Netruk44/uesp-wiki-content huggingface dataset:
Varethan Ebony Mine

There is a large amount of ebony to be found, but there is nothing else of interest in the mine.
 

People
 


Maps
thumb|left|Map of Varethan Ebony Mine
Soludanni Egg Mine

Apart from a large number of eggs, there is nothing of interest in the mine.
 

Related Quests


People
 


Maps
thumb|left|Soludanni Egg Mine
Heleran's Lodge

People
Surimintu

People
 


Maps
thumb|left|Map of Surimintu
Lore:Flame Atronach

Flame Atronachs are   native to  , a collective realm full and made of lava and fire. They apparently have an enmity for  s, though they are able to put this aside when serving mutual masters.   Seemingly made entirely of flame, they can be found unbound in the wild or can be conjured by those with magical aptitude to serve as guards, laborers, or otherwise obey their conjurers. Summoning of Flame Atronachs is usually performed through  , a spell which usually summons Flame Atronachs in their conventional forms but which can be altered by conjurers to alter the minutiae of the summons (such as plane to summon from, daedra to summon, and form in which the daedra can be conjured).  

They are a source of  s, an alchemical ingredient which has varied utility. They are conventionally summoned and found in the form of vaguely feminine flaming floating humanoids; however they do appear in other forms—including a smaller form called the Flame Pixie. Their summoning was first perfected by the  , especially   and  , who discovered that they could be bound into different forms by their conjurers.  Flame Atronachs as a collective were apparently employed by Clan Shardai during the  , and were heavily involved in the   invasion. 

Their inversions,  , originate in  , an inversion of Infernace where all flame is cold.  Flame Atronachs are found in many  s, including those of prominent princes and minor planes. While possessing some intelligence, Flame Atronachs are largely an unorganized and chaotic group, with individuals being largely indistinguishable from one another. Hearthfire Kagouti, which can be found in the Grazelands of Vvardenfell, are suspected to be the product of a Telvanni wizard's experimental melding of the reptile and a flame atronach.  Flame Atronachs can be shaped by their conjuror to take the form of common animals to serve as mounts. Known varieties include bears, horses, guar, camels, senche-tigers and wolves.  
Gallery
 
 
Variants
Aside from the commonly found humanoid forms, there are many other types of flame atronach found in   and  .

Cold-Flame Atronach
 

Fire Behemoth
 

Flame Atronach Bear
 

Flame Atronach Camel
 

Flame Atronach Guar
 

Flame Atronach Horse
 

Flame Atronach Senche
 

Flame Atronach Wolf
 

Flame Hound
 

Flame Pixie
 

Valkyn Skoria
 

Infernace
 , the collective realm of the Flame Atronachs, is described as mundane and repetitive, apparently being the aggregate of all of its inhabitants. It, much like the Flame Atronachs, is largely constructed of magma and flame, and is apparently the plane where most Flame Atronach summonings call. It has an inversion known as the Fourth Sinus of Takubar, which is apparently much like Infernace except totally devoid of heat. 

References
Lore:Frost Atronach

Frost Atronachs are   native to  . They apparently have an enmity for  s, though they are able to put this aside when serving mutual masters.  Seemingly made entirely of ice, they can be found unbound in the wild or can be conjured by those with magical aptitude to serve as guards, laborers, or otherwise obey their conjurers. Summoning of Frost Atronachs is usually performed through  , which can be altered by conjurers to alter the minutiae of the summons (such as plane to summon from, daedra to summon, and form in which the daedra can be conjured).  They are a source of  s, an alchemical ingredient which has varied utility. They are conventionally summoned and found in the form of bulky humanoids. Frost Atronachs as a collective were apparently employed by   during the  , and were heavily involved in the   invasion. Frost Atronachs are found in many  s, including those of prominent princes and minor planes. While possessing some intelligence, Frost Atronachs are largely an unorganized and chaotic group, with individuals being largely indistinguishable from one another. Many frost atronach names begin with the word "Nomeg". 
 
 

Variants
Aside from the commonly found humanoid forms, there are many other types of frost atronach found in   and  .

Ancient Frost Atronach
 

Frost Atronach Bear
 

Frost Atronach Horse
 

Frost Atronach Kagouti
 

Frost Atronach Senche
 

Frost Atronach Dwarven Spider
 

Frost Atronach Wolf
 

Frost Monarch
 

Night Frost Atronach Steed
 

Sabre Cat Frost Atronach
 

Notes
The little-known   (theorized to come from the  ) is a horse composed entirely of ice, though its relation to frost atronachs is unknown.

