Netruk44/uesp-wiki-content huggingface dataset:
Lore:The Green Singing

The     stood before the rising moons, a shadow fingering a belt of glittering shells.

"Heavy-bearded  , speak through me. Tell us of the time before time. Let the story grow in me. Let my heart echo to the pounding of your feet along the story-lines, the  . I will walk Your steps, and know Your story."

The Spinner's eyes flickered closed. His fingertips slid along the belt, picking out the shape and orientation of the shells. He raised a foot, and with deliberation stamped it on the ground.

"Speak through me, Y'ffre. Tell us of the drum-play of  , who beat out a pulse against the darkness that gnawed Old Ehlnofey. Mara, whose eyes glitter like hot coals, known of   and knowing mer, mother of a thousand-thousand children. She who looks at  's form and does not blush, but breathes deep the scent of Him."

The Spinner took thumping, methodical steps across the hilltop, eyes closed, hands tracing the patterns of shells wrapped around his chest. His voice shamed the night-calls of nearby insects to silence.

The others watching were reverently silent, eyes closed, swaying in time with the Spinner's steps. His feet slowed, pounding deep footprints in the earth. He no longer spoke; he sighed. He whispered.

"'We are who we are,' the taller tribe says, in a voice made of leaf-shivers. 'We taste the earth and feel your steps over us. We were the land of green singing before the bones were set. Before the before-and-after.'"
Lore:The Ruby Necklace

Hefting another bale into the loft, Maakul felt the pain shoot through his shoulder once more. He rotated his shoulder, shrugging to release tension.

"Thanks for your help," the   trader said. He nodded at the   and lumbered away with his cart.

For several months, the same trader came to   bearing loads of hay for the horses. Maakul's brother Huug, before he died, had handled the transactions. He arranged deliveries, unloaded the bales, and made payments. Then the illness struck Huug: a rash that stood out as bright spots against his skin together with a high fever. Within a week, he was gone.

And now, Maakul dealt with the trader. If only his muscles didn't hurt so much. Clearly, he lacked the strength of his late brother. He'd need to try harder, though he preferred studying and reading to any physical labor.

"I need to check the ledgers anyway," Maakul said to himself as he headed into his hut. He'd let the books go during his brother's illness, and the latest delivery should be entered.

As he opened the payment register, a slip of paper fluttered to the floor. He recognized his brother's handwriting and picked it up.

"Beware the ruby necklace."

Maakul frowned. They couldn't afford necklaces, much less rubies. What did his brother mean? Shrugging, Maakul threw the crumpled note into the brazier beside his desk, draped a cloak over his legs, and settled down to bring their accounts up to date. He felt so cold.

That night, Maakul saw his reflection in his wife's concerned face. She'd found him, coughing and shivering at his desk. She half-carried him to bed. A line of red welts, the tell-tale rash, encircled his throat.

"Rubies," he mumbled, clawing at his skin as the   claimed its latest victim.
Lore:The Royal House of King Eamond

As our king's loyal seneschal, it falls upon me to convey to the populace at large the details of his noble lineage&mdash;a burden I take up joyfully, and with a due recognition of the honor.

King   is a scion of the right noble House of  , an aristocratic family that claims to have been in   since the port was founded after the fall of  . As every Evermore schoolchild knows, our fair city was founded in the year   by the  , after the   trade was opened up thanks to the suppression of the  s. This particular fact is impossible to verify without access to the Guimard family documents, which they hold for safekeeping in the castle vaults (and in these unstable times, who can blame them?). However, the name can be publicly documented shortly thereafter in the   by the Empress   upon the entry of   into the  . That document, drawn up in  , includes a citation recognizing a certain "Barron Guy Marde of ye Rivver Banke."

Thereafter the heroes of House Guimard appear again and again in the annals of Evermore: there was a Baron-Captain   in the   of  ; a Baroness   defending   against the  n  s in  ; and Baron   had his lands improved to a duchy for his martial exploits at the second sacking of Orsinium in  .

