Netruk44/uesp-wiki-content huggingface dataset:
Lan Orethan

:''While to the east and west the Indoril cut down forests to provide space for Morrowind's economy to grow, in Lan Orethan the ash-ravaged woods were not only kept, but revived and flourished with more life than before; a vast garden for the Dunmer, to provide them with a glimpse of utopia to follow. The Indoril there were themselves enraptured by their creation, but surrounded by their success, are thought by many to have lost sight of the wellbeing of Morrowind as a whole, focused only on tending to their immediate surroundings. This forested region straddles the lower Orethan river and contains the Indoril villages of Bosmora and Dreynim Spa, as well as manors of many important Indoril families. — Tamriel Rebuilt
  thumb|left|Lan Orethan 
thumb|325px|Map of the Lan Orethan region
Lan Orethan''' is a region in the   of  . It is  

Its largest settlement is  . Lan Orethan borders   to the west, the   and   to the south,   to the east, and the   to the north.

About a third of the region, the area south of Bosmora, remains unreleased. However, much of it is water.
 

Places
A list of places found in the Lan Orethan region.

Settlements
Villages (Tier IV)


Outposts (Tier V)



Hamlets (Tier VI)















Dwellings





Ancient Indoril Ruins






Caves










Daedric Ruins


Dunmer Strongholds



Dwemer Ruins


Grottoes


Mines




Tombs







Related Quests
A list of quests involving the Lan Orethan region.
 
Miscellaneous Quests
Sinramen Monastery

The monastery can be hard to find. To get to it, go to the road running to the west of  , and follow it south until you reach a path that forks off on the left. Follow that path as it takes you north along the coast - with the actual monastery being some way to the north of Seitur, despite your initial direction! The monastery is a destination of the quest  .
  

People
Nedothril

:The forests that once spanned the Nedothril Coast have long been cleared to make way for Indoril industry. Various fields and towns dot the region, and ships travelling the Padomaic Ocean sail along its shores. The populace is industrious but inwardly focused, and though their goods are transported far and wide, outside influences have had little impact on them. The hamlet called Seitur and the small port of Enamor Dayn are located along the coast and the latter offers a ferry service to the island and town of Gorne. — Tamriel Rebuilt
  thumb|left|Nedothril 
thumb|325px|Map of the Nedothril region
Nedothril is  

Its largest settlements are  , and   on a small island off the coast. Nedothril borders the   to the east, the   and   to the north, and   to the west.

A small piece of land at the southern tip of this region remains unreleased.
 

Places
A list of places found in the Nedothril region.

Settlements
Villages (Tier IV)



Hamlets (Tier VI)



Dwellings





Caves



Daedric Ruins


Grottoes



Mines


Tombs





Unreleased Places
These places are planned, in development, or partially complete and available through TR_Preview. Due to the ever-changing nature of unreleased content, only major locations on the concept map are listed here.

Ruined Imperial Forts
Cephorad Keep
 
Notes
This region was originally called Nedothril Coast.
UESPWiki:JobQueue

JobQueue is a very small extension which adds the "Job queue" statistic, which was removed in MediaWiki 1.17, back to .

Parameters
$wgJobQueuePrecisionCutoff (default: 20)

Like the original job queue and the one in api.php, the extension will first get an estimate of the amount of jobs remaining. Unlike those job queues, however, the extension will requery the job queue at small values to get an exact figure, rather than an estimate. This circumvents the problem of the job queue always appearing to have a small number of jobs "stuck" in it when, in fact, there are none. The $wgJobQueuePrecisionCutoff variable controls the cutoff point below which an exact figure will be determined.

It's conceivable for the job queue to jump significantly between the initial estimate and the accurate query. The chance of this is extremely small, and the impact on a wiki like UESP is negligible in any event. It is of much more concern on very large scale wikis like Wikipedia. To eliminate requerying altogether, set $wgJobQueuePrecisionCutoff to 0.

