Netruk44/uesp-wiki-content huggingface dataset:
Daggerfall:Cybiades

is an uninhabited island off the northern coast of  , roughly southwest of  , within the  . The island is seemingly devoid of civilization. The dominant vampire bloodline of the region is Selenu. The only location on this island is a dungeon named Ruins of Cosh Hall, which is a Human Stronghold.
 

Ruins of Cosh Hall
thumb|left|Exterior area of the Ruins of Cosh Hall
The only place on this island is the dungeon Ruins of Cosh Hall. It is a human stronghold, so you're most likely to encounter human type enemies, with the possibility of vampires on higher levels. Be wary when roaming through, since there are many spell casters inside the dungeon that can deal quite a bit of damage.
thumb

Without the use of a cheat it may be very difficult to find. Since there are no settlements on Cybiades, there are no guild halls, so this location will not be unlocked as part of a quest. The best way to find it is to travel to the northeast portion of the map (see map above). The world map will show you to be above water when in fact you'll still be on solid ground. The dungeon is located in this area.
thumb|center|Dungeon Entrance

Dungeon Layout

right

 Using in-game denotation for dungeon-modules:
 
                     B0000001          
           B0000006  N0000055  B0000009
 B0000008  W0000017  N0000038  B0000012
 B0000007 @N0000042  B0000006          
           B0000003                    
 
 Dungeon-Modules: 12
 Quest Locations:  8

Political Views
Although the island is uninhabited it possesses an entire political structure.



Notes
The best way to get to the island is to travel to the city of Sentinel, face directly east and then keep going forward in that direction. After traveling some distance on land, eventually you're going to have to cross a long stretch of water so have a horse ready since it's easier to cross the sea while riding on a horse. Keep in mind that even with the speed cheat on, it will still take a long time to reach the island due to the sheer size of the game world.
The layout of this island is drastically off-center in relation to the world map; most of the terrain is actually located further to the east, even covering what would appear to be water on the map. Even the game doesn't consider the player to be in this region until they're near the eastern end.
Daggerfall:Kairou (city)

right

The city of Kairou is the provincial seat of Kairou, a province of Hammerfell.
Daggerfall:Kairou

is a barony on the western coast of  , in the  . It is bordered by   and   to the north, the   to the east, and   to the south. Its capital is the city of  .

Kairou is the scene of a special event called Chil'a. It is the blessing of the new year in the barony and it is both a sacred day and a festival. The archpriest and the baroness each consecrate the ashes of the old year in solemn ceremony, then street parades, balls, and tournaments conclude the event.
 

Political Views


Service Locations


  Regional Temples are not listed
Daggerfall:Myrkwasa (city)

right

The city of Myrkwasa is the provincial seat of Myrkwasa, a province of Hammerfell.
Daggerfall:Pothago (city)

right

The city of Pothago is the provincial seat of Pothago, a province of Hammerfell.
Daggerfall:Pothago

is a small duchy on the western coast of  , in the   region. It is surrounded by   to the east and   to the south. The  s who live here have declared no official or predominant deity. The duchy's capital is  . The   clan is the predominant vampire bloodline in the region.
 

Political Views


Service Locations
Daggerfall:Daenia (city)

right

The city of Daenia is the provincial seat of Daenia, a province of High Rock.
Daggerfall:Daenia

is a duchy in central  , in the   region. Its capital is the city of  . Daenia is bordered by   to the west, the   and   to the south,   to the east, and   to the north. The   clan is the predominant vampire bloodline in the region.

The region is home to The Beldama and the Beldama Coven can be found here.
 

Political Views


Service Locations


  Regional Temples are not listed
Daggerfall:Dwynnen (city)

right

The city of Dwynnen is the provincial seat of Dwynnen, a province of High Rock.
Daggerfall:Dwynnen

is a barony on the southern coast of  , in the  . It shares borders with   and   in the south,   to the west and north,   and   to the east, and the   to the north. Its capital is the city of  .
 

