Netruk44/uesp-wiki-content huggingface dataset:
Lore:Umaril

Umaril the Unfeathered was an Ayleid sorcerer-king who once ruled Tamriel and enslaved the human population. Umaril was a "half-Elf", born of an Ayleid mother and a divine father.  Using magic, Umaril bound his soul directly to the realm of his mistress Meridia, allowing his spirit to escape death and his physical body to travel between realms.  Thus, Umaril would "never know death".  Umaril appeared similar to Meridia's Daedric servants, the Aurorans, though much larger. He favored "ruin-from-afar", preferring to send minions to attack and weaken his foes before he would risk direct combat.  

Umaril was defeated by Pelinal Whitestrake at the start of the First Era during the human uprising against the Ayleids, their "Slavemasters", and the fall of the White-Gold Tower. While Umaril escaped death, he was cast adrift in the "waters of Oblivion", and many thousands of years passed before he could return to Mundus. His return at the end of the Third Era was to seek vengeance upon the Divines who had brought about his fall. Aurorans under his command desecrated the chapel of Dibella in Anvil, and later the chapel of Mara in Bravil.  

The Divine Crusader learned of Umaril's return from an elderly   in Anvil, and that he must be conquered in both the physical and spiritual plane in order to be vanquished. The Crusader gathered the eight Crusader's Relics originally used by Pelinal to destroy Umaril's physical form. With the prophet's guidance, the Crusader went on to find something which Pelinal did not, could not, have had when he battled Umaril: the Blessing of Talos. Armed with Talos' blessing, the Divine Crusader not only defeated Umaril on the mortal plane, but was able to follow him into the spirit realm, where the half-Elf finally met his end.  

Gallery 
 

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

Books
 
 

References
Akamora

Akamora is the largest   settlement in the   region, and close to the border between Indoril and   territory. However, the surrounding high cliffs and narrow mountain paths make the city naturally defensible, and so the nobles have more to worry about from their in-house rivals. This scheming prevents any of them from consolidating power and claiming the council seat that would befit a settlement of Akamora's size. 
 

People
 , noble and house brother of the Great House Indoril, is technically the Lord of Akamora. His rule is very weak and is hampered by the powerful Indaren and Parys families that also reside in the city.
  is one of the more powerful nobles of Akamora and the most aggressive in his opposition against Novas Senim and the most vocal about his desires to rule the town in his stead.

For a complete list, see  .

Getting There and Around
The easiest way to reach Akamora is by Silt Strider, with routes from  ,  , and   available. The link to Tel Muthada and the Telvanni lands beyond makes Akamora an important stop for those wishing to travel to the northern reaches of Morrowind. The town also is host to a Dunmer Temple, and so is reachable by Almsivi Intervention spells. Members of the Mainland Mages Guild can utilize a Guild Guide to travel to the local Mages Guild. This is connected to the Southeastern Guild Guide hub which includes the   guild guide. The mountain paths for reaching the city on foot are treacherous, and the Mephalan Vales region is rife with dangerous creatures and bandits.

Notes
Outlanders in Akamora will state the city is referred to as Dragon Glade on Imperial maps. Dragon Glade was a town in The Elder Scrolls: Arena.
Akamora's numerous egg-mines are noted to be among the most productive in Morrowind which explains the inordinate amount of manors.

Places of Interest Around Akamora
An Underground Bazaar filled with several   can be found near the Silt Strider port.
A   guildhall, a   guildhall, and a   guildhall can all be found deeper in the city.
A   can be found within the city.

Related Quests
Miscellaneous























Maps
Skyrim:Drain Vitality

Drain Vitality is a dragon shout introduced in the Dawnguard add-on that drains stamina, magicka, and health from an enemy. The dragons added by Dawnguard, Revered and Legendary, each have their own version of this shout. Their versions of the shout drain 5 and 7 stamina, magicka, and health per second, respectively, for a duration of 20 seconds.

 

Notes
Drain Vitality is not affected by Spell Absorption or Resist Magic.
There are another four versions of the Shout in addition to the three already mentioned. The four shouts, with consecutive editor ids (  , 03, 04, and 05 ), deal 1, 2, 3, and 4 damage per second, respectively, for 20 seconds. The two shouts used by the Revered and Legendary dragons have editor ids of     and    , respectively.

