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

Haarvenu is one of the vampire bloodlines of the Iliac Bay area.  Those of the bloodline are gifted in the school of Destruction magic, particularly elemental attacks. The bloodline dominates an area of High Rock - specifically the regions of Anticlere, Ilessan Hills, and Shalgora. They are the enemies of the Montalion bloodline. 

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

References
Lore:Thrafey

Thrafey is one of the vampire bloodlines of the Iliac Bay area.  Those of the bloodline are gifted with the ability to restore damaged tissue. The bloodline dominates an area of High Rock - specifically the regions of Daenia, Dwynnen, Ykalon and Urvaius. They are the enemies of the Anthotis bloodline, but have made a rare alliance with the Vraseth bloodline. 

Circa  , Archblood Delyna of the Thrafey was known for promoting the value of light and fashion among vampires, particularly for the purpose of attending aristocratic debutantes in search of easy prey.  Thrafey were known for accession gowns that were embedded with scales, typically worn upon joining the ranks of the bloodline. Fragments of these garments were discovered within  , a ruined Argonian xanmeer found deep in the bogs of Blackwood.  

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

References
Lore:Factions V

Veiled Heritance‎
 

Veloth
 

Vereansu Tribe
 

Vigil of Stendarr
 

Vinedusk Rangers
 

Volkihar
 

Vosh Rakh
 

Vraseth
Lore:Lyrezi

Lyrezi is one of the vampire bloodlines of the Iliac Bay area.  Those of the bloodline are gifted with the ability to turn invisible and magically silence their enemies. The bloodline dominates an area of High Rock - specifically the regions of Alcaire, Koegria, Menevia, Orsinium Area, the Wrothgarian Mountains and Balfiera. They are the enemies of the Garlythi bloodline. 

The bloodline is named after  , a tribal   from ancient   who was involved in the attempted cremation of  , the first vampire. After awakening on the pyre, Lamae brutally raped the men of the tribe, seemingly passing on the gift of vampirism in the process.  

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

References
Lore:Montalion

Montalion is one of the vampire bloodlines of the Iliac Bay area.  Those of the bloodline are gifted with the ability to cure paralysis and the power of teleportation. The bloodline dominates the area around the mouth of the Bjoulsae River - specifically the regions of  , Bhoriane, Gavaudon, Satakalaam, Lainlyn and Mournoth. They are the enemies of the Selenu bloodline.  The anonymous author of Vampires of the Iliac Bay was once a member of the Montalion clan.

Notes
Although similarly named, the   in   has no links to the bloodline.

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

References
Lore:Factions G

Garlythi
 

Gautier
 

Ghost People Tribe
 

Ghostsong Clan
 

Glenmoril Wyrd
 

Grand Council
 

Gray Host
 

Gray-Mane
 

Greenspeakers
 

Greybeards
 

Guimard
Lore:Anthotis

Anthotis is one of the vampire bloodlines of the Iliac Bay area.  Those of the bloodline are gifted with great intellect. The bloodline dominates an area of Hammerfell&mdash;specifically the regions of Alik'r, Antiphyllos, Bergama, Dak'fron and Tigonus. They are the enemies of the Thrafey bloodline. 

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

References
Lore:Selenu

The Selenu are a vampire bloodline found in the Iliac Bay region.  Those of the bloodline are resistant to elemental attacks. The bloodline dominates an area of Hammerfell, specifically the regions of Abibon-Gora, Ayasofya, Pothago, Cybiades, Sentinel, Kairou and Myrkwasa. They are the enemies of the Vraseth and Montalion bloodlines. 

The bloodline is named after  , a Nedic tribal elder from ancient   who ordered the attempted cremation of  , the first vampire. After awakening on the pyre, Lamae brutally attacked the tribe, seemingly passing on the gift of vampirism in the process. 

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

References
Daggerfall:Classes

thumb|left|Choose your destiny
When creating a new character in Daggerfall, you can choose to play as one of eighteen predefined character classes, listed below. You may also choose to create a custom class, which is detailed here. Each of the predefined classes offers a unique twist on how to approach the main quest given by the Emperor, and gameplay in general. 

