Netruk44/uesp-wiki-content huggingface dataset:
Lore:Tamrielic Calligraphy, Chapter VII

An oft-overlooked fact: using ink goes well beyond the calligrapher. A controlled environment can allow the artist to communicate precisely through color and form, and reach beyond the page to the reader. It's easy to forget that external factors, such as the weather or the temperature, can significantly alter a calligrapher's needs.

For example, in the heat and humidity of deep   the popular   ink—that mainstay of proper   calligraphy—simply will not dry. Turn the paper sideways and the ink runs right off the page. Unthinkable in the temperate Alinor climate, but constant in a place a mere ship's voyage away. Instead, the locals use an ink that can dry even while submerged in water. Foolishness for a scribe at a comfortable writing-desk, but of vital importance for a scout writing an urgent missive in a tropical rainstorm.

One other notable evolution of Valenwood inks is the prevalence of ink that glows faintly in darkness. In a well-lit city such as Alinor the need for such things would be minimal. In the deep darkness of the forest, without even moonlight to read by, a faintly glowing ink allows those with proper vision to review critical documents.

A final point of interest: the common use of inks that work equally well on a variety of surfaces. Quality parchment is rare, and even paper can be uncommon depending on the beliefs of the local  . Writing a missive on a fallen leaf or a flat stone would be unthinkable in Alinor. It's commonplace and often preferred in the depths of the forest. The previously mentioned Delicate Midnight ink is highly valued despite being worthless on paper. When scribed onto a certain kind of porous stone, it will hold its form until vigorously shaken off.

Stone and ink can thus be reused for quite some time. Because the ink does not dry properly, the written word can sometimes last upwards of several months. A common Alinor ink is thus an incredibly valuable rarity among the Bosmer, whose different environment causes them to discover properties of our inks that are likely unknown even to master  i scribes.

I intend to continue my study of inks on the  ic mainland, and will continue providing chapters of this series to the scribes in Alinor.
Online:Thunderbug

Thunderbugs are hostile creatures that use lightning based attacks. They are very common on the island of Khenarthi's Roost. These solitary creatures are dangerous, but they do also have uses on the moon-sugar plantations; namely, controlling rats and other pests.

Some thunderbugs are capable of not only shooting lightning from themselves, but also summoning it from the sky.
 

Related Quests





Skills and Abilities
;Thunderstrike: 
;Zap: 

Variants
Spectral Thunderbugs, friendly thunderbugs found at Ouze

Unique Thunderbugs
Thunderbug Lord, a thunderbug found in the Root Sunder Ruins
Stormhead the Ravenous, a large thunderbug found in the Burroot Kwama Mine

Books




Achievements
There are several Achievements associated with this creature:
 

Notes
Beetle Fabricants are fabricants that resemble thunderbugs.
Lore:Tales of the Two Moons Path Vol. 3

looked about her, confused. Her grandfather had been there just the moment before, and now—now she stood in the bedroom of her childhood. The rich tapestries clung to the walls, warming the wooden slats, and the sweet smell of her mother's cooking filled the air.

Tazzie ran to the door, opening her mouth to call out in greeting. Then she stopped when she realized she stood once again in the  . The old Moonspeaker nodded at her gravely and intoned, "What   and   have shown you is for you alone. Consider it and remember it always."
Lore:Tales of the Spinners

in   society play a critical role. More than just a fantastical outlet or a source of catharsis, spinners perform a mystical, priestly function.

If   created this world by telling a story, Bosmeri spinners weave new worlds out of their stories, sometimes crafting an illusion so complete that it seems real to the listeners, who are woven into the stories as characters.

Inside these  al stories, spinners can influence their listeners in profound ways, stirring them to empathize with strangers, hate enemies, or have compassion for the suffering.

