Netruk44/uesp-wiki-content huggingface dataset:
Lore:The Strange Case of Ja-Reet

It is very rare for one of our people to be born away from the  . We are, in a very real way, part of the Hist. To be born away from it is to be born without something essential. For most of my life and service as a healer, this has remained a theoretical issue. That is, until  .

Though born in slavery, he's done well since the   and our emancipation. He even married a  —the daughter of the   family who owned his parents. While I view such a union with personal distaste, it speaks well of his ability to interact in society despite his obvious disadvantage.

Make no mistake, in   society, he is disadvantaged. He's unable to read social clues, the subtle movements of muscle and tail that most of us take for granted. We occasionally have difficulty reading the emotions of other races. Ja-Reet has that problem even with fellow Argonians. He listens to spoken words, and is insensitive to their tone. Surely being born away from the Hist has deprived him of emotional intuition.

He brought his Elven wife with him to  . She's not welcomed by all, though she draws him out socially, which has been invaluable in trying to learn about how he thinks.

Perhaps proximity to a thriving Hist tree will help Ja-Reet gain the intuition the rest of us take for granted.
Lore:The Stormfist Clan

The clans of the  s spread across   like herds of  s, though their numbers and influence upon the land are far greater. Each clan, however, makes its mark in a different way. Some clans are known for their hunting skills, or their forestry, or their crafting. Some clans are large, others small. Some take a prominent role in government and community. And then there are the dark clans. The clans no one deals with or even speaks of. One such clan is the infamous  s of  .

The clan traces its lineage to  , the powerful matriarch who founded the clan and ruled over it for almost fifty years. Highly regarded for their combat skills and armor crafting, the Stormfist clan played pivotal roles in numerous conflicts over the centuries, including the  , the  , and the  . It was the last engagement, however, that led to the clan's fall from favor and marked it as anathema.

Prior to the  ,  , son of Queen   of  , went on a pilgrimage to the west to see the land and meet the people. He fell in with young men and women from the Stormfist clan and forged friendships and bonds that would serve him well in the coming years. When Fildgor was ready to move on and perform his coming-of-age trials, an entourage of Stormfist clan members decided to go with him. They became known as the Stormfist Brigade, and even though he wasn't a member of the clan by birth, Fildgor became their de facto leader.

If the Stormfist clan had a reputation prior to this, it paled in comparison to the legend that grew around the Stormfist Brigade. They were ferocious warriors, setting off for adventure in the most hostile and isolated areas of the kingdom. With Fildgor leading the way, they routed bandits, uncovered treasure, and slew monsters. When the  i invaders arrived in force, Fildgor led the Brigade into the thick of battle. They eventually fought their way to   to join forces with Queen Mabjaarn and the main army.

Although they weren't able to stop the fall of Windhelm or save the queen, the Stormfist Brigade was nonetheless instrumental in helping to route the invading army. They marched as part of the combined Nord forces that eventually joined with the   and  s to defeat the Akaviri. But then the fateful decision was made. When Fildgor declared his intention to ascend the throne left empty by his sister  's death, the Stormfist clan was among his most vocal backers. You know how that story ends.   and Fildgor met in single combat, and Jorunn won the throne. Fildgor was exiled, and he departed Skyrim with a promise to one day return.

The Stormfist clan, loyal to Fildgor to the end, refused to bow before Jorunn or acknowledge his authority over them. They returned to their holdings to the west, and King Jorunn, tired of all the fighting, let them go. To this day, the Stormfist clan remains isolated, rarely venturing out of its domain or taking part in the larger Nord community. What will happen if the clan ever decides   leave its tundra-lands and reassert its place among the other clans is anyone's guess. Especially if Fildgor ever makes good on his promise.
Lore:The Stormcrag Family Crypt

built a fortune in the latter days of the  , establishing the  s as a powerful and influential family in   and beyond. He made his original pile as a prospector, opening a series of profitable mines throughout the  . As the Stormcrag fortune and holdings grew, Ragnor invested in related businesses, including shipping, armor and weapon crafting, banking, and jewelry making.