Similarly, to always use accurate querying, $wgJobQueuePrecisionCutoff could be set to a higher value than the job queue is ever likely to get to, but this is a less-than-optimal solution. If accurate values are preferred, a small amount of additional coding could be added to skip the initial estimate.
Sacred Lands

:''Sacred East is a rugged coast and rocky ridges surround the sparsely vegetated land that hosts the Dunmer holy city of Necrom. The hallowed and haunted lands around the City of the Dead appear dour and cold, but are alive with the whispers of Dunmer dead carried by the wind, and with the spirits themselves. These are xenophobic like their descendants, but less willing to suffer an outsider's presence. Necrom’s white architecture contrasts starkly to the browns and greens of the surrounding area. The region also contains the Indoril town of Sailen and the tiny hamlet of Evos, and adventurous travelers may find the occasional tomb, ruin and Daedric shrine to explore. — Tamriel Rebuilt
  thumb|left|Sacred Lands 
thumb|325px|Map of the Sacred Lands region
Sacred Lands''' is a peninsular region in the   of  . It is  

Its largest settlement is the holy city of Necrom. The Sacred Lands border   to the south, the   to the west, and the   on all other sides.
 

Places
A list of places found in the Sacred Lands region.

Settlements
Metropolises (Tier I)


Villages (Tier IV)


Outposts (Tier V)


Hamlets (Tier VI)




Dwellings




Caves





Daedric Ruins


Dunmer Strongholds


Dwemer Ruins


Landmarks


Mines





Ruined Imperial Forts


Ships




Tombs
















Velothi Towers
The Nobura Tayo

Quick Walkthrough
# Talk to   in his manor in  .
# Look for   in  .
# Retrieve the   from the vampires.
# Return to Rilas for your reward.

Detailed Walkthrough
 

Quest Stages
Seinda

Seinda is a Redguard rogue who was hired by   to recover the   from  .
 
Related Quests
Lore:Blade of Woe

The  , also known as the '''Night Mother's Kiss''', is a ritualistic dagger associated with   and the  . It is said that anyone slain with the dagger has their soul sent straight to the Void. It is named after the dagger the Night Mother used to slay her own children.  It takes the form of an Ebony or Daedric dagger which can, at its most lethal, instantly kill its target and can shroud the wielder from view. It is also known to damage or drain health, deplete magicka and willpower, and demoralize anyone struck by it. The blood spilled by the blade may become tainted, and it has also been known to completely incinerate targets marked for ritual execution.  

History
In the mid- , every member of the Brotherhood could call upon the blade. When wielded by those of higher rank in the Brotherhood, using it to kill could hide the wielder from view. Despite it being a single weapon, it could be summoned simultaneously by any number of assassins.  Though assassins were not required to use the Blade of Woe to kill their targets, some contracts offered bonuses for using it to eliminate the target. In  , the   tasked the Brotherhood's   sanctuary with performing a ritual known as the Litany of Blood with the blade. This ritual could only be performed by the "unshriven"   who had seen beyond death. 

In  , the supposedly virgin Blade of Woe was given by   to the Champion of Cyrodiil when he invited the latter to join the Brotherhood.  The Champion did join the Brotherhood and rose through the ranks, maintaining possession of the apparently mundane dagger. After the third Purification of the Brotherhood, and the subsequent decimation of the Black Hand ending with Lachance's own death, the Champion attended a meeting to commune directly with the   below the Lucky Old Lady statue in  . During that meeting the true traitor to the Brotherhood was revealed, and as a reward for the Champion's proof of loyalty, the Blade of Woe's true power was unlocked. 

In   the Blade of Woe was in the possession of  , the leader of the last known active chapter of the Brotherhood. Astrid was killed by the Last Dragonborn, who then took possession of the blade. 

Gallery
 

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

References
Skyrim:Mogrul's Thug

thumb|left|Mogrul's Thug thumb|left|Mogrul's Thug
'''Mogrul's Thugs can be encountered during the quest A New Debt, depending on your gameplay choices. They will approach you with the line "Mogrul says pay up. We figure we can just take it off your corpse." They carry Mogrul's Orders''.
 

Related Quests
Lore:Shedungent

Castle Shedungent is a great castle and laboratory located deep within the Wrothgarian Mountains.

In  , Nulfaga retired to the castle during the War of Betony between   and Sentinel.   She remained informed of the happenings in Daggerfall by Skakmat, her dragon familiar.  After the death of her son, King Lysandus of Daggerfall, later that year, Nulfaga was stricken with grief and slowly descended into madness within the confines of Shedungent. 