When the former monarch of Evermore, King   of  , died without an heir when the city was sacked by   the Black   in  , it was Duke   who led the   in the charge that eventually retook the city. Duke Blaise was then elected to the throne by the nobles of  , and House Guimard was elevated to royalty.

King Blaise came to  's aide in  , and was rewarded with Emeric's niece  's hand in marriage for his son, Prince Eamond. Shortly thereafter, in  , King Blaise died and was succeeded by his son, King Eamond. So far our lovely Queen Arzhela has presented her lord with two healthy children, the Princess   and the Prince  . Long may they reign in peace and prosperity over our land!
Online:Tharwab

Tharwab is a Redguard who can be found on the docks in Port Hunding just outside of Captain Kaleen's ship, The Spearhead. Kaleen gives him papers proving that Headman Bhosek insisted on continuing to raid Bretons.
 

Related Quests


Quest-Related Events
Prior to collecting the sailing logs, he'll only say:
:''"Have you seen Captain Kaleen? She's supposed to deliver some papers and I'm getting very impatient."''

After collecting the logs you'll find him with Kaleen at the docks:
:''"The King is pleased with what you've done here, as am I. You will find a generous reward belowdecks."''
Online:Meleril

Meleril is a High Elf found in Port Hunding near Captain Kaleen's Hideout. Abdahel speaks to her about going to Saintsport, but she tells him the people there are scum, and insists on staying in Port Hunding.
 

Dialogue
:Abdahel: "I tire of sitting here, Meleril. We should head to Saintsport."
:Meleril: "Why?"
:Abdahel: "This waiting rots my limbs and wearies my mind."
:Meleril: ''"They're scum over there. They just lure ships onto the rocks and strip the wrecks."
:Abdahel: "All true, Meleril. Yet at least we would earn coin."
:Meleril: "You go if you want. I'm staying here and waiting for a ship."
:Abdahel: "Peace, Meleril. No call for such talk. I remain and will pray for patience."''
Online:Activities

A range of activities are possible in The Elder Scrolls Online.  Some are obvious parts of gameplay, such as completing quests and exploring dungeons.  This page lists some of the optional activities that are available.

Crafting
Crafting is available as part of the seven professions in the game:
Alchemy: Crafting potions.
Blacksmithing: Crafting heavy armor and melee weapons.
Clothing: Crafting medium and light armor.
Enchanting: Crafting magical glyphs to enhance your weapons, armor and jewelry.
Jewelry Crafting: Crafting of jewelry. (Added by the Summerset chapter)
Provisioning: Crafting food and beverages.
Woodworking: Crafting bows, staves, and shields.

Gathering Materials
Fishing: Choose your bait and try to catch some fish.
Nodes: Gather materials for use in crafting.

Crime
Justice: An overview of the Justice system.
Lockpicking: Open locked chests and break into private places across Tamriel.
Pickpocket: Put your greedy hands where they don't belong.

Exploration
Treasure Maps: Find hidden treasures with clues from maps.
Survey Reports: Find materials for crafting with clues from a survey.
Encounters: Scripted wilderness events that take place across Tamriel.
World Events: Large-scale encounters which occur at fixed locations in many zones.
Antiquities: Discover and prospect archeological sites in search of ancient artifacts.
Online:Abdahel

Abdahel is a Redguard found in Port Hunding near Captain Kaleen's Hideout. He speaks to Meleril about going to Saintsport, but she tells him the people there are scum, and insists on staying in Port Hunding.
 

Dialogue
:Abdahel: "I tire of sitting here, Meleril. We should head to Saintsport."
:Meleril: "Why?"
:Abdahel: "This waiting rots my limbs and wearies my mind."
:Meleril: ''"They're scum over there. They just lure ships onto the rocks and strip the wrecks."
:Abdahel: "All true, Meleril. Yet at least we would earn coin."
:Meleril: "You go if you want. I'm staying here and waiting for a ship."
:Abdahel: "Peace, Meleril. No call for such talk. I remain and will pray for patience."''
Online:Achievements

Achievements  
right Achievements are in-game awards given to you for accomplishing various milestones in the game. Every achievement in ESO awards you with a specified number of achievement points that accumulate on the Achievement screen. These points serve no purpose other than to give an indication of how much you have accomplished within the game.

