Netruk44/uesp-wiki-content huggingface dataset:
Lore:Glenumbra's People

To the outside observer, the assorted peoples of the region of   known as   often seem more similar than different. While it's true that most people in the region take their cues for culture, architecture, food, and dress from a common Breton template, it would be foolhardy to dismiss the cultural differences between the larger populations and the multitude of diverse subcultures present throughout the region.

 : Dominated by the cultural influence of  , Daenia is the home and heartland of  's quest obsession. For those unfamiliar with the term, it refers to the practice by which young members of the poor and serf classes can partake in heroic tasks to elevate themselves to the ranks of the nobility. The cultural narratives of Daenia are filled with tales of the lowly taking on a great quest to win the respect and accolades of those above them. It is my suspicion that the famed independent spirit of the Daenian people is an extension of this narrative of upward mobility. Of note, this area is also home to the   subculture, and several witches' covens dedicated to the worship of nature inhabit the vast forests of Daenia.

 :   and its surrounding villages are a hodgepodge of different Breton cultures. The nobility of Camlorn fancy themselves an aristocracy of poets and artists. Often taking a pacifistic tact in the dealings between Daggerfall and  , Camlorn has benefited much as a go-between for trade and an open market for goods from both   and the  . The Cambray Hills are well-known as being haunted, and any given member of the populace usually has a unique ghost story or two to share. The largest subculture of note are the swamp-dwelling Bretons of the eastern bogs that stretch from the   to  .

 : This region is so named for the mountainous ridge that form a natural barrier between Glenumbra,  , and  .   is a crossroads for trade moving between these major regions of High Rock, and the place has become a melting pot of dress, food, and culture of the Breton city-states. Not so much a subculture, but a subgroup of note for King's Guard is the   bandit clan. While the Red Rooks are present throughout Glenumbra, they originated in the mountains and foothills of King's Guard as a loose collection of hunters and highwaymen that preyed upon caravans moving across the pass.
Lore:Glenumbra's Towns and Cities

There are a number of cities and towns across the region of   known as   that a traveler should be familiar with.

 : Crown jewel of Glenumbra and one of the oldest cities in High Rock, Daggerfall was the capital of the largest kingdom in High Rock prior to the ascendence of  . Any traveler would do well to buy provisions in Daggerfall, as the services in the bustling city are second to none.

 : A small town between the forests of   and the coastal swamplands of the  , Aldcroft has come to prominence in recent years as a key port that services Camlorn from trade routes along the  . Aldcroft is well known for its spicy stews, a treat that I recommend those travelers with weak constitutions to avoid.

 : A city that has grown in recent times to rival Daggerfall in size and cultural influence, Camlorn is in the west center of Glenumbra. The citizens of Camlorn see themselves as more urbane and metropolitan then their neighbors to the south. Travelers are advised to try Camlorn's excellent pastries and baked goods, as they are worth the trip. Ignore the haughtiness of the locals, as this is just their way and they usually don't mean any offense.

 : This town suffered some great catastrophe in the past that has left it devoid of living citizens and haunted by the dead. The wise traveler would do well to avoid it.

 : Whereas Aldcroft serves as Camlorn's primary connection to Iliac Bay, Eagle's Brook is its corresponding port on the  . Many of the artisans and craftsmen that serve the high houses of Camlorn actually live in nearby Eagle's Brook. Travelers are advised to sample the excellent seafood brought in daily by Eagle's Brook's fishing boats.

 : Straddling the mountainous border pass marking the end of Glenumbra and the beginning of  , Crosswych makes much of its gold from the travelers passing back and forth between the two most populous regions of High Rock. Travelers heading to Wayrest from Daggerfall must pass through Crosswych, which is as good a place as any to rest and resupply.
Lore:Dwemer Dreams

I discovered this section of ruins after careful study of the surrounding countryside. To my trained and experienced eyes, it was obvious that this complex would be right where I found it. I dubbed the place " ," due to its proximity and relative elevation compared to the nearby   ruins. As with all   installations, the true purpose of the place eludes me. But that doesn't mean I can't dream and make a few wild guesses.

