Netruk44/uesp-wiki-content huggingface dataset:
Morrowind:Breton

frame|A typical Breton male
Bretons are the human descendants of the Aldmeri-Nedic Manmer of the Merethic Era and are now the inhabitants of the province of High Rock. They are united in culture and language, even though they are divided politically, for High Rock is a fractious region. Bretons make up the peasantry, soldiery, and magical elite of the feudal kingdoms that compete for power. Many are capable mages with innate resistance to magicka. They are known for a proficiency in abstract thinking and unique customs. Bretons appear, by and large, much like other pale-skinned humans. They are usually slight of build and not as muscular as Nords or Redguards. The great diversity in their appearance is to be expected from their politically fractured society, though their clothes, accents, customs and names are fairly uniform. 

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Skill Bonuses

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In-Game Description
Passionate and eccentric, poetic and flamboyant, intelligent and willful, the Bretons feel an inborn, instinctive bond with the mercurial forces of magic and the supernatural. Many great sorcerers have come out of their home province of High Rock, and in addition to their quick and perceptive grasp of spellcraft, enchantment, and alchemy, even the humblest of Bretons can boast a high resistance to destructive and dominating magical energies.

Specials
Power:  
  50 pts for 60 secs on Self
Ability:  
  50%
Ability:  
  0.5x INT (50% more Magicka)
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Ideal Character
Bretons are good magical characters, more interested in using magic for their own personal use than hurting others. Their bonuses are entirely in the school of magic,  which gives them 50% more Magicka (Fortify Maximum Magicka 0.5x INT). Choosing a magicka enhancing sign for a further Magicka boost can prove useful when relying on magic to deal with enemies.

The 50% Resist Magicka bonus can make many negative effects seem much more manageable. The significant boost towards 100% Resistance to Magicka can be helpful in regards to wearing the Boots of Blinding Speed without penalty or shrugging off annoying Bonewalker attacks. On the other hand, there are relatively few enemies that use extremely dangerous Magicka spells, and Resist Magicka does not affect fire, frost, or shock spells.

The Dragon Skin ability is useful early in the game and can be used to power through enemies that would otherwise be next to impossible to defeat. However, stronger shield spells with a comparable effect can be used with higher levels of Alteration. Regardless, it is a highly valuable addition to any character's arsenal.

Bretons have limited offensive skill bonuses, though they can make up the difference through natural skill-raising. In the early stages of the game, it may be beneficial to use a non-magical method of damage, while using magic to self-buff or debuff enemies. Conjuration can also be used for the purpose of summoning creatures to fight enemies.

Notes
A list of all the Bretons in Morrowind can be found here.
Morrowind:Argonian

frame|A typical Argonian female
Argonians are the reptilian natives of  . Years of defending their borders have made the Argonians experts in guerrilla warfare, and their natural abilities make them equally at home in water and on land. They are well-suited for the treacherous swamps of their homeland, and have developed natural immunities to the diseases and poisons that have doomed many would-be explorers into the region. Their seemingly expressionless faces belie a calm intelligence, and many Argonians are well-versed in the magical arts. Others rely on stealth or steel to survive, and their natural agility makes them adept at either. They are, in general, a reserved people, slow to trust and hard to know. Yet they are fiercely loyal, and will fight to the death for those they have named as friends. 
 

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Skill Bonuses

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In-Game Description
At home in water and on land, the Argonians of Black Marsh are well-suited to the treacherous swamps of their homeland, with natural immunities protecting them from disease and poison. The female life-phase is highly intelligent, and gifted in the magical arts. The more aggressive male phase has the traits of the hunter: stealth, speed, and agility. Argonians are reserved with strangers, yet fiercely loyal to those they accept as friends. Like the Khajiit, Argonians are limited to some headgear and no footwear.

Specials
Spell:  
  for 120 secs on Self, Cost: 5
Ability:  
  100%
Ability:  
  75%
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Ideal Character
With skills in combat and magic, they are well rounded characters. The lack of the ability to wear full armor as a beast race prevents Argonians from being overwhelming warriors, knights or crusaders. This, combined with the lack of magicka-increasing abilities, would make them just about the worst battlemages; however, the female Argonians can make a fair battlemage with the correct class and birthsign (Ex. The Lady offers 25 Personality and Endurance, while Favored Attributes can offer a helpful boost to Endurance and Agility). Argonian males can however make fine nightblades and excel as scouts and witchhunters, with males being more adept at thievery. Females being more adept casters more suitably go out of the lines of stealth. Going all-out mage, sorcerer or pilgrim with females will work too, but necessitates a birthsign that increases magicka, and males can make decent thieves, rogues and assassins.

