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

(also known as Pelletine, , '''Pa'alatiin''' in    and Southern Elsweyr)  was a kingdom in southern  . It merged with the rival kingdom of   in   to form the  , uniting the province for the first time.   Pellitine occupied the southern half of Elsweyr.  It is a region of dense jungles, rainforests, river basins, tropical grasslands, and pristine white beaches.   

History
In the early  , Elsweyr was known to consist of sixteen independent realms that cooperated with each other for their mutual protection and economic benefit.  Pellitine was one of the ports that traded with the burgeoning  . 

The devastating   of   disrupted Elsweyr's delicate political balance, and when it subsided the original sixteen realms had consolidated into two survivors: Pa'alatiin and  , or Pellitine and Anequina as they were known in Cyrodilic.  The two kingdoms fell into a bitter, often violent feud that stalemated for centuries;  Anequina had developed a disciplined warrior culture, but Pellitine had wealth enough to hire mercenaries thanks to its fertile lands and the cultivation of   derived from the  .   The feud finally ended in  , as the kingdoms' rulers,   of Anequina and   of Pellitine, married and united their realms into the Elsweyr Confederacy. While this move sparked a tribal revolt in Anequina that threatened to sunder the two kingdoms once more,     quelled the unrest by instituting a power-sharing system between the tribes and the nobility based on the phases of the moons   and  .  

By the time of the late  , the Khajiit of southern Elsweyr were considered settled city dwellers with ancient mercantile traditions and a stable agrarian aristocracy based on sugarcane and saltrice plantations. Compared to the northern nomadic tribes clinging to traditions, the settled south had been quick to adopt Imperial ways. 

In  , the   backed a coup that dissolved the Elsweyr Confederacy. In its place, the kingdoms of Anequina and Pelletine were reestablished and made client states of the third  . 
 

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References
Lore:Places Q

Quagmire
 
Quin'rawl Peninsula
Lore:Quin'rawl Peninsula

The Quin'rawl Peninsula (sometimes simply called '''Quin'rawl''' ) is a region found in the southeast of Elsweyr between the Southern Sea and the Topal Sea. It is part of the greater kingdom of Pellitine, specifically where the Tenmar Forest slowly opens to a region of perilous highlands across the north, the sandy beaches in the southeast, and the marshes of the southwest.  Quin'rawl is heavily centered around Senchal, a major city in Elsweyr that also serves as Pellitine's capital since the upheavals of the Thrassian Plague in  .  Several islands are found off the region's coast, such as   and   to the east, and both   and   to the south. 

 

Notable Locations
; : A sleepy mountain-village in the northwest, known for its artistic roots and ancient murals. It is primarily populated by Dagi-raht.
; : Formerly the Topal Legionary Academy, it is an abandoned Imperial stronghold in the north end precipices.
; : An ancient ruin whose origins are shrouded in mystery. It has appeared long before history has been recorded and leaving no indication of its conception.
; : A former religious site-turned smuggling den was known for its sacred waters and diverse flora and fungi.
; : The estate of Potentate Versidue-Shaie
; : A major, albeit infamous harbor-city found on the eastern coastal region, known for its expansive and open-aired markets and bazaars.

Gallery
 

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

References
Lore:Ravan

(also spelled Raven) is a large island in the  , south of the  , that is possibly considered a part of the  n archipelago. The similarly sized island of   neighbors it to the northwest. Between them is   and to Ravan's west is  .  
 

Notes
The alternate spelling Raven is seen on the Redguard box art, but the island is spelled Ravan on all other maps.

References
Lore:The Rift

(sometimes called Rift Hold ), the southeastern hold of Skyrim, is a temperate region northwest of the intersection between the   and the  .  It is one of the four holds known collectively as the Old Holds.  The capital city of   is nestled in the expansive Fall Forest,  on the shores of  , which is drained by the   and  . The relatively mild climate allows for thriving agriculture.  The historic settlement of Greenwall was located to the north, and has often served as an important military fortification.    
 

Gallery
 

Books


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

References
Lore:Pankor

is a small island marking the westernmost extent of the  , far to the southwest of  's coast and northwest of  . A very small unnamed group of islands lies to the southwest. A bay on Pankor's east coast nearly splits the island into a northern and southern half.  
 

References
Lore:Saarthal

Saarthal was the first city built in Skyrim after the arrival of Nords from Atmora sometime in the middle of the Merethic Era.   Saarthal was also the first capital of Nord civilization in Tamriel, as well as the largest of the ancient Nordic cities.   The city was destroyed late in the Merethic Era by the Snow Elves, and then rebuilt by Ysgramor after he retook the city.  It was destroyed and finally abandoned sometime in the late Merethic or early First Era.  In the late Second Era, the ruins of the city were located by archaeologists near the modern city of Winterhold.  After Trinimac and his followers were corrupted into Malacath and the Orcs, they fled to the northern wastes near Saarthal.  