And, as always, my wild guesses will be closer to the truth than any theories proposed by the so-called scholars who sit in their towers in   and the  halls.

As I studied the maps I had drawn of the complex, an idea began to form at the back of my mind. I decided to sleep on it, and I found a safe location that the   and   seemed to actively avoid. I fell asleep to the gentle whirring of gears and the hiss of steam, and in my sleep, I dreamed.

I dreamed I was standing in the smaller, southern chamber, surrounded by living, breathing Dwemer. They were so engaged in their work that they didn't notice me as I passed among them. I watched as they fed strange components of metal and other, less easily identifiable substances into the maws of their churning machinery. They didn't speak or pause to rest, and they seemed to me to be almost as mechanical as the gadgets they produced.

In my dream, I left the Dwemer workers to their incomprehensible tasks and exited by the eastern corridor. I followed the passage as it curved to the north, ignoring the spheres that rolled past me. In the larger chamber, I came upon a bizarre scene. Dozens of Dwemer were crowded around the central platform, intent upon whatever was taking place upon that raised stage. I could see one of the   upon the platform, as it stood much taller than the Dwemer crowded around it. But I couldn't make out what was happening that had the Dwemer so fascinated. I started to push my way through the crowd in order to get a better view, when something grabbed my arm.

I thought it must have been one of the Dwemer, who had until this moment completely ignored my presence, but the hand that grabbed me was cold and metallic. When it squeezed, I cried out in pain and opened my eyes. The dream rolled away like a parting mist, and I found myself in the grip of a Dwemer Spider!

Well, since you're reading this account, you must have realized by now that I escaped that deadly danger, just as I always do. With style and wit and panache. You would have been amazed!

But let me tell you what I found when I opened the chest I stumbled across in the darkest shadows of the far corner of the chamber. The chest appeared a more recent addition to the ruins, not Dwemer in style or function at all. Made me think that maybe I hadn't been the first explorer to discover this site after all. Trust me when I tell you, however, that the contents of the out-of-place chest were almost as remarkable as yours truly,  &mdash;Treasure Hunter!
Lore:Lizards

One must be wary of the desert  s. Two are poisonous, one eats only live flesh, but the rest are safe.

This one has found it nearly impossible to tell one from the other by their looks. Only by learning their individual attributes can one be sure of the lizard one has in hand.

They can be tamed with patience. Approach carefully, and offer small bugs (watch for the flesh-eater). As they become used to your scent, they will learn to obey.
Lore:Daedra Worship: The Ayleids

The reasons why the   are reviled and their worship forbidden among all the civilized races of   are well understood, and as this series of papers will show, are grounded in historical events. The opinions of the so-called academic who styles herself " " notwithstanding, the evidence supporting my assertions is incontrovertible and generally accepted by all accredited scholars of antiquity.

The  i, who'd been first to begin organized worship of the  , were also the first to venerate the Daedra Lords. This probably began on a small scale among the  , those Elves who left the   to create splinter cultures in central and southwest Tamriel&mdash;in some cases specifically to evade the strictures of Aldmeri regulation, which forbade (among many other things) the worship of Daedra.

As Ayleid culture flourished, drawing ever further from  , in the last millennium of the   Daedric worship took hold and spread among the Heartland High Elves. The Aedra were still widely revered, with probably a majority of the Ayleids continuing to pay them homage, but cults devoted to the various   sprang up across  , tolerated and then celebrated. Unlike the  , the Ayleids made no distinction between "good and bad" Daedra&mdash;indeed, even some of the more heinous Princes received mass veneration, especially when their worship was adopted and endorsed by Ayleid kings and aristocrats.

Widespread Daedra worship among the Heartland Elves was particularly ill news for the tribes of   humans who were then arriving in Tamriel. The Ayleids enslaved the immigrant tribes of Men, at first occasionally but then systematically, and the Nedic people found themselves subject to masters who, in many cases, worshiped the Princes&mdash;including those who encouraged slavery, domination, and cruelty. Under the Ayleids, the human thralls found themselves the subjects of such Daedra-inspired "arts" as flesh-sculpture and gut-gardening. In fact, the revulsion for Daedra-worship that pervades most human cultures in Tamriel probably originated in this period.