Political Views


Service Locations


  Regional Temples are not listed
Daggerfall:Ykalon (city)

The city of Ykalon is the provincial seat of Ykalon, a province of High Rock.  
right
Daggerfall:Ykalon

is a fiefdom in the   area of  . It is surrounded by   to the northeast,   and   to the east, and   and   to the south. Its capital is the city of  .  , a former headquarters of the  , is located in this region.   vampires are known to stalk prey here, and the regional deity is  .
 

Political Views


Service Locations


  Regional Temples are not listed
Daggerfall:Urvaius (city)

right

The city of Urvaius is the provincial seat of Urvaius, a province of High Rock.
Daggerfall:Urvaius

is a county in south-central  , in the   region. It borders   to the east,   to the south,   and   to the west, and   to the north. Its capital is the city of  . The   clan is the predominant vampire bloodline, and the regional deity is  .
 

Political Views


Service Locations


  Regional Temples are not listed
Tes4Mod:Cobl/Modding/General Functions

For all functions:
See the script for more details
Do not edit the script
If you know of a better technique or would like an extra option, please mention it here!
If you need a variation of the script, make a new script and copy/paste the COBL script into the new script.
''Do not edit any of the COBL scripts'', seriously. Be careful not to hit the "Recompile all Scripts" button and before you release use TES4View to make sure you haven't edited any of the scripts.

Functional Activators
(I need to write up a CS wiki article on activators - for now, I assume you know what they are--Haama)
 All functions
Have the same name setup
Script = cobGenFuncNameFAS
Base = cobGenFuncNameFA
Ref = cobGenFuncNameFAR
Assume the function will work, and won't perform any checks.
Most functions include a debug mode that will perform the necessary checks. Set cobGenDebug to 1 to enter this mode.
Can have variable flags, much like a DOS command
Most require OBSE
Some use  
Here's a Cheat Sheet with the requirements, labels and flags for each function


Object Scripts
Simply attach the script (or your copy) to the desired item.



Global Variables
{| class="wikitable" 
|-
!Global
!Type
!Version
!Details

|-
|cobGenDebug
|bool
|???
|Debug flag (set to 1 for debug mode). By default, the function scripts assume the information has been entered correctly and all requirements have been met. When in debug mode, these functions will make the necessary checks, and if a problem is found will print an error message to the console.

|-
|cobGenInput, cobGenInput2, cobGenOutput
|int
|???
|Used to pass information back and forth between scripts via (pluggy) ArrayIDs. Due to the way Oblivion works, you have to use an explicit reference (Reference EditorID) to set a variable on another object. If you want to use a reference variable instead (set rVar.Var to #), you can pass the information by storing it in an array, setting cobGenInput to that ArrayID, then run rVar's script and use the information in the array. Likewise, use cobGenOutput to pass information out of rVar's script.
Note that these can be changed by any script, so it's best to use these with functional activators or result scripts.

|-
|cobGenLabelID
|0-255
|???
|Used in conjunction with cobGenLabelFAR to prevent   overlaps. These are mainly used by Cobl functions, but are useful for any Functional Activator or Result Script, or if you're using a Cobl function within a loop. It requires 2 lines per LabelID, one to change the global and one to set your own variable. General usage should look like
 
cobGenLabelID will automatically return to 255 after the onActivate and Result script nests have run.
cobGenLabelID starts at 255 and continues down from there.
Bloodmoon:Thauraver

Thauraver is a Dark Elf Assassin located in Sjobal. He is not relevant to any quests, and provides no unique information.

He wears a common shirt and pants beneath a full set of glass armor (sans the shield). He wields a glass firesword, and carries three glass throwing knives on his person, as well as his orders. He also carries two leveled lockpicks and one leveled probe. Aside from his natural resistance to fire and the sanctuary provided by his ancestors, he knows no spells.

According to the written orders he carries, he was sent to Solstheim to track down and kill three escaped Argonian slaves: Also-He-Washes, Keerasa-Tan, and Snail-Tail.
Lore:Tenmar Forest

The   in southern   is a large region lying between  , the seat of the  , and the busy seaport of  .  Primarily known for the production and export of  , its sugarcane groves are venerated and diligently guarded by the  . 