The Saarthal excavation, circa  |thumb|right
During the city's construction, the Nords unearthed the Eye of Magnus, which they attempted to keep secret by burying it under the city. The Snow Elves learned of the powerful artifact, however, and wanted it for themselves. They attacked the city in order to secure this power, an event known as the Night of Tears.  Everyone except for Ysgramor and his two sons, Yngol and Ylgar, were killed and the city was burned to the ground.  Ysgramor fled back to Atmora to gather an army with which to fight the Elves.  Before the Snow Elves could find their prize, Ysgramor and his Five Hundred Companions returned, strengthened by powerful enchanted weapons and armor created by Ahzidal,  drove the Elves back from Saarthal, and began a campaign to drive them from Skyrim entirely.  Reports from Dominion scouts suggest the ruins were still visible during the Interregnum.  Although the city was lost, the Eye remained buried under Saarthal until the College of Winterhold unearthed it in the Fourth Era.  The local Nords, however, did not approve of the college mages digging among the dead of the ruined city. 

 , one of the three sons of Archmage Gauldur, fled to Saarthal after his treachery in seizing the Archmage's powerful amulet. He fought and killed ten of Archmage Geirmund's battlemages before finally succumbing, and was sealed within the ruins. 

One of Ysgramor's Five Hundred Companions, the legendary warrior Reynir, claimed to have survived the Night of Tears and sailed back to Atmora with Ylgar. 
 

Notes
The fall of Saarthal is thought to be responsible for the creation of Sheor, a demonized version of the Nordic god Shor. 

Gallery
 

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

Books






References
Lore:Samara

Samara is an island in the Yokudan archipelago, between the Azurian Sea and the Sea of Pearls.  Located southeast of Akos Kasaz, it is low, lush, and warm, with many natural harbors.  Other nearby islands include Irranhu and Moni. A sizable bay juts into the southern coast and almost divides the island into a western and eastern half.  

Assassin Beetles were known to the Yokudans as Samara Scarabs, perhaps indicating it as their place of origin. 
 

References
Lore:The Systres

are a group of three large islands in the  , far to the southwest of   and northwest of  .  The largest island is named High Isle, while the jungled prison colony of   lies to the north.  The nearest islands are   to the northwest and Eyevea to the southeast; another group of three smaller islands are found directly west, southwest of Pankor. 

The island was considered by the Empire to be Hammerfell's territory in  . 

The coral kingdoms of Thras are described as a set of islands southwest of  ,  which would place the Systres as being near Thras or may mean that the Systres are part of Thras. However, neither explanation has been confirmed, and other sources place Thras as being in the Sea of Pearls instead of the Abecean Sea.  
 

References
Lore:Padomaic Ocean

The   encompasses all of mainland Tamriel.  The continent of Akavir lies across the Padomaic Ocean to the east, and the continent of Atmora lies across the Sea of Ghosts (a portion of the Padomaic Ocean)  to the north. The Padomaic Ocean meets the Eltheric Ocean in the west.
 
References
Lore:Siuol Yelir

is an island in the  , south of the  , that is possibly considered a part of the  n archipelago. It lies just south of the much larger  .   neighbors it to the east, and to the northeast is  , with which it shares the word "Yelir".  
 

References
Lore:Stirk

is an island off the   of  , in the  .  

The historic island was at one time colonized by the  , whose white limestone ruins dominate the tropical landscape. In the  , it was where the leaders of   assembled the   to do battle with the  .  Though claimed at times by  , the Gold Coast, and  , the uninhabited island is really a no-man's-land. The pirates of the Abecean were known to use the Ayleid ruins as arenas for settling disputes through trial by combat. 

In   a meeting took place here between the three leaders of the  , as Stirk was considered neutral territory. The meeting was facilitated by the   and  , and aimed to discuss a possible invasion of   in response to  's attempted  . Before an agreement could be reached, Molag Bal sent   to the island to kill the alliance leaders. The attackers were repelled, and the leaders quickly gave their consent for an invasion, having seen the Prince's influence firsthand. A force was then assembled from the ranks of the two guilds, and a portal to Coldharbour was opened on the island. 

The island was considered by the Empire to be Cyrodiil's territory in  ,  but by the late  , the island appeared to be unaffiliated with any province on certain maps.  
 