References
Lore:Flesh Atronach

Flesh Atronachs are enchanted flesh golems animated by   or  .    They are considered undead, categorized as reanimated abominations alongside   and  .  A soul or Daedric vestige is bound to the flesh, and the husk is reanimated.    Some sources claim that flesh atronachs are  ,  and are believed to represent the element of true Flesh in a similar manner to Elemental Daedra.  They appear as a sewn-together conglomeration of skin and muscle, sometimes adorned with mystical symbols  or wearing an iron collar.  

Some flesh atronachs have several glowing runes and energy spots on their bodies, the color of which depends upon how powerful the atronach is.  The foreheads of such atronachs are known to hold an embedded Void Essence, a red gem with various alchemical uses.   Flesh atronachs from   have   oozing from between their sutures.  They are healed by poison  and their magicka increases if hit by spells.  They emit an aura that damages opponents if they get too close.  Flesh Atronachs have the ability to hurl fire at their target.  Additionally, they can crush mortals flat with their arms, which can be massive stubs of flesh with rusted metal blades infused in its skin.   

  was obsessed with flesh atronachs animated by Daedric vestiges, which were a part of her research into the element of Flesh. Sheogorath brought her to the Shivering Isles to allow her to continue her research, and flesh atronachs spread throughout the realm.   The Gatekeeper of the Fringe was the result of her experiments.  The followers of Mephala are also known to utilize flesh atronachs, distinguished by their black and red mottled skin, reminiscent of Spiderkith. 

The   is a larger, more powerful version of the flesh atronach. The first flesh colossus was created in secret by Mannimarco when he was still training as a Psijic monk on the island of Artaeum.  They were among  's forces during the  .  Flesh colossi can taint the ground around them with wells of putrid disease and poison. 
 

Gallery
 

See Also
For game-specific information, see the Daggerfall, Shivering Isles, and ESO articles.
Shivering Isles Concept Art

References
Daggerfall:Key Controls

Daggerfall Default Key Bindings
This table shows the default control key bindings that are used by the game. You can change almost all listed key bindings in the game options menu by selecting "Controls". As changing the "Swing Weapon" key binding to any binding other than the second mouse button may cause problems, players are advised to retain the default binding for that control.






  Pressing this key will cause the game to crash if you have just used a potion or cast the Lycanthropy spell. 
  The notebook was never implemented.

For a more complete list of keys see 

Alternate way to run the game: Type   at the DOS-Prompt in the DAGGER directory

Recommended Non-Default Key Bindings

The following non-default control key bindings will make the game play more like later Elder Scrolls games.



Dialog shortcuts

Instead of clicking on the respective message box buttons with the mouse cursor during dialog, you may press the Y or N keys respectively to accept or decline an offer or quest. This is especially useful when you are speaking with one of the Daedric princes, as their quest dialog does not provide a message box, and there is therefore no way besides these two keys to interact with them.



Notes
You must adjust the control settings in order for cheats to work when running DosBox (see here).
Daggerfall:Ebonarm

Ebonarm is the God of War and the companion and protector of all warriors. The Citadel of Ebonarm functions as his temple, and the Battlelords are their militant arm.

Most of the Fighters Guild guildhalls in the Alik'r Desert are actually mosques dedicated to Him, which is why vampires take damage while inside. He is also an enemy of most of the Daedric Princes (all except Sheogorath) as well as the Temple of Stendarr and the Cabal (a subfaction of the Mages Guild). He is allied with none, although he does lead the Citadel of Ebonarm (the aforementioned mosques). Holy anvils dedicated to Ebonarm can be found throughout the Iliac Bay region.

For more information, see the lore article.
Daggerfall:The Arm of Fury

Quick Walkthrough
# Talk to a quest giver of the Temple of Kynareth.
# Travel to dungeon named by the quest giver.
# Enter the dungeon, then find and kill the traitor within.
# Report back to the quest giver within the time limit.

Detailed Walkthrough
Traitor to the Order
Speak to the quest giver, who says:

:''"Our order demands retribution on a former member who has turned traitor. Will you be the strong arm of our fury, (player's first name)?"
or
:"The Goddess has spoken to us in our auguries, and she demands the blood of the foul   who has profaned her name. Help us to appease our angered mistress Kynareth."