The forest is home to two sub-species of Khajiit rarely found elsewhere, the Dagi and Dagi-raht.  The Tenmar Forest once contained the ancient Kingdom of Tenmar, one of the original sixteen states of Elsweyr. It was known for its jungle and tree-folk. 

Tenmar Senche-Tigers and Tenmar Senche-Leopards are fearsome predators of the Forest, however, the Leopards are also bred by Khajiit for hunting. 
 
 
History
Circa  , a dragon named Maarselok, spread an infectious disease known as Azure Blight to the local fauna and flora, which corrupted them, and caused them to become extremely aggressive to all. The source of the disease was from a mountain in Tenmar, and was destined to spread into Valenwood if not stopped. Fortunately, a group of Undaunted and a changeling stopped the Azure Blight by killing Maarselok. 

During the   in the late  , the town of Tenmar Forest had its name loaned from the region. It was ruled by Baroness Rajjan. It had a rivalry with   and  .  It was neighbored by several settlements, including   in the east, and   in the northwest. 
 
Gallery
 

References
Lore:Throat of the World

The   (Monahven in the   ), also known as Throat Mountain , is the highest peak in the province of  . Though once considered second to  ,  it is now known as the highest mountain in all of  .  Seven thousand steps lead up the mountain to its summit, where the settlement of   is located, and where the   live their lives of absolute silence.  King   is said to have rebuilt the 418th step. 

The legends of the  s state that mankind was formed on the mountain when the sky breathed onto the land.  Many pilgrims travel to the mountain and climb the seven thousand steps to its peak. 

During the  , the great dragon   was lured to the top of the mountain by a group of Nords, instructed by Paarthurnax on the use of the  . After seeing that they could not defeat him, even with the   shout, the Nords sent him forward in time using an  . The event created a hole in time itself atop the mountain, called the Time-Wound, or "Tiid-Ahraan".  

"Throat of the World" is inextricably intertwined with "Nord", to the point where the term is used to refer to the nation of Skyrim in general.   Part of   mentions the "Snow Tower" lying "sundered, kingless, bleeding". The true Snow Tower is actually a metaphysical concept, though the mountain might be considered a physical echo.  As the prophecy suggests, the Snow Tower is better understood as the Nordic people. 
 

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

References
Lore:Deshaan

(also called Deshaan Plain or the Deshaan)   is a broad, fertile plain in the southern mainland of  . Most of the Morrowind population is gathered in the high uplands and fertile Thir River valleys of central Morrowind, in and around Deshaan.  It borders   to the north,   to the west, as well as the Dejasyte desert,   , and Thornmarsh regions of   to the south. It is composed of three smaller regions:   in the west,   in the center, and   in the east.

The region is mainly composed of fertile plains and lush fungal forests which slope down and merge with   farther south, with sizable swamps making up the southeastern part of the region.  . The local   take advantage of the exceptionally fertile black soil, cultivating   and cash crops, and breeding   in deep mines for their eggs.  Like elsewhere in Morrowind,   ruins,   ruins, and   tombs dot the landscape. The western area of Redolent Loam is home to the city of  , situated on the southern banks of  . Deshaan's largest city,  , sits in the center of Lagomere, surrounded by  . The  , a sacred site of the     tribe, lies in the southeastern swamps. The eastern region, Siltreen, contains a large shrine devoted to  , where his relics are kept. 
 
Fauna
The fauna of Deshaan includes  ,  es,  ,  s, and  .  Tiger Guar are a legendary breed of large wild guar found only on the Deshaan, and are a highly prized game animal for noble huntsmen; their stripes have been compared to those of a tiger.    The banded guar charger is a breed descended from the tiger guar. 
History
The Dunmer have generally lived across Morrowind and the Deshaan plain since they first migrated from the distant southwest. Vivec once found Nerevar in a grub field outside of the swamps of the Deshaan Plain, and went for a walk with him.  In the wake of the   in  , less than half of the province was left in ruin and Deshaan experienced significant climate disruption resulting in the population to permanently shift towards the south into the Deshaan plain.  