As his long and successful life neared its end, Ragnor began a project to turn one of his mines into a crypt for his family. He didn't live to see the completion of the grand burial chambers, but he was interred in the deepest vault when the crypt was completed by his son,  .

The Stormcrag family has produced business moguls, generals, priests, wizards, thanes, and other prominent individuals in every generation. Most were given a place of honor and reverence within the family crypt when their time came. Some lived long lives and died of natural causes, others fell much too soon, either to  , accident, or battle. Then there was  .

Sorga was a wizard, a member of the  , who became obsessed with the accumulation of arcane power. When study and training failed to provide the power she sought, Sorga began to turn to more desperate measures. Some of these, the rumors reported, involved  .

When the family matriarch of the time,  , heard about the dark path her niece had started down, she was furious. " s do not deal with Daedra," she proclaimed. But Koralla's efforts to change Sorga's plans fell on deaf ears. Worse, the family began to hear tales of dark   and murder associated with Sorga Stormcrag. That was all Koralla needed to hear.

Koralla disowned Sorga, casting her out of the family and cutting off her access to the family fortune and her inheritance. She also declared that the family crypt would never hold the body of a Daedra-loving Nord.

"If the family crypt is off limits to me, then no Stormcrag will ever rest there again!" Sorga declared. She placed a curse upon the tomb, making the dead rise and setting a deathknight loose within the silent depths.

To this day, the curse remains in place, and no Stormcrags have been interred in the crypt since Sorga was disowned.
Lore:The Source of the Bone

The bones of every beast have stories to tell. They have memories of stalking through the vines, of flying through the canopy. Of hunting and killing and eating. When we shape the bone into arrows, we prepare a Death Story, and the bone we choose has great meaning. Some laugh at this or roll their eyes, calling any arrow "just an arrow," but the   know bones tell the best tales.

Bones from birds of prey rarely miss, and those of great lizards and snakes are quick and sharp. Arrows made from prey creatures are fleet, those from hunters bite deep into their marks. Cheerful arrows for warning shots are best made from  s. The more dangerous the beast, the more deadly the result.

These are but a few we know:

The  , torpid bottom-dweller, bristles with venomous spines that induce sleep plagued by nightmares. The size of a large  , it is lazy and easy to catch, but it is tricky to handle and worthless to eat. An arrow fashioned from its dense ribs and spine carries the weight of sluggish rivers and tortured sleep, and it dulls a foe's senses.

Wounds from   arrows bleed foes dry. They should be cut jagged and cruel, like the claws of the beast. They are swift and silent, remembering the way to stalk through the undergrowth and pounce, thirsty for the tang of warm blood. Bones from a senche-tiger you did not kill do not speak with the same power; respect must be earned.

Old whispers say that arrows made from the mighty swamp-beast, the  , carry a jolt that rattles deep inside the bones. Pursuing this terror is a worthy task; it lurks deep in the mires of   and slaughters nearly all who stumble upon it. Its bones shine black as night. Touching them tingles. The power lingers for years.

These truths are not often written, like so much of my people's knowledge, so treat them with honor. Know that every archer favors a different beast and forms a bond with it through the hunt. May you find your own, and may your shots strike true.
Lore:A Folk Tale

danced through  , willing the leaves to change colors. Nothing happened, as she had no power over them.

She stomped her foot like an angry child, and saw the earth dimple beneath her. Enchanted, Lanalda stomped again and again, each time deepening the vale. When rain fell, she danced wildly within the dip she'd created.

Slowly, it filled with water. Lanalda danced gleefully, though the waters covered her. They say her unseen dance creates the ripples on the lake.
Lore:Against the Snakes

Been thinking about our fight against the  i. I've got opinions. Think I'll write them down.

The whole   could have been avoided if those idiots in   had the sense to throw the   back into the sea.   take them!

Still wish   had moved to reinforce Windhelm. Lost some good men that day.

Jorunn fortified  , but the Snakes rolled right past. Why go straight to the  ?

The fighting south of Riften, north of  , isn't given enough respect. Those men were pinned and outmanned, and still they held.

  was the only reason the men kept fighting that day. Jorunn was just a pup. He couldn't rally a mead hall.