The Nightblade is fundamentally different in play from the Healer, yet either is capable of following the story through to its conclusion. When choosing which class to play, pay particular attention to the Governing Skills associated with each one; these will fundamentally define that character's options throughout the game (see Leveling and Skills). While it is possible to eventually master each skill, the skills listed in the table below will begin much higher than that character's other skills.

Each default class (except the Warrior) begins with several of the special advantages and/or disadvantages available during custom class creation. These may include weaknesses, resistances, weapon and armor restrictions, and changes to maximum spell points. Hit point gains per level are determined randomly each time you level-up (this value is modified by your Endurance attribute score); maximum hit point gains per level vary by class.
 

Character Classes
Morrowind:Exterminator

Exterminator may refer to two things:
Exterminator (Hlaalu), a quest from House Hlaalu
Exterminator (Fighters), a quest from the Fighters Guild
Morrowind:Mallapi

The locals at Gnaar Mok will give you directions if you ask them, but first you must have heard of the place from Lirielle Stoine in Ald'ruhn.

The cave is populated by a few daedra and two female casters. There's some nice loot to be found: a full set of master's alchemy equipment, a few scrolls and alchemical ingredients and also a copy of the Conjuration skill book Feyfolken III. thumb|right|The interior of the cave 

 
People
 


Related Quests
Fighters Guild


Notes
This cave also appears in ESO.

Maps
thumb|left|Interior map of Mallapi
Tribunal:People

Vvardenfell
Two people have been added to Vvardenfell:
Apelles Matius in Ebonheart
Asciene Rane in Ebonheart
Daggerfall:Attributes

Attributes define the fundamental properties of the player character and all enemies. As opposed to skills, which each determine proficiency at a specific action, attributes are more general. There are eight attributes: Strength, Intelligence, Willpower, Agility, Endurance, Personality, Speed, and Luck. Most attributes are said to "govern" certain skills, although this relationship does not actually have any in-game effect.

The player character's attributes are first set upon choosing a class. Every class, whether predefined or custom, has a starting attribute total of 400. When designing a custom class, you can set each attribute anywhere from 10 up to 75. During the final phase of character creation, you can roll for a random 0-10 extra points in each attribute, and manually allocate 6-14 additional points which can be freely assigned.

Upon leveling up, you will be awarded 4-6 points which can be added to any attributes, regardless of which skills have been raised. Once an attribute reaches 100, it cannot be increased further.

Attributes can be temporarily modified by the effects of spells, enchantments, disease, poison, lycanthropy, and vampirism. An attribute under such an effect is listed on the character sheet in blue rather than the usual yellow. Lowered attributes can be restored by a temple healer (if you are of sufficient rank) or with a spell. A character will die if any of their attributes are drained to 0.



Notes
The Oghma Infinium artifact grants an additional 30 attribute points to be allocated freely.
A character with low physical attributes, particularly Strength and Endurance, may find it difficult to progress during the early stages of the game.
A character with low mental attributes, particularly Intelligence, may find it difficult to progress during the later stages of the game.
Personality has minimal effect on how people perceive you. You can engage in normal conversation with 10-15 Personality and suffer no repercussions.
This is changed in Daggerfall Unity, such that a character usually needs 40 or more Personality to obtain favorable responses from most townspeople.

Bugs
 
Daggerfall incorrectly displays the Strength hand-to-hand and melee damage modifier in the character sheet; the above is the correct formula actually used in game calculations. This display bug is fixed in Daggerfall Unity.

 
Agility doesn't actually appear to affect your chance to hit enemies. This bug is fixed in Daggerfall Unity.
Daggerfall:Races

thumb|Map of Tamriel|400px
 
There are eight races in Daggerfall, each of which hails from a particular province within Tamriel. There are actually nine provinces in Tamriel; however, no specific race is associated with the Imperial Province. (The Imperial race was not conceived until Redguard. In addition, Orcs were not considered to be a proper race until Morrowind; in Daggerfall, they are treated as humanoid creatures.)

When you are creating your character, you will be asked to select one of eight provinces, which will determine your race. Note that the only gameplay effect of choosing a race - regardless of whether a custom or predefined class is chosen, and regardless of the character's selected gender - will be each race's "Special Advantage" as listed below. The race and gender attribute modifiers listed in the "Table of Racial Starting Statistics" of the Daggerfall Chronicles were not actually implemented in the game.