A number of achievements will grant you a special title for their accomplishments, while other achievements will unlock specific dye colors for your account for use in the armor dye system.

As of Patch 2.6.5, there are 1,017 achievements for a total value of 18,690 achievement points in the base game. The DLCs add 257 achievements worth 5,060 points, and the Holiday Events add another 20 achievements worth 265 points, for a grand total of 1,294 achievements and 24,015 points. Keep in mind that some of the DLC achievements can be attained without having access to the DLCs, such as the Style Motif achievements, which can be completed by purchasing motifs from Guild Stores.

Achievement lists can be viewed on the below pages. More detailed information on how to unlock each achievement can be obtained by clicking on the achievement's name, or by reading the provided description. Console achievements and trophies are listed separately.

Base Game Achievements

24px Character
:Main article: Character Achievements

24px Collectibles
:Main article: Collectibles Achievements

24px Justice
:Main article: Justice Achievements

24px Player vs. Player
:Main article: Player vs. Player Achievements

24px Crafting
:Main article: Crafting Achievements

24px Dark Anchors
:Main article: Dark Anchors Achievements

24px Dungeons
:Main article: Dungeons Achievements

24px Veteran Dungeons
:Main article: Veteran Dungeons Achievements

24px Exploration
:Main article: Exploration Achievements

24px Fishing
:Main article: Fishing Achievements

24px Housing
:Main article: Housing Achievements

24px Skyshards
:Main article: Skyshards Achievements

24px Quests
:Main article: Quests Achievements

24px Holiday Events
:Main article: Holiday Events Achievements

24pxPrologues
:Main article: Prologues Achievements

DLC and Chapters Achievements
 

Console Achievements
:Main article: Achievements (consoles)
Lore:Shad Astula Academy Handbook

Welcome to  , the Academy of  ! This is where the most talented mages of the   come to learn, share a common origin, and become leaders in the magical community. Your journey begins here.

For many, the journey to master magic is fraught with frustration and difficulty. The training provided here can lead to a life of service and rewarding work, thanks to the availability of the best teachers and teaching methods. The fact of the matter is, while everyone invited to the Academy is selected for their potential for greatness, not all of you will measure up to the task before you. For those unfortunate enough to fail, Shad Astula serves as a safety net, a place to refine one's meager skills without causing harm to oneself or to others.

But you will not fail. You are not one of the unfortunates. You will rise above. You will take your place as a leader in the Ebonheart Pact!

You have already realized that you are different from others who can wield the gift of magicka. Now, prepare to be introduced to a world of power. For you, Shad Astula serves as a place where you can spread your wings. With the help of our staff of master mages, you will not only learn to fly, you will soar!

As one of the chosen of the Academy, the usual restrictions and rules that govern the learning of magic do not apply to you. Those rules exist to ensure the safety of mages who may pose a danger to themselves or to others. We anticipate that the Academy's select students will excel, and we believe you're capable of learning your limits quickly. A few guidelines do apply, however:

:::—Do not summon creatures from  , except within designated summoning circles.
:::—Magical experimentation on other Academy students is forbidden.
:::—Magical experimentation on non-Academy members is discouraged, but use your best judgment.
:::—Magical experimentation on staff is encouraged. Keep them on their guard, and they'll do the same for you.
:::—Designation of assistants as "minions" is strictly prohibited, and cultist or cabalist behaviors or organizations will be dealt with swiftly and harshly. Save your megalomania for after graduation.
:::—Students who have not passed the Emotional Control and Mental Stability Exam (ECMSE) are forbidden from sharing a room.
:::—Magical dueling is strictly prohibited, except under a staff Battlemage's supervision.

You will soon receive an appointment with the Headmaster, who will have more to say about Shad Astula and your status as a member of the Academy. In the meantime, feel free to explore the campus and introduce yourself to your fellow students. Some will become your peers, others your underlings, and a very select few your betters. Learn them well.

