Netruk44/uesp-wiki-content huggingface dataset:
Lore:Mythic Dawn Commentaries 4

ay the holder of the fourth key know the heart thereby: the Mundex Terrene was once ruled over solely by the tyrant dreugh-kings, each to their own dominion, and borderwars fought between their slave oceans. They were akin to the time-totems of old, yet evil, and full of mockery and profane powers. No one that lived did so outside of the sufferance of the dreughs.
  
  give my soul to the Magna Ge, sayeth the joyous in Paradise, for they created Mehrunes the Razor in secret, in the very bowels of Lyg, the domain of the Upstart who vanishes. Though they came from diverse waters, each Get shared sole purpose: to artifice a prince of good, spinning his likeness in random swath, and imbuing him with Oblivion's most precious and scarce asset: hope.
  
 eathlessly I intone from Paradise: Mehrunes the Thieftaker, Mehrunes Godsbody, Mehrunes the Red Arms That Went Up! Nu-Mantia! Liberty!
  
 eny not that these days shall come again, my novitiates! For as Mehrunes threw down Lyg and cracked his face, declaring each of the nineteen and nine and nine oceans Free, so shall he crack the serpent crown of the Cyrodiils and make federation!
  
 ll will change in these days as it was changed in those, for with by the magic word Nu-Mantia a great rebellion rose up and pulled down the towers of CHIM-EL GHARJYG, and the templars of the Upstart were slaughtered, and blood fell like dew from the upper wards down to the lowest pits, where the slaves with maniacal faces took chains and teeth to their jailers and all hope was brush-fire.
  
 our Dawn listens, my Lord! Let all the Aurbis know itself to be Free! Mehrunes is come! There is no dominion save free will!
  
 uns were riven as your red legions moved from Lyg to the hinterlands of chill, a legion for each Get, and Kuri was thrown down and Djaf was thrown down and Horma-Gile was crushed with coldsalt and forevermore called Hor and so shall it be again under the time of Gates. 
  
 nder the mires, Malbioge was thrown down, that old City of Chains, slaked in newbone-warmth and set Free. Galg and Mor-Galg were thrown down together in a single night of day and shall it be again under the time of Gates.
  
 othing but woe for NRN which has become The Pit and seven curses on its Dreugh, the Vermae NI-MOHK! But for it the Crusades would be as my lord's Creation, Get by the Ge and do as thou wilt, of no fetters but your own conscience! Know that your Hell is Broken, people of the Aurbis, and praise the Nu-Mantia which is Liberty!
UESPWiki:Assume Good Faith

To assume good faith is one of our core principles on our wiki. It means that you should always assume that people are trying to help the wiki and not harm it unless you have evidence to the contrary.

The following are the principles of an intention made in good faith:

The person was trying to do their best.
The person was interested in benefiting the community.
The person had no intention for malice.

If you can reasonably assume that something is an error, then you should simply correct it without completely reverting it or by labeling it as vandalism. You should not act like their actions were deliberate, even if the action could possibly be vandalism. Always try to work with the user to correct mistakes instead of scolding the user to make a point. You should consider using talk pages to kindly explain yourself, pointing to policies, guidelines, and past discussions when relevant. This can help prevent misunderstandings and disputes from occurring. 

Keep in mind that editors are not required to assume good faith when there is clear evidence to the contrary. Actions that can contribute to evidence of bad faith include blatant vandalism, lying, and unwillingness to collaborate.

External Links
Wikipedia:Assume Good Faith – Based on Wikipedia's Assume Good Faith policy.
UESPWiki:Perfection Isn't Required

It is fascinating to note that the creation of a stub and the completion of an article are both equally worthwhile actions, and each a wonderful contribution to the UESP. As a wiki, one of the greatest advantages of the system is that incomplete or poorly written articles can evolve into polished, presentable masterpieces through the process of collaborative editing. This gives our approach an advantage over many other ways of producing similar results, hence the submission of rough drafts are both encouraged and appreciated.

For example, a single editor may begin an article with a brief overview of the subject, or a few random facts. Another editor may then offer suggestions, while another can further expand the article, perhaps including graphic aids, while yet another might correct the spelling and grammatical errors that have snuck past the multiple edits. Eventually, the disparate parts become a more cohesive whole.

While the article might seem chaotic at first, or worse, rather than being repulsed by its ungainly appearance, we should rejoice it in its potential, having faith that the editing process will turn it into a brilliant compilation of prose.

