Netruk44/uesp-wiki-content huggingface dataset:
Lore:People K

Lord K'avar (?b - ?d)
 

High Craftlord   (?b -  )
 

Lord   (?b - ?d)
 

(ca. First Era)
 

(?b - ?d)
A renowned  n warrior and master of polearms. Kalam and his daughter, Ra Adia, drove out the bandit tribes of the   that had been harassing the   settlers for two decades. They were honored and both laid to rest in the   after their death. 

Count   (?b - ?d)
 

(?b - ?d)
 

(?b -  )
 

Emperor   (?b -  )
 

Empress   (?b -  )
 

(?b - ?d)
 

(2E? b - 2E 326)
 

(?b - ?d)
Kellen was a Moth Priest who had read  . He told stories about a   that were predicated upon extremely accurate knowledge of obscure history, lending credence to his claims that his stories of the Forgotten Hero were true. However, he forgot nearly all he knew about the hero at some point.  He could have died in a cave with a Khajiiti companion, but little is known of his eventual fate. 

(2E? - ?d)
 

, the Forest King (?b -  )
 

Queen Khamira (  - ?d)
 

(?b -  )
 

(?b - ?d)
Author of the Tamrilean Tractates, in which he transcribes a first hand account of the discovery of the Bretons by a Nordic hunting party.  

Empress   (?b -  )
First cousin once removed of Emperor Pelagius Septim and daughter of Tiber Septim's brother Agnorith, Empress Kintyra was crowned the third Emperor of Tamriel after Pelagius' assassination in  , as Pelagius had no living children. The former Queen of   was blessed with a time of prosperity and good harvests, and was an avid patroness of art, music, and dance. Kintyra was mother to  , successor to her rule of   when she died in  .   The most famous burglar in  's history,  , is said to have stolen a tattoo from the neck of Empress Kintyra as she slept.   , quoting a sage, implies that Kintyra was still Empress in  , though she died fifteen years before.

Empress   (  -  )
 

High King   (?b -  )
 

Harbinger   (?b -  )
 

Jarl   (?b - ?d)
The   Jarl of   in  . Like most of his subjects, Korir held hatred and suspicion for the  , and vowed to have them banned. He supported the   during the  , and had a son named Assur. 

Krahjotdaan
 

King   gro-Bagrakh (?b -  )
King of the  s of the   during the  .  Also known as Kurog gro-Orsinium. He aided King   during   in exchange for the return of  , and afterward joined the  .   Kurog's reign came to an end in 2E 582 when, frustrated by the constant disagreements among his clan chiefs, he engineered a crisis between   and   cults in order to discredit his main rival,  , and eliminate the other chiefs. The king's treachery was discovered and he was slain, resulting in Bazrag being crowned the next King of the Orcs. 

Kvenel the Tongue (?b - ?d)
 

(?b - 2E?)
    weaponsmith and enchanter.  Creator of the  . 

References
Lore:People L

Jarl   (?b - ?d)
Jarl of   in  . During her reign, she refused to accept that the   were a major concern, or to acknowledge the influence they had. The Guild and powerful local crime bosses limited her ability to control  . She had two sons, Harrald and Saerlund, although Saerlund was largely shunned due to his open and ardent dislike of  . Laila was publicly a supporter of the  ; however, privately, she had little faith in Ulfric's leadership. 

King   (?b -  )
 

(?b - ?d)
 

Emperor   (?b -  )
The last of the   dynasty called the   who ruled the   during the  . Leovic married  , daughter of   High Chancellor and Imperial Battlemage  , before succeeding his father   as Emperor.   In  , he commissioned ''The Emperor's Guide to Tamriel'', a comprehensive text describing the histories and cultures of each of Tamriel's provinces.  An erstwhile supporter, Duke   of   led a popular   against the eccentric Leovic after he outraged the populace by legalizing   worship. The Longhouse Emperor's reign was brought to an end in   when Varen stormed the   and killed him in the Imperial Throne Room.   Varen subsequently discarded Leovic's corpse in the Imperial Sewers.  In  , the corpse was discovered and reanimated as a   by a trio of  , shortly before being destroyed by soldiers from the  .