Of course, spinners who can create complete illusions are rare and often eccentric sorts. Even so, the typical Bosmeri spinner is a storyteller of unmatched talent.
Lore:Tale of Two Moons

As the sky falls white on Elsweyr 
When the frost forms on the lake 
When the fires blaze in brightness 
When old bones begin to ache


Then   cast off their budis 
And fur keeps out the cold 
And   chases   
And tells him secrets old


But then blue skies o'er Elsweyr 
When rivers stream with light 
When fires die in ashes 
When youth again takes flight


Then cats rewrap their budis 
And comb out rich, thick manes 
And big moon chases small moon 
And frees her from her chains
Lore:Sword-Wisdom of Saikhalar

And so it was that day that   was in good humor after the morning training, for his students performed admirably in their drills and he was impressed by their progress. Being of such fair spirits, he invited the pupils to sit 'round in a ring and seek his wisdom as reward. The youths, having many questions, clamored to speak all at once, but he hushed them and called them forth one by one.

One asked, "Master, why do we train only with the sword, when weapons come in so many shapes?"

The Master replied, "The sword is our soul. Mighty   showed our people in ancient days the way to lengthen blades, and we have known their blessed virtue in our victories since. Focus on it alone, and you will defeat every weapon—you will outreach daggers, roll from under heavy hammer blows, and deflect the arrows of your foe. If you are distracted from the blade's way, you will only be confused and the path to mastery will disappear beneath your feet."

Another asked, "Master, why must we do the same drills every day?"

The Master replied, "You still think like the thirsty jackal that runs toward a mirage. He collapses in the sands, though he would have found the hidden stream if only he searched the rocks he sprinted past! Focus on the task before you, and perfection follows. Do not think of what you might do tomorrow, but think only of perfecting each exercise as it is assigned. In this way, you will come to grow as one with your weapon."

And so they continued, the Master sharing his wisdom of long years with the youths. After many questions, he noticed one student squirming uncomfortably. Irritated by the boy's divided attention, he asked, "You, what is your question?"

The boy looked up sheepishly as a low growl rumbled from his stomach. "Master, isn't it time for lunch?"

Saikhalar let forth a rare and mirthful laugh. "Hurry on to the kitchens, then! My wisdom may be great, but it cannot fill hungry bellies!"
Lore:Sunk into Ouze

… never rise again. But what to do with them? Obliterating their essence and burning their bones was too much. They are still members of the chosen race, still our brothers and sisters. No, they must be contained, but not punished.

We will sink them into  . The ground here is soft and warm and will make a good resting place for their bones. Their spirits will slumber evermore, or until the   tell the story of their release. If they resist, we shall ….
Lore:Sumiril's Book, Passage 1

This is the story of a boy. This is the story of the land. This is the story of how the boy and the land came to be.

The boy's name was  . He had the power to shape the land. He whispered his instructions and the land willingly obeyed. But the boy was alone.
Lore:Sumiril's Book, Passage 2

Soon powerful people learned about the boy, and how he could shape the land. They did not understand that what he had was a gift. They saw only the power in it. They wanted to conquer.

They decided to test the boy.
Lore:Sumiril's Book, Passage 3

The powerful sent   to  . They told him to shape Valenwood and build a great city there. They sent builders to help. But Valenwood was not like the land where Ostion grew up. Valenwood was wild and angry and when the boy asked it to move, it said "No."
Lore:Sumiril's Book, Passage 4

and   fought with each other. Ostion commanded the land again and again to move, and Valenwood refused again and again. In their struggle they forgot everything else. Ostion forgot the builders who had been sent with him and Valenwood forgot the peoples that lived in its midst.
Lore:Sumiril's Book, Passage 5

The boy and the land came to love the struggle. Both had been lonely and now neither was alone. But in the process, the builders were injured and killed, even   who had once been kind to the boy.

And suddenly   remembered who he was and what he had been sent to do. And he found Sumiril's body and asked the land to help him raise Sumiril from the dead.
Lore:Sumiril's Book, Passage 6

And for once,   listened. And   and Valenwood became one. Together, we are the  , Ostion and I.   is our first creation, our  , whom we raised from the dead.

This is the truth of our existence.
Online:Where I'll Be

A young Khajiit wandered into camp last night, said he's looking for Hazak. If anyone asks where I am, I'm dragging this fool off to Hazak's Hollow. He'll see the boss before his head and body part ways.