Naturally, these haphazard articles are not loved by any editor, and the occasional criticism may be leveled at them, apart from mere corrections; this is, at times, acceptable, as nothing is more important than the correction of the offending article. In extreme cases, text that is beyond hope may be removed to the corresponding talk page. More so, in certain cases wherein the article has no redeeming qualities whatsoever, it may even be marked for deletion; although the decision to do so should not be made lightly.
Tes4Mod:Mod File Format/BSGN

BSGN records hold birthsign information.
Oblivion:Fort Variela

Exterior

The exterior is located at coordinates: Tamriel 14, 0
This location's map marker (M on map) is named Fort Variela (editor name FortVarielaMapMarker). The entrance door is WSW of the marker, 110 feet away.
1 Wilderness Creature (Forest variety) is near the entrance
3 Wilderness Creatures (Plains variety) are near the entrance
1 Jewelry Box (contains Note of Bounty, jewelry, 75% chance two potions, 50% scroll; non-respawning) is at location C on map
The following plants can be found near the entrance: 4 Fly Amanita plants and 1 Monkshood plant

Additional points of interest are a dock to the east and a small graveyard to the north, which may both be intended as part of the overall fort complex.

 
Zone 1:
thumb|right|348px|Fort Variela
This zone is fairly straightforward: simply fight your way through the chambers until you reach door C to Fort Variela Staff Quarters. You should never have to face more than two enemies at a time. In the final chamber are two bedrolls (b) you can sleep in.

Door D, also leading to Fort Variela Staff Quarters, is on a higher level and is inaccessible unless you have very high acrobatic skill.

Occupants:
5 Necromancers
Treasure:
1 Chest 01
1 Chest 02 (locked)
1 Chest 03 (locked)
2 Chests 04
Doors and Gates:
There are three doors in/out of this zone
1 door (at Out) leads outside
2 doors (at D and C) lead to the zone Fort Variela Staff Quarters
Other:
2 bedrolls at locations b on map

 

Zone 2:
thumb|right|274px|Fort Variela Staff Quarters
In the first room you enter you will find, in addition to two necromancers, an altar with a Zombie corpse and a Manual of Spellcraft. The zombie's arm can be found on the nearby altar.

In the next room you enter, be sure not to miss the Boss chest (B), which is hidden behind one of the stone coffins directly underneath the little bridge you used to come in.

From door D you can enter the previously inaccesible area of Fort Variela, which contains three minor loot containers. From here you can jump down to the lower level and backtrack to the entrance.

Occupants:
4 Necromancers
Treasure:
1 boss-level Chest (Necromancer variety; locked) at location B on map
1 Chest 02
2 Chests 04
1 Coffin 02
Doors and Gates:
There are two doors (at D and C) in/out of this zone, both leading to the zone Fort Variela
Oblivion:Imperial Prison Sewer

The sewer grate opens into two different versions of the same dungeon depending on the stage of the game:

 
Related Quests



Notes
The entrance to the tutorial sewers is locked upon completion of Deliver the Amulet. The only way to regain access is to obtain the Imperial City Sewers Key during Scheduled for Execution, which will allow entry to the quest-specific version of the dungeon. Attempting to activate the sewer grate in between these two quests will result in the following message being displayed:
:: A sign on the door reads, "No entry on pain of death."       
:: - Sealed by authority of Commander Adamus Phillida, Imperial Legion. 

Exterior
thumb|right|Key to Maps|150px
300px|thumb|right|Imperial Prison Sewer, Exterior
The exterior is located on the shore of Lake Rumare, at coordinates: Tamriel 11, 20
This location's map marker (M on map) is named Imperial Prison Sewer (editor name ICPrisonSewerMapMarker).  The entrance door is NE of the marker, 1 feet away.
1-2 Mud Crabs are near the entrance
1 Slaughterfish is near the entrance
1 Nirnroot is at location N on map
The following plants can be found near the entrance: 3 Clouded Funnel Caps, 2 Green Stain Cups
Oblivion:Sweetwater Camp

Located right between the Ayleid ruin of Sardavar Leed, the place where Queen Alessia grew up in slavery, and Fort Alessia, Sweetwater Camp is an fairly unremarkable camp, although the ruin's Ayleid Well makes it fairly convenient for travelers. It consists of two tents with bedrolls, an unlit campfire, and two sacks - one with food, the other containing minor loot. On a clear day, both the ruin and the fort can be admired, while the northern view offers an overlook over the Red Ring Ring Road, Lake Rumare and, across the water, the entire Imperial City. A path from the Red Ring Road leads directly to the camp and its Bandit inhabitants. South of the camp, on the rock formation up the hill, grow two Summer Bolete, and a Green Stain Cup.
 
