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

Alits are tailless, two-legged omnivores that can be found in Morrowind, Black Marsh, and Elsweyr. They can also be found in Valenwood, though they are not native to the region. Animal enthusiasts from Valenwood used to import the creatures. A good deal of them escaped captivity, and now alits roam the southwestern forests.  They are related to guar, kagouti, and wormmouth.  

Built like the kagouti, the Alit has a large head and protruding jaw, and when running on its short, stumpy legs, it looks like a big toothy mouth with feet. They are solitary creatures, and prefer easy prey such as sheep.  Like guar, they supplement their nutrition by rooting.  They attack by biting and can jump deceptively high.  Alits are known to carry ataxia.  Alits have tough skin and chewy meat. 
 
 
See Also
For game-specific information, see the Morrowind, ESO and Legends articles.

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References
Lore:Atronach

Atronach may refer to three things:
Elemental Daedra, highly intelligent daedra
Golem, humanoid constructs given life through magical means
The Atronach, a constellation
Lore:Auroran

s are an idealized humanoid race of Daedra in the service of Meridia. Their armor usually appears golden in tone, but since they come from the  , Aurorans can be of any hue.   These beings have magical control over color and hue,  and are capable of manipulating certain spectra of light into working on their behalf.  Warm colors are the easiest for them to manipulate.  They are formidable foes that wield shock-based magic, and are resistant to both magic and lightning.   They wield powerful axes infused with lightning,  and may combine in phalanx formations to channel light and deter trespassers.  The   of   view them as exhibiting pretensions beyond their worth, and are believed to lack a comprehensible hierarchy. 

When an Auroran knight manifests on Tamriel, they can summon Daedric warhorses from the Colored Rooms. These horses are composed of pure light, and like the Aurorans, they exist in various hues.   These mounts occasionally persist in the mortal plane if their knight is banished.  Aurorans choose their allegiances very carefully,  and usually only elect to fight beneath other servants of Meridia. In the presence of Dark Orbs, Aurorans are blessed by Meridia with uncanny vigor,  being healed,  resurrected, and even prevented from being banished to the Void as long as they remain in close proximity of the orbs.  Orbs that emit light in certain hues can control Aurorans of the respective color.  Mortals who revere Meridia often honor her by adopting an armor style inspired by that of the Aurorans, crafted with the use of Auroran dust.  
History
When the   was stormed during the  , the  s made a pact with Meridia. The golden-hued "half-Elf"   was Meridia's champion, resembling a much larger Auroran.  Following his defeat at the Temple of the Ancestors,  Meridia entrusted one half the   to the Ayleids of  , blessing   with a pact of immortality and granting a legion of Aurorans to help him guard it in the depths of the city.  When the ruins were infiltrated by the members of the treasure hunter  's expedition in  , they were made to fight many kinds of Aurorans after obtaining the Wrathstone. King Narilmor's mortal form was killed, and as part of his pact with Meridia he was he was resurrected as a Symphony of Blades, an immensely powerful Auroran suit of light.   Umaril later returned in  , having his Aurorans ambush various chapels to the  . They guarded his sanctum in Garlas Malatar and were aided by a Dark Orb, which was later shattered, becoming frozen in time. Without the Dark Orb's presence, the Aurorans were unable to hold their form upon the mortal plane, and they perished immediately. 

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Notes
Aurorans are noted as being able to use the light from yellow and white crystals to their advantage, but are unable to do the same with blue crystals or open flames. 
Aurorans share some similarities to  s, also called Golden Saints. According to  , they regard each other with "entirely deserved" contempt.  Darien Gautier also noted having the company of Golden Saints during his time in the Colored Rooms. 

See Also
For game-specific information, see the Knights of the Nine, ESO, and   articles.

References
Lore:Bonewalker

s (or bone-walkers  ) are a form of   revenant that guard the ancestral tombs throughout Morrowind. They are created by the Dunmer through sacred ritual, considered by most foreigners to be a form of necromancy.  However, the practice of necromancy is outlawed in Morrowind.  The Dunmer do not consider the creation of Bonewalkers and other such revenants to be necromancy, instead associating it with traditional ancestor worship. 