Word Walls
 

 

Bugs
 
 
Learning the Drain Vitality shouts will then result in a second or third Drain Vitality shout, consisting of the right words of power, appearing in your Shout list. Also, if you obtained the location of this shout via the Greybeards, the quest will not update upon learning the Drain Vitality Shout and you will be unable to learn new shouts from the Greybeards.
To fix this bug open the console and type in the following command:   for the 1 point version or   for the 2 point version or   for the 3 point version. Also see Form ID for more information on the xx.
A way to fix either bug above is to perform the following steps:
::# Find a save in which you have not learned any words of Marked for Death and have not started the Dawnguard questline.
::# Delete/uninstall Dawnguard.
::# Load up the save and get all three words for Marked for Death.
::# Reinstall/re-download Dawnguard.
Lore:Shalidor

was an immensely powerful wizard in the   who had an understanding of   few have ever matched, and his numerous but scattered writings are highly sought after.   There are many legends surrounding Shalidor's life, such as how he built the city of Winterhold with a whispered spell, how he stole the secret of life from  , and how he single-handedly fought against the Dwemer legions of clan Rourken at the   (in which the Spell Breaker is said to have been used) circa  .    Many of these stories are believed to be hyperbole or outright fabrications. Shalidor stood at the forefront of a movement to enact higher standards among mages, and to discourage spell use among the common castes. This effort is dubiously credited with the original organization and formation of the schools of magic (  is more often credited with doing this ) and the foundation of the College of Winterhold. 

Shalidor eventually holed himself up in Labyrinthian, where he constructed the namesake labyrinth to test new archmages, and devoted all of his time to research and study.   He became an incredibly prolific writer, and scholars have worked to track down his notes and musings for thousands of years. His great maze is said to hold "Glamoril", or the secret of life in elvish, which, as noted above, was said to have been stolen from Akatosh by Shalidor. There's some speculation that this secret of life he possessed, whatever it was, may have been the catalyst for the practically unbelievable number of writings he produced on a vast array of topics.  

Shalidor is also credited for establishing a sanctuary for all mages across the ages on the island of  , an outlier island in the Summerset archipelago which he obtained from the High Elves in exchange for some minor artifacts. He bargained the island away to Sheogorath in exchange for the  , a bargain which he later came to regret. His obsession to recover Eyevea from Sheogorath occupied him so much as to cost him the love of his wife,  .

Shalidor was the first recorded wizard to claim the title "Arch-Mage". When Vanus Galerion founded the   in the early Second Era, he chose to name the guild's leader the Arch-Mage in Shalidor's memory. 

Notes
Shalidor's Shrouded Realm is a pocket realm of Oblivion created by Shalidor as an experiment prior to his work on Eyevea and the College of Winterhold. 

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

Books
 
 
 

References
Lore:Shezarrine

The Shezarrine was a mystic being known in ancient times. In the song describing his life,   was identified as being the Shezarrine. The song says that the man who made the claim was then smothered by moths in the night. 

The term is derived from the name of  , the "spirit behind all human undertaking".  This god, known among other names as  , has been described in many cultures as wandering creation after being separated from his divine center.  Sep, from the Redguard mythos, "could only slink around in a dead skin."  In Khajiiti mythology, Lorkhaj was cursed "to walk Nirni for many phases."  It may be that the Shezarrine is an incarnation or avatar of this being, acting within history in his limited state. 

Historical accounts of Pelinal do paint him as being beyond a mere mortal man. The song of his life describes him as being 'ada', indicating he was an elevated spirit of some sort.  Another First Era account expresses the belief that he would come again after his death.  A more modern account says that Pelinal could describe his experience during the  , an event that occurred several centuries after his recorded death.  A historian describes Pelinal as an immortal who raised multiple kingdoms during the Late Merethic Era, centuries before he appears in the story of  . During this time, he was variously known as Pelinal Whitestrake, Harrald Hairy Breeks,   (a name attributed to several heroes throughout history), Hans the Fox (said to be one of the Five Hundred Companions ), and other names lost to history. 

There may be others related to this mythic figure. Both   and   share the title 'Ysmir' with Pelinal. Arnand the Fox, equated with Zurin Arctus, was listed beside Ysmir and Pelinal in the discussion on the Dragon Break.  Talos, Wulfharth, and Arctus are associated with each other in one account of Tiber Septim's ascension to the throne. 