The   of the early   was largely fueled by desperate rage against the Ayleids' Daedra-inspired cruelty. The Ayleid kings who aligned themselves with the rebellion were largely Aedra-worshipers, which in part explains why, once the Ayleids were overthrown, Queen   incorporated the leading Elven Aedra into the  's worship of the  . Her new Empire of Cyrodiil outlawed the worship of the Daedric Princes, and Daedra-worshiping Ayleids were exterminated wherever they were found.

Thus, by the middle of the First Era, large-scale Daedra-worship was extinct in central Tamriel, surviving only among the Chimer in the northeast of the continent, and among the  s (ever a pariah people) who worshiped   (or Mauloch) as their god-ancestor. Elsewhere, among Men,  , and  , Daedra-worship survived only at the level of cults which were more-or-less forbidden. Lady Cinnabar's assertions to the contrary are so much horsewash.
Lore:Relics of Saint Veloth

Next to the living gods of the  , Saint   is among the most revered figures in   history. Several houses of worship exist in   dedicated to Veloth's memory and to the veneration of icons left to us by the saint and his original followers. A description of some of these relics and their significance follows.

 : Saint Veloth wielded this warhammer during the exodus from  . Veloth saw fit to set aside this weapon when he vowed to turn his attention from war to the task of building a new home for the   in  . Today, the Judgment resides in the   and is said to have powers related to cleansing corrupted souls.

The  : This radiant crystal is believed to be a tear shed by Veloth when he first laid eyes upon the land of Resdayn, the new homeland he had seen in his visions. According to the legend, the tear froze as it slid down Veloth's cheek. Kept by the monks of the monastery of  , this crystal has great healing and restorative powers&mdash;provided the monks maintain a constant vigil and pattern of prayer.

The  : Used by Veloth to carry water to quench the thirst of his sick followers during the exodus, and then later to irrigate the young crops of the new homeland, the Holy Vessel now resides in the temple in  .

The  ; The Reliquary that stands in the   in Deshaan is not a relic, per se, but instead contains perhaps the most powerful and holy relics associated with Veloth&mdash;his skull and bones. The bones of the saint are said to have many magical properties, and pilgrims travel from across Morrowind to receive the saint's blessing. Legends claim that the most faithful sometimes receive visions of the saint while meditating and praying before the Reliquary.
Lore:The Judgment of Saint Veloth

A number of powerful healing relics are associated with Saint   the Pilgrim. Of these, perhaps the most famous and well-remembered artifact remains the  . This mighty   warhammer stands as a shining symbol of everything Veloth embodies as the patron saint of outcasts and seekers of spiritual knowledge.

Stored with other holy artifacts in the protected vaults of the  , the Judgment of Saint Veloth served the prophet and mystic well in life, but has gained legendary powers since his ascension to sainthood. The   of   watch over the relics, keeping them ready for the day when their powers would be needed in defense of the realm.

Saint Veloth personifies daring, and those who follow the lessons of his life and teachings learn boldness and cultivate an adventurous outlook. He defined the difference between good and evil Daedra, and even negotiated the original arrangements with the good  . This ability to distinguish the good from the bad was a hallmark of the living saint, as was his penchant for healing and healing items. Both of these aspects combined into his personal symbol of power, the warhammer known as Judgment.

Veloth's Judgment rang with authority throughout the land, using its enchantments to cleanse corruption from the souls of those it struck down. It was a weapon, of that there can be no doubt. But Veloth was able to wield it with the same precision that a surgeon uses to wield a scalpel, removing the corruption from a soul and leaving the remainder alive and healthy. The warhammer stored the corruption for a time, turning it into energy that could be used by the wielder to enhance the power of the weapon.