We spotted Aldmeri on the beaches. If you need me, send a runner up and around the hill above Hazak's Hollow. Double back to the dock near the entrance.
Lore:Sugarbelly

The mind of the   is like its tail, weaving impossible shapes before pouncing on its prey. If you are that prey, too bad for you! But grab hold of the tail and the senche-tiger does exactly as you want, so long as your grip remains firm.

In theory one could lead a senche-tiger about by its tail forever, but Azmu-ra does not recommend it. Senches are quite fast, very strong, and entirely capable of holding a grudge! Much better to seize the mind, but how to do this?

First understand that, like  , the senche-tigers have a powerful sweet tooth. They also have fine noses and will track   down wherever it hides. In pockets, through walls, in the bellies of close friends—anywhere.

Fortunately, the senche-tiger's appetite for sugar is only so great. By keeping your senche-tiger on a steady diet, you can manage its more aggressive desires with more useful pursuits, like  -catching. You need only know how much moon-sugar is enough moon-sugar.

This is where it gets tricky. The senche sweet tooth waxes and wanes with the moons, starting with the phase under which it was born and ending with its lunar opposites. Size is a factor, also, as larger senche require more moon-sugar!

Some trainers can determine a senche-tiger's appetite for moon-sugar by consulting the local Two Moons, but Azmu-ra does not recommend this. A priestess is not always on hand, and keeping both the temple and your senche supplied with moon-sugar is an expensive proposition!

Also, senche-tigers grow swiftly. Unless fully grown, their appetites will change. Many would-be trainers have little time to regret a low stock of moon-sugar! The resulting carnage is never pretty.

Better to keep a stockpile of moon-sugar on hand. The senche eats until sated, and what is left can be used to ice the sweet roll, spice the pudding, or make delectable moon candy.

Once full of moon-sugar, a senche-tiger wants only two things: meat to fill its belly and a sunny place to bask. This makes them suited to guarding fields and hunting game, but this is about all they can do without years of training. Even then, training can only go so far.

For example, motivating senches to pull farming equipment is not recommended. If your senche-tiger should deign to endure the harness, it will still be inclined to chase anything larger than a field mouse that it spots across the fields. Save yourself the trouble of collecting scattered plows!

While other trainers have had some success with watch-senche and battle-senche, Azmu-ra would strongly discourage training them to eat people unless you are strong and good at fighting. Even then, this one would not recommend it. A senche-tiger's loyalty reaches only so far as its belly, yes?

Hopefully this guide helped you avoid being eaten by your favorite senche-tiger. If not, well … Azmu-ra made no promises!
Lore:Stepping through Shadows

There is no   in the  's repertoire more useful than the spell of instant translocation. Over time, its casting becomes almost a matter of reflex: one is HERE, and then, by an act of will, one is THERE.

In fact, to the experienced practitioner, translocation becomes so routine that one almost forgets how difficult it was at first to learn. It is traditional to refer to this magical art as "stepping through shadows," and indeed, the key to its mastery is the ability to "peer sidewise" and perceive the shadows cast by each entity and object in the  .

These are not, of course, the literal shadows cast by the blockage of light by an opaque object, but the emanation of the limen each object possesses—the depth-impression its existence makes in the local reality of the  . This requires learning to focus the hyperagonal sense through which the practitioner perceives the flow of magicka. Once the nightblade can "feel" local transpontine deformation, it becomes almost trivial to make the transliminal saltation to any point within range.
Lore:Stagger and Sway

O my sweet love, she waits for me, 
Through storm and shine, cross land or sea. 
I run to her and together we, 
Sway as we kiss 
Sway as we kiss

Her graceful shape I heave on high 
And in one hand I hold her nigh 
Her waiting lips are never dry 
Sway as we kiss 
Sway as we kiss

Come the morn she goes 
The taste of her remains 
And in my mind, I see us sway 
Sway as we kiss 
Sway as we kiss
Lore:Spirits of Skyrim

A wide variety of spirits roam the lonely paths of  . Some are fierce and terrible, hateful and jealous of mortal creatures. Others are simply mischievous, full of playful wickedness that can turn dangerous if the target isn't completely aware of what's happening. A few can be benevolent, but even these can turn hostile if the proper decorum and respect aren't adhered to. These spirits range from free-roaming   to the mortal dead to nature personified, though such distinctions may not matter much if you become embroiled in a haunted encounter. What do you care if the spirit harassing you is a marauding Daedra or the lingering shade of a village peasant? It's still just as insubstantial. It's still just as dangerous.