Notes
When asked about Lorkhan and his avatars, developer Michael Kirkbride presented the following list. These are all various names or titles associated with three individuals: Tiber Septim, Zurin Arctus, and Wulfharth. 

:1. Wulfharth L 
:2. Hjalti O 
:3. Ysmir R 
:4. Talos K 
:5. Arctus H 
:6. Septim A 
:N

References
Skyrim:Summon Durnehviir

thumb|left|Summoning Durnehviir
Summon Durnehviir is a dragon shout that summons Durnehviir, an undead dragon, from the Soul Cairn. Unlike the Call Dragon shout, the Summon Durnehviir shout works like a Conjuration spell. You have to aim it at the ground and have enough space around the point of summoning for the shout to succeed. This also means that you can summon him within certain enclosed areas such as caves as long as there is enough room. The first three times he is summoned, he will teach you a word for the Soul Tear shout. After the third time, he will only mention how excited he is to be free of the Soul Cairn.

When not in combat, he flies overhead. In combat, he uses Frost Breath, Drain Vitality, and a unique shout that summons a Boneman, a Mistman, and a Wrathman from the Soul Cairn to attack the target. He will follow you from above and will land only to engage enemies. In small spaces, he may land or never take off.

First summon: ''"Ah! The free air of Vus at long last! As promised, I now teach you the first word of Soul Tearing: "Rii" - the essence of your enemy's life force."

Second summon: "I can feel my strength returning each time I am set free from that prison! Hear now the second word of Soul Tearing: "Vaaz" - meaning to tear your enemy's soul from its living vessel."

Third summon: "You have kept your side of the bargain, now let me fulfill mine. Feel the last word of Soul Tearing within yourself: "Zol" - the unlife that results when a soul is imprisoned in dead flesh."

After learning all words: "The skies of Keizaal are mine again!" or "You give me freedom from the enslavement of the Ideal Masters. Thank you." or "I rejoice in my freedom, if only for a moment."''

 
Notes
While it is possible to summon him indoors, there is a high chance he will get stuck and subsequently unsummon himself. This will not reset your shout cooldown, and therefore is not recommended, given the 300 second cooldown.
Durnehviir, as the shout name suggests, is considered a summoned creature, and will be replaced if you summon anything else, unless you possess the Twin Souls perk.
It is possible to maintain Durnehviir and Odahviing at the same time.
You must spend three dragon souls to fully learn this shout in order to summon him. He will not appear when using only one or two words. 
It is possible to use the shout inside of the Soul Cairn, and he will act as if he was summoned outside of the Soul Cairn.

Bugs
Lore:Goblin-ken

(or goblin-kin)  is an unspecific term used to refer to several different beastfolk, including goblins, ogres, and gremlins. Although they are elves, Orcs are widely considered to be goblin-ken due to the common belief that they are somehow related to goblins.  Goblin-ken are used as slaves by the Altmer of Summerset Isle. During the Camoran Dynasty, hundreds of goblin-ken were set free by the rulers of Summerset Isle and allowed to settle the lands north of Valenwood. The Orcish tribes chose to settle high in the Wrothgarian Mountains, near  , which was a part of High Rock at the time. This was due to their dependence on a rare shaggy giant centipede herdbeast that can live only at high altitudes on alpine and sub-alpine forage. The village eventually grew into Orsinium (literally translated as Orc-Town) at the location.  After the first sacking of the fortress by the Order of the Diagna and the subsequent rebuilding by Gortwog gro-Nagorm, Orsinium had apparently become solely inhabited by the Orcs, with no further reference to their fellow goblin-ken.  

Malacath
Malacath is the patron of Orcs and Ogres; he considers the latter to be his "little brothers" and is known to protect and guide them.  The Orcs worship him as both the Daedra Malacath and the god  . The goblins worship a god named  , who is thought to be related,  as well as the  , an aspect of Malacath. 

Races
Orcs
Orcs, or Orsimer, are an elven race, although they were historically viewed as little more than beasts by the other mortal races. They are the most intelligent of the goblin-ken, and openly trade with and even serve outsiders. Many Orcs are very loyal to Malacath and live a life dedicated to him.