Notes
A list of all the Argonians in Morrowind can be found here.
Morrowind:Khajiit

frame|A typical Khajiit male
Khajiit are cat-like people who come from Elsweyr, known for high intelligence and agility. These traits make them very good thieves and acrobats, but Khajiit are also fearsome warriors. However, they are rarely known to be mages. Khajiit mostly stay on land, but piracy and Skooma trade does draw some to work as sailors.

Khajiit anatomy differs greatly from both men and elves, not only because of their fur, tail, and sometimes toe-walking stance, but also their digestive system and metabolism. Khajiit, Argonians, and Imga are the so-called "beast races" of Tamriel because of these large differences. Khajiit have a lifespan similar to that of humans. There are no well-documented cases of cross-breeding between Khajiit and other races, though there are rumors of such a thing. The foreign appearance and behavior of Khajiit make them common targets of racial discrimination. 

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Skill Bonuses

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In-Game Description
The Khajiit of Elsweyr can vary in appearance from nearly Elven to the cathay-raht "jaguar men" to the great Senche-Tiger. The most common breed found in Morrowind, the suthay-raht, is intelligent, quick, and agile. Khajiit of all breeds have a weakness for sweets, especially the drug known as skooma. Many Khajiit disdain weapons in favor of their natural claws. They make excellent thieves due to their natural agility and unmatched acrobatics ability.

Specials
Spell:  
  50 pts for 30 secs on Self
Power:  
  100 pts for 30 secs on Target
|}

Ideal Character
The best way to summarize the Khajiit is that it gets to go where it wants and take what it wants.  The major increase in Acrobatics should make it significantly easier to navigate through elevated terrain, not to mention take a fall.  The other bonuses they get are all minor but work together almost seamlessly.  It should go without saying that this is the race of a thief or assassin.

In fact, the only noticeable weakness is what it shares with Argonians.  The restriction of limited headgear and outright lack of shoes takes away a lot of things you can use.

Notes
A list of all the Khajiit in Morrowind can be found here.
The Khajiit portrayed in Morrowind are the Suthay-raht furstock.
Oblivion:Imperial Legion Soldier

There are two types of Imperial Legion Soldiers - riders and guards.  Riders will patrol back and forth between two locations.  They are always found along the main roads in Cyrodiil.  They ride bay horses, but never at more than a walk.  Guards are posted at specific locations, usually inns outside the major cities.  (The cities have their own guards.)  They are all Imperial men.  They never eat or sleep, though the guards can occasionally be seen drinking in their respective taverns.  They will jump into action at any sign of trouble.  (Riders have been known to dismount and chase creatures for miles, leaving their horse by the side of the road for days while they track it down.)  They can be killed, but will respawn after 3 days.
thumb|right|An Imperial Legion Rider
Rider Routes

  This guard never appears in the game
thumb|right|An Imperial Legion Guard

Guard Postings


Followers
Two Imperial Legion Soldiers (and one archer) will follow you from the Chapel of Akatosh during The Battle for Castle Kvatch. Several of them will also follow you during Light the Dragonfires.



Bugs
Oblivion:Imperial Legion Forester

thumb|left|An Imperial Legion Foresterthumb|right|A Forester inspecting his prize
Occasionally, if you venture out into the wilds, you'll encounter an Imperial Legion Forester.  All of the Foresters are Imperial men and are usually hunting deer on foot.  They are all equipped with a silver bow and steel arrows and wear varying combinations of fur, leather, and Imperial Legion armor.  They will comment on the weather if you talk to them.  A total of thirteen Foresters (four variations) can be found in the game.

The only topic generally available when you talk to them is "Rumors", though other topics such as "Gray Fox" or "Prophet"  may appear at the appropriate points of various quests. Apart from that, Imperial Legion Foresters will treat you like any guardsman, meaning they'll attack you if you've got a price on your head. So if you're ever on the run, be careful if you decide to venture into the wilderness, because you just might end up being pursued by one of these guys. They'll give you the standard options of "Pay Gold", "Go to Jail" and "Resist Arrest" if they catch you.