The game treats Lycanthropes and Vampires as races. Therefore, they are included at the bottom of the list.
 

Base Races
Argonian
 
 

Breton
 
 

Dark Elf
 
 

High Elf
 
 

Khajiit
 
 

Nord
 
 

Redguard
 
 

Wood Elf
 
 

Other Races
Lycanthrope
Werewolf
Wereboar
The benefits and drawbacks of Lycanthropy are described in the Lycanthropy article.

Vampire
The benefits and drawbacks of Vampirism are described in the Vampirism article.
Tribunal:Karrod

Karrod, a Redguard warrior, is King Hlaalu Helseth's Champion. During the Main Quest, you are required to defeat Helseth's Champion in order to gain the King's favor. After the fight, Karrod is thoroughly impressed by your performance and gives you his sword, which was handed down by his father. This ancient weapon becomes very useful when Almalexia wishes to reforge The Blade of Nerevar to recreate Trueflame.

It isn't difficult to see how Karrod rose to become Helseth's Champion. He has unusually high stats for an NPC, with 150 Strength and 120 Speed. Like all Redguards, he has a natural resistance to poison and disease, and can boost his health, strength, agility and endurance for a short period of time. Aside from this, he possesses a set of extra Constant Effect abilities:




Despite all these abilities, Karrod does very little damage, though he can withstand a lot of punishment himself. This is mainly because of his sword which, while exotic, does less damage than most mid-tier weapons.  

Dialogue
Greetings:
"[Karrod says nothing.]"
"Hold! I am beaten. You are the greater warrior, %PCName. You should speak now with my liege." '' 
"What may Karrod do for you, mighty one?"
-----
Karrod: "I am Karrod, Champion of King Hlaalu Helseth, and eternal friend to you, %PCName."
pieces of the blade:
[Odd Dwemer Weapon has been added to your inventory.] "When I was a child, my father gave me this weapon. He told me that as long as I had it, none would defeat me in battle...until the rightful owner came to claim it from me. I know now that you are the one of whom he spoke. I give it to you freely. May it serve you as well as it has served me."
"Good luck in your quest, my friend. When it is done, the blade will serve you well."
"You have forged the blade anew. I am in awe, my friend. Use it well."''

Related Quests


Notes
According to Helseth, Karrod was a deaf and dumb child and is now one of his most loyal men. However, Karrod is apparently neither deaf nor dumb as, after you defeat him in a duel, he can hear and speak just fine. Helseth is surprised to hear Karrod speak.

Despite his loyalty to Helseth, if you ask him about Helseth, he'll give an oddly unpatriotic response "He's our new King, I suppose..." and wonder whether Helseth had anything to do with King Llethan's and Talen Vandas' deaths. If you ask him about Talen Vandas, he will remark "Now there's a man who could lead our people!"  He even thinks that the Royal Guards (presumably including himself) are thugs.  These are generic dialogue statements that you can get from almost anyone in Mournhold.  The developers presumably simply forgot to make an exception for Karrod.

While Karrod is Helseth's greatest warrior and wears a set of Royal Guard Armor, he is not an official member of the Royal Guard faction. This is likely because he serves as Helseth's personal champion, fighting and enacting challenges on his behalf, as opposed to being a strict protector.
Tribunal:Aleri Aren

Aleri Aren is a Dark Elf crusader, living in the Guard's Quarters of the Royal Palace. She's the brains of a plot featuring disloyalty among the guards to the new King, Hlaalu Helseth.

She wears a complete set of Royal Guard armor and carries an exclusive restore health potion.