Bonewalkers are zombie-like skeletal creatures resembling a humanoid golem constructed using flesh and bone, similar to a flesh atronach. They appear as misshapen humanoids, covered in gaping wounds and protruding spikes of bone.   They are brought to life through the binding of a spirit against its will, which usually results in the spirit going mad. This unpleasant fate is reserved for those who have not served the family faithfully in life, so that they may guard the family shrine in undeath. Dutiful and honorable ancestral spirits often aid in the capture and binding of these wayward spirits. These mad spirits make for terrifying guardians, and are exceedingly dangerous to outsiders. Though they are ritually prevented from harming mortals of their clans, that does not necessary discourage them from mischievous or peevish behavior. 

There are several varieties of Bonewalker that can be encountered, such as Greater Bonewalkers and Lesser Bonewalkers.  Some Bonewalkers have three precious stones set in their lower jaw, in accordance with ancient magical practice. 

Though not as powerful as other undead, Bonewalkers are feared for the terrible curses they can bestow upon their foes. Bonewalkers are resistant to frost, poison, and shock attacks. They are known to carry the disease Brown Rot. They can also be summoned by magic users. 

According to the teachings of the Tribunal Temple, Vivec encountered a Bonewalker in the ancestor alcove of   when he came to recover the  . The revenant emerged from a wall and declared that the Sword would not be handed over due to bargains that House Mora had made with Mephala, but Vivec banished it and subsequently recovered the Sword.  The Chimer   Nerevar was supposedly transformed into a Bonewalker after his death at the Battle of Red Mountain. This terrible aspect of the Hortator was depicted in certain Daedric masks.  

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See Also

Bonelords

References
Lore:Centaur

s are a nomadic, intelligent beast race that possesses the head and torso of a tall powerfully-built man and the lower body of a horse.   They are legendary creatures who are worshipped by some and despised by others.  Considered to be ancient and mysterious, centaurs are capable of sophisticated speech, have their own language,  and refer to others as "mortals",  suggesting that they possess a greater lifespan. In Valenwood, centaurs were one of the many civilizations inhabiting the province's vast jungles, predating the elven inhabitants arrival.  Following the fall of the Second Empire, they came to inhabit the abandoned human trading posts,  and families of centaurs attended revelries in Falinesti alongside Bosmer, Wood Orcs, and Imga.  The   beneath Elden Root was the final resting place for generations of centaurs and minotaurs.  In High Rock, centaurs made their homes in the woods and hills of Bangkorai, having been more commonly found in the First Era.  Their populations dwindled by the Second Era, but proliferated to higher numbers later on.  By the late Third Era, they were still encountered in the Illiac Bay regions of High Rock and Hammerfell.  

Legends of their exploits range from being described as epic to pornographic, perhaps for no better reason than that they have varied personalities. Capable of using weapons such as spears and bows, there are few who are equal to them in battle.  Speakers of Centaurian, which was taught by the Resolution of Z'en, can prevent them from attacking.  According to the Conclave of the Eleven Forces, they are "true followers of the Old Ways", referring to the complex system of ancestor worship that the Psijic Order itself espouses. 

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Notes
Spider Daedra are sometimes described as being centaur-like, having a humanoid head and torso atop a spider's body. 
See Also
For game-specific information, see the Daggerfall and   articles.
Minotaurs, another "semi-human" race

References
Lore:Clannfear

Clannfear are ferocious reptilian Daedra that resembles a lizard with a large, bony crest on their head, as well as a sharp beak and talons. They have tough scales on their body, and their mouths are lined with razor-sharp teeth for tearing flesh.  They are generally thought to be of animal intelligence, though it is possible that they are intelligent enough to speak.  Clannfear are of low status, and are sometimes branded to reveal their loyalty. Clannfear cannot use tools, so they attack their foes through biting, clawing and lashing with their tail spikes. They can be formidable, but they are by no means clever.  They are known to serve many Daedric Princes and can be found throughout the various planes of Oblivion.   Despite this, some attribute them to  .  They can occasionally be found lingering near   on  .  