Goblins
Goblins are violent, primitive humanoids, often found inhabiting sewers, caves, and ancient ruins. They live in a clan-based society and individuals can vary widely in size, intelligence, and combat capabilities.

Rieklings
Rieklings are a race of small, blue-skinned Goblins once present on mainland   in the  , but are most notably found on northern Solstheim.

Riekrs
Riekrs are a race of magically gifted white-skinned Goblins that can be found in Wrothgar.

Ogres
Ogres are giant, brutish humanoids with low intellect. They are capable of practicing magic.

Gremlins
Gremlins, sometimes known as Orc-rats, are small, harmless creatures often found living alongside goblins.

Gallery
 

Notes
Although not goblin-ken, Goblin tribes have been observed to have Trolls,  Minotaurs,  and even Bretons in their ranks. 
The related term "riekr-kin" has sometimes been used by the Nords to refer to the deformed remnants of the Falmer, believing them to be some form of ice goblin related to the riekr. 

References
Lore:Ganonah

Ganonah is a region of the Deadlands, Mehrunes Dagon's plane of Oblivion. The region's clan of Dremora were the ones that invaded Kvatch at the start of the Oblivion Crisis in  .  The Sigil Keep of Ganonah is located on the northern end of the region and its called the Blood Feast.  
 

History
After the death of Emperor   in 3E 433, the  , led by   began their grand plans to bring forth Dagon's conquest over  . One of Mankar's chief lieutenants,   opened an Oblivion Gate to Ganonah in front of Kvatch's city gates, which unleashed the daedric horde onto the city.  They wreaked absolute havoc onto the city as it was razed and torn to the ground, even the Cathedral of Akatosh's tower was torn off, blocking the central square from the gates. And while many died in the battle, most notably Count Ormellius Goldwine  and St. Jiub of Morrowind,  some people managed to survive. Citizens were escorted out of the city and placed in a refugee camp on the road leading into Kvatch, while others were stuck in the Cathedral of Akatosh. 

The Gate to Ganonah proved a massive hurdle for the rescue force, led by the acting captain of the city guard,  . However, a single warrior sent on a mission to find the   of the Empire volunteered to enter the gate in the hopes of maybe breaking the siege on the city. The warrior entered the Oblivion Gate and embarked throughout Ganonah to the Blood Feast on the other side of the region. Along the way, they found more of Kvatch's guard, such as   and  , but it is unknown if either survived their quest. Eventually, the warrior reached the Sigil Keep's pinnacle and removed the  , thus breaking the siege on Kvatch. 

For their valiant effort in the battle, the warrior was named the   and become honored throughout the Empire as such.  And despite their defeat at the hands of the hero, the Dremora clan of Ganonah grew to greatly respect them as they saw value in their resolution and honor. One of the clansmen,   offered to assist the hero when they traveled to  , but it is unknown if they went through with it. 

Gallery
 

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

References
Tes5Mod:Developer Mods

This page lists mods that were created by Skyrim's developers. Note that this list does not include mods made by Creation Club developers, the majority of whom were initially community mod authors.


Preview Mods
Preview mods are mods created for Bethesda to showcase new features in their announcements. They are created by Bethesda Game Studios employees and some modders invited to beta test new features. Many of them are humorous and not real in nature.
Creation Kit & Skyrim Workshop Preview
As seen in the The Elder Scrolls V: Skyrim - Creation Kit & Skyrim Workshop Preview

  

Skyrim Special Edition

  

See Also
Game Jam
Lore:Kastav

Kastav was the second emperor of the  . In  , he ordered the Dragonguard of   to seize Nordic hostages in order to meet conscription quotas. He then cut off supplies to the temple when they refused to help suppress the resulting  .  His poor handling of this and other issues branded him as incompetent, and Kastav was deposed in   or 2806, succeeded by  .  

He lived for several years in exile, dying in the   region of   in  .  By the  , a military fort in the Winterhold region of   was constructed in his name.  
 
Gallery
 
References
Lore:Kynesgrove

, a simplification of the original '''Kyne's Grove  (and sometimes known as Dragon Wood'''),  is a small village south of  . The village survives off a   mine and some farming.  Although there are an abundant amount of trees in the area, they are considered sacred to   and are not allowed to be harmed. 

