Netruk44/uesp-wiki-content huggingface dataset:
Online:Blessed Crucible

This dungeon takes place in a vast daedric ruin repurposed as a gladiatorial arena. In it, you must help Talres Voren pay off his debts by winning the tournament and becoming the Champion of the Crucible.  You can learn about its location from Vlesyl the Skin-Stealer in Rawl'kha, Sluz the Beryl-Chested in Evermore, or Kailstig the Axe in Riften.

A letter is located on the top bunk of one of the beds to the right of the entrance to the Gladiators' Quarters. There is a chest to the left of this room's exit.

Several books are located on the plaques of statues in the chamber preceding the Lava Queen's arena, which tell of the Crucible's ten champions: Aleris the Shroud, Crow Bringer, Hagrof the Righteous, The Thousand Arrows, Lucius the Stalwart, Whitebear, Ferian Darkstorm, Felhorn, Sanarel the Great and The Lava Queen. The tale of Josef the Intolerant is located in the previous room.
 

Related Quests
Blessed Crucible Objective: Test your mettle in the Blessed Crucible. / You are now Champion of the Blessed Crucible.




Blessed Crucible
Enemies
Bears
Crucible personnel
:*Crucible Archers
:*Crucible Enforcers
:*Crucible Guardians
Durzogs
:*Crucible Durzogs
:*Enraged Durzogs
Gladiators
:*Gladiator Assassins
:*Gladiator Battlemages
:*Gladiator Brutes
:*Gladiator Champions
:*Gladiator Fearmages
:*Gladiator Frostmages
:*Gladiator Healers
:*Gladiator Hunters
:*Gladiator Necromancers
:*Gladiator Rangers
:*Gladiator Stalkers
:*Gladiator Summoners
:*Gladiator Warriors
Senche
Lava Atronach

Minibosses
Grunt the Clever
Teranya the Faceless
Captain Thoran

Bosses
The Pack, four werewolves: Dynus Aralas, Kayd at-Sal, Nusana and Snagg gro-Mashul
The Beast Master and her creatures: 
Incineration Beetles, four magically corrupted shalks
Stinger, a giant scorpion
The Troll King, a troll
The Lava Queen, the current Champion of the Crucible

Books


Sets
 

Achievements
There are several Achievements associated with this dungeon:
 

Notes
Despite being dungeon bosses, the members of the Pack are not immune to crowd control. Use this to your advantage during the fight.
Before dungeon scaling was introduced in Update 5, Blessed Crucible was designed for levels 40–43.
When you exit this dungeon at the end, you'll wind up in Stonefalls instead of The Rift.
Gallery
 
 

Maps
Online:Direfrost Keep

Once the ancestral home of the witch hunting Direfrost clan, the castle has been abandoned following an attack by the ice witch Drodda. A surviving member of the clan, Eboric Direfrost, needs your help to reclaim his home.  You can learn about its location from Untouchable Naim outside Velyn Harbor, Twice-Lucky in Sentinel, or Felvyn the Swordarm in Windhelm.

Its dungeon sets are Draugr Hulk, Magicka Furnace, and The Ice Furnace.

A chest can spawn under the bridge leading to the keep's main gate, and on top of the sewer grate that leads into the dungeon.
 
Related Quests
Direfrost Keep Objective: Explore the Direfrost Keep. / You defeated Drodda and freed Direfrost Keep from her grasp.




Direfrost Keep
Characters
Eboric Direfrost

Enemies
Bears
Draugr Stormlords, Archers and Warriors
Frost Atronachs
Frost Trolls
Ice Wraiths
Direfrost Cryomancers and Stormmasters
Frozen Soldiers
Frostkin

Minibosses
These named enemies have two pips around their health bar to indicate their difficulty.
Drodda's Apprentice, a powerful ice mage
Drodda's Dreadlord, a dangerous draugr
Teethnasher the Frostbound, a large frost troll

Bosses
These named enemies have three pips around their health bar to indicate their difficulty.
Guardian of the Flame, a draugr
Iceheart, a large frost atronach
Drodda of Icereach, the witch responsible for the destruction of Direfrost Keep

Books



Sets
 

Achievements
There are several Achievements associated with this dungeon:
 

Notes
Before dungeon scaling was introduced in Update 5, Direfrost Keep was designed for levels 34–37.