In the events leading up to the  , Nulfaga was cured of her madness and was responsible for teleporting an agent of the Blades to the   in Aetherius to retrieve the Mantella. The Mantella was returned to Tamriel at Shedungent, thus beginning the Warp in the West.   
 

See Also
For game-specific information, see the Daggerfall article.

References
Skyrim:Cotton

Cotton is a pet rabbit that your children may adopt. Only girls may adopt it.
When adopted, Cotton will follow the child around the house.
Skyrim:Hearthfire Creatures

Creatures

This page lists all new creatures added by Hearthfire.
Lore:Bloodskal Blade

The   (also known simply as Bloodskal) is an ancient Nordic artifact. In appearance it is an enchanted   sword, either a long blade or a greatsword, sometimes decorated with red markings. It has the power to either cause magical frost damage to those that it strikes, or release a ribbon of mystical energy, a red energy blast which can hit an out-of-reach target.

The blade was created by the Bloodskal clan, a clan of Nords on Solstheim. It came to rest in Bloodskal Barrow, guarded by draugr. The energy blasts released by the blade were necessary to open a strange door within the ruins. 

History
In  , the sword was discovered by the Nerevarine, on an altar near the entrance to the barrow. The Nerevarine took the sword, which summoned several undead skeleton and draugr guardians.  

By  , the artifact had returned to the ruins of Bloodskal Barrow. It was placed on a pedestal, in a large chamber behind the door which required the sword to open. That year, the East Empire Company broke through into the ruins from the Raven Rock ebony mine.   and his assistant Millius were tasked with exploring the ruins. Gratian discovered the sword, but removing it from its pedestal awoke a horde of draugr. The two adventurers died from their wounds, and the EEC sealed the ruins, claiming that Gratian had died in a tunnel collapse.  

In  , Gratian's great-grandson   uncovered old documents belonging to his ancestor, which affirmed his suspicions over the cause of Gratian's death. An old man, Crescius was unable to venture into the mines; instead, he enlisted the help of the Last Dragonborn, who then unsealed the entrance to the ruins and discovered Gratian's body, along with the Bloodskal Blade. The Dragonborn used the blade to open the door in the ruins and escape the barrow, and related the discovery of Gratian's remains to Crescius.  

Gallery
 

Notes
The Bloodskal Blade appeared in the Bloodmoon expansion for TES III: Morrowind and the Dragonborn add-on for TES V: Skyrim.
There is no known association between the blade and  , a title awarded by the Skaal to outsiders who they have accepted as kin.

See Also
For game-specific information, see the Bloodmoon entry and the Dragonborn article.

References
Skyrim:Game Jam

The 2011 Game Jam for Skyrim was an internal project by Bethesda Game Studios, where developers were given the task to create something for Skyrim within a week. It was done following the release of Skyrim, and the results were compiled into a video which was shown to the public at DICE 2012. Many of the features have been added to the game, either in free patches or in add-ons.  

Features


Notes
The song featured in the video is "Hello (Mark Lampert Remix)" by Martin Solveig and Dragonette.
A game jam is a gathering of developers, artists, and other creatives over a short time during which a collective effort is made to make one or more games.
Lore:Iggnir River

It runs south until its mouth empties into the  , just east of  .

Before the   of  , the Iggnir was a large river which ran through the   and the  . It ran south all the way from its source, the frozen  . It was filled with  , who made their way from the coast and up the three rivers of Solstheim to their breeding grounds at Lake Fjalding. The   settlement of   was founded west of the mouth of the river some time before 4E 5.

Following the eruption of  , southern Solstheim slowly began to be engulfed by ash. Several decades of this resulted in the destruction of the Hirstaang Forest, and southern Solstheim was transformed into ash wastes. The Iggnir River was reduced to little more than a shallow stream. It no longer flows from Lake Fjalding, instead beginning in the northern ashlands. The native fauna fled north, and the Iggnir instead became home to several endangered   who had been brought over from mainland   by   refugees, although they did not flourish on the island. The  s from Tel Mithryn also spread to the banks of the river. By  , the southern coast of Solstheim had been poisoned by the continuing ashfall, killing fish. 
 