King   (  - ?d)
 

Councilor   (?b - ?d)
The   Councilor of   and ruler of  . His actual influence didn't spread far beyond Raven Rock without the resources of the   mine. He took over from his mother,  , in  , and was known as a fair and compassionate leader more concerned with the welfare of his people than his coffers. He was close friends with the Second Councilor of Raven Rock, Adril Arano, and Adril's wife Cindiri. Much of his history before   is recounted in  . In that year, another attempt on his life by   sympathizers was foiled, and the fortunes of Raven Rock improved with the re-opening of the ebony mine. 

Archcanon   (?b - ?d)
 

the Pious (?b - ?d)
 

High King   (?b -  )
High King of   during the final years of the  . Logrolf was assassinated in   following the collapse of the  , and left behind a daughter,  , as his presumptive heir. Jarl   of   disputed Freydis' legitimacy, causing a schism over the succession that resulted in the partitioning of Skyrim into Eastern and Western kingdoms. 

Lord   (?b -  )
 

(?b -  )
 

(?b - ?d)
 

(?b - ?d)
A   from ancient  , Lyrezi was a member of the nomadic tribe who came across   after she had been infected with  . He was involved in her attempted cremation, and was brutally raped when she awoke on the pyre. The   vampire bloodline was named after him, implying he was infected with vampirism.

(?b - ?d)
A hero of the First Era. Lyrisius was responsible for defeating the  i slavetraders. His tale is recounted in  .

King   (  -  )
 

References
Lore:People P

(?b - ?d)
 

(?b - ?d)
Paxti Bittor was the Exalted Summoner and Lion-Lord Invoker Pursuivant of the Battlespire, and a master of verse incantations.  He was the traitor who opened the portal to allow Mehrunes Dagon to enter the Battlespire.  He was to escape and inform the Emperor, becoming a hero and receiving his own province. Instead he was betrayed and murdered by the Daedra and Sirran Angada, a leechcrafter retainer of Jagar Tharn. His soul was set adrift in the Soul Cairn, where he became a powerful wraith. His spirit was later destroyed by an unknown hero as an act of revenge. 

(?b -  )
 

Emperor   (?b -  )
 

Emperor   (?b -  )
 

Emperor   (  -  )
 

Emperor   (  -  )
 

Vicereeve   (?b -  )
 

Saint   the Martyr (?b -  )
 

(?b -  )
 

(?b - ?d)
 

(?b - ?d)
 

Queen   (  -  )
 

References
Lore:People U

Sage   (?b - ?d)
Sage of Emperor Uriel VI famous for saying, "Uriel V conquered  , but Uriel VI conquered the  ". 

(?b - ?d)
 

Baron   (?b - ?d)
Baron of Winterhold, married the sister of Emperor Uriel VI, Morihatha, and aided Uriel VI in wrestling power from the Elder Council. 

(?b -  )
 

Jarl   (?b - ?d)
 

(?b - ?d)
 

High Priest   (?b - ?d)
High Priest of   in the Ayleid city  . Overthrew the rule of  Laloriaran Dynar between   and   by resorting to visions and murder.

(?b -  )
  He was finally defeated by the Divine Crusader before his plans could come to fruition. 

The   (?b -  )
 

Ungolim (?b-  )
Ungolim was a  i assassin who was the Listener of the   during the Oblivion Crisis. Stationed in   at the time, he met his end during the Dark Brotherhood's crisis in its search for a traitor.

Emperor   (?b -  )
 

Emperor   (?b -  )
 

Emperor   ( ) (3E 97-  )
 

Emperor   ( ) (?b -  )
 

Emperor   (?b -  )
 

Emperor   (  -  )
 

Emperor Uriel Septim VII (  -  )
thumb|right|An engraving of Uriel Septim VII from the Lore:Pocket Guide to the Empire, 3rd Edition|Pocket Guide to the Empire, 3rd Edition
 
(?b - ?d)
 

(?b - ?d)
A member of the famous Direnni clan, wife of Emperor  , and mother of the infamously mad Emperor Pelagius Septim III. When war broke out, and living in   became too dangerous, she fled to an old Direnni family manse on the Isle of Balfiera with Pelagius and his siblings. 

Uwafa (?b -  )
 

References
Lore:People W

Battlemage   (?b - ?d)
 

(?b - ?d)
 

Lord   (?b - 3E 405d)
 

King   (?b -  )
 

Baron   (?b - ?d)
Oblivion:Glademist Cave

Related Quests

Notes
This cave can be fully explored before the quest; the enemies will then be monsters and animals and Ajum-Kajin will not be present. During the quest, you will have to kill all seven Blackwood Company Guards to advance. 