 
Related Quests


Dialogue
join the Royal Guards:
:''"I've been a Royal Guard all my life, and so was my mother and her mother. I served King Llethan for many years, and now I'll serve King Helseth. Long live the King, and long live the Emperor. It's none of my business, of course, but why do you want to be a guard? You look like you've done well enough for yourself as an adventurer."
::Ask about King Llethan.: "What about him? He was what he was. He was the king, and my noble lord, and I served him faithfully."
::Ask about King Helseth.: "It is my honor to serve King Helseth and Queen Barenziah."
::Mention your Hlaalu connections.: "I see. My ancestors have all been Hlaalu.... But my primary loyalty, of course, is to King Helseth."
Once you have been told to specifically mention your Hlaalu connections, you will receive a different response:
::Mention your Hlaalu connections.: "He what? Ivulen Irano told you to tell me about your Hlaalu connections? And told you NOT to tell Tienius Delitian? I have no idea what that's all about. Are you sure you heard him right? He's not the brightest star in the sky... he gets confused sometimes. I wouldn't worry about it. I'll talk to Ivulen Irano later when I get a chance. I'm sure it's just a misunderstanding."''
Tribunal:Ivulen Irano

Ivulen Irano is a Dark Elf guard and a member of the Royal Guard. He can be found in the Royal Palace's Throne Room guarding King Hlaalu Helseth. Ivulen is involved in disloyalty among the guards along with Aleri Aren.
 

Related Quests


Notes
In addition, he possesses two abilities shared only by some of the other Royal Guards:
Tribunal:Crito Olcinius

Crito Olcinius is an Imperial priest who can be found in the Royal Palace Imperial Cult Services Room. He is a Disciple in the Imperial Cult.  He has the distinction of being one of only four suppliers of spells with a Fortify Skill effect (the others being Nerile Andaren and Laurina Maria, both also in Mournhold and added by the Tribunal expansion; and Bronrod the Roarer in Skaal Village, Solstheim, added by the Bloodmoon expansion). He will only offer services to members of the Imperial Cult.

 
Wares
Negative values indicate restocking supplies


Spells
Crito has the following spells for sale:

 These two copies of the same spell are identical except for ID.
Tribunal:Laurina Maria

Laurina Maria is an Imperial priestess who can be found at the Royal Palace Imperial Cult Services Room. Strangely, she is not a member of the Imperial Cult.

Laurina is one of three Spell Merchants in the Tribunal expansion offering the Fortify Skill effect. (The others are Crito Olcinius who has some exclusives, and Nerile Andaren, both also in Mournhold. A fourth, Bronrod the Roarer of Skaal Village, Solstheim, is added in the Bloodmoon expansion.)

 
Spells
Laurina has the following spells available for sale:
Daggerfall:Order of the Cup

[There is no game-text associated with this faction, which is not player joinable.]  Protectors of the Plessington clan. Not a very powerful or large group, but very eager to help in all the affairs of High Rock. Lord Plessington likes to send his knights off for no greater purpose than to right a wrong, and come back with lots of interesting stories.

Political Views


Note
The order is currently located somewhere in Kairou.
UESPWiki:Deletion Review/Morrowind:Mudcrab

This page was originally proposed for deletion by TheRealLurlock on 2006/12/05, stating:
:Redundant page.  Creature info should be on Monsters.  No need for separate page for every creature type.

However, in checking this page before doing the deletion, I realized it was being linked to from , where the talking mudcrab merchant is listed in a table.  Which led me to wonder whether a page specifically on the mudcrab merchant is warranted, especially since all the Morrowind NPCs are now getting their own pages.  So I wanted to check with the community on what really is best for this page: Delete? Keep? Rename to "Mudcrab Merchant" or something similar? --Nephele 12:26, 12 January 2007 (EST)

Rename I think the Mudcrab Merchant deserves his own page. --Ratwar 13:02, 12 January 2007 (EST)
Rename (and edit) I agree with Ratwar on this. --FMan | Talk |  15:17, 17 January 2007 (EST)
Rename and edit accordingly. --DrPhoton 03:18, 18 January 2007 (EST)
Tribunal:Non-Relevant NPCs

The following named NPCs in Tribunal do not have a separate article on the UESP site since they are not considered relevant, meaning they do not provide services, hold a leading position within a faction, or are not an important participant in any of the quests in Tribunal. However, they do exist within the game, so they are collectively mentioned here.

These NPCs are grouped by location.

If you find an NPC who is mistakenly listed on this page when they in fact are a relevant NPC in the game, please feel free to create a separate article for that character, and remove them from this page. 