The Snakes push into   after the fall of Fort Virak. Why? What were they after?

Heard rumors some of the   turned their blades on the   at first. Couldn't stand the thought of being rescued by  s. Damned fools.

Shor take the whole  . Let them send another  ! We'll take them again!
Lore:Aleris the Shroud

, the first Champion of the  , held that title for four decades. She was renowned for her skill with     and her deft swordplay. Few were able to match her skill in the arena or her favor with the crowd.

Usurped: None

Defeated By:
Lore:Altars of Bone

Once  's guardians have been …

…fering to  . The great   bones contain enough dark …

twist the altars to our purpose. The same energy that keeps the   imprisoned in Ouze shall allow us to control them. But we must be wary! If the altars are tampered with or, worse yet, if …

Take care in … placement of the bones. They should overshadow the altar, but not …

Once the altars are placed, continue digging. The operation in the nearby … should provide you with enough ….
Lore:Ashlander Wise Women

An outsider looks around an   camp, sees the interactions, and speaks to some of the clan members. This outsider likely assumes that the   leads the tribe, since the Ashkhan is usually the strongest warrior. This assumption leads the outsider to grief, should they ignore the more subtle strength and power within the tribe when trying to negotiate or request assistance. The Wise Woman serves as the spiritual leader of the tribe, and even the Ashkhan seeks her counsel and obeys her visions.

A Wise Woman employs a type of   foreign to those trained in the use of the different schools of magicka. Her magic appears to be grounded in the natural world. Evidence exists that some Wise Women receive prophetic visions. Certain scholars studying the Ashlander clans say that this dream-interpretation simply makes use of intuition and a thorough understanding of the internal relationships and politics within a given clan to claim some sort of prophetic vision. They label Wise Women as lore-keepers, with a useful, if largely informal, knowledge of herbal  . This attitude is dismissive and speaks to the lack of scholarly study on the part of the observer.

I have spent some time among the Ashlander clans and have personally witnessed a Wise Woman who was able to heal a gravely injured hunter. The recovery from a grievous injury within the span of a day was nothing short of miraculous. This hunter, who was gored badly by some creature, was at death's door when brought to the Wise Woman. The loss of blood alone did not bode well for survival. I did not witness whatever rituals the Wise Woman may have performed in his healing. I was, however, able to speak with the hunter, and within a day, she was up and walking.

The clan Wise Woman should never be ignored and her advice never dismissed. Not if you want to successfully deal with an Ashlander 
tribe.
Lore:Beginning Bladecraft: 7 Precepts

&mdash; Do not strangle the grip—hold it firmly but lightly in your palm.

&mdash; The blade curves: the edge is rigid, but the flat is flexible. Learn to feel your sword's range of motion.

&mdash; Your sword is not the weapon, it is only the point of the weapon. Your entire body is the weapon, and it must move as one.

&mdash; You expose yourself only when you attack&mdash;but if you do not attack, you cannot hit.

&mdash; The strongest slash is with the forte of the blade.

&mdash; Move always, defending with stop thrusts, parries, backsteps, and sidesteps. To stand still is to die.

&mdash; Know your lunge range&mdash;and your opponent's. Learn to sense it without looking down.
Lore:Ceyran, Warlord of Rulanyil's Fall

was a minor   warlord of the middle  , most famous for building and losing three separate dominions during his long life. It is not clear whether he was a refugee from the Ayleid purges in  , or was born after his clan fled to  . Rumored to be a devotee of  , Ceyran was eventually killed by an unknown assassin in  .
Lore:Clan of the White Bear

The 10 Truths of the  :

1. Dominating others is strength. Dominating yourself is true power.

2. Train to use more than one weapon, and then use the unexpected weapon.

3. Training must be like bloodless battle so that battle is just like bloody training.

4. Pain is temporary. Failure is forever.

5. In the midst of chaos, seek opportunity.

6. Know your own weaknesses better than your enemy does.

7. True courage is the mastery of fear, not the absence of it.

8. Plans are useless. Planning is essential.

9. Felling a tree takes many strikes. In battle, it is the same.

10. Love honor more than you fear death.
Lore:Clans of Eastmarch: The Direfrost

The lineage of the  s goes back to a time before recorded history. The most accurate recorded accounts reveal a lineage stretching into the past for at least thirteen generations to the earliest known patron,  , who settled in northern   and became lord of the surrounding villages.