Gallery
 

References
Lore:Eltheric Ocean

thumb|right|Map showing the eastern parts of the Eltheric Ocean
The   lies to the west of Tamriel. It meets the Padomaic Ocean in the east and encompasses the Abecean Sea, Sea of Pearls, and the Azurian Sea. It contains the major island groups of Yokuda, Thras, Pyandonea, and the Summerset Isles as well as smaller ones such as The Systres and individual islands like Herne and Cespar.  
 
References
Lore:Dumac

, also known as Dumac Dwarf-Orc  and Dumalacath,  was the last ruler of the Dwemer before their disappearance.  Along with Indoril Nerevar, he united the Chimer and Dwemer clans, and together they pushed the Nords out of Morrowind by  .  Resdayn flourished under the leadership of Dumac and Nerevar, and the two developed a mutual respect and friendship.   Peace among the Chimer, and between them and the Dwemer, brought an unprecedented prosperity and flowering of both cultures.  Dumac could not please everyone, however; the   Clan rejected the union and left Resdayn.  Dumac attended the coronation of Emperor   in  .  Some sources describe him as a king, others call him a general.    It is said he gave the swords   and   to   and Nerevar as wedding presents. 

The peace Dumac and Nerevar had maintained for centuries eventually shattered along with their friendship.  Dumac died at the Battle of Red Mountain around  .   No one is sure what happened to Dumac or his people.    While it's generally thought that the Chimer and Dwemer were at odds, one legend describes Dumac as the champion of Nerevar during the battle, and says Nerevar struck down   when the latter slew Dumac.  Other accounts say Nerevar slew Dumac personally,  some going so far as to say he feasted on his old friend's heart.  

References
Tribunal:Khash-Ti Dhrur

Khash-Ti Dhrur is a unique  Dremora Lord in  Norenen-dur, Citadel of Myn Dhrur. He carries one bottle of Pyroil Tar, needed in order to forge Trueflame.
 
Related Quests
Bloodmoon:Ulfrun

Ulfrun is a Nord barbarian and the primary source of Nord Mead in the mead hall of Thirsk. Apparently something happened between her and Erich the Unworthy, as she says when spoken to about him. But she doesn't like him anymore and once he's dead she's relieved.

Aside from her natural resistance to shock, immunity to frost, ability to shield herself, and a natural frost damage spell, she knows no other spells. 

She wears a Wolf Helmet, Wolf Cuirass, Bear Left Pauldron and Bear Right Pauldron, Bear Greaves, Wolf Boots, and a pair of Bear Gauntlets. She carries a Nordic Silver Longsword.

She is tragically killed by the Udyrfrykte during its attack on the hall.
 
Dialogue
Her greeting:
:''"Hail, stranger.  I am Ulfrun, and I welcome you to the mead hall of Thirsk.  So long as you behave yourself, we'll get along just fine.  If you want to buy some mead, just ask.  If you haven't already I suggest you introduce yourself to Skjoldr Wolf-Runner.  He's the chieftain of this mead hall, and will want to greet a new arrival."

If Erich is alive:
:Erich the Unworthy
::"Erich and I once...oh, nevermind. He's a swine. That's all you need to know."

If Erich is dead:
:Erich the Unworthy
::"I told Erich if he kept spreading rumors about me the fates would have their due. Looks like I was right.  He deserved to die, the pig."

:mead
::"Aye, mead is the nectar of the gods!  It's made from fermented honey, and has been known to knock even the strongest Nord on her backside!"

:services
::"I sell all the mead here at Thirsk, friend. Drink, and be merry!"''

Wares
Morrowind:Foyada Esannudan

thumb|The Shrine of Pride, inside the Ghostfence
Foyada Esannudan is the short hardened lava river branching off of Foyada Mamaea and running between it and Foyada Ashur-Dan, leading from north of Ghostgate south and east, ending just southeast of Ghostgate. The cave of Sharapli is in this foyada, just south of where it crosses the Ghostfence. The Shrine of Pride and Dunirai Caverns are located just off this foyada. The Foyada Esannudan is guarded by leveled ash creatures, and not a friendly place for ill-prepared travelers.