When approached, a Forester may respond, ''"Shhh! You'll spook the deer!"''
 


 
Bugs
thumb||right|Imperial Legion Foresters attacking each other
UESPWiki:Oblivion Map Design/Test2

A more complete example of the Oblivion map with additional features. Contains source code obtained from the excellent Goggle Maps API Tutorial.

 
 
     
      
 
     
    
    // = 9 && z  = 0 && a.y >= 0) {
			return "zoom" + z + "/tamriel-"+a.x+"-"+a.y+"-"+z+".jpg"; 
		}
           }
   	   return OorImage;
	};

      // ===== The Mercator map, exactly like that in the "custommaptile" example =====
      var tilelayers = [new GTileLayer(new GCopyrightCollection("Tamriel: uesp.net"),9,16)];
      tilelayers[0].getCopyright = function(a,b) {
           return {prefix:"Tamriel: ", copyrightTexts:["uesp.net"]};
      }

      tilelayers[0].getTileUrl = CustomGetTileUrl;
      var custommap = new GMapType(tilelayers, G_NORMAL_MAP.getProjection(), "Mercator",{errorMessage:"No Data Available"});

      // ====== Create the Euclidean Projection for the flat map ======
      // == Constructor ==
      function EuclideanProjection(a){
        this.pixelsPerLonDegree=[];
        this.pixelsPerLonRadian=[];
        this.pixelOrigo=[];
        this.tileBounds=[];
        var b=256;
        var c=1;
        for(var d=0;d =d) {
          return false;
        }
        if(a.x =d){
          a.x=a.x%d;
          if(a.x  0.0)   {X = AminX;}	//Avoid wrapping
	if (Y   AmaxX) {X = AmaxX;}
        if (Y
Oblivion:Gellius Terentius

Gellius Terentius is the son of Count Regulus Terentius of Bravil.  He's quite snooty towards people he doesn't know, but he has a dirty little secret (that everyone knows about).  He's addicted to skooma and visits the Skooma Den weekly to replenish his stash.  A chest containing skooma can be found behind the headboard of his bed.

Gellius usually spends all his time lounging about the Lord's Manor North Wing in the castle. He sleeps in his private quarters between midnight and 6am. He attends the formal dinner at 8pm and eats for four hours. The rest of the day, he simply wanders around. He only leaves the north wing on Loredas, when he makes his weekly visit to the Skooma Den. At midday he heads out to S'Krivva's house to seek her out, and once he has found her, he will make his way to the Skooma Den and stay there until midnight.

Gellius wears a set of upper class clothing: a green brocade doublet, a piece of jewelry, a green silk garment and a pair of green velvet shoes. He is armed with a steel shortsword and has the keys to S'Krivva's house and Bravil Castle interior and exterior. He carries a pewter mug and a large amount of gold.

Speaking to Gellius Terentius will have him ask that you leave him alone: ''"Surely... you must know who I am! The Count's son. Do you mind? I have no desire to be further acquainted with every visitor to Bravil." When asked about Bravil, he will show you just how rude he is: "Yes. Bravil. How clever of you. You've already learned the name of the town and county. I see a great future for you in public service."
 
Notes
Flaccus Terentius, a distant ancestor of Gellius, was featured in the book The Improved Emperor's Guide to Tamriel''.
Oblivion:Dro'Nahrahe

'''Dro'Nahrahe''' is a Khajiit warrior, and the steward of Castle Bravil. Unfortunately, a serious bug causes her to travel towards Bruma every day. This makes her easy prey for the wildlife and she will often die a premature death somewhere along the Green Road. 

Because of Count Regulus Terentius' lack of interest in the welfare of the county, Dro'Nahrahe has much more responsibilities than just being a steward. So much so, that she barely has the time to talk to anybody and has more or less taken over his obligations. She sleeps in the northwestern room of the private quarters every night between midnight and 6am. After waking up she relaxes a bit and strolls around near her room for two hours. At 8am, the bug sets in and she leaves Bravil and travels along the Green Road for four hours. When she reaches Robber's Glen Cave at noon, she turns around and heads back to the castle. When she gets back, she once again enters the private quarters and spends the afternoon wandering around. At 8pm, she will enter the lord's manor and eat dinner with the Count and Drels Theran until midnight when she heads back to her bed.