Accept
The quest giver goes on:

:"Very good. The traitor is a killer who has taken refuge in (dungeon) to the (direction). If you have not returned in (time limit) days, your honor will be forfeit and another will take your place. Do not fail us in this, (player's first name)."

Decline
The quest giver answers:

:"An ignoble reply. I expected better."

Dispensing Justice
This quest is a typical dungeon crawl. Head to the dungeon named by the quest giver and enter it. Find the traitor within; your target can be an Assassin, a Knight, a Nightblade or a Spellsword. There may be multiple enemies of these types in the dungeon, but you must kill the target for the quest to count as a success. When the target enemy dies, you hear their last words:

:"So...the Kynaran Order...sent you to kill...me. Tell them...I spit on their..."

Return to the Temple and report your success.

Reward
When you report back after the traitor has been killed, the quest giver will say:

:"Well done. You have reason to be proud."

Reputation Gain/Loss
 

Enemies
Random dungeon monsters
Quest Target: Any of the following:
Assassin
Knight
Nightblade
Spellsword

Notes
This quest is only available for members of the Temple of Kynareth.
 
Additional Dialogue
After you have accepted this quest, NPCs may say when asked for any news:
"That skulker ran off to (dungeon) like the hounds of hell were behind him."
"(Quest giver's name) can't just let the shiftless bum go after what (he/she) did to the Kynaran Order."
If you fail the quest, NPCs may say when asked for any news:
"The traitor is apparently tougher than (quest giver's name) thought. What an escape."
"The renegade has moved north I hear, but the memory still plagues the order."
If you successfully complete the quest, NPCs may say when asked for any news:
"The traitor's story just proves it. You don't play around with the Kynaran Order."
"I always thought the Order would be more merciful to that dolt."
If you successfully complete the quest, the quest giver may later greet you with:
"Well, you slew that traitor for the Order. The least I can do is say hello."
If you failed the quest, the quest giver will greet you with:
"You let that traitor go. I have nothing to say to you."''

Quest Log
Lore:Beastfolk

Beastfolk (also Betmeri, Beastmen,  or Betmer)  is used to refer to any sentient beast-like humanoid that inhabits  , such as the  s,  , and  . A few races have died out or disappeared, such as the   and the  .

Argonians
 

Bird Men
 

Centaur
 

Dreugh
 

Frost Giant
 

Giant
 

Goblin-ken
 

Imga
 

Khajiit
 

Lamia
 

Lilmothiit
 

Minotaur
 

Naga
 

Sload
 

Notes
Orcs can be classified as Goblin-Kin, Beastfolk, or Mer depending on the source.
Early documented encounters between the Akaviri and the earliest inhabitants of Tamriel suggest that there may be Akaviri people with rat-like features, and others who are canine in appearance. 

Gallery
 

References
Morrowind:Nalvilie Saren

Nalvilie Saren may refer to two things:
Nalvilie Saren (person), a Dunmer living in St. Olms Canton in Vivec
Nalvilie Saren (quest), a Redoran quest from Hlaren Ramoran
Oblivion:The Sea Tub Clarabella

It is docked south of The Fo'c's'le. It is also part of an illegal sheep smuggling ring which is run by Captain Baszone Patneim and First Mate Filch. Anvil residents seem to be oblivious to the smuggling activities on the ship, because the ship is never mentioned by any residents outside of the quest. With the Thieves Den official plug-in, Dahlia Rackham is also located on the ship.

The Sea Tub Clarabella is divided into three levels: The Sea Tub Clarabella, Clarabella Mid Deck, and Clarabella Lower Deck.

 
The Sea Tub Clarabella
thumb|The captain's cabin
This is a typical captain's cabin, consisting of three areas: the antechamber, the bedroom, and the dining room.  The antechamber holds two crates and a cupboard in the northwest end that all contain clutter.  A table in the north corner of the bedroom holds a copy of The Red Book of Riddles, a locked jewelry chest with a chance of enchanted jewelry, and a clutter sack.  In the east corner sits a clutter barrel, a clutter sack, and Captain Patneim's chest.  The captain's chest is locked with a very hard lock but can also be opened with Captain Patneim's key; it holds a copy of The Lusty Argonian Maid, 100 gold, two potions of water breathing and water walking, and random jewelry.  In the west corner a cupboard holds food.  The raised dining area in the northeast end of the level holds a table set with three bunches of grapes, two ears of corn, two potatoes, a cheese wedge, a sweetcake, and two bottles of mead.  The sacks and chests on this level are all safe for long-term storage, but the rest of the containers are not.