Welcome to Shad Astula. Spread your wings and soar! We expect much of you. Do not disappoint us.
Online:Aluvus' Journal

I finally located the entrance to the Ayleid tomb just to the northeast of Phaer. It appears to be deserted and I look forward to exploring its mysteries. I had planned to mount a full expedition on the morrow, but I met the most enchanting woman last eve at the Salted Wings tavern.

I hope to see her again tonight. Her skin was so pale it seemed almost to glow, and her lips … her lips were the most delicious ruby red. Hopefully I'll be able to work up the courage to speak to her this time.
Online:Del's Claim Report

Captain,

Unless you have any further objections, we're going to claim that mine. The queen has commanded it, and we have the forces needed to deal with any problems. It's far enough from the road out of Vulkhel Guard that we don't anticipate any problems.

Feel free to drop in any time, but we should require no further assistance in this matter.

Yrs,

— Lennoon
Lore:The Rotwood Enigma

We never knew where he came from. He showed up during our assault on the  , a nasty group that'd taken to terrorizing travelers a couple days out of  . We found their hideout, but were caught off guard when more were inside than we expected; there must have been an entrance we didn't see. They had us pinned, trapped in the filthy caves they'd claimed, when out of nowhere he came clanking down the hall, covered head to toe in shining plate and cleaving bandits in half with every swing. The tide turned. One after another, Rotwood scoundrels fell to his blade until none were left.

I thanked him and asked his name, but he didn't respond. Confused, I tried introducing myself, telling him about our company and the work we'd been taking on to clear out bandits and beasts all over northern  . Nothing. Frustrated and a little disturbed, we left the cave and headed back to camp. He followed. I told him he wasn't welcome if he was going to keep up the silent treatment and hide his face from us, but it didn't help. Everyone was on edge, uneasy. We didn't see any signs of aggression, and I don't think anyone wanted to raise a sword to challenge him after the carnage with the Rotwoods earlier.

It just went on like that. He never talked at all. He took his food alone, off away from the camp, and never seemed to sleep; he just propped himself up against a tree or a rock at night, never once taking off a piece of that armor. None of us had seen the like of it before, all smooth, rounded pieces with strange feathery engravings. It was beautiful, silver with dark swirls, covering him entirely. We were uncomfortable at first (and who wouldn't be?), but he never hurt anyone aside from the bandits we rooted out. And by  , did he ever hurt them!

We warmed to his presence, probably because he saved our skins over and over. His was the blow that ended  , a filthy   that had been abducting innocents. She'd cast some horrible   that slowed us all down—all but him. He was the one who saved   from being tossed over a cliff by the boar  , who'd assailed several farmers and their livestock. He even saved my own life more than once. He was tireless, fearless, and, it seemed, dedicated to our goals.

I wonder to this day if he had a name, if he was even a "he." I don't guess we'll ever know. Six months he tromped along with us on our contracts, and for those six months we prospered more than ever; we even added new blood to our roster. When winter came on, we headed back to Evermore for our usual time off (it's slow getting good work in the cold months), and one morning, he was gone. No sign, no tracks, nothing. Just disappeared. No one I've spoken to has ever heard of him or anything like him, and I get a lot of funny looks when I tell the tale. No matter. Wherever he is, I hope he's doing well and carrying on the good work.
Online:Bleakrock Village

After arriving from Coldharbour or Stonefalls, it is where you begin your quests as a member of the Ebonheart Pact. Blacksmith Maesa's husband, Holsgar, will have hauled you into the village after you washed up on the shore. Bleakrock Village was settled because the Pact put out a bounty for settlers to come and build civilization for the soldiers at the garrison to come back to. The soil is poor, and the island is snowed over for six months out of the year. Its inhabitants live primarily off of fish and dairy products.

Bleakrock Guards patrol the village, keeping criminals in check. ''Aera's Household Notes'' are located in a barn west off the road leading towards the wayshrine. Littrek Earth-Turner works outside this barn, near chickens and pigs. His father, Denskar, works across the road east from him, near the cows. The Snow-Bourne House lies south of Denskar's cows. Earth-Turner House is located south of Littrek and his pigs.