Clannfear walk on two legs and use their clawed arms and sharp beaks as weapons.  They are capable of ripping mortals to shreds.  Clannfear claws are made for hooking their prey and pinning them while they are consumed alive.  The clannfear can make use of its crest to headbutt or charge at its prey.  Clannfear pounce on their prey to knock it down. They can also slam their spiked tail into their prey to disorient it.   Clannfear are inclined to flock together to hunt and may answer to a powerful matriarch, but are still dangerous as individuals.  Clannfear vocalize by baying and screeching.  

Clannfear can be trained by more intelligent Daedra such as  .  Trained clannfear can assist Dremora in hunting mortals for sport,  and have a keen sense of smell that assists them in such tasks.  Young clannfear purportedly need food to grow, which they often receive in the form of mortal flesh.  Their claws and hearts can be used in alchemy.   
 

Notes
Early Clannfear concept art called them "Rock Chisels". They were created by artist Mark Jones. 

See Also

 

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References
Lore:Cliff Racer

Cliff Racers are large flying creatures found throughout Morrowind, and are related to Cliff Striders and Cliff Darters. They are very aggressive and will attack anyone in sight. Cliff Racers have good vision range, and will often detect and follow travelers without being noticed. This can result in swarms of them descending upon the unwary adventurer. They migrated to the island of Vvardenfell from parts unknown where, thanks to their numbers, they overwhelmed the dragon population that lived there and drove them out.  Due to their pest-like nature, Cliff Racers were eventually driven from Vvardenfell by Saint Jiub the Eradicator,  although they have been known to exist in mainland Morrowind well into the Fourth Era.  

Racer Plumes are used locally and throughout the Empire as decorations for garments and household goods.  These plumes are also used to make levitation potions. 
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Notes
In the mid-Second Era, one Thetys Ramarys of Balmora, selectively bred the Cliff Strider for their wing strength, in the hopes that they would eventually be able to take flight and dominate Vvardenfell's skies.  It is implied that this breeding program may have given rise to the Cliff Racers that plagued Vvardenfell in the Third Era. While a species of Cliff Racers already existed at that time, they were smaller and much less aggressive than those found in the Third Era. 

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

References
Lore:Daedra Lord

A   is a greater   being who maintains great power and hierarchy over   matched only by the  ,  and exceeded only by the  .  The powers of the Daedra Lords are varied in scope, with some embodying their own individual spheres, and others being servants of the Daedric Princes who help maintain sub-spheres.  Some of the more powerful Lords also rule over their own realms and demi-planes. 

Daedra Lords are one of the most powerful Daedra to be commonly seen in Tamriel, and are to be feared by all but the most experienced adventurers. They are known to be powerful fighters and spell casters, and can only be harmed by mithril or better weapons.  
 

Known Daedra Lords
The  , Nocturnal's "Nether-Niece" that has taken the form of a Hagraven, who rules over the Crow's Wood pocket realm.  
, a  , is the Daedra Lord of mortal fears who rules over the demi-plane  . 
 is a minor Daedric Lord of Bad Man's Hallows, a pocket realm centered around a tree that channels dark energy.  He is a Dremora Lord masquerading as the Breton God Sheor, who is the real Bad Man.  
 is the leader of the   and served under   for a time. 
 is the leader of the   and served under Mehrunes Dagon for a time,  who considers her his adoptive daughter. 
Sumeer Jabran was a Daedra Lord who served under both Mehrunes Dagon and   for a time.  
 is the leader of the   who served under both Mehrunes Dagon and Molag Bal for a time.   Mehrunes Dagon considers him his adoptive son. 
The Daedric Lord of Fishing is a scarcely known Daedra Lord, save that they are a servant of Hircine, and have a distinctive aroma. 
 is a powerful Daedra Lord who was defeated by the Dremora Xynaa and the Ambition Sombren. After his defeat, his essence was bound and he was imprisoned in a dungeon in the Deadlands known as the Spidernest. The Vestige and Sombren used the skull of Menthyx to recharge his power which undid the curse Xynaa placed upon him, allowing him to reform. 

Notes
The term "Daedric Lord" is a phrase with connotations of "nobility", denoting the Daedroth in question as a power of importance. However, the usage of this term may lead some to conflate the Princes with Daedra Lords,    which are a separate kind of Daedra.  All Daedric Princes are Daedric Lords, but not all Daedra Lords are Daedric Princes.
Demiprinces are also called Daedra Lords,  but like Daedric Princes, All Demiprinces are Daedric Lords, not all Daedra Lords are Demiprinces.