Circa  , the  , a militant group seeking to depose the   and restore worship of  , unleashed the   across Deshaan in a direct assault on  . 

 

Gallery
 

References
Lore:Dunmeth Pass

Dunmeth Pass (also called Dunmeth Path)  is the main pass and one of the few traversable roads leading through the Velothi Mountains, branching northeast Skyrim with northwest Morrowind. It historically served as a significant avenue of trade for the region.  The nearest settlement from the eastern side is the town of Cormar View, but the closest city is Blacklight, which is not very far from the pass anyway. From the western side is the large city of Windhelm and smaller settlements such as Lower Yorgrim. The Imperial Garrison that guards the Dunmeth Pass are headquartered in Windhelm.  
 

History
In the annals of the  ,   the Pilgrim and his followers, the disenfranchised   traveled through the mighty range of the Velothi Mountains until they came across the Dunmeth Pass. He and his followers pressed onward and saw a   fly overhead, determined to follow the bird to their new home. As they traveled further down the path, they came across an impenetrable wall of ice and snow, and out of the wall was an aspect of  , who demanded the Pilgrim to take an oath, one for the betterment of the  . Veloth raised his   and proclaimed that his heart and soul now belong to the Chimer-people. Boethiah laid down the wall of ice and revealed the way to Morrowind. 

In the mid- , High Queen   decided to fiercely protect trade routes to her city and she placed extra security to one of her most valuable trade routes, the Dunmeth Pass.  When the   had incorporated the province of Skyrim in the early years of the  , they placed an Imperial Garrison in Windhelm to protect the Dunmeth Pass from Morrowind.   's invasion fleet had begun to gather en masse in eastern Skyrim and northeast  . They crossed the Dunmeth Pass and later gathered outside of Cormar View and Blacklight for their invasion of Morrowind. 

Many years ago, the local Nords had built an outpost outside the pass called the  , which was a waypoint for travelers that made safe passage from the east. It was a meeting place for travelers to meet with loved ones on the other side, or leave a notice for those that did not survive. In  , the Jarls of Skyrim had decreed that the fort was named a monument for the struggle that refugees faced when they fled Morrowind in the  .  It had fallen into disrepair by  .

Gallery
 

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


References
Lore:Eastmarch

is the eastern   of Skyrim, and one of the four known collectively as the Old Holds. As its name suggests, it lies against the province's eastern border, close to the Dunmeth Pass, the only passage to and from   in the area due to the high and rugged  . 

Windhelm is the only sizable city in the otherwise rural province due to the expansive hot springs which dominate the hold.  According to legend, these hot springs were created when the hero   fought a mighty Daedra and defeated it with a flaming hammer. The hammer's blows melted the Daedra, leaving behind the numerous hot springs.  

  winds north from Lake Geir into this treacherous hot spot, where it meets the   which then drains into the   as it passes Windhelm.   also joins with the White River before it ends at the Sea of Ghosts. It drains  , which lies west in the hold known as  .  
 
Notable Places
;Amol: An Imperial fort that was once home to the settlement of Amol.
;Ansilvund: A Nordic tomb built by Holgeir in memory of Fjori, as described in the book Of Fjori and Holgeir.
;Bonestrewn Crest: A Dragon Cult tomb.
;Darkwater Crossing: A village located along the banks of the Darkwater River.
;Darkwater River: A river connecting Lake Geir to the White River.

Gallery
 

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

References
Lore:High Hrothgar

(or simply Hrothgar)  is a secluded monastery, perched atop the highest peak in Skyrim, the  .  Here reside the few members of the ancient order of the  , who endeavor to become more attuned to the  .   , after his defeat at Red Mountain and subsequent meditation, built his home at High Hrothgar and founded the order to study the Thu'um in peace.  The Nords believe that they were created by   when the sky breathed onto the peak of this mountain, and many journey up the seven thousand steps on pilgrimages.  Few are granted access to its halls as they must be deemed worthy by the Greybeards first (notable examples including  , Jorunn,   ,  , and the  ). Most who are accepted are then trained in the Way of the Voice. 