Of course, in the wrong hands such a powerful artifact could accomplish more harm than good. For this reason, among many others, the Tribunal keeps the Judgment and other artifacts locked away. It has been suggested that instead of being used as an instrument of healing, the Judgment could be used to siphon a living creature's entire soul, thus making the wielder infinitely more powerful. This conjecture has never been put into practice, and if the Tribunal has its way, it never will.
Lore:Veloth the Pilgrim

Saint  , also known as Veloth the Pilgrim, is arguably the most famous, and certainly the most venerated, among the  i  . Rising to prominence in the Late-Middle   on  , Veloth supposedly sought a more ascetic and pure way of life for his followers and gathered them into a grand pilgrimage from the southwest regions of   to the northeast. According to the contemporary texts, he "spared not a boat, ration, or strong-armed soul among his people in this exodus and toiled to reach the land of  ."

His mass pilgrimage to a new land, where stoic values were established, was successful. The race enjoyed a period of high culture, known to many as the Golden Age, where Veloth's guidance shaped generations of stonemasons and architects, as well as priests and common folk. Although he wielded a mighty warhammer&mdash; &mdash;Veloth is thought of mainly as a peaceful and scholarly soul, to which the Dunmer's healing enchantments that bear his name attest.

Veloth's power as a prophet was in no doubt, but his mossback teachings on the worship of Dunmer forebears are worthy of consideration, as he almost single-handedly began the god-cult worship of the "Good  " prior to the coming of the  . Veloth's people honored him so much, his influence can be felt generations later. Those trekking over the   southeast of   or hearing a Dunmer elder refer to their race as the "Velothi" still feel the presence of this world-shaping mentor of  .
Lore:House Tharn of Nibenay

of   is one of the most distinguished noble families of northern  , where they have held extensive estates since early in the  . The family may, as they claim, be as old as the First Era itself: as house historians like to point out, there is a " " mentioned in the   of  . In those days before  , this proto-Tharn was apparently a slave overseer employed by the   Elves of  , a mining hold in the hills north of modern-day Cheydinhal. Based upon the fact that the Ayleids were known to have kept business records in red ink, the Tharn historians posit that this "Redde-Hand" was probably literate and employed in some clerical capacity. To be thorough, I will mention Lady  's theory that identified this Tharanus with the notorious " " of the   in  , but this was completely disproved by the text of the " " discovered in the vaults below the   by Chancellor   in  .

House tradition holds that the Tharn family was active in St.  's slave uprising, with one   serving   as "Blade-Serrator and Master of the Abbatoir." But the next Tharn who can definitely be identified in the historical record is   of the  , who was Arch-Prelate of the   from   until his death (exact date indeterminate). Fervidius is best-remembered today as the author of the " ."

Noble Tharn captains led mercenary companies that fought on both sides in the   in the  s, and when the dust settled General   was in possession of the broad holdings that the family today calls home. Taking the title Earl of Outer Cheydinhal, Turpis married a niece of Admiral   and set about fathering numerous descendants.

Several generations of Tharns served nobly and well during the  , including  , who revived the tradition of Imperial Battlemages, and  , Emperor  's Minister of Punition.

Which brings us to the members of the Tharn family of our own, current day. First and foremost, of course, is the head of the house and longtime Chancellor of the  , Abnur Tharn. Through times of trouble and the change of emperors, the Chancellor has always been there to provide the continuity and consistency our Imperial civilization needs.

Second only out of respect for her elder is Her Majesty  , Empress Regent of  , and daughter of Abnur Tharn by his seventh wife,  . Empress Clivia, it need hardly be said, is the widow of two emperors, having been the consort of both   and  .

Scarcely less powerful is the Chancellor's younger half-sister,  , who has been Queen of   since the   in  . And what would social events in the   be like without the presence of her son, the droll and charming  ?

Truly, House Tharn has come to epitomize the modern   nobility. We can only hope that they will continue to be with us through the future, whatever it may bring.

(Note: Effusive enough? Also, forgot to work in Magus-General  . Must get that bonus A. promised.)
Lore:Eulogy for Emperor Varen

Emperor  ! How briefly you blazed across our sky, like a   shining out to light our way through the darkness!