Maps



Gallery
Online:Darkshade Caverns I

thumb|right|Inside the cavernsthumb|right|The ruins of Rkugamz As Deshaan's largest kwama mine, the caverns' ownership remains hotly contested. The caverns also contain the hidden Dwemer ruin of Rkugamz. In the normal version, Tervur Sadri wants you to help him reclaim his mine from the thugs within.

You can learn about its location from Mad Zebba outside Elden Root, Lady Blade outside Wayrest, or Hranir Icy-Mane outside Mournhold.

The following item sets will drop both Darkshade Caverns I and II: Armor of Truth, Netch's Touch, and Strength of the Automaton.
 

Related Quests
Darkshade Caverns Objective: Explore the Darkshade Caverns. / You braved the dangers of the Darkshade Caverns.




People
 

Darkshade Caverns I
Enemies
Pit Rat Menders, Enforcers, Thugs and Rangers
Taskmasters Anaba, Ninbael, and Elitai
Kwama Workers, Scribs and Warriors
A Bull and Betty Netch
Centurion Spiders
Dwarven Spiders and Spheres
Darkshade Alits
Strangler Vines

Minibosses
Head Shepherd Neloren, a Dunmer kwama herder
Cavern Patriarch, a large netch
Cutting Sphere, a Dwemer Sphere

Bosses
Foreman Llothan, the leader of the miners
The Hive Lord, a large Kwama Warrior
Sentinel of Rkugamz, a Dwarven Centurion blocking the entrance to Rkugamz

Layout
A Dunmer-style chest can spawn between two tents in the campsite to the left of the entrance tunnel in the first chamber.

A chest can spawn west of the Hive Lord, on a ledge overlooking the valley where Darkshade Alits, Strangler Vines and the Cavern Patriarch reside. 

A heavy sack can spawn on the east side of the Sentinel of Rkugamz's arena, between two patches of glowstalks. A chest can spawn in the corner south of that heavy sack, in the middle of a glowstalk patch. When you approach the Sentinel of Rkugamz, you'll see Tervur Sadri attempting to open the door behind the construct. When you get close enough, he'll fruitlessly attack you. A chest can spawn west of the locked entrance to Rkugamz. A heavy sack can spawn to the left of the door, among some rocks and rubble.

Sets
 

Achievements
There are several Achievements associated with this dungeon:
 

Notes
Before dungeon scaling was introduced in Update 5, Normal Darkshade Caverns was designed for levels 20–23, and Veteran Darkshade Caverns was designed for Veteran Ranks 6–10.
Prior to Update 12, Darkshade Caverns I was only available in Normal mode, and Darkshade Caverns II was only available in Veteran mode. These were named Darkshade Caverns and Veteran Darkshade Caverns respectively.

Maps

 

Gallery
Online:Bloodthirster

Bloodthirster is a red racing frog owned by Lamburak. The pair can be found in Skywatch at the race grounds on the terrace above the docks to the south. It takes three doses of frog food for her to be full enough to win the race.
 

Related Quests
Online:Hopper (frog)

Hopper is a yellow racing frog owned by Hadras. The pair can be found in Skywatch. It takes two doses of feed for Hopper to be full enough to win the race.
 

Related Quests
Lore:Faltonia's Promise

The tale of Faltonia's Promise, or   as it's commonly known, is a tale of divination, greed, and foolishness. If you go to   you can still see what remains of the village, a run-down testament to the hubris of one woman,  .

Like many  s, Faltonia Salvius saw an opportunity to extract great wealth from Grahtwood. Specifically, she sought rich veins of   from the nearby hills. She trusted diviners and   of the lowest order, false advisors who were happy enough to tell her what she wanted to hear as long as their own purses grew fat.

The more she paid them, the more willing she was to believe their lies. When one lone voice, the alchemist  , argued that the samples of soil from the area were insufficient to predict large deposits of gold, she had him arrested and beaten. From that point, he was unable to walk and was forced to beg for his supper for the rest of his miserable days.

Faltonia traveled to Grahtwood in springtime with a band of Imperial guards numbering four-and-twenty, and proceeded to conscript local  s as labor in the fulfillment of her grand vision. By midsummer, a village had been constructed on her chosen site, called Faltonia's Promise, and the Orcs were set to work in the mine.