She wears a set of green upper-class clothing, a brocade doublet with silk garment and a pair of  velvet shoes. She carries the key to the Castle as well as the key to the interior. She also carries a large sum of gold.

If you manage to corner the busy steward she will say: ''" . I'm Count Bravil's steward. I'm sorry, but please, I have too much on my mind to talk." And when asked about Bravil, she will reveal the embarrassing truth about Count Regulus Terentius: "The Count is too preoccupied with his pastimes to spend time on county affairs. So the burden lies on me."''
 
Notes
 

Bugs
 
  She now only visits when neither quest is running.
Oblivion:Viera Lerus

Viera Lerus is an Imperial knight, and the captain of the Bravil City Watch.  She will take part in the Defense of Bruma if you complete the Bravil part of Allies for Bruma; if she has died, you will not be able to complete the Bravil part of the quest. 

Viera has a very busy life as a captain of the guard. She sleeps in the Bravil Castle Barracks between midnight and 6am. She has two meals a day in the barracks: one at midday lasting two hours, and a second at 7pm lasting three. While on duty she has five potential areas to patrol. Every two hours she will choose one at random.

Patrol 1: Guard the North Gate.
Patrol 2: Patrol the south end of town.
Patrol 3: Guard the Count's room in the North Wing of the Castle Private Quarters.
Patrol 4: Protect the jailor in the town dungeons.
Patrol 5: Stand guard in the Castle Great Hall.
During her scant free time she will wander the barracks, although her schedule should always keep her quite busy. If you aid County Bravil during the Allies for Bruma quest, she will be sent to Bruma to help defend against potential Daedric attacks. She will set up her tent in the Castle Courtyard, and will sleep in it from midnight to 6am. The rest of the day she wanders the guard encampment, chatting with any fellow soldiers who are recruited. During the Defense of Bruma she will take part in the battle. Should she survive she will applaud the player when the Great Gate is closed, although a bug caused by her involvement in the quests will mean she can never return to her previous life in Bravil.

As guard captain of Bravil, she's armed with a silver longsword, and wears the Bravil cuirass, along with chainmail greaves, chainmail boots and chainmail gauntlets. She carries a small amount of gold and keys to Castle Bravil interior and exterior. She has one leveled Illusion spell, which is either an Invisibility, Chameleon or Silence spell.

When you approach her, she will politely introduce herself: ''"I'm Viera Lerus, captain of the Bravil Guard." When asked about Bravil, she is reserved, at least until you raise her disposition accordingly. She will then tell you about how hard it is to keep up working for such an irresponsible Count: "The Count used to be a great man, but power and idleness have spoilt him. However, we remain loyal in memory of past kindnesses, and to serve Bravil."''

During Allies for Bruma, after you've completed the Bravil part of the quest, she will greet you with: "I look forward to fighting these daedra side by side with the Hero of Kvatch." If she survived the battle, she will then greet you with: "Hail, daedra-slayer!"

Related Quests



Notes
Although Viera is captain of the Bravil City Watch, she is not a member of the Guard class.  Therefore she is unable to arrest you if you commit any crimes (although her high responsibility ensures that she immediately reports any crimes she may witness).

Bugs
Oblivion:Drels Theran

Drels Theran is a Dark Elf noble who resides at Castle Bravil. He is Count Regulus Terentius' "Special Inquisitor in charge of suppressing the Renrijra Krin insurgents", by his own words.

Apparently, the Renrijra Krin does not pose a major threat in the Bravil county, as Drels lives a relatively relaxed life and never even leaves the castle. He sleeps in the eastern room of the private quarters every night between midnight and 6am. After waking up, he wanders around the quarters all morning and afternoon, doing absolutely nothing but chat with the other residents. He finally leaves his quarters at 8pm and enters the lord's manor where he eats his dinner with count Regulus and castle steward Dro'Nahrahe. At midnight, he heads back to his quarters and goes to bed.

He wears a set of upper-class attire and some jewelry to fit his status: a black & burgundy outfit with gold trimmed shoes and a leveled, un-enchanted ring or amulet. He wields a steel shortsword and carries the key to the Castle as well as the key to the interior. He also carries a large sum of gold.

His room contains several sacks, barrels and chests with clutter and clothing, but on some shelves sits a locked jewelry box and the Blade skill book Song of Hrormir.   