Noble Varen! Devout Varen! Varen Aquilarios! Son of a  n duke, paragon of physical prowess, wily fox of strategic cunning, you sought to restore our   to the glory of the   of the  . You showed us the way. If only we, your subjects, had been worthy of the challenge you presented us!

When   sat upon the  , you urged your fellow Colovians to be loyal to their Emperor, despite his eccentricities. It was only when Leovic, misled by wicked councilors, declared worship of the   legal and protected in the Empire, that you cried, "Enough!" and took up your righteous sword.

And the Colovians rose behind you! After an initial defeat at the hands of the Emperor's troops at  , you took command of the Legion of   and sent Leovic reeling back into the  . Word spread that   had a savior, and that  's true heir had come at last. The   rose as one under your Dragon banner, and eastward you marched.

The war that followed was bitter and terrible, replete with stunning victories, desperate gambits, and reversals on both sides. The might of the  s, bolstered by   auxiliaries and   magic, were almost impossible to overcome. But you, Varen, had the might of right on your side! Finally you fought your way to the   and cut down Leovic in the Imperial Throne Room.

But alas, our Emperor Varen, you wore the   for all too short a time. It is said that your ambition for restoring your people to greatness led you to plumb secrets of the   best left untouched. Why did you leave us, O Varen, on that  , and where did you go? Surely you are dead, for you would not leave your people so bereft if yet you lived.

We remember you, Emperor Varen, and somehow strive to go on, trying to live up to your shining example. But we know we shall never see your like again.
Shivering:Syl (double)

Syl is a dead Bosmer encountered during the Ritual of Dementia. Clad in Syl's dress, she's found lying slain in Syl's bed in the back of the Duchess' Quarters. When you've approached her, Kithlan will run up to you to explain: ''"Don't be fooled, the Ritual isn't over. The body on the bed isn't Syl, but merely an impersonator. The real Syl uses many such decoys to throw would-be killers off her trail."''
 
Related Quests


Notes
Interestingly, she has (the real) Syl's script attached, and three AI packages that accompany the script.
Lore:Tears of Anurraame

Once there was a shining city,  , and its princess was the radiant  . She was considered the envy of all the   nobility for her beauty, grace, and wisdom were unsurpassed.

In time, she was married to the prince of a distant but great city. It was to be an alliance that spread across  . The prince was renowned for his martial prowess and stubborn honor, but he loved his new bride Anurraame dearly.

For a time, they were happy, or, at least, they seemed so. But as the years wiled away, Anurraame's husband was away more and more, and duty proved a poor substitute for passion.

So it came to pass that Anurraame took a young champion of Erokii for a lover. Strong and gleaming with youthful light and energy, Anurraame's lover gave her what the old, distant prince could not—the thrill of infatuation and friendship.

Anurraame was careful at first to keep her affair a secret, lest she shame her husband. But caught up in passion's capricious winds, she became more and more reckless, and soon her dalliance was discovered.

Spurned and infuriated, Anurraame's husband arrayed his full army before Erokii and laid siege to the city. The princess vowed to face him with fortitude and called on her lover to muster his forces in defense of the city, which he promised he would.

But when the day of battle came, her lover's forces appeared beside her husband's. His undying passion had been subverted by coin.

Desperate and enraged at her lover's betrayal, Anurraame called on the   for help destroying her enemies and defending her city.   answered and commanded Anurraame to pour all her tears into a basin. Mephala then imbued the tears with the power of the princess's hatred for her traitorous lover, hatred which had formed from the potent seed of the princess's love.

The tears, so empowered, hardened into an artifact, the  . When the time of battle came, Anurraame took the artifact to the highest tower of the city and as the armies raged outside the city's walls, she unleashed its power, destroying the armies and the city in the flash of an eye.

All that remains of Erokii, and of Anurraame herself, is a ruined crypt, but there have been whispers throughout the ages that the Tear was not destroyed, and that it's waiting in the rubble, still to be found.