How the gold flowed! How quickly eager prospectors flooded Faltonia's Promise, dreaming of riches! How forcefully their dreams were dashed, when within the year the mine was played out. "Faltonia's Promise" became the punchline to a bitter joke told in taverns by out-of-work miners.

Humbled but undaunted, Faltonia fought to save the settlement. Seeking to turn the mining operation into a quarry, she haggled and negotiated with nearby   to supply stone for the reconstruction of their crumbling buildings. But just as the deal was about to be completed, a smooth-talking   canonreeve convinced the governor to supply Haven with stone from  , emphasizing the superior style and durability of island stone.

Broken, and having spent the last of her fortune in a failed attempt to bribe the officials in Haven and secure the stone deal, Faltonia left the village that had been named for her. Many who had settled there in pursuit of riches soon followed, dispersing to other settlements in Grahtwood, or leaving entirely. So it was that Faltonia's Promise came to be referred to, far and wide, as Goldfolly.

The Orcs who remained eked out a living as hunters and grew into a stubborn stock, the sort who saw it a badge of honor that they persisted in a place that had driven so many away. On their lips, the name Faltonia's Promise once again took on positive connotations, of persistence, strength, and an indomitable spirit,   the village would never reach the heights of Faltonia's foolish dreams.
Lore:Dealing with Werewolves

Whether you're stationed at a garrison at   or suffering   inhospitality in  , an   subject must know the signs of the terrible affliction of  . With attacks by   infected with   on the rise, it is your duty to learn the following and behave accordingly.

Is there an overabundance of   in casks and market stalls? Have you witnessed the locals rubbing this root on neighboring trees and fences? Have you followed strange animal tracks, only to find them disappear? Do the village temples house beggars with vivid nightmares or with deep claw wounds to their faces or bodies? Does the wolf howl when there are none to be found? Then   (or worse still,  s) may be active in your jurisdiction.

Werewolves are sturdy hybrids with powerful jaws and claws on both hands and feet. They stand three hands taller than an   and exhibit severe bloodlust. If you encounter one, attempt to flee at all costs unless you feel supremely confident in your   and  . If possible, thrust the indigenous population into the path of the lycanthrope, so it sates its appetite on them while you retreat to cover or your mount. 

If you must fight a werewolf, arm yourself with any   weapon, as these have proven extremely effective. However, prepare for severe gash wounds and the possibility of becoming infected. Should this occur, report to your superior for final rites to   and immediate execution.
Lore:End of the Journey

It was during the time of   when   and his people reached the land of  . For untold weeks they had climbed a mighty range of mountains under Veloth's leadership. Many among the   considered this path to be folly, but they were driven by Veloth's unyielding certainty and commitment.

They came upon a great pass, a deep scar in the mountain covered in ice and snow. Veloth drove them onward, chasing a vision that had come to him in a dream. He claimed to see a great   in the sky. He vowed that the hawk would lead the Chimer to a new home. They drudged through the pass, but after a time the Chimer could go no farther. A great wall of ice blocked their way.

Then a powerful voice boomed from the mountains. "Who are you and why have you come to this place?"

"We are a people without a home," replied Veloth to the mountain.

A young woman stepped out of the wall of ice.

"And who are you?" asked Veloth.

"I am Chimer-Friend. I have come to lead you home, if you are willing to accept my challenge. I demand a sacrifice of you, Veloth. Swear an oath that will make you a better  ."

Veloth hoisted his mighty hammer and proclaimed, "Never again shall I wield this tool or any other to slay a foe. I have given my heart to my people, but now I shall give them more. I shall dedicate my life and my soul to them."

The woman turned and waved at the wall of ice. It melted away in moments. Beyond lay an alien land of  . She began to walk forward and the Chimer followed.

Veloth spoke to his people. "We are home," he declared. "This is the anvil upon which we shall forge a new people. One journey ends here, but another journey begins."
Lore:Healing Herbs of Northwest Tamriel

There are many wonderful   growing throughout the northwest region of  . Here are some of the best for use in healing poultices and medicinal broths.