The Direfrosts have a reputation as kind and gentle rulers, except in cases involving practitioners of witchcraft. In such cases, Direfrost intolerance is notorious. Over the centuries they have participated in the execution of hundreds of citizens found guilty of witchcraft.

  is located within Eastmarch bordering on the mountains. The cold northern winds are said to be held at bay by the hearthfire that ever burns in the meadhall of Direfrost.

There have been no known insurrections against their rule.
Lore:Five Companions

The   were a group of adventurers who embarked on a quest to rediscover the lost   during the  . The Companions were led by Emperor   of the   of  , who desired to use the Amulet of Kings to rekindle the   in a ritual aimed at persuading   to alter his heritage and make him a  , and thus a legitimately-ordained ruler of the Empire. The other four Companions consisted of some of the greatest fighters and minds of that time.  , a   warrior said to have the blood of  s, served Varen as his personal bodyguard.  , the   Captain of Varen's  , was charged with protecting the group.  , Chancellor of the   and Varen's advisor, accompanied Varen in his capacity as  . Lastly, there was  , a legendary necromancer who held considerable influence with Varen and claimed to know how to conduct the Dragonfire ritual. 

For years after  , the Five Companions traveled the land in search of the elusive artifact. In  , having successfully located the amulet and returned to the  , Varen and the Companions initiated the ritual with the Amulet. It was then that Mannimarco revealed his treachery and corrupted the ritual to break the ancient covenant between Akatosh and mortals, triggering a catastrophe which the   named the  . A powerful explosion of magical energy swept across  , setting the plane adrift in the    and rendering it vulnerable to  's plans to merge Nirn and   in the  . 

Varen vanished in the chaos of the Soulburst, allegedly destroyed in the blast. In the immediate aftermath, Sai Sahan managed to secure the Amulet of Kings and fled from the Imperial City to hide it, taking it to the ruins of the city of  , the burial site of the  . Mannimarco made Lyris Titanborn his captive, and Abnur Tharn, seeking to preserve his status, pledged his loyalty to Mannimarco and had his daughter,  , declared Empress Regent in Varen's absence. The Five Companions and Varen's dream of reviving the Reman Empire came to an end, and the world was set on a course for the  .  

Books
 
 
 
 

References
Online:Attributes

In The Elder Scrolls Online, you have just three main attributes. Each is represented by a colored bar that appears at the bottom of the screen whenever the attribute is at less than 100%.
 
The total damage you can take before dying 
Represented by a red bar at the bottom center of the screen
Regenerates faster outside of combat than inside of combat
 
The magical energy used to cast spells
Represented by a blue bar at the bottom left of the screen
Regenerates faster outside of combat than inside of combat
A higher maximum magicka increases the damage dealt by magicka-based abilities, including most class abilities, as well as increases the effectiveness of your healing spells.
 
Your physical energy, used for sprinting, dodging, blocking, sneaking, and stamina-based abilities
Represented by a green bar at the bottom right of the screen
Regenerates faster outside of combat than inside of combat
A higher maximum stamina increases the damage dealt by stamina-based abilities, such as those for most weapons, and light and heavy attacks for weapons
Having more maximum stamina will not increase the cost of dodging, blocking, or other combat maneuvers

Until level 50, each time you level up, your maximum points for all three attributes will drop by approximately 120 points and the recovery for all three attributes will drop by approximately 5 points.  You will also receive one or more Attribute Points that you can choose to increase one attribute by 111 points (122 points for Health). You can choose to increase attributes at a later time.

Certain types of armor, weapons, and jewelry will increase your maximum or recovery points as long as you have them on. Food and some potions will increase your maximum points and beverages will increase your recovery for a period of time.  Only one food, beverage, or potion effect can be active at a time.

Attribute point assignments can be changed later on at a Rededication Shrine for a (small) cost in gold, or with an    from the Crown Store.