The  , far to the south of  , has long been a place of mystery and danger. A multitude of stories describe how sparkling lights or compelling whispers lure travelers deep into the forest. Of even local farmers and loggers who should know better falling victim to strange sounds and even stranger sights that can occur when the sun rides high in the sky or when darkness covers the land.

One such spirit is a guardian spirit tied to a specific natural landmark, such as a lake, a hill, or a copse of woods. The guardian spirit haunts the area it is connected to, and cannot abandon or wander far from the location. A guardian spirit might take on a mortal shape when appearing before mortal creatures, but make no mistake: these spirits were never mortal and are as different from the mortal world as the residents of  . They might imitate mortal behavior, but they neither understand it nor have any but the most tenuous connection to it.

A guardian spirit might get bored with its routine. It might become curious about new creatures wandering into its environment. It might even become angry at a presumed slight by a mortal visiting its realm. Any or all of these situations might draw the attention of a guardian spirit upon you. Or it might be something else entirely that draws them to you. Who can tell what motivates these strange entities?

The guardian spirit associated with the Haunted Wood tends to be curious and mischievous, but has rarely shown outright hostility to mortal visitors. Stories abound of missing objects, strange appearances, and playful teasing, but there are few accounts of the forest turning against mortal visitors. It seems that, for this spirit at least, some kind of connection is trying to be made. Or, perhaps, this too is a misinterpretation of intent. Perhaps this guardian spirit is simply attempting to lull visitors into letting their guard down. And then the spirit will pounce.
Lore:Soul-Trapping I: An Introduction

Pardon the lengthy discussion of morality to follow. We shall reach the meat of this meal—the actual procedure of  —soon enough. I was compelled to include an introductory chapter to this revised version of "Soul-Trapping" after the ethical arguments that sprang from the publication of the first edition.

Soul-trapping is the art of taking a creature's soul upon death and confining it in an appropriately-sized phylactery. Throughout the history of  , mages and philosophers alike have battled back and forth about the morality of the art.

Some mages would argue that, once dead and soul-trapped, a creature's spirit is merely an echo of its previous life, no longer aware of what goes on around it. Even those rare individuals who become phantasmal hunters lurking the darkness of   are nothing more than predators acting on natural impulses. To these mages, once dead, an individual loses some spark, some intangible element in biological death, that cannot be regained. As such, they argue, soul-trapping is not unethical. In fact, it's a waste of resources to leave the soul of the deceased free.

Of course, we the living, being still alive, can never know for certain. Theories regarding the afterlife are myriad, but even the most powerful mages in Tamriel have never returned from death's reach to report their level of awareness in that state. As such, there are those in the communities of Tamriel, both magical and not, that decry the use of soul-trapping spells. The eccentric Archmagus   of the   famously asked, "Would you like to spend your afterlife powering my   staff?" The Archmagus claimed to never have used a soul-trapping spell in all his years.

Adding some weight to that argument is the rumor that one such soul has retained a very mortal sentience in its entrapment. If rumors are true, the  i royalty have utilized an advanced form of soul-trapping to imprison some ancient High Kinlord for the duration of his afterlife (perhaps one of the  es—that lot is notoriously manic, and their souls must be doubly so). The High Kinlord has reportedly maintained his (its?) faculties, taunting and jeering his keepers on a daily basis. I don't know where this Kinlord might be, and I don't want to know. I'd like to keep my head. But his very existence speaks to how aware a soul can be, and the morality of soul-trapping can be further postulated from there.

What do I believe about the subject? I've written ten volumes on trapping souls: instructional, theoretical, and historical in nature, and I cannot answer that question. It is my belief that you won't be able to, either. But what you can answer is whether the material I teach in the following volumes is worth using. All I ask is that you read them.
Lore:Song of the Spirits

The night is dark,

The ground is deep,

Its warmth can keep you still.