Gallery
 

See Also
For game-specific information, see the Bloodmoon article.
Tes5Mod:Developer Mods/Lokir's Tomb

'''Lokir's Tomb''' is a mod that adds a small, eponymous dungeon just outside Riverwood. It was created by Bethesda to serve as an example for their Creation Kit tutorials. The finished version can be downloaded here.

The dungeon is named after Lokir, the horse thief who dies during Skyrim's opening scene. It is a single-zone, fully radiant dungeon inhabited by warlocks and draugr. Items of note include two gold ore veins, a Shrine of Arkay and an alchemy lab.
 

Gallery
 

Notes
A "Lokir's Tomb" graphic was featured in an official video preview of the Creation Kit and Steam Workshop made by Bethesda.
The location code for the dungeon is  .
Lore:Castle Volkihar

Castle Volkihar is an ancient castle perhaps dating back to the Merethic Era or the early First Era.  It is located on an isolated island off the   of Haafingar Hold in Skyrim, near the border with High Rock.  Long thought lost to the eternal mists of the Sea of Ghosts, the sprawling castle manifesting on the rocky islands north of Icewater Jetty has been seen by fishermen on Skyrim’s  .  

Little is known about the previous owners of the place,  though it is implied the castle once housed an Aedric cult, as a broken statue of Mara could be found in the abandoned ruins,  and one wing was known as the "Tower Chapel Of Dibella".  Historically, it served as the home of Lord Harkon. In life, Harkon was a very rich ruler of the lands who feared mortality. In return for sacrificing thousands of innocents, Molag Bal granted Harkon—as well as his wife Valerica and his daughter Serana—the gift of vampirism. As pure-blooded Vampire Lords, Harkon and his family had immense vampiric powers. 

Harkon became obsessed with a prophecy he discovered from the Elder Scrolls, which foretold of a day when the sun would be darkened and vampires would rule Tamriel.  His estranged wife, Valerica, sought to stop his maddened search. She did this by hiding Serana and an Elder Scroll in  , and creating a portal to the Soul Cairn in Castle Volkihar. Valerica fled to the realm with a second Elder Scroll, but was imprisoned there by the Ideal Masters.  Harkon, in a fit of rage, destroyed and abandoned parts of the castle which reminded him of his wife, such as the courtyard. 

Harkon created the Volkihar bloodline, and formed a court based in Castle Volkihar keep. For several eras, he scoured the lands in vain for his lost wife and child, becomingly increasingly consumed by the prophecy.  The vampires of Castle Volkihar remained the dominant vampiric faction in Skyrim by culling feral vampires in the province, even those of their own bloodline.  The island became infamous among sailors, who believed it to be cursed.  Undead  s inhabited the island; other monsters such as Gargoyles and Death Hounds were kept in the company of the vampires, within the castle. 

In  , the Volkihar vampires grew more bold, attacking major cities and destroying the Skyrim branch of the Vigilants of Stendarr. In response to this, an ancient order of vampire hunters named the Dawnguard was refounded.  Serana was awoken by the Last Dragonborn, who had been sent to Dimhollow Crypt by the Dawnguard; the two then journeyed to Castle Volkihar at her request.  The prophecy was realized when the two freed Valerica from the Soul Cairn  and discovered how Auriel's Bow could be corrupted to temporarily block the sun. Lord Harkon was then defeated with the bow,  although it is unknown if the Dragonborn took his place as leader of the Volkihar, or destroyed the court.  Following her husband's demise, Valerica returned to Castle Volkihar, and repairs were made to the castle. 

References
Lore:Black Books

Black Books are Daedric artifacts created by Hermaeus Mora, the Daedric Prince of Fate and Knowledge. Each book contains some manner of forbidden knowledge. Some books are from the ancient past; some are from the future. The thick tomes are bound in black covers, with a symbol representing Mora on the front, and emit a black mist. They are comparable to the Oghma Infinium, another tome of knowledge created by Mora. The books were spread across Tamriel by Mora, and are usually located in the depths of ancient dungeons. 