Occupants
1-2 Campsite Bandits (each 50% probability melee Bandit, 25% archer Bandit, 12.5% Bandit Hedge Wizard, 12.5% dog)
Contents
2 bedrolls 
1 Camp Sack
1 sack (food)
Flora
2 Summer Bolete mushrooms
1 Green Stain Cup mushroom
Lore:Ramblings of Audens Avidius

I used to be somebody. I was a captain of the guard in the   until that fleabitten hero decided to poke his nose in my business. I have a plan to get out of the  . Apparently there is a secret escape tunnel used by the royal family. When I get out I'm going to settle the score with that hero. Then I'll take care of those two snitches   and  . The sweetest of all will be  . I'll make him squeal first.
Lore:Spirit of the Daedra

HOW YOU SHOULD KNOW
 
DEATH, DEFEAT, AND FEAR
We do not die. We do not fear death. 

Destroy the Body, and the   is cast into  . But the Animus returns.

But we are not all brave.

We feel pain, and fear it. We feel shame, and fear it. We feel loss, and fear it. We hate the Darkness, and fear it.

The  s have small thoughts, and cannot fear greatly.

The   have no thoughts, and cannot fear.

The   have deep thoughts, and must master fear to overcome it.


THE CLAN BOND
We are not born; we have not fathers nor mothers, yet we have kin and clans.

The clan-form is strong. It shapes body and thought. 

In the clan-form is strength and purpose.


THE OATH BOND
We serve by choice. We serve the strong, so that their strength might shield us.

Clans serve by long-practice, but practice may change.

Dremora have long served   but not always so. 

Practice is secure when oath-bonds are secure, and trust is shared.

When oath-bonds are weak, there is pain, and shame, and loss, and Darkness, and great fear.


HOW WE THINK ABOUT
Perhaps you find Scamps comic, and Vermai brutish. 

How then do you imagine we view you humans?

You are the Prey, and we are the Huntsmen.

The Scamps are the Hounds, and the Vermai the Beaters.

Your flesh is sweet, and the chase is diverting.

As you may sometimes praise the   or  , admiring its cunning and speed, and lamenting as the hounds tear its flesh, so do we sometimes admire our prey, and secretly applaud when it cheats our snares or eludes pursuit.

But, like all worldly things, you will in time wear, and be used up. You age, grow ugly, weak, and foolish. You are always lost, late or soon.

Sometimes the prey turns upon us and bites. It is a small thing. When wounded or weary, we fly away to restore. Sometimes a precious thing is lost, but that risk makes the chase all the sweeter.


MAN'S MYSTERY
Man is mortal, and doomed to death and failure and loss.

This lies beyond our comprehension why do you not despair?
Lore:Ten Commands: Nine Divines

By the intercession of St.  , you may be so filled with grace, and the strength and wisdom that comes from grace, that through these teachings you may come to the true meaning of the Nine Divines and Their glories. To convey to man's mind all the manifold subtleties of truth and virtue may not be done, were all the seas ink, and all the skies the parchment upon which Their wisdoms were writ. Yet  , in His wisdom, knowing how impatient is man, and how loathe he is to travel upon the hard roads of truth, has allowed these ten simple commands to be made manifest with powerful clarity and concise definition.



1.   says: Be kind and generous to the people of  . Protect the weak, heal the sick, and give to the needy.

2.   says: Honor the earth, its creatures, and the spirits, living and dead. Guard and tend the bounties of the mortal world, and do not profane the spirits of the dead.

3.   says: Live soberly and peacefully. Honor your parents, and preserve the peace and security of home and family.

4.   says: Work hard, and you will be rewarded. Spend wisely, and you will be comfortable. Never steal, or you will be punished.

5.   says: Be strong for war. Be bold against enemies and evil, and defend the people of Tamriel.

6.   says: Use Nature's gifts wisely. Respect her power, and fear her fury.

7.   says: Open your heart to the noble secrets of art and love. Treasure the gifts of friendship. Seek joy and inspiration in the mysteries of love.

8.   says: Know the truth. Observe the law. When in doubt, seek wisdom from the wise.

9.   says: Serve and obey your Emperor. Study the Covenants. Worship the Nine, do your duty, and heed the commands of the saints and priests.