High Hrothgar is also home to  , a reformed dragon who surreptitiously leads the Greybeards. He resides upon the inaccessible uppermost peak of the mountain, where Alduin was sent forwards in time at the end of the   by ancient Nord heroes using an  .
 
Gallery
 

Notes
New Life Festival breath mints are supposedly concocted at the remote mountain peak, and chewing a handful produces a glacial sensation and an exceptionally frosty breath. 
See Also
For game-specific information, see the Skyrim and   articles.

References
Lore:Hsaarik Head

is a headland located at the extreme northern tip of  's  , near the city of Winterhold. According to tradition, it is where the last fleet from  , under the command of  , made landfall in Tamriel during the late Merethic Era.   Some believed that the   of  , the son of Ysgramor, was located far below the rocky face of Hsaarik Head.   
 
Notes

References
Lore:Kardesh

is a small island in the southwest of the  n archipelago, between the   and the  . There is an isle just off the eastern coast that may be considered a separate entity. The closest major island is   to the east.  
 

References
Lore:Kanesh

is a large island in the  n archipelago, between the   and the  , and the closest of the group to  .  Located due east of  , it is a harsh volcanic island.  To its south are the islands of   and  .

In the late  , there was a settlement named Lumut on the east side of the island.  
 

References
Lore:Klithi

is a small island in the west of the  n archipelago, between the   and the  . It is roughly equidistant to   and  , to the northeast and southeast, respectively.  
 

References
Lore:Moni

is a small island in the  n archipelago, between the   and the  . It is just south of   and northeast of  .  
 

References
Lore:Nalonga

is a large island in the  , south of the  , that is possibly considered a part of the  n archipelago. A rather large bay cuts into the southern coast. The similarly sized island of   neighbors it to the southeast, with the smaller   between them.   is just south of Nalonga.

In the late  , there was a settlement named Zanzar on the northwest side of the island.  
 

References
Morrowind:Quests in Vivec Foreign

A list of quests in Vivec, Foreign Quarter.
 
Related Quests
Fighters Guild











House Hlaalu




House Telvanni


Imperial Cult



Mages Guild











Morag Tong


Thieves Guild














Vampiric



Miscellaneous
Morrowind:People in Vivec Foreign

A list of people in Vivec, Foreign Quarter

Additional people are listed on the Ibishammus Shrine page.

People
Lore:The Pale

The Pale (named for the pallid Tundra and pigmentation of its Nord inhabitants) is one of the four oldest Holds in Skyrim. The harsh environment here makes life a chore rather than a joy, and the shape of the Hold has led some to refer to it as “the old boot.”   It stretches from the center of Skyrim all the way to its Northern Coast.    Dominated by ice fields and glacial deposits, especially along its northern shore, some  , snow-covered ground, and little sunshine means most of the Nords congregate at the city of Dawnstar, a popular port and mining town.    The Pale lacks waterways, save for Lake Yorgrim, located in the southeastern corner of the Hold. The aptly named   is a pine forest found around the lake, in between the central mountains and the Shearpoint range. A small part of the   encompassing Heljarchen is also within the borders of the hold.  

Possessing fewer roads and pathways than most other Holds, there is still a reasonable road connecting the Pale to  , which continues past   and eventually heads east into   and   or south below the snow line into  . This Hold's perimeters are dominated by mountains that run north to south along the western edge, and the   runs along the northern coast. The Hold's distinctive boot shape is due to it curving around the   which forms its border with  , following the perimeter south and then east, to the partially frozen Lake Yorgrim. The   begins from here, merging with the mighty   to the east. The rest of the dwarven ruins, barrows, and windswept catacombs are nestled between crags and the jutting, unforgiving mountains.   
 

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

References