Since he always moves around in the restricted areas of the castle, he can be pretty tricky to meet. If you succeed, he will greet you like this: ''"Drels Theran. I'm the count's Special Inquisitor in charge of suppressing the Renrijra Krin insurgents." And when asked about the city, he will elaborate: "The Renrijra Krin are Khajiit bandits and smugglers posing as guerillas and freedom fighters."''
Oblivion:Hans Black-Nail

Hans Black-Nail is a Nord warrior employed as a smith in Castle Bravil. He is also a Mythic Dawn sleeper agent, and will attack you on sight upon completion of the Dagon Shrine quest.

Hans' room is located in the southern part of the Private Quarters East Wing and he sleeps there every night until 6am, when he gets up and starts wandering around near his forge. At 8am, he exits the castle and heads for the Great Chapel of Mara, where he will pray at the altar of Arkay or sit on a pew for two hours. He moves on, and even though he is not a member himself, he will pay a visit to the local Fighters Guild hall, where he will spend yet another two hours watching Vincent Galien and Tadrose Helas doing their sparring session. He returns to the castle at midday, reenters the East Wing, and strolls around near the forge until dinnertime at 7pm, which he will take in the castle's barracks. At 10pm, he returns to the East Wing where he will stay until his bedtime at midnight.

His choice of clothing is typical for a man in his business, a blacksmith's apron and pants along with a pair of rough leather shoes. He also carries the key to the castle and a small amount of gold. In combat he will summon the Mythic Dawn armor and mace.

His room in the castle doesn't hold anything noteworthy, except for two copies of Mythic Dawn Commentaries 1, a Conjuration skill book and common reading among Mythic Dawn agents.

In his introduction, he will give you a hint as to why he spends time in the Fighters Guild hall: ''"Hans Black-Nail, Castle Smith. It's a comfortable post. Gives me plenty of time to offer services to the public." If you ask him about Bravil, he will give you a bit of insight on his life-long relationship with Count Regulus Terentius: "I was with the Count when he was young, and a shining star on the tournament path. I only wish he'd straighten his son out."''

 
Notes
Oblivion:Nahsi

Nahsi is a Khajiit monk, and a member of the Fighters Guild in Bravil.  She offers basic training in Hand to Hand, but will only offer her services to members of the Fighters Guild.

Even if she is the highest-ranking member of the Bravil guildhall, Nahsi is humble by nature and believes in inner peace and spiritual harmony. She sleeps on the third floor every night between midnight and 6am. After waking up, she heads for the ground floor and spends the morning wandering around. At noon she equips her leather armor and heads down into the basement to improve her blade skills on the practice dummy. She returns to the ground floor at 3pm and spends three hours chatting with Tadrose Helas and Vincent Galien before she finally takes a seat at the dinner table at 6pm. At 8pm she gets up and spends the rest of the evening on the ground floor, until midnight, when she returns to the third floor and her bed. She will offer training at all times, except when eating, sleeping or training in the basement.  

She wears a set of common lower-class clothing, a collared shirt, green felt linens and buckled shoes. She carries around a set of  leather armor, a cuirass, greaves and boots, which she equips during her training session in the basement. She wields a leveled and always enchanted claymore and carries a single iron arrow and a small amount of gold. Nahsi's training has left her with a set of monk spells.

As she is nowhere near your typical Fighters Guild-member becomes apparent when she introduces herself: "Nahsi, your humble servant, and humble servant of the Nine. I offer training in the   arts of Hand-to-Hand fighting." And when asked about Bravil she will elaborate: "The Fighters Guild is good enough to encourage me in sharing the inner peace and spiritual harmony of the martial arts." 

Around town, Nahsi is well-known for ability, with citizens remarking "Nahsi is quite a character, and quite an impressive fighter", "If you want to learn a bit about hand-to-hand fighting, talk to Nahsi at the Fighters Guild" and ''"He's an interesting man, and an amazing fighter." or just asking "Have you ever spoken with Nahsi about hand-to-hand combat?" She is also known for her inner peace and for having a different outlook on life: "Nahsi at the Fighters Guild seems very at peace with himself. He says that's what allows him to be such an amazing martial artist", "I've spoken to him a number of times about inner peace and spiritual harmony. I'm not sure I understood it all", "Is there anyone in Bravil more at peace than Nahsi? And he's such an impressive fighter, as well", and "I always enjoy speaking with Nahsi. His views on the world are different than most."''

Bugs