Clarabella Mid Deck
thumb|Mid deck
The entrance from the main level leads into a room with two beds, a barrel and two crates that hold clutter, and a chest that can hold armor and/or weapons as well as a pumpkin and a watermelon.  A sheep wanders here, and a door on the northeast wall leads to a room that holds three more sheep, a grain sack, and two heads of lettuce.  The next room to the southwest is a storage area that holds two barrels, a crate, and a sack that all hold clutter and two grain sacks.  A trapdoor here leads to the lower deck.  A door here leads to a final room that holds a bed and a table with a loaf of bread and a tomato.  The armor/weapons chest and the sacks are the only non-respawning containers on this level.

Clarabella Lower Deck
thumb|Lower deck
The first room in the lower deck holds a locked chest that can contain gold and jewelry as well as four grain sacks.  The next room holds a bed, two clutter barrels, three clutter sacks, and two pumpkins. First Mate Filch can often be found here.  The final room holds two clutter crates, two more clutter barrels, an unlocked gold/jewelry chest.  The two chests and the sacks are the only containers that do not respawn on the lower deck.
Related Quests
Daggerfall:Othrok

Baron Othrok was a Baron of Dwynnen, who ruled the area in the middle of the Third Era. Although the Baron definitely existed, it is difficult to separate the truth from legends that have arisen around him.

One legend deals with the foundation of the Barony itself, and how in  , the Baron led an army of animals and men in a victory against the undead armies of Castle Wightmoor at the Battle of Wightmoor. Whether this is literally true or not, the people of the Barony celebrate a holiday called Othroktide on the 5th of Sun's Dawn each year as a memorial to the battle.

The Baron is even more famous as the man who stopped the invasion of the   in  . Although the credit given to the Baron is probably overstated, it was at the Battle of Firewaves, not in Dwynnen itself but nearby, that the combined armies of Dwynnen, Ykalon, Phrygias, and Kambria defeated the Usurper and restored peace to  .
Lore:Ykalon

is an area in the   region, before the Warp in the West it was a fiefdom, but then became a part of the Kingdom of Daggerfall after the Warp.  It is surrounded by   to the east,  ,  , and the   to the south, and   to the west. Its capital was the city of Ykalon.  , one of the headquarters of the   is located in this region. The   is a noble family of  s from Ykalon that led a knightly order called the  . In  , Lord Plessington led the order and sent them off to right a wrong and come back with a story or two. 

  vampires are known to stalk prey here, and the regional deity is  . Forces from Ykalon participated in the   which brought about the defeat of the  .  Perseverance Day is a festival held every year by the people of Ykalon during Sun's Dawn, though it was originally a solemn day of memorial for those killed in the battle.  

The events of the   led to most of the forests in Ykalon being burned down. 
 

See Also
For game-specific information, see the Daggerfall articles on Ykalon and the city of Ykalon.

References
Lore:Castle Llugwych

Castle Llugwych is a large fortress in the central part of Ykalon in the Iliac Bay region. It serves as the headquarters of the Blades in the region. Because of its sensitive function, the castle is well-guarded. 

At some point during the Agent's investigation circa   -  , a follower of the Underking gave them a letter wishing to meet them. When the Agent met up with them, the follower explained that Mannimarco and his Worm Cult had stolen an item from the Underking, cursed it, and then gave it to the Blades. The Underking wished for no harm to fall on the Blades and so asked the Agent to enter Castle Llugwych and remove the cursed item. 
 
See Also
For game-specific information, see the Daggerfall article on Castle Llugwych.

References
Lore:Daenia

is a forested region in western  , in the southern part of  . It borders   to the northeast. The region is home to the city of  . It is also known for the culture of quests, where young people of the lower classes take on heroic tasks in order to feel more like nobility.  There have even been cases where a task was so great, the person completing it became a noble themselves. Because of this ability to move up in social class, the people of Daenia are fiercely independent. The region is also home to the  , as well as several witch covens.  
 