Your pain forget,

Your anguish gone,

Your slumber will not end.


I am your guard,

I am your hope,

I will not fail my charge.


The night is dark,

The ground is deep,

You shall not rise today.
Online:Song of the Diamond Sword

Have you   my sword sword?

My new diamond sword sword?

I am now the lord lord

Of my diamond sword sword.

The question is rhetorical

You know I am the oracle

Of my new diamond sword.
Online:Eagle's Strand

It has been recently re-appropriated by the Aldmeri Dominion as a base camp after a devastating storm. If you're playing a Dominion character, you will wake up in the Ruined Tower on the north side of the camp after escaping from Coldharbour.

The inhabitants of Eagle's Strand are mostly Aldmeri Dominion soldiers and squatters who already lived there before the storm, as well as healers treating the wounded. Notable residents include Commander Karinith, the only remaining ranking official of the regiment, Razum-dar, the first quest giver for the Aldmeri Dominion line, and Ealcil, a scholar studying a mysterious weeping stone. A bar has been set up in the western tower, and a copy of ''Bolga's Guide to Island Beasts'' can be found on the counter. Two soldiers and a laborer are present in the tavern. A soldier is standing guard south of the tower, overlooking the beach. The other tower has water cascading down the inside and flooding the lower level due to the presence of a storm cloud. A laborer is attempting to mop up the water. A skyshard can be found at the top of the tower, guarded by a sentry.

Ealcil and several scholars are studying the weeping stone on the east side of the camp. The stone has been set up above a well, and sprays water sporadically and in different directions, encouraging the scholars to hide behind wooden barricades. A cooking fire lies a short ways south of the stone.

The camp is patrolled by Mistral Guards and all of the containers are owned, except for a few crates on the beach. Kadalura has set up shop at Shipwreck Sundries north of the western tower. A simple safebox lies at the western edge of the stall. Several boatswains who are located down on the southern beach can take you off of Khenarthi's Roost. A chest can spawn east of the boatswains. Another chest can spawn a little ways down the beach, to the west, past the tavern tower.
 

Related Quests
 
 

Shops and Services
Snarga  
   
;Transport Services
20px Dock: Sugar-Claws  

People
 

Bugs
 
The descriptions are ''"Help the shipwreck survivors on Khenarthi's Roost" and "You helped the Dominion shipwreck survivors."''

Gallery
Lore:Song of Despair

The  

The  .


At dusk and dawn, the   rules

While thieves of night still own  .


 's breath pollutes cloud and pool

As   spins webs that mark.


The broken oath and the  's plot,

The  's horn and sharpened spear

Make   that come to naught

When   claims those who would appear.


  stands death upon its head

As   joins in pools of blood.


Escape the   with no tears to shed

As   arrive all in a flood.


  are no end of life

When mastered by the
Online:Alit

thumb|right|A brown Alit from Elsweyr
Alits are ferocious animals, closely related to kagouti, that are native to Morrowind. They can also be found in Shadowfen, Grahtwood, Khenarthi's Roost and Northern Elsweyr. Alits are perhaps best described as "mouths on legs" by Bolga gra-Bur in her book.
 

Skills and Abilities
Alit attack using their teeth and claws, and may inflict the "Bleeding" status effect, which does minor physical damage over time.
;Bite: A basic melee attack that does minor physical damage.
;Lacerate: The alit jumps up and slashes with its feet. This attack briefly stuns you, does moderate physical damage and applies the "Bleeding" effect. Blocking will reduce the damage taken, set the alit off balance and prevent the "Bleeding" effect from being applied.

Related Quests





Variants 
Darkshade Alit
Transmuted Alit

Unique Alits
Leafseether

Known Locations




  





  



  





  
  
  

Achievements
There is one achievement associated with this creature:
Lore:Something's in the Attic

Something's in the attic, it stinks of blood and meat. 
Something's in the attic, I hear its scuttling feet. 
Something's in the attic, it's whispering to me. 
Something's in the attic, I shouldn't set it free.


Something's in the attic, I really have no choice. 
Something's in the attic, it's making so much noise. 
Something's in the bedroom, my eyes are open wide. 
Something's in my mirror, staring from inside.