This cave contains 5 Cairn Bolete plants and 14 Wisp Stalk plants.
 
Exterior

The exterior is located at coordinates: Tamriel -4, 26
This location's map marker (M on map) is named Glademist Cave (editor name GlademistCaveMapMarker).  The entrance door is ENE of the marker, 50 feet away.
1 Wilderness Creature (Forested Mountains variety) is near the entrance
The following plants can be found near the entrance: 125 Bergamot plants, 4 Green Stain Cup plants, 16 Motherwort plants, and 18 Steel-Blue Entoloma plants

 
Zone 1:
thumb|right|254px|Glademist Cave
Upon entering from door Out, everything seems quiet at first; after a few twists and turns you will encounter the first Blackwood Company Guards standing near a bonfire. Because of the quest requirement, you will have to dispose of them; remember to loot the corpses for some high level equipment. Go through the wooden door to the south and follow the narrow tunnel for a minor loot chest. Backtrack to the corpses and follow the northern path until you reach a campsite with a bedroll at b and a chest. Take the southern path until you emerge in a large room with a pit in the middle. Two Blackwood Guards can be found across the bridge, so pick the fight and continue on through the wood door. The next large room is guarded by another Blackwood Guard and you will have no choice but to fight. Loot the nearby chest and proceed through the northern tunnel, with caution, as the two final guards can be found just around the corner. Dispose of them, make sure to examine the cupboard and the various containers, then finally enter the secret hideout of your target at Q, Ajum-Kajin. 

Occupants:
Ajum-Kajin (non-respawning) at location Q on map
7 Blackwood Company Guards (non-respawning)
10 Mixed Monster/Animal Enemies (each 80% probability Monster/Animal, 20% Rat)
Treasure:
1 Chest 01
1 Chest 01
4 Chests 02 (2 locked)
2 Chests 03
1 Chest 03
1 Chest 04
1 Cupboard (Vendor-type chest containing armor, potions, scrolls, and weapons)
The following plants will always be found: 5 Cairn Bolete plants and 14 Wisp Stalk plants
Doors and Gates:
There is one door (at Out) in/out of this zone, leading outside
Other:
2 bedrolls at locations b on map
Oblivion:Fat Ramp Camp

The camp is located in the idyllic Skingrad countryside, down the road from the city's High Pasture. The bandits who prey on travelers of the Gold Road can be found in and around the camp. It has three small tents with bedrolls, one of them overgrown with grass, and a cold campfire. Usually only one of the bandits actually lives in the camp, but many others can be found along the road.  A sample of boar meat is the only item of value. Like the rest of the West Weald, the area is densely vegetated. Many flax plants grow around the edges of the camp clearing. An Ayleid Well is located across the road, and during the Main Quest a Gate to Oblivion might open up just west of the camp, making it unsafe to sleep in.
 
Occupants
1 Camp Bandit (50% probability melee Bandit, 25% archer Bandit, 12.5% Bandit Hedge Wizard, 12.5% dog)
50% chance Road Bandit (66% melee Bandit, 33% archer Bandit)
Contents
3 bedrolls
1 sample of Boar Meat (respawning)
Flora
16 Flax plants
1 Primrose plants
2 Blackberry bushes
3 Viper's Bugloss plants
6 Alkanet plants
4 Peony plants
8 Nightshade plants
6 Lady's Smock plants
3 Columbine plants
2 Strawberry bushes
Notes
The location code of the camp mistakenly calls it Fat Rat Camp, which perhaps makes more sense.
Oblivion:Gro-Bak Camp

Only one bandit enemy protects gro-Bak Camp, which is located down the mountainside from the Gold Road. It contains three small tents with bedrolls and, near the southernmost tent, a stool and a sack with clutter. Two additional stools are placed near an impaled roasted rat above the unlit campfire. Near one of these stools sits a basket with a slice of boar meat. To the south-southwest, an unmarked path can be glimpsed leading to the huge exterior area of the Ayleid ruin Silorn, which is visible on a clear day. Straight south lies the border to Elsweyr and its huge mountains. The rocks north of the camp hide a bit of vegetation, including three Viper's Bugloss, an Alkanet flower and two Motherwort plants. The rock west of the camp hides a Nightshade plant. During the course of the Main Quest, an Oblivion Gate may open just northeast of the camp, making it dangerous to sleep in. East of the camp lies Howling Cave and the surrounding cemetery.
 