Herbal tonics, tinctures, infusions, and decoctions, utilized to relieve fevers, sore throats, stomach ailments, headaches, body aches, and other illnesses can be created using the following herbs:

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&mdash;  

Herbal poultices and other necessary components for any healer's kit (including remedies for bug bites and sun burn, healing salves, and wound cleansers) can be created using the following herbs:

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Lore:Heart of Valenwood

Heart of  , heart of the living forest, is too easily mistaken for an object, a single item, that can be claimed and manipulated. It is true that in the heart of the forest there is a magnificent tree, through which courses the metaphorical lifeblood of Valenwood. But to say that the tree is the heart is to vastly limit one's understanding of the Heart.

In truth, the Heart is more akin to the forest's soul. The magnificent tree is just the physical symbol of that soul, but like a soul in the body, the Heart is not in one place in the body, but suffused through the entire thing.

Still, it's been apparent to anyone who wished to look that the ancient   site of   holds immense power, far outstripping the rest of Valenwood. As a consequence, that particular location is often referred to in older texts as the "Heart of Valenwood" and has become the target of numerous plots to harness that power for purposes both good and ill.

One of the earliest of these plots occurred while the Ayleids first came to Valenwood. A   (his cursed name long lost to history) invaded Valenwood with an   army, and perverted the life-giving power of the heart to raise up a formidable force of undead Ayleid spirits. The Ayleids fought a long and protracted battle to defeat the army, but in the end they were unable to defeat the army, only contain it.

Using  , the Ayleids created powerful necromantic wards to seal off Hectahame, and the once great city became a prison for the army that had sought to conquer it. The undead were returned to the ground and trapped there. None who have attempted to break the wards have managed, and it is speculated that only an object that could cancel magic itself could undo the Ayleids' incredible handiwork.

But it is because of the powerful wards on Hectahame that the Heart of Valenwood is little understood and rarely spoken of. The   view Hectahame with a mix of superstition and awe, fearing the ancient past and revering the life-giving power that seems to emanate from within.

It is said that the last Wood Elf to enter Hectahame and behold the heart was a Silvenar from over two hundred years ago. But even accounts from that time suggest that he was viewed as mad by his contemporaries.
Lore:Into the Lion's Den

The valley known as " " was so named because it historically served as a breeding ground for mountain  s. The   peoples of the late   hunted this population for its furs, but modern inhabitants of   tend to stay clear of the area, finding it easier and safer to harvest the skins and furs of domesticated livestock.

The local populace undoubtedly began to avoid the Lion's Den early in the  , when a small tribe of  s took up residence in the nearby mountains. These Giants have been characterized by locals as angry hermits, and have been known to attack trespassers on sight. For this reason the entrance to the valley was walled off, preventing anyone from accidentally wandering into the area.
Lore:Keepers of the Grove (book)

My travels have taken me to many sacred places, but few are as beautiful or as serene as the Shrine of  . The rolling hills, the majestic trees. The lake filled with cool, clear water. The sun seems to paint the area with highlights of brilliant gold.

The shrine is breathtaking, sitting upon a rise and dominated by many standing stones carved with holy runes. The place truly seems to have been kissed by  's icy breath.

The Keepers of the Grove are part of a holy order dedicated to the Goddess of Storm. They care for the grounds, offer daily sacraments, and maintain two lodges used as houses for the Keepers and hostels for visiting pilgrims.

I've never met a more dedicated group. They truly seem to be devoted to their god and to their cause, intent on maintaining the shrine and assisting pilgrims in their prayers.

The pilgrims come from all across   to seek Kyne's blessing. Soldiers especially seek out the Warrior Goddess before they go into battle. Kyne's blessing adds power to their   and fortifies their  . It promises to keep them safe and victorious through the rigors of war. To receive this blessing, pilgrims pray for a day and a night in the grove, offering praise and gifts to the goddess while asking for protection and strength in battle.

The Keepers offer guidance and counsel to those who need it, a friendly word to those who don't, and food and lodging to all who seek Kyne's wisdom and support. This is truly a blessed place.
Lore:Legend of the Yokudan Chargers

The   are known far and wide as  's finest  -wielders, but they are known equally well for their skill as riders of  s. A   Gallant is nearly always depicted with a sword in one hand, and the reins of a loyal steed in the other.