Notes
There are conflicting statements within the game as to the location of this foyada.  Asking about "crater citadels" from various members of the Tribunal Temple will get you the following statement:
:The only approach to the crater citadels is up Foyada Esannudan from Fort Moonmoth, through the Ghostfence at the fortress of Ghostgate, and down into the crater.
And asking about "specific place" while in Ghostgate will give you the following:
:Ghostgate consists of two towers, the Tower of Dusk -- the west keep -- and the Tower of Dawn -- the east keep -- with a temple between the two towers, and a tunnel beneath the temple leading up Foyada Esannudan into Red Mountain.
However, the foyada described in both of these statements is actually Foyada Mamaea, as seen labeled on the paper map, and in the description when you ask about "Foyada Mamaea":
:Foyada Mamaea is a volcanic ravine that runs from the top of Red Mountain southwest to its end just below Balmora. An old Dwemer bridge crosses the foyada near Fort Moonmoth. The best route to Ghostgate is to follow Foyada Mamaea up from where the Pelagiad-Balmora road crosses the foyada southeast of Fort Moonmoth.
Since Ghostgate and Moonmoth can't be in two places at once, there is an inconsistancy in these statements.  However, the statement by Hrundi during the Sujamma to Dunirai quest gives you the following directions:
:Take this load of sujamma to Nelacar in the Dunirai Caverns southeast of Ghostgate between the Foyada Esannudan and the Foyada Ashur-Dan.
The foyada marked on the map corresponds to these directions rather than the previous conflicting statements.  Since the foyada is not labeled on any map, we have no other information to explain these discrepancies.

Maps
thumb|left|Map of Foyada Esannudan
Morrowind:Foyada

thumb|thumb|Map of Foyadas on Vvardenfell
Foyadas, or fire-rivers in the native Ashlander language, are deep, ash-dark ravines which run down from the Red Mountain volcano on Vvardenfell. The lava from Red Mountain is very fluid  and runs almost like water. During an eruption, lava pours down the mountainside and leaves the area bare of all vegetation. Once a Foyada is created, the chance of a new one lessens, as the lava will normally run down the existing one. They are a good alternative to roads when heading towards the rugged mountain, as they have good footing, are clear of brush, and run for long distances.

Foyada Ashur-Dan — Orange: The hardened lava river from the crater of Red Mountain into the Molag Amur region.
Foyada Bani-Dad — Yellow: The hardened lava river starting at Red Mountain, running just north of Maar Gan to the coast north of Khuul.
Foyada Esannudan — Green: The short hardened lava river between Foyada Mamaea and Foyada Ashur-Dan, past the center of Red Mountain.
Foyada Ilibaal — Light Blue: A foyada leading from Molag Mar to Mount Kand, forming the rugged Molag Amur region.
Foyada Mamaea — Red: The hardened lava river that runs from Ghostgate past Balmora all the way to Hla Oad.
Foyada Nadanat — Dark Blue: The foyada which runs through the Molag Amur region to the Erabenimsun Camp.
Foyada Zabirbael — Purple: The foyada that runs northeast from Lake Nabia past Mount Kand to Mount Assarnibibi, two pilgrim sites in the rugged Molag Amur region.
Valley of the Wind — White: A  J-shaped foyada leading to the Cavern of the Incarnate.
Morrowind:Foyada Ilibaal

thumb|Mount Kand lies at the end of Foyada Ilibaal
Foyada Ilibaal is one of the hardened lava rivers in the rugged Molag Amur region. The path from the city of Molag Mar to Mount Kand is dangerous and beset with beasts; pilgrims often travel in groups and hire armed escorts. Their goal is Mount Kand, Cavern, in the shadow of the mountain, where they test their wits against riddles.  The only other location of note along this foyada is the cave of Assu, where the Staff of Magnus is said to lie. The name of this Foyada—and Foyada Zabirbael‎—are mentioned only once in random dialogue from some people in Molag Mar. (Ask for a "little advice".) It is not marked on any maps, and there are no other references to it anywhere.

Maps
thumb|left|Map of Foyada Ilibaal
Morrowind:Foyada Nadanat

thumb|A scene in the Molag Amur uplands
Foyada Nadanat is the  foyada which runs through the Molag Amur region to the Erabenimsun Camp.

Map
thumb|left|Map of Foyada Nadanat
Morrowind:Foyada Zabirbael

Foyada Zabirbael is a foyada that runs in a semi-circular path around Mount Kand, separating it from Mount Assarnibibi.  Both mountains are pilgrim sites in the rugged Molag Amur region.  This Foyada (and Foyada Ilibaal) are mentioned only once in random dialogue by some people in Molag Mar.  (Ask for a "little advice")

Map
thumb|left|Map of Foyada Zabirbael
Oblivion:Voice Actors

Sir Patrick Stewart
Stewart provides the voice for Emperor Uriel Septim VII.  He is a successful, classically trained Shakespearean actor with a career in television, film, and theater in addition to voicing video games.