See Also
For game-specific information, see the Daggerfall and Battlespire articles.
Demiprince

References
Lore:Durzog

Durzogs, sometimes called sludgepuppies,  are carnivorous animals not dissimilar to giant reptilian dogs. They have scaly skin, six eyes, spines and large teeth designed for tearing. Some wild durzogs can spread Rotbone.  They are often domesticated by the various goblin tribes for hunting, although their own intelligence can rival that of their handlers.   They have a heightened sense of smell, which causes them to seek harpy viscera.  

When durzogs migrate, the seeds of durzog lichen get stuck between their toes and germinate in areas that they once inhabited.  Goblins will occasionally use durzog hide in leather armor,  and frozen durzog liver is used in Orcish cuisine.  They are intelligent creatures and formidable foes, though they are not very durable in battle.  Durzogs have a reputation for being ornery and vicious.  With this in mind, goblins have been known to train war durzogs.  

Snowsnarl Durzogs are pale striped-skinned, feathered durzog species  that are know to dwell in cold climates, such as in Wrothgar.  The Icereach Coven was known for using magic in the wombs of their mothers, shaping them to be suitable as large mounts known as the Frostborn Durzog Mangler.  The Emberthroat Durzogs are quite smart (perhaps even more so than goblins), as the Netch Gouger Goblins of Vvardenfell bred them for their intelligence.  Durzog ivory has a few practical uses , and durzog hide has seen use in fashion products.  Durzog meat is valued for its alchemical properties. Durzogs can make loyal pets if a handler establishes firm boundaries with them.  
 

See Also
For game-specific information, see the Tribunal, ESO and Legends articles.

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Lore:Elytra

The Elytra are large mantis-like creatures indigenous to much of the Shivering Isles. Like many of the native creatures of the realm, they are marked by a color difference between the Mania and the Dementia Variety, but are otherwise identical.  They are found in high concentrations in root tunnel systems and near caves, but inhabit almost the entire Isles. They were also found within Solitude's sewers, where a root tunnel system manifested as a result of a madman's experiments with the Sword of Jyggalag. Some Elytra were smuggled out into the rest of Skyrim in hopes that they could be sold for a significant profit.  Some Elytra secrete a glowing green substance known as Felldew, prized as a powerful, addictive drug. 

An Elytra's enlarged thorax can grow as large as a human male, and functions as a womb. It is also where Elytra's ichor forms. The ichor's purpose is to paralyze a foe, and if the Elytra deemed the paralyzed to be a worthy host, they will nest its eggs within the host.  They use deadly poisons to kill their prey,  which if gone unchecked, venom can slay the average man over a period of hours.  After growing and feeding on the hosts body for a few days, the hatchlings will emerge.  Especially deadly is the Elytra Matron's venom, which can last much longer than the poisons found on the lesser varieties of the creature. 

Despite their appearance which often unsettles people, Elytra have the potential to be gentle, and may be welcome people into their brood and allow them to make the root systems they inhabit their home.  Elytra have the potential to be tamable as pets, and may allow people to freely harvest their ichor. 

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

References
Lore:Gargoyle

s are a race of living statues that have been animated by a wizard or vampire. They are a type of golem, and are often found guarding dungeons, castles, and ancient ruins. They can form a stony skin when stationary.  Some will remain frozen for long periods of time to make their prey think they are just a statue, before finally bursting out of their stone skin and ambushing their victim. Since they are made of stone, they are resistant to damage to some extent. They have been known to utilize basic magic to absorb the health of those stuck by their claws.  Gargoyles sometimes wield melee weapons in combat.  

Gargoyles have been utilized by many different civilizations on Tamriel, including Bretons, Direnni, Yokudans, Imperials, Ayleids, and Khajiit.  They most commonly resemble misshapen humanoid beasts, with gray-green skin, gnarled tusked faces, horns, pointed ears, and batlike wings.  Khajiiti gargoyles instead possess feline features.  Gargoyles are most commonly found in the company of vampires, and some vampire lords possess the ability to use blood magic to summon gargoyles to fight for them.   Gargoyles created by vampires sometimes appear more batlike than their usual counterparts. 