Through reading a Black Book, the reader will enter Apocrypha, the realm of Oblivion created and ruled over by Hermaeus Mora. Tentacles will emerge from the tome and envelop the reader. An apparition of the reader's body remains in Mundus, tethering their life force. Most mortals who read a Black Book are driven insane, but those who successfully journey through Apocrypha are known to discover powerful knowledge. Dying in Apocrypha while reading a Black Book may simply banish the reader back to Tamriel. Rereading a book will return the reader to the same area of Apocrypha, allowing them to attempt Mora's gauntlets again or harness the power of a different piece of knowledge.  Copies of the contents of Black Books can be made without entering Apocrypha.  

In  , several Black Books were unearthed on the island of Solstheim:

Waking Dreams of A Starless Sky
This Black Book was located in the  . It was apparently used by   in the Merethic Era to flee to Apocrypha when his temple was burned down by the Dragon Cult. It was recovered by the Last Dragonborn and a member of the Skaal, and the Dragonborn later used it to defeat Miraak.

Epistolary Acumen
This Black Book was discovered by the Dwemer, and taken to the city of   for study. It was recovered by the Last Dragonborn and   of Great House Telvanni.

Untold Legends: The Other Lives of Ysgramor
This Black Book was located in Benkongerike, an ice cave inhabited by rieklings that opened up into an ancient Nordic ruin.

The Winds of Change
This Black Book was located in  , burial place of the Bloodskal Clan. The Raven Rock ebony mine broke into the ruins in   and sealed it off.

The Sallow Regent
This Black Book was located in  , an ancient Nordic ruin.

Filament and Filigree
This Black Book was located in  , an ancient Nordic ruin. The barrow was buried in ash during the Fourth Era, until the ruins were excavated in 4E 201.

The Hidden Twilight
This Black Book was recovered by Master Neloth some time in the Fourth Era. He hesitantly gave it to the Last Dragonborn in 4E 201.

Notes
Black Books were featured in the Dragonborn add-on for TES V: Skyrim.

See Also
For game-specific information, see the Dragonborn article.

References
Alt Orethan

:This region directly surrounding Almalexia is green and full of life. It is a relatively safe region patrolled by Ordinators and full of significant places for pilgrims to visit. Owned by House Indoril. — Tamriel Rebuilt
  thumb|left|Alt Orethan 
thumb|325px|Map of the Alt Orethan region
Alt Orethan is a region in the   of  . It is  

Its largest settlement is Almalexia (  for the released area). Alt Orethan borders   to the west,   to the north, the   to the northeast, Lan Orethan to the east, and the   to the south.

Only the area north and east of Almalexia is officially released, approximately a third of the entire region.
 

Places
A list of places found in the Alt Orethan region.

Settlements
Villages (Tier IV)


Hamlets (Tier VI)



Dwellings








Ancient Indoril Ruins



Caves





Daedric Ruins


Dunmer Strongholds


Mines





Tombs




Velothi Towers


Unreleased Places
These places are planned, in development, or partially complete and available through TR_Preview. Due to the ever-changing nature of unreleased content, only major locations on the concept map are listed here.

Settlements
Metropolises (Tier I)
Almalexia

Towns (Tier III)
Othrensis
 
People
Tes5Mod:SkyProc/How to List/Testing

Testing your Skyproc project through Netbeans saves the trouble of building a .jar and moving it to your skyrim folder, lets you view handled errors, and lets you use the netbens debugger. This article assumes you have netbeans and the jdk for java 7 installed.

First setup your project folders. I use C:\ModSkyrim as my root folder but you can put it anywhere you want and name it whatever you want. Inside this folder make a data folder. Copy skyrim.esm, the strings folder, and any esp  files you want to test your project on into C:\ModSkyrim\data. Next make a /skyproc patchers/ folder in data. Put your netbeans project folder inside that. it should look something like C:\ModSkyrim\Data\Skyproc patchers\Skyproc-Starter\. Now you can run your program right through netbeans and it will find everything where it expects it to be. Now all you have to do is hit the big green play button on the netbeans menu to launch your program.
Skyrim:Fire Wyrm

A Fire Wyrm is summoned from enemies killed with Fire Breath with the Dragonborn Flame power active.

The power is available from the Epistolary Acumen Black Book after the quest The Gardener of Men.
 

Related Quests
 

Notes
There is an unobtainable destruction spell named "Dragon Storm", that summons 2 Fire Wyrms when charging and an extra Wyrm for each 5 Dragon Souls you hold.
The Prima Guide considers them to be Daedra.
Bugs