And no breed of horse is more closely associated with the Knights of the Desert than the  . Indeed, the  n Charger is the mightiest of breeds, the pride of all who trade in horseflesh in  . Faced with the heat and harsh terrain of the  , lesser horses falter and die, while the Yokudan Charger survives, even thrives. The Charger reacts to a challenge like his rider the Gallant: head up, nostrils flaring, ever prepared to show his or her mettle.

Here at   we breed and sell only Yokudan Chargers of certified descent, steeds of proven lineage that count among their forebears the horses   brought in his fleet from  . We are a little bit off the beaten track, but we count ourselves lucky to be situated in the awe-inspiring heart of our magnificent Alik'r Desert, and when you see the steeds we have on offer we think you'll agree it's worth the trek.

The Yokudan Charger: a grand tradition, and for us, a sacred trust. Come, accept the hospitality of Aswala Stables, and judge for yourself.
Lore:Maormer Correspondence, Vol. 1

Bring this to the attention of  . The following is a copy of an   text regarding  , written by esteemed geographer, Angalmo. The Island is close enough to   for our needs, and considering its history of bizarrely inclement weather, it's a perfect launching point for our assault. The   will never see us coming:

Angalmo's Travels: The Island of Storms Volume 1

The shrouded islands off the coast of Malabal Tor are as treacherous as they are beautiful. None more so than the Island of Storms, which some have come to call Tempest Island. The island is beautiful, but holds a secret that none have been able to decipher. Violent storms and gale winds have originated from the island for years&mdash;extremely unusual weather for the region&mdash;and scholars have risked its shores only to be stranded or killed on its storm-wracked coast.

I have seen these storms first-hand; I was with one such expedition, and spent a month on Tempest Island when my ship, the Summerset Blade, was smashed to splinters by a black storm that seemed to appear from nowhere. I had misgivings about the stories before, but what explanation could there be besides   to conjure such a swift tempest out of calm seas? Rescue eventually came, as a second crew of surveyors came to look for my party, but I pledged never to sail anywhere near the Island again.

It's a promise I intend to keep.
Lore:Maormer Correspondence, Vol. 2

This is another volume to bring to  's attention. The following is a copy of an   text regarding  , written by esteemed geographer, Angalmo. The Island is close enough to   for our needs, and considering its history of bizarrely inclement weather, it's a perfect cover for our assault. The   will never see us coming:

Angalmo's Travels: The Island of Storms Volume 2
I will never forget my experience at Tempest Island, where I nearly lost my life in the wake of one of the Island's infamous storms. My ship was destroyed and I was left landlocked for an entire month. I lived on ship's rations in the relative safety of the Island's cave network before rescue came for me.

During that time, I found no signs of the Island's rumored  al properties, though obviously there were the unexplained storms to account for it. I swear that these storms are like none that I have ever seen—swifter, fiercer, and manifesting in a region known for much milder conditions.

It's said that no scholar or mage has ever been able to discern the cause of this weather, but the Island has been thought to be the source of multiple phenomena, such as the  , as well as the storm that preceded the   of  . Both incidents have fostered interest in the Island over the years by researchers and academics, though none could find a cause for the storms.

For all the scholars can tell, Tempest Island simply sits in a swath of sea that's prone to extreme weather&mdash;nothing more nor less.
Lore:Moon-Sugar in the March

… and despite the dry conditions,   thrives in  . The ancient art of moon-sugar farming comes primarily down to irrigation, irrigation, irrigation. Ditches, wells, even changing the courses of rivers have made the difference in some village crops. And of course, collected rainwater is the life's-blood of March farming.

Below, this author shall walk you through the steps required to begin construction of a rainwater cistern, or "johad" as the  s call them. These seemingly simple ….
Online:Silent Mire

The town is under attack by Renrijra pirates, who have captured several of the town's inhabitants. The pirates are led by Captain Sa'dir, who can be found on his ship in the harbor.
 
Related Quests
Silent Mire Objective: Help the Argonian village of Silent Mire.
 
 
 
 

text-bottom|32pxWayshrine
thumb|left|Silent Mire Wayshrine Silent Mire Wayshrine is located just southwest of the village.
 

Silent Mire People