Gargoyles have been known to pay amorous attention to non-living statues that have been carved to resemble a fellow gargoyle.  Indeed, they can often be found near non-living statues which are similar in appearance to themselves, providing a greater aid to their camouflage.  Some gargoyles possess an outer skin of frozen ice rather than stone.  Sangiin is known to be associated with spectral gargoyles created by blood magic. 

The tongue of a gargoyle is required to create a stoneflesh antidote, a potion that can cure a person who was turned to stone. The ancient Yokudans were believed to have been inspired by gargoyles and experimented on their own flesh with such curses. 

Gargoyles have been likened to the giant goblins first encountered by the Yokudans when they conquered Hammerfell,  although they are actually completely unrelated. 
 

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

References
Lore:Horker

:''"Another of the All-Maker's wondrous creations. These creatures provide a great deal for our people. They are strong swimmers and fierce fighters, on land and in the sea." — A Skaal
Horkers are aquatic mammal with three tusks, two long flippers and a strong tail. They are native to Solstheim, Skyrim, and northeastern High Rock. Although usually passive, they will attack when provoked or during mating season. Lake Fjalding is the mating grounds for the horkers of Solstheim.  The chub loon partly displaced horkers that resided on the northern coast of Wrothgar due to them disrupting the food source of the horkers.  Horkers also possess a semi-resistance to ice magicka.  Horker is also a catch-all term used by Nords to describe sea mammals.   

The second sign of the Bloodmoon Prophecy involves dead horkers all along the coasts of Solstheim.

Horkers are actively hunted by the Skaal for their horns and meat, the Nords and Dark Elves also make use of the meat in meals such as horker pie, horker loaf, horker and ash yam stew and sweet horker stew.  The tusks are known to have some alchemical properties, but are mostly used for carving, netting hunters a nice bit of gold.  However, some Nords have been known to use the tusks as drinking horns. 

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See Also
For game-specific information, see the Bloodmoon, Skyrim, ESO, and   articles.
Books



References
Lore:Hunger

Hungers are ferocious Daedra known for their long tongues, demonic appearance, and their taste for mortal flesh.  The Hunger uses its long tongue to siphon the life out of its prey.  It also makes use of its razor-sharp claws and can spew poisonous bile.   They possess a paralyzing touch and have the uncanny ability to quickly destroy their opponents' armor and weapons.   Hungers can also teleport.  They are typically servants of Daedra Lord Boethiah    who is also known as Hunger.  They are also known to roam the   as servitors and guards.   They are described by some as perfect representation of Sheogorath's darker side.  

Hungers have been observed to be more ferocious when in the presence of a warm body which is described as a territorial hunting imperative. 

Their tongues can be used by alchemists as an ingredient in potions to cure diseases and aid those who are afflicted by poison.   Their tongues are also used by the Dunmer as hair combs.  The claws of hungers have been known to be used to make filleting knives. 
 

See Also
For game-specific information, see the Morrowind, Shivering Isles, ESO, and Legends articles.
 

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References
Lore:Kagouti

right|thumb|A Kagouti (ESO)
Related to the alit, guar, and wormmouth,  the kagouti is a large, armored bipedal reptile. Their defining features are their large tusks and the crests on their heads. Kagouti have a large number of teeth, sometimes growing a second or even third pair of fangs depending on age. 

They are territorial and are believed to hunt in packs, however, they do not seem to travel in large packs until mating season. The Kagouti is capable of tossing a grown mortal into the air with ease.  Kagouti will eat anything they can fit in their large mouths.  Females are the dominant sex, with males sometimes being attacked by the females when males try to impress the females with offerings of food. However, the males do not fight with each other for reproductive rights, only posturing occurs. Males do become more aggressive and territorial during mating season towards other species, however. 

There are variants of kagouti, such as bulls, which are stronger and have patterns of red and yellow on their hide. 

Kagouti horns and tusks can be used to make a variety of goods.  Kagouti Hide is used to make clothing, armor and household goods.  It can also be used in alchemy.   Powdered kagouti horn is rumored to heighten potency.  The ribs of the kagouti are used as an exotic ingredient for meals. 

Kagouti can be infected with Yellow Tick 

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References