Occupants
1 Campsite Bandit (50% probability melee Bandit, 25% archer Bandit, 12.5% Bandit Hedge Wizard, 12.5% dog)
Contents
1 Roasted Rat (contains three samples of Rat Meat)
1 piece of Boar Meat
1 sack (clutter)
3 bedrolls
Flora
3 Viper's Bugloss plants
1 Alkanet flower
2 Motherwort plants
1 Nightshade plant
Oblivion:Collarbone Camp

A colorful campsite in County Skingrad, Collarbone Camp is located on the hill separating Howling Cave and the Ayleid ruin of Nornalhorst. It is inhabited by bandits and contains two tents with bedrolls and several sacks; an open and non-respawning grain sack and a regular food sack sits next to the westernmost tent. A bit of valuable loot can be obtained from the sack next to the stool, while the adjacent tent has yet another food sack. An unlit fireplace separates the tents and the camp is surrounded by a variety of colorful plants; three Lady's Smock plants and three Flax plants can be found around the honeysuckle in the camp clearing, while three Columbine plants can be found behind a rock northwest of the camp; additionally, east of the camp are two Lady's Smock plants and one Domica Redwort flower. The camp overlooks the valley which contains Howling Cave to the west while the border to Elsweyr and the surrounding mountains can be glimpsed when looking south on a sunny day.

Occupants
1-2 Campsite Bandits (each 50% probability melee Bandit, 25% archer Bandit, 12.5% Bandit Hedge Wizard, 12.5% dog)
Contents
2 bedrolls 
2 sacks (food)
1 Camp Sack
1 grain sack (non-respawning)
Flora
11 Lady's Smock plants 
7 Flax plants
3 Columbine plants
1 Domica Redwort flower
2 Viper's Bugloss plants

Notes
An alternative console location code,  , suggests the camp was originally located to the southwest of the current location, beyond Silorn and close to the border with Valenwood.
Redguard:NPCs

Many Non-Player Characters, or NPCs, may be found in Redguard. Similar to Battlespire, all of them have voiced dialogue. Most are unique, but there are a few classes of generic NPCs, such as guards and island thugs. It's not possible to attack unarmed people; Cyrus will simply comment, ''"No, s/he's unarmed."''

Conversing with the inhabitants of Stros M'Kai is central to advancing the storyline. Talking to one person may open up new dialogue options with others. Each NPC's article includes their complete dialogue and how to unlock the various topics of discussion. For information about creatures in the game, see this page.

Named NPCs
 

Generic NPCs
Five classes of generic NPCs exist in the game. The pirates walking around town are always friendly, and the thugs found on remote parts of the island are always hostile. Three Forebear thugs frequent the Draggin Tale and can start a brawl with Cyrus. A group of League pirates attack you at the beginning of the game, but the ones at the League hideout are friendly unless provoked.

Guards near civilization will only attack you if your weapon is drawn, you have attacked them, or after the quest Escape the Catacombs. Other guards attack regardless of your actions, such as the ones protecting the Dwarven Ruins.
Forebear Thugs
Guards
Island Thugs
League Pirates
Town Pirates
Redguard:Cheats

This page contains those hints and tips which are closer to being 'illegal' than the rest. See also the Redguard Hints page which may contain those hints which are not considered cheating.

Skip the Scarab Puzzle
It's possible to beat the scarab puzzle without doing it. There is a bug in the game Redguard, where if you jump from the ledge to the side of scarab door, you can climb up onto the top of the walls that line the stairway to the scarab door. Once on top of the wall, you can walk above the level and outside of it. Next you jump over the door and into the passageway behind. It will go into the next level. Careful, or you will fall off into the endless dark. This mistake will actually let you roam outside of the level.

Free Items Cheat
Use this cheat to give yourself just about any item in the game. Hit F12 to bring down the developer's console screen and then type  .

The # corresponds to an item number as follows.

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TesOtherMod:SYSTEM.INI Info

The SYSTEM.INI file can be found in the main Redguard directory and contains lots of options and settings for the game. This page is an attempt to document the various options and their effect in the game. At this time, only a few of the settings have been tested. If you have any additional information or corrections on any options, please modify this page accordingly.