In addition, you have one other attribute:
 
The energy needed to use Ultimate abilities
Represented by a green bar which fills up in the background of your slotted Ultimate skill.
When you have enough to perform your Ultimate, the skill icon will glow

Notes
The system of attributes used in The Elder Scrolls Online is almost identical to that of Skyrim, other than the fact that Skyrim does not have a maximum level.
Lore:The Slave Pits of Coldharbour

briefing #3 of 97:

So you survived your first two shifts in the pits without discorporation or being sentenced to the scathe-rings, and now you think you know it all. Not so, kynworm: we give you easy tasks for the first couple of shifts, jobs any idiot can do, so you won't embarrass us with your all-too-likely failure. But now it's shift three, kynworms. Now we talk quota.

These   weren't brought to the pits for your amusement, you know. As an overkyn, I can tell you they weren't brought for my amusement, either. They're here solely for the amusement of the  —and he takes a lot of amusing. So pay attention. You're going to be assigned a coffle of soul-shriven, you're going to be told what they need to do, and then you're going to make sure they do it.

And you're going to be brutal about it. That's the good part, but also the tricky part—because we only get so many soul-shriven, and we have to make them last. They must suffer, of course, or you won't make your torment quota. But you can't use them up too soon, or you'll miss your toil quota. And if you miss either quota ….

Well. You've seen the scathe-rings.

So that's what it's all about, kynworms: toil and torment, and maintaining the balance between the two. Some of you will fail, and suffer slow and agonizing discorporation—but others will find their inner abominance and triumph, exceeding quota and earning time in the bliss-cells. It's up to you, kynworms: cut it or scathe.
Lore:The Seven Shadows of Rajhin, Pt. 1

The   say the light of both sun and moons shines down upon all the peoples of   equally, but what happens after may not be so clear.

Take the legend of the Seven Shadows of  . As every cub knows, Rajhin the Purring Liar, the Trickster God, and the Cat Who Walks cares little for stuffy aphorisms. He lives to challenge limits and stretch more than just the truth. To him, one shadow proved too few for his purposes ….

For one day, Rajhin found himself walking in the hot sun. He called out to   to blow a breeze through his mane, but the Wind God was otherwise occupied. Rajhin then asked   to shorten the day and bring cool night. But Alkosh did not steal away the day at the Thief-God's word. None of Rajhin's further appeals brought relief, and so the trickster was left to his own devices.

In time, Rajhin came upon a wealthy merchant in the shade of a tall stone. "My friend," Rajhin said, "kindly share your resting place with this unfortunate one."

But the merchant growled, "There is no room, wanderer. The stone's shade is large enough for one, but not two!"

Rajhin saw the truth in this statement, rude as it was, and did not argue. Instead, he purred, "Did you drop a bag of gold along the path? For this one passed such a treasure not a moment ago."

The merchant's frown turned to surprise. In a moment, the fat one struggled to his feet. "Why, I must have! Pray, tell me where you saw it and I shall leave my shady stone to you!"

Rajhin directed the greedy trader down the path whence he had come and the man hurried off. But as he went, the trickster saw the fat merchant's shadow easily dwarfed that of the stone.

"Why should I settle for the egg when the hen stands before me?" Rajhin mused. With a flick of a hidden knife, the thief-god cut the fat merchant's shadow away so cleanly that the greedy man didn't even notice.

Within moments, he tied the shadow's feet to his own and it spread out before him, opposite his own shadow. This cooled the Trickster God and hid him from the burning sun.

Laughing, Rajhin continued down the road, his two shadows dancing before and behind him.
Lore:The Sea It Rises

The sea it rises with a mighty roar 
The wind it blows from a distant shore 
The waves they speed us on our way 
The ship she dances in the spray!


All hands to halyards, hoist away! 
Set sails to full and no delay! 
The course we set we must sail true 
Or sink ourselves in the briny blue!


Look to the port above the beach 
Our destination we will reach 
For our captain's is a will of steel 
Break his trust and you'll kiss the keel!


The sea it settles on the shore 
The wind will blow us nevermore 
The waves are calm, there is no spray 
Our ship sets sail some other day.