The    , who was slain in the   by the  ic hero  , was interred in a dragon mound near the village.  The   later established the hidden base of   near the mound.  In the  , it was home to a major shrine to Kyne, tended to by the  . Suffering from the loss of their loved ones to the Alliance War, they lashed out against Kyne, thralling many civilians as the Muzzled Owls and overtaking the village.  Keeper Ormi was turned into a hagraven, but after her son Sahun revealed himself to still be alive and prayed for her, Kyne cleansed and forgave her. 

During the Imperial Simulacrum, the village of Dragonwood was an active settlement, being ruled by Lord Torbald. It had a rivalry with Pargran Village.  The village also has an arena that was known to still be in use circa  . 

In the  , Ganna and Gemma Uriel came to Kynesgrove to start the Frostbark lumber mill without realizing the nearby grove's trees were sacred to Kyne,  with the village containing remnants of the grove they initially cut.  Much of the town's business came from the   ore from Steamscorch Mine. During the  , the Last Dragonborn came to Kynesgrove with Delphine after she tracked down Alduin's next foray, and they slew Sahloknir within moments of the wyrm's resurrection by Alduin.  
 
Gallery
 
See Also
For game-specific information, see the Arena, Skyrim, ESO, and Blades articles.
References
Lore:Lucien Lachance

Lucien Lachance, an Imperial assassin, was a Speaker for the   of the Dark Brotherhood in the late Third Era. He was killed in  .

In his youth, Lachance traveled to Skyrim and visited the city of Riften. He was once in possession of the  . He became the Speaker for the Cheydinhal Dark Brotherhood sanctuary when the previous Speaker was killed while fulfilling a contract.  He took up residence in the abandoned   just outside the city, and was responsible for recruiting new members to the sanctuary. He trained the     and   from when they were hatchlings.  He was also the one to order the Purification of the sanctuary in 3E 433 when the Black Hand discovered that the Brotherhood had been infiltrated by a traitor. He named the assassin who carried out the Purification as his new Silencer, to replace his previous Silencer who had died carrying out a contract. He passed on his undead horse,  , to the new Silencer. 

His Silencer was subsequently manipulated by the true traitor,  . The Silencer then systematically assassinated half of the Black Hand, and, unknowingly, framed Lachance as the traitor. By the time Lachance had stopped his Silencer,  , the Listener of the Dark Brotherhood, had already been slain. Lachance went into hiding while his Silencer attempted to clear his name, but the remaining members of the Black Hand tracked him down to an abandoned farmstead at   and murdered him. His Silencer took his place as Speaker, and was later named Listener by the Night Mother when Bellamont attempted to destroy her and failed. The Night Mother would later clear Lucien's name. 

In death, Lachance went to the Void to join Sithis, the Dread Father of the Dark Brotherhood. In  , his spirit was bound to the new Listener of the Dark Brotherhood. He could be summoned as a spectral assassin, to aid the Listener in combat or offer advice.  

Gallery
 

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

References
Ald Niripal

People
 


Maps
thumb|left|Map of Ald Niripal
Skyrim:Harbinger

thumb|right|Kodlak Whitemane and the Circle
The Harbinger is a highly regarded member of the Companions, a group of warriors-for-hire based out of Jorrvaskr in Whiterun. The Harbinger is the unofficial leader of the Companions, able to dispense advice and resolve internal disputes as a mediator.

The Companions have existed for many centuries, since the time of Ysgramor in the Merethic Era, but have not had a true leader since Ysgramor died. As a mostly neutral organization, one that holds honor and integrity in high esteem, the Companions&mdash;and by extension the Harbingers&mdash;are respected throughout all nine holds of Skyrim.

Harbingers are chosen by their predecessor, though there can be exceptions. The Circle (a group of trusted advisors to the Harbinger) was introduced to the Companions by Kyrnil Long-Nose after a dark period for the guild in the Second Era, when a series of "false and dishonorable" Harbingers laid claim to the guild.

Known Harbingers
Merethic Era
Ysgramor

First Era






Second and Third Era





Fourth Era

Kodlak Whitemane


See Also
Ald Verya Ruins

People
 


Maps
thumb|left|Map of Ald Verya Ruins