Sean Bean
Bean does the voice work for Brother Martin. He has starred in a wide range of TV programs and films.
Lynda Carter
Carter, who is the widow of former CEO of ZeniMax Media, Robert Altman, voices the female Nord and Orc NPCs.  She also voices Nord females in Morrowind, Bloodmoon, and Skyrim.  She has had a successful career in film and television.
Terence Stamp
Stamp voices the evil Mankar Camoran.  He is a well-known and successful film actor.
Additional Voice Actors
Several of these actors also provide voice acting for other Bethesda games, as noted below.

Jeff Baker: Dunmer and Imperial males (pre-release), Haskill
also in Redguard, Morrowind, Tribunal, Bloodmoon, Dawnguard, Dragonborn, Sea Dogs, Star Trek: Legacy, and Fallout 3

Jonathan Bryce: Argonian, Khajiit, Nord, and Orc males, Molag Bal, Hircine, Jyggalag
also in Redguard, Morrowind, Bloodmoon, Sea Dogs, and Star Trek: Legacy

Ralph Cosham: Breton males
also in Pirates of the Caribbean

Catherine Flye: Breton and Imperial females, Azura, Meridia
also in Morrowind and Pirates of the Caribbean

Todd Howard: Alban Corinis, Clavicus Vile
Howard provided voice acting for Alban Corinis, a test NPC not encountered during normal gameplay.

Gayle Jessup: Redguard females
also in Redguard and Morrowind

Wes Johnson: Dremora and Imperial males, the Arena announcer, Sheogorath, Hermaeus Mora, Malacath
also in Skyrim, Morrowind, Legends, Star Trek: Legacy, Fallout 3, and Fallout 4

Linda Kenyon: Altmer, Bosmer and Dunmer females, Nocturnal
also in Morrowind, Tribunal, Bloodmoon, and Star Trek: Legacy

Michael Mack: Redguard males
also in Redguard and Morrowind

Elisabeth Noone: Argonian and Khajiit females, Namira,  Mephala
also in Morrowind and Fallout 4

Craig Sechler: Altmer, Bosmer, Dunmer and Golden Saint males, Boethia, Barbas, Sheogorath (pre-Shivering Isles)
also in Skyrim, Star Trek: Legacy and Fallout 3

Shivering Isles
Here are the voice actors who worked exclusively on the Shivering Isles expansion (not including those previously mentioned).

Bari Biern: Golden Saint females
also in Star Trek: Legacy, and Fallout 3: Point Lookout

Betsy Ames: Dark Seducer females

Emil Pagliarulo: Dark Seducer males

See Also
Oblivion on IMDB
Voice Actor pages for other Elder Scrolls games:
The Elder Scrolls III: Morrowind
The Elder Scrolls V: Skyrim
The Elder Scrolls Online
Lore:Renrijra Krin

The Renrijra Krin (which translates as ''The Mercenary's Grin, The Laugh of the Landless or The Smiling Scum,  and is often shortened to Renrijra) are a long-standing Khajiiti criminal organization. The Renrijra Maor (also called the Renrijra Pirates''') are a naval subgroup of the organization.

The Renrijra's name reflects the group's philosophy of bravery and enjoyment of life, while also indicating that they owe allegiance to no ruler. It was originally a derogatory term, but was adopted by the amused group. The organization has no fixed rules, preferring to call its tenets "thjizzrini", or "foolish concepts". Their ranks are made up of thieves, thugs, bandits, smugglers, pirates and saboteurs. They are ruthless in pursuing their aims, but depend on guerrilla tactics to operate, giving freely to Khajiit civilians in return for their support. 

During the Alliance War, the Renrijra Maor were hired by the Aldmeri Dominion as privateers.  They raided the coast of Glenumbra, seeking to conquer the shores, which elicited an attack by the  .  In  , they began operating along the western coast of Morrowind and Black Marsh. They attempted to enslave the Argonian population of  , a village in Deshaan, but were driven off by a series of counter strikes. They were also responsible for helping to supply the failed Dominion invasion of Shadowfen, but changed allegiance to the local pirate boss   after their leader was killed. 

By the late Third Era, the Renrijra had proclaimed dedication to reclaiming areas of Cyrodiil that they saw as rightfully belonging to Elsweyr. They blamed the Count of Leyawiin for driving the Khajiit from the fertile land around Lake Makapi and the River Malapi.  In this they disagree with their ruler, the Mane, who was responsible for making the agreement with Cyrodiil. However, it was the belief of the Empire that the organization was simply posing as freedom fighters in order to further their criminal agenda and their Cyrodilic Skooma smuggling. In  , Special Inquisitor   of Bravil was in charge of suppressing the Renrijra insurgents.  

See Also
For game-specific information, see the Oblivion and ESO articles.

Gallery
 

References