References
Lore:Urvaius

is a county in south-central  , in the   region.  It has existed since at least the late  .  After the Warp in the West, it became a vassal of the Kingdom of Wayrest. 

It is bordered by   and   to the north,   to the east,   to the south, and   to the west.  Its capital is the city of Urvaius. The   clan is the predominant   bloodline, and the regional deity is  .  
 

See Also
For game-specific information, see the Daggerfall articles on Urvaius and the city of Urvaius.

References
Lore:Bhoriane

was a   county on the southern coast of   stretching along the northern coast of the  . Its capital was the city of Bhoriane. Two islands just west of the   were also part of this region. The mainland shared borders with   to the west,   to the north, and   to the east.  The   clan was the predominant   bloodline in the region.  
 

See Also
For game-specific information, see the Daggerfall articles on Bhoriane and the city of Bhoriane.

References
Lore:Gavaudon

is a region in central  , within the larger region of  . It borders   to the west,   to the north, and   to the east. The region contains the town of  , the   ruins of  , as well as the enormous ruined statue called the  .  It is the home of the  s, an old clan known for having a considerable familial connection with the  . 

Gavaudon offers rich alluvial soil due to the   flood plains, but the threat of vampire attacks and Orc raids from the mountains weeds out all but the most hardy frontiersmen. Around  , the region was considered a fiefdom.  

 
References
Lore:Shalgora

was a   county on the southeastern coast of  , in the   region. It shared borders with   to the west, the   to the north,   to the northeast, and   to the east.  Its capital was the city of Shalgora. The   clan was the predominant   bloodline in the region, and the national deity was  .  
 

See Also
For game-specific information, see the Daggerfall articles on Shalgora and the city of Shalgora.

References
Lore:Kambria

was a   march in central   located in the   region. It shared borders with the   to the north,   to the east,   to the south, and   to the west.  The provincial seat was the city of Kambria.  The province rose from lowlands in the south to a windswept plateau in the north, where towns were situated in valleys for shelter. The tops of the hills in the area were once covered with forts, but these were demolished by   in order to reduce potential points of resistance.  The regional deity was  , and the dominant   bloodline in the region was  . 

The ruler of Kambria was allied with the Baron of Dwynnen during the war against the Camoran Usurper and helped turn the tide of the war against the Usurper.  The city of Kambria is known to possess several libraries, and has been described as picturesque.  
 

See Also
For game-specific information, see the Daggerfall articles on Kambria and the city of Kambria.

References
Lore:Koegria

was a   fiefdom in   along the northern bank of the  . It was bordered by   and   to the west, the   to the northeast, and   to the southeast.  The provincial seat was the city of Koegria. The dominant   bloodline was  , and the regional deity was  .  
 

See Also
For more information, see the Daggerfall article on Koegria and the city of Koegria.

References
Lore:Menevia

is a region in central  , within the larger region of  . It borders   to the west,   to the north, and   to the east. The region contains the city of  , as well as the small settlement of  . Around  , Menevia was home to the  , where the   worshipped  .  
 
References
Lore:Abibon-Gora

is a region that rests on the western coast of  , in the   region. It shared borders with   to the north and the   to the east when it was a barony in the 3rd Era.  s predominate the region, with   as the favorite deity. The capital city is  , and the locality is protected by the  . 

After Redguards moved into the area, the local Sload found that their methods of criminal justice provided a good source of material for experiments in necromancy. Despite efforts from the Redguards to rid themselves of the Sload, reports of them surviving as far north as Abibon-Gora lasted into the Third Era. 

The people of the region celebrate a holiday called Drigh R'Zimb on the 1st of Mid Year, a festival held in honor of the sun. No other Redguards worship the sun on this day, so scholars have suggested that the holiday might be a direct translation of older Redguard festivals from before their migration to Tamriel from Yokuda.

After the Warp in the West, Abibon-Gora became a part of the Kingdom of Sentinel.  
 
Gallery
 

See Also
For game-specific information, see the Daggerfall articles on Abibon-Gora and the city of Abibon-gora.

References
Ornada Meat

Ornada Meat is  .

Guaranteed samples can be found in the following locations:


It is also found in the following  :
The War of Betony

The War of Betony may refer to:
Tes4Mod:Stirk/Factions M

Changed Factions
Marauder Faction
This faction already exists in the game but is modified in Stirk with the addition of:
Acrisus