The Bleakrock Trading Hall lies south of the Earth-Turner House. The artisans can be found in the hall proper, and the merchants are located on the western end of the hall. A barn is located north of the trading hall, and the Mill lies further down the road west of it. Fields of hay lie west of the trading hall. Owls often perch atop the gates leading into the fields. Halmaera's House lies up the hill west of these fields. Eiman and Rolunda's House is located south of the trading hall. Cows munch on hay to the right of the building, and chickens wander behind and around it. The home's inhabitants are off at Orkey's Hollow, which lies far to the north, past the island's wayshrine.

Captain Rana's Office lies to the east of Eiman and Rolunda's House. A Nordic barrow known as Last Rest lies south of the office. There is a graveyard in front of the barrow. If you head up the path southeast of the barrow, you'll reach the watchtower. The docks lie to the west. There, you'll find fishing spots, and navigators who will take you to lands near and far. Mudcrabs skitter beneath the docks. A pamphlet is posted next to Dastas Arenim.

Tillrani Snow-Bourne is located in the center of town, by the statue. She is attempting to appeal to the villagers for an evacuation. A ship has been spotted off the coast. The village is usually supposed to light the signal tower when they spot a ship, but Captain Rana is stalling because she wants to make sure it's not just a merchant ship.
 

Related Quests
Bleakrock Village Objective: Look for people missing from Bleakrock Village. / You saved the people of Bleakrock Village.
 
 
 
 

Shops and Services
 
 
;Transport Services
Dock: Liezl  

Other Places
 

People
 

Maps
thumb|left|Map of Bleakrock Village
Online:Mistral

Built on the site of an ancient Khajiiti temple, it serves as a trading hub for all the moon-sugar plantations on the island. Mistral is located on the opposite side of the island from Eagle's Strand, where members of the Aldmeri Dominion arrive from Vulkhel Guard. The entrance to Cat's Eye Quay lies to the northeast.

Mistral contains six of the seven crafting stations, as well as a wayshrine. Alchemy and Enchanting shops with stations inside them overlook the docks on the east side of the city, while the other crafting stations are to the northwest. 

There is a road heading into the city from the south and the southwest. If you enter the city from the southwest, you'll pass by an Abandoned House. Many Hurricane Assistance and Salvage pamphlets have been dumped in the water within the inlet below the city. The wayshrine is a little ways east of the house and up the stairs. Guild kiosks lie at Dockside Dealers, north of the wayshrine, and a bridge leading to the city's main entrance lies east of the wayshrine. Another bridge, which leads to the Maormer Embassy, lies west of the wayshrine.

The Maormer Embassy is on the far western side of the city, and their ship, the  ''Serpent's Kiss'', is anchored at the dock on the far eastern side of the city. A skyshard can be found behind the embassy building, overlooking the water.

If you head north from the guild traders, you'll pass by a Thalmor Representative, who is advertising the benefits of membership in the Aldmeri Dominion to a group of onlookers. The Boatman's Tail, the local inn, lies northeast of the representative. Tahara's carnival of foreign horrors and fanciful beasts is located next to the inn.

The Mistral Treasury is located east of the inn, the Moonfire Forge is next to that, and the Old Sawdust Mill is a little further down the road. There is a farm near the sawdust mill, with pigs and chickens. The docks lie east of the mill, down the hill. An Outdated Dominion Broadsheet is sitting on a table southeast of the Old Sawdust Mill, above the docks.

The Canebrake Market lies north of the bridge leading south out of town, and east of the wayshrine. A general goods store, a mystic and a furniture store are located here. bantam guar are standing on the bridge leading south. A beggar is standing on the platform on the southern end of the bridge. Hurricane Assistance and Salvage pamphlets are posted on a nearby pole. Countless sheep graze in the fields south of Mistral.Skyshard|thumb|right
 

Related Quests
Mistral Objective: Secure Mistral for the Aldmeri Dominion.
 
 

Shops and Services
 
 
 
 
 
 
 
 

People
 

text-bottom|32pxWayshrine
thumb|left|Mistral Wayshrine Mistral Wayshrine is located east of the Maormer Embassy, next to Dockside Dealers.
 

Maps