General Notes
There a few items you should note about various game units and such.
; Time Units : Most of the time specific units are in 'game ticks'. I would assume that this is the default timer rate of 18.2 Hz, or about 1/20 (0.05) of a second, but it could be just about anything.
; Distance Units : Most distance values are using the games own coordinate system. It appears as though one game unit is approximately equal to 1 cm (this is a guess made by myself, it could be anywhere from 1 to 10 mm). It almost appears as though there are several unit systems in use by examining the values in the INI file.
; Graphical Units : All graphical units are in pixels, based on a screen resolution of 640x480. The upper-left corner of the screen is at (0, 0).
; Angles : All angles again use a custom unit system, not the usual degrees or radians. Looking at the possible values in the INI file, I would guess that angles range from 0 to 2000 representing a full 360 degrees.

The file is divided into sections described by the paragraphs below.

[screen] - General display options.
The screen section is a small part and contains a few options for adjusting general display properties.


[system] - Important and critical game settings.
The system section contains a lot of important and critical game options and settings.


[debug] - Options relating to debugging the game.
The debug section contains anything related to debugging the game. Probably not that much use to us since we aren't the developers.


[game] - Game play specific options.
The game section contains settings related to specifically to game play.


[cyrus] - Settings related to Cyrus himself.
The Cyrus section contains settings related to specifically to Cyrus and his actions.


[3dmanager] - Stuff to do with the 3dmanager.
The game section contains settings related to specifically to the 3D manager, whatever that may be. Probably most values here shouldn't be changed.


[xngine] - Items related solely to the xngine, or software, version.
The game section contains settings related to only to the software, or XnGine, version of the game. They should have no effect in the 3DFX version.


[camera] - Settings for the camera, or viewpoint.
The camera section contains many settings controlling the camera's properties and movements.


[dialog] - Options related to NPC dialog.
The dialog section contains settings related to talking with NPCs.


[3dfx] - Stuff for only the 3DFX version of the game.
The 3dfx section contains settings related only to the 3DFX version of the game. They should have no effect in the software version.
Redguard:Screenshots

This page displays the screenshots released by Bethesda. 


 

Older Screenshots
Oblivion:Yellow Tick Cave

Exterior

The exterior is located at coordinates: Tamriel -6, 20
This location's map marker (M on map) is named Yellow Tick Cave (editor name YellowTickCaveMapMarker).  The entrance door is SSW of the marker, 60 feet away.
0-2 Conjurer Enemies (each 33% probability Conjurer, 67% Daedra) are near the entrance
2 Wilderness Creatures (Forest variety) are near the entrance
The following plants can be found near the entrance: 6 Fly Amanita plants, 8 Green Stain Cup plants, 17 Monkshood plants, 2 Morning Glory plants, and 12 Summer Bolete plants

 
Zone 1:
thumb|right|204px|Yellow Tick Cave
The first zone of Yellow Tick Cave is pretty much linear, with a few small passages branching off from the main one. There are two doors (C and D) that lead to the next zone. There is no major distinction between them, except for that door C leads nearly directly into the center of the enemies in that area, while door D takes a more inconspicious approach.

Occupants:
8 Conjurer Enemies (each 50% probability Conjurer, 50% Daedra)
Treasure:
1 Chest 01 (locked)
1 Chest 02
1 Chest 04
The following alchemy equipment will always be found: 3 Novice Alembics, 1 Novice Calcinator, 2 Novice Mortar & Pestles, and 6 Novice Retorts
The following ingredients will always be found: 2 Lettuces
The following plants will always be found: 5 Wisp Stalk plants
Some of the above items are clustered at the following locations:
At E: 2 Novice Alembics, 1 Novice Mortar & Pestle, and 4 Novice Retorts
At F: 1 Novice Alembic, 1 Novice Calcinator, 1 Novice Mortar & Pestle, and 2 Novice Retorts
Doors and Gates:
There are three doors in/out of this zone
1 door (at Out) leads outside
2 doors (at C and D) lead to the zone Yellow Tick Hollows
Other:
1 bedroll at location b on map

 
Zone 2:
thumb|right|278px|Yellow Tick Hollows
Depending on which door you came in, you will either face one enemy or several at the same time. The two doors lead back to the first zone, but door D is nearer to the exit in the first zone. 

Occupants:
7 Conjurer Enemies (each 50% probability Conjurer, 50% Daedra)
Treasure:
1 Chest 01
1 Chest 02 (locked)
1 Chest 03
Doors and Gates:
There are two doors (at C and D) in/out of this zone, both leading to the zone Yellow Tick Cave