10. The Nine say: Above all else, be good to one another.



If only each man might look into the mirror of these Commands, and see reflected there the bliss that might enfold them, were he to serve in strict obedience to these Commands, he would be cast down and made contrite and humble. The obedient man may come to the altars of the Nine and be blessed, and may receive the comfort and healing of the Nine, and may give thanks for his manifold blessings.

Heedless, the wicked man turns away, and forsaking the simple wisdoms granted to him by the All-Wise and All-Knowing Nine, he lives in sin and ignorance all the days of his life. He bears the awful burden of his crimes, and before Men and God his wickedness is known, and neither blessing nor comfort may he expect from the altars and shrines of the Nine.

Yet the wicked and foolish are not doomed, for in their infinite mercies, the Nine have said, "Repent, and do Good Works, and the Fountains of Grace shall once more spill forth upon you."

Repent your crimes! Tender unto the Emperor the fines of gold, that they may be used to spread the Faith and its Benefits to all Men!

Do yourself good works! Redeem your infamy by shining deeds! Show to all Men and the Nine the good Fame of the Righteous Man, and you may once again approach the altars and shrines of the Chapel to receive the comfort and blessings of the Nine.
Lore:The Third Door

I.
I sing of Ellabeth, the Queen of the Axe,

Who could fell a full elm with two hatchet hacks.

She could rip apart Valenwood just for her fun.

She studied under   in  .

He taught her the jabs, the strokes, and the stance

To make an ax-swing into an elegant dance.

He taught her the barbed axes of the  s bold,

The six-foot-long axes favored in  ,

The hollow-bladed axes of the Elves of the West,

Which whistle when they swing through flesh.

With a single-headed axe, she could behead two men.

With a double-headed axe, she could fell more than ten.

Yet where she lives in legend has most to do

With the man who hacked her own heart in two.

II.
Nienolas Ulwarth the Mighty, who hailed from Blackrose,

The only man who could best Ellabeth with ax blows,

In a minute, she chopped fifty trees; he, fifty-three.

She felt at once that he was the only man for she.

When she professed her love, Nienolas just laughed.

He said he loved more his ax handle and shaft.

And if they weren't enough to slake all his desire

There was another woman named Lorinthyrae.

Fury gripped the Queen of the Axe, the maid Ellabeth,

And her thoughts turned to pondering musings of death.

Mephala and Sheogorath gave her a revengeful scheme

And for weeks, she worked on it in a state like a dream.

In the still of the night, she kidnapped her rival

And then told her choices between doom and survival.

III.
Lorinthyrae awoke in a house in the moors

In a room lightly furnished except for three doors.

Ellabeth explained that behind one of the doors the lass

Would find Ellabeth's and her love, the great Nienolas.

Behind the second lived a ravenous demon.

And behind the third, an exit to freedom.

She must choose a door, and to aid her decision

If she pondered too long, the axe'd make a division.

Lorinthyrae wept, and Ellabeth felt contrite,

And opened the door to her immediate right.

It led to the moors, and as she slipped through the gloom,

She advised Lorinthyrae to likewise abandon the room.

Lorinthyrae ignored her and did not feel her will bend.

Nienolas was largely behind the first door she opened.

IV.
Ellabeth had lied; there was no demon of lore.

The top third of Nienolas was behind the third door.
Tes4Mod:Mod File Format/SKIL

SKIL records hold information on a skill.

 
|-
| + || DESC || description || zstring || Skill Description text.
|-
| - || ICON || skill image || zstring || based on textures\
|-
| + || DATA || skilldata || struct[14] || Skill Data
|-
| || ||
: actions
| ulong || which actions train this skill. Hardcoded, see INDX for values.
|-
| || ||
: attribute
| ulong ||
 
|-
| || ||
: specialization
| ulong ||

|-
| || ||
: use value
| float || use value first action. Default = 0x3F80 = 1
|-
| || ||
: use value
| float || use value second action
|-
| + || ANAM || apprentice text || zstring || The text shown when you reach Apprentice level.
|-
| + || JNAM || journeyman text || zstring || The text shown when you reach Journeyman level.
|-
| + || ENAM || expert text || zstring || The text shown when you reach Expert level.
|-
| + || MNAM || master text || zstring || The text shown when you reach Master level.
|}
UESPWiki:Administrator Noticeboard/Archive 1

Bogus Users
There are a number of bogus users, apparently created by a wiki-spam bot. These should be removed. (Requires sysop privileges. Or higher?)
:--Wrye 13:27, 13 Oct 2005 (EDT)

