits to the wondrous palace, whose spires and arches dried to become alabaster and gold.

When the boy's parents came to collect him, he took them to see his magnificent palace out on the lake. They screamed and screamed and ran, leaving the boy alone with the duck. He was not sad! Together they made merry on the island until the mists closed in around it and spirited it away to a land of cheer and mirth for all time.
Online:Circus of Cheerful Slaughter (book)

Happiness is loneliness

Happiness is loneliness

Happiness is loneliness

Happiness is loneliness

Happiness is loneliness

Happiness is loneliness

Happiness is lonelines s

Happiness is loneliness

Happiness is loneliness

H appiness is loneliness

Happiness is l oneliness

Ha ppiness is loneline ss

Loneliness is happiness

Happiness is loneliness

Happiness is loneliness

Happiness is loneliness

Happiness is loneliness

Happiness is loneliness

Happiness is loneliness

Happiness is lonelines s

Happiness is loneliness

Happiness is loneliness

H appiness is loneliness

Happiness is l oneliness

Ha ppiness is loneline ss

Loneliness is happiness

Happiness is loneliness

Happiness is loneliness

Happiness is loneliness

Happiness is loneliness

Happiness is loneliness

Happiness is loneliness

Happiness is lonelines s

Happiness is loneliness

Happiness is loneliness

H appiness is loneliness

Happiness is l oneliness

Ha ppiness is loneline ss

Loneliness is happiness

Happiness is loneliness

Happiness is loneliness

Happiness is loneliness

Happiness is loneliness

Happiness is loneliness

Happiness is loneliness

Happiness is lonelines s

Happiness is loneliness

Happiness is loneliness

H appiness is loneliness

Happiness is l oneliness

Ha ppiness is loneline ss

Loneliness is happiness

Happiness is loneliness

Happiness is loneliness

Happiness is loneliness

Happiness is loneliness

Happiness is loneliness

Happiness is loneliness

Happiness is lonelines s

Happiness is loneliness

Happiness is loneliness

H appiness is loneliness

Happiness is l oneliness

Ha ppiness is loneline ss

Loneliness is happiness

Happiness is loneliness

Happiness is loneliness

Happiness is loneliness

Happiness is loneliness

Happiness is loneliness

Happiness is loneliness

Happiness is lonelines s

Happiness is loneliness

Happiness is loneliness

H appiness is loneliness

Happiness is l oneliness

Ha ppiness is loneline ss

Loneliness is happiness

Happiness is loneliness

Happiness is loneliness

Happiness is loneliness

Happiness is loneliness

Happiness is loneliness

Happiness is loneliness

Happiness is lonelines s

Happiness is loneliness

Happiness is loneliness

H appiness is loneliness

Happiness is l oneliness

Ha ppiness is loneline ss

Loneliness is happiness

Happiness is loneliness

Happiness is loneliness

Happiness is loneliness

Happiness is loneliness

Happiness is loneliness

Happiness is loneliness

Happiness is lonelines s

Happiness is loneliness

Happiness is loneliness

H appiness is loneliness

Happiness is l oneliness

Ha ppiness is loneline ss

Loneliness is happiness

Happiness is loneliness

Happiness is loneliness

Happiness is loneliness

Happiness is loneliness

Happiness is loneliness

Happiness is loneliness

Happiness is lonelines s

Happiness is loneliness

Happiness is loneliness

H appiness is loneliness

Happiness is l oneliness

Ha ppiness is loneline ss

Loneliness is happiness
Lore:How the Kwama Lost His Shoes

In the ash and sand of   
the little   lost his way 
He hurps and durps, to his mother calls 
but the volcanoes do not sway.


The   passed him 
burbling then, with sand and skrit upon his back 
He tripped and lost his front-right shoe 
and wished he'd brought some kind of snack.


The   rawped him 
chiding then, angry at the loss of time 
He tripped and lost his back-left shoe 
and skittered legs-past, up to climb.


The   snarled him 
fighting then, bites and snaps at nasty shalk 
He tripped and lost both-other-shoes 
avoiding monsters, things that stalk.


The   found him then 
cries and leaks all down his face 
She cracked his chitin for those lost shoes 
and ate him squealing for his disgrace.
Lore:Clans of the Reach: A Guide

:If one has the opportunity&mdash;or misfortune&mdash;to deal with the wild   of  , you should know who you're dealing with. There are a number of clans who trade calmly and peaceably with the cities of  . Then, there are those who view travelers as threats. Or as targets.

:In my studies, I've identified three clans in particular that should be avoided at all costs.

 :

The Boneshapers have developed an unusual number of rituals involving thorny vines and plants. The clan's name stems from their tradition of lacing or growing these vines through the  s of their ritual sacrifices. This plant does not appear to be native to the Reach, but they cultivate it well.

When going on a raid or into battle they use these vines to create effigies, shaping the plants into rough mockeries of life. Some of these rituals also make use of the dead, though   appears to be forbidden in the clan. It's unclear how these bodies are used, but travelers who see their crude clan symbol should stay well clear.

 :

The Rageclaws have domesticated a breed of stout, battle-ready ursines. These bears are trained from an early age, bound to a specific clansman or clan family. A matriarchal society, this clan imitates their animal companions in many ways. The protection of young clan members is paramount, and I've seen whole Rageclaw families go into battle over the slightest threat to their children.

A particular habit of the clan causes them friction with other Reach clans: Rageclaws are known to overtake and absorb other smaller clans, converting them to the way of the claw. Women new to the clan find they have tremendous control and freedom, and often enjoy the transition. Male warriors are pitted against grown bears in one-on-one combat, earning a place in the clan by forcing an ursine to submit. It usually goes poorly for clansmen unfamiliar with these massive beasts.

 :

Finally the Stonetalon clan, while not as outwardly aggressive as the other two clans above, exhibit a number of particular and combative behaviors. As with the Rageclaws, Stonetalon clans are matriarchies. However, women of the tribe seem to be rare. When they're seen, their women seem to be covered in heavy cloaks made of bird feathers, as if they've all taken ill. I believe they're struggling through a series of trials for an unknown purpose.

In any case, every cloaked female I've encountered has been a powerful spellcaster. Stonetalon clans, as a result, may be the most dangerous groups to meet far afield.
Online:Bloody Fists

The   are the thugs of Headman Bhosek. They can be found in Port Hunding on Stros M'Kai and serve as guards there. Many of the locals are not happy with their presence. Bloody Fist members are not hostile. 

Members


Locations
 
 

Quests
Lore:Return to Orsinium

s of   of northern  : you have a capital in  , and it's calling you home.

Yes! Once more the City of Orcs on the escarpment between upper and lower Wrothgar stands tall and proud! Behind its legendary iron-capped walls, tuskers of every clan work to restore our capital&mdash;your capital!&mdash;to its former glory. Once again buyers and sellers throng  , warriors spar at  , and smoke pulses from the chimneys of the  .  -worshipers crowd the Temple of Grievance, fungus-farmers tend the ordure-spreaders in the  , and gondolas ply the Jugular.

We are rebuilding the  , and once more Smelter, Hammer, and Temper protect the city from the blows of a hostile world. From his throne in  , King   extends to you the hand of welcome&mdash;and the fist of challenge. Are you Orc enough to join your brothers and sisters in a renewed Orsinium, and stand proud against the world? Come! Come to Orsinium, and join us as we raise a flagon of   to King Kurog and the resurgent Orcs of Tamriel!
Lore:Our Calling, Our Pledge

Those new to our order often ask me, "What does it mean to be a  ?" This confusion is understandable.   offers guidance, but not always in the ways we expect. She has spoken to me but twice in my lifetime, and then only in silken whispers, barely audible in the night.

The   is Azura's gift, as is the   we drink every night. Azura foresees a time when  , Mistress of Nightmares, will unleash a plague on our province: a plague of madness. Countless innocents will die unless we stop it.

The Dreamless Potion protects us from Vaermina's madness only so we may protect others: those afflicted souls driven mad by their dreams, and their victims. When the time of plague comes, we must stand against it. This is our calling from Azura … and our pledge.