Godsreach Non-Relevant NPCs


Mournhold Temple Non-Relevant NPCs


Royal Palace Non-Relevant NPCs
Daggerfall:Odylic Mages

The Odylic Mages specialize in perfoming Item Identification services within the guildhalls of the Mages Guild. If you find a magic item in a dungeon or receive one as a quest reward, for a fee they will tell you what enchantments it contains.

These services are available to everyone at a relatively low cost. The exact cost depends upon the value of the magical item and your reputation with the Guild.
Morrowind:Dunirai Caverns

There are two High Elves at a camp outside the cave. It is a glass mine, so if you don't mind stealing and can pull it off, you can make a good fortune from the raw glass here. Morale is low among the workers, and if you are here to deliver sujamma, Nelacar can be found a short distance inside, beside a campfire. 
 
Related Quests
Fighters Guild


People

4 Imperial Guards

Notes
Two High Elf characters in the caverns have the same name and same or similar class as characters in future games: a nightblade named Volanaro appears in Oblivion as a member of the Bruma Mages Guild and a sorcerer named Nelacar appears in Skyrim.

Maps
thumb|left|Map of Dunirai Caverns
Morrowind:Pudai Egg Mine

This mine has been long lost and is rumored to hold some extraordinary treasure: Golden Eggs. 

Exit Dagon Fel to the west, then go south when the path splits. At the next split go west (you should pass an Orc named Bulak gra-Murug). Continue west past a few more forks in the road; the Pudai Egg Mine will be on your right. If the path ends in water, turn around and walk back east and look on your left—the mine is very close.

The Golden Eggs can be found behind the queen in the Queen's Lair. Be warned that each of the seven eggs has a weight of 30, so be sure you can carry that much.

 
Related Quests
Fighters Guild


Maps
Morrowind:Elith-Pal Mine

The mine is run mostly by Imperials, with a Dark Elf crew and a Wood Elf supervisor whose main duty is to provide a reliable supply of flin to keep morale high among the workers.

Stealing the raw ebony here might be tempting, but be wary of the guards.

 
Related Quests
Fighters Guild


People
 

3 Imperial Guards

Maps
thumb|left|Map of Elith-Pal Mine
UESPWiki:Deletion Review/Oblivion:Music

There isn't enough information available to warrant the existence of this page. Furthermore, it is not really relevant to the gameplay nor lore. If we have this, similarly we might have pages for the workers who made the game and so on. --FMan | Talk |  22:40, 15 January 2007 (EST)

 
Delete Pretty useless. If it were fleshed out to actually mention things like where the music played and such, maybe, but it does not serve any purpose. -- (talk &middot; edits) 20:29, 27 March 2007 (EDT)
Keep: Sundaroct131088's addition has made this page actually worth something.  It could use maybe a little more description of the tracks if somebody felt like doing that, but it's not really necessary.  Another thing to consider might be moving the page to Oblivion:Soundtrack instead?  But at least it's not a worthless stub anymore. --TheRealLurlock   23:55, 28 August 2007 (EDT)
Keep--It's encyclopedic in content, and actually almost an interesting read. While I can understand that we don't want developers and such to have their own pages, this is worthwhile. Somercy 10:42, 7 September 2007 (EDT)
Consensus: Keep.  There is now more information on this page, enough that it is no longer a pointless stub.  Could still use work, but it definitely is worthy of keeping now. TheRealLurlock 14:28, 7 September 2007 (EDT)
Shadowkey:Armor

:This page is about the different types of armor that may be found in Shadowkey. For information on the Attribute, see this link.
 }
Armor in Shadowkey is primarily defined by its weight class (light, medium or heavy) as this decides the items that may be worn by each of the nine character classes. The other important factor is the armor's rating, which determines how much protection it gives. In multiplayer where it is possible to see the player's character models, their physical appearance will not change to indicate what armor a player is wearing. Only the weapons they equipped will change in appearance.

Six pieces of armor have been enchanted with special powers and are listed separately.

Chest Armor

 This item is incorrectly described as "Light foot armor"

Head Armor


Arm Armor


Leg Armor


Hand Armor

 This item is incorrectly described as having an armor value of 2.

Boots

 This item is incorrectly described as being medium armor. A comment in its definition file suggests that the change to light armor was a late modification, and evidently not everything was changed.

Shields


Magic Armor