Just had our first spam bot vandalism to main page, which was quickly repaired. On investigation, it appears that MediaWiki doesn't allow removing users. There's no sup username or ip address. So, for now, I guess the thing to do is just undo spam as it happens, and then block them if they become a problem.
:Wrye 22:06, 17 Oct 2005 (EDT)

 

Mod Rewrite
Tried to get the mod rewrite settings to work for nicer links, but it didn't work. Going to try again since I moved the wiki to the main site under the /wiki path.
: Daveh

You can read the Wikipedia configuration to get nice URLs. 
:Frór 06:51, 4 Apr 2005 (EDT)
Oblivion:Absorb Attribute

Transfer M points of a given Attribute from the target to
the spellcaster; the effect lasts for D seconds.  On the target, the effect is comparable to Drain Attribute; on the spellcaster the effect is comparable to Fortify Attribute.  

Internally, all of the various Absorb Attribute effects are considered to be the same, so learning Absorb Strength, for example, will give you access to all eight Absorb Attribute commands at the Spellmaking Altar.

Notes
Only "On Touch" absorb spells are possible, even at the spellmaking altar.
Despite the availability of Absorb Attribute for custom enchanting on Bows, the range limitation inherent in Absorb effects makes the effect largely useless. The Marksman must be very close for the Absorb effect to apply at all, thereby defeating the purpose of using a Bow. The maximum range is currently unknown. There are no patches known which address this issue.
This effect can be gained for spell making and enchanting via spells only.

See also
Sections:
Drain vs. Damage vs. Absorb: A comparison of these similar effects.
Restore vs. Fortify vs. Absorb: A comparison of these similar effects.

Related effects:
Damage Attribute, Drain Attribute, Fortify Attribute, Restore Attribute
Absorb Fatigue, Absorb Health, Absorb Magicka, Absorb Skill
Oblivion:Fortify Attribute

Fortifying an attribute temporarily raises that attribute's value by M points, for a period of D seconds.  Fortify Attribute can increase an attribute above its base value and can even increase an attribute above the maximum value of 100. Increases in attributes past 100 continue to improve all of their effects except for weapon damage.  Weapon damage bonuses are capped 100 for Strength and Agility. Luck's effect on other skills of +5 Luck = +2 (other skills) continues when Luck is above 100; however, as it effectively raises the level of other skills up to a cap of 100, it ceases to have an effect on skills that reach 100. See Luck and the other attribute pages for details of their effects on skills.

Learning one Fortify Attribute spell, e.g. Fortify Agility, will give you access to Fortify Luck and the other seven Fortify Attribute commands at the Spellmaking Altar.

Notes
This effect can be gained for spell making and enchanting via spells, choosing the Orc or Redguard race, choosing the Lady, Steed, Thief, or Warrior Birthsigns, the Atronach Stone, Lady Stone, Lover Stone, Steed Stone, Thief Stone, or Warrior Stone Doomstone, or any level of Vampirism.
Fortify Endurance cast on yourself will increase your Health by twice the magnitude of the spell, since the player's base health is always 2&times;Endurance.  This effect, however, is more expensive than a Fortify Health effect, costing 0.3 magicka per health point compared to 0.14m/hp for Fortify Health. Fortify Endurance will not increase an NPC's health.
One quirk of Fortify Endurance is that when it expires (and you lose the health bonus), you can end up with negative health but you will not die.  To get back to positive health you must restore all the missing health.  If anything damages you in the meantime, you will immediately die.
This same quirk applies to Fortify Intelligence. You can cheaply create a 2-second duration Fortify Intelligence spell which provides (Int x2) extra magicka to provide up to a 200 point boost for the next cast. However, if the "bonus" magicka is spent, (e.g. a custom 280-point Summon Creature dropping total magicka to 0 / [100 base +200]), when the Fortify Intelligence expires the magicka counter goes to -200. Unlike the above case, it regenerates at your normal pace.
If you place a Fortify Magicka with the same duration (or longer!) beside it, it seems to prevent negative magicka by resetting to 0. If it is a longer duration, you can actually see the negative gap between when Fortify Intelligence and Fortify Magicka expire.

See also
Sections:
Restore vs. Fortify vs. Absorb: A comparison of these similar effects.

Related effects:
Absorb Attribute, Damage Attribute, Drain Attribute, Restore Attribute
Fortify Fatigue, Fortify Health, Fortify Magicka, Fortify Skill

Alchemy Ingredients
The following alchemy ingredients can be used to make potions of Fortify Attribute: