Netruk44/uesp-wiki-content huggingface dataset:
Lore:The Perfect Host

Any gathering, party, or festival requires one thing—a perfect host. A perfect host is the anchor for any event, the smiling face that makes everyone welcome, the entertaining and accommodating party-thrower who makes sure every guest is wined and dined and has a good time.

But a perfect host isn't born knowing how to bestow a rousing good time upon a crowd of guests, or how to set up a memorable event. To be a perfect host requires years of training, days of strategic planning, and hours of preparation and set up.

Or, you can follow these few easy steps based on my own extensive experience and years of successful event planning.

First, select a theme for your party or event. A good theme provides context for your gathering and gives your guests a fun and exciting motif to focus upon. Theme examples include classic  i plays, spring or fall harvest,   drinking games, and (my personal favorite)  .

Second, choose your guests. How large an event do you want to host? Select a number you can comfortably squeeze into your venue—and depending on your theme, the tighter the squeeze the better—and remember to invite twice that number to account for declines and no-shows.

After you have selected a number and chosen the people you want to invite, prepare your invitations. The quality of the invitation reflects on the event you plan to hold, so match the paper and message to your theme as best you can. Then send the invitations at most one month prior to but no later than one week before the event.

Third, use your theme to determine if your event will be an occasion to sit down and relax or stand and mingle. If tables and chairs fit your theme, plan your seating arrangements carefully and provide seating cards to tell your guests where to sit. I cannot stress how important a good seating chart is. You have the power to create interesting conversations, intriguing arguments, or meaningful connections—all according to whom you sit next to who.

Fourth, develop a menu. Every event demands food and drink. But your theme and venue allow a broad interpretation of what that means. Do you want to host a formal dinner? Provide snacks and lighter fare? Feature the best wine that gold can buy? Or perhaps you simply want to have vast amounts of the cheapest intoxicants available in order to get all of your guests happily hammered? As long as it fits your theme and your budget, this is all up to you.

Fifth, entertain your guests! The first four steps will go a long way toward creating a fun and memorable event. However, to put the icing on the cake, you need to provide some killer entertainment. Minstrels and bards are perfect for themes that include singing and dancing. Poets and storytellers are best suited to performance-based events where you intend your guests to be an audience instead of participants in the event. Prestidigitators, animal trainers, weapon masters, actors, and more are also obvious choices for an evening's entertainment. Just match your theme and go wild, and your guests will love it!

Good luck! You are now on your way to becoming the perfect host!
Online:Port Hunding

The place is rife with corruption, ruled by the ruthless Headman Bhosek and his Bloody Fists. His palace lies to the north, accessible via a bridge in the center of town. The local tavern, the Screaming Mermaid, lies at the far southeast side of town. 

There is a single dreugh and a chest under the northeastern bridge, which follows the road east out of town, away from the Screaming Mermaid. The Last Will of Roland Volcy is located in a bottle on the beach south of Brews by Candariel.
 

Related Quests
Port Hunding Objective: This privateer base is the main town on Stros M'Kai.
 
 
 
 
 
 
 

Shops and Services
 
 
 
 
 
;Transport Services
20px Dock: Gilzir  

Other Places
 
 

People
 

text-bottom|32pxWayshrine
thumb|left|Port Hunding Wayshrine Port Hunding Wayshrine is located outside the walls to the west of the city, east of Bthzark on the road to Saintsport and Rash Merchant's Plummet. It is unlocked as soon as you arrive on Stros M'Kai., and its Discovery XP is added to that of Port Hunding.
 

Maps
thumb|left|A map of Port Hunding
 

Gallery
Lore:The Origins of Conjuration

mages have arguably advanced the study of     far more than most, but it first fell to   wizards to crack open the door to   without its screaming horrors spilling uncontrollably into  .   and   and their clan first lit the torch and peered into this unholy darkness, lighting the path for the magical school of conjuration. Their precise binding chants are still used to this day when summoning lesser  .

Nonbelligerent   offered something of a boon to Clan  , acting as protectors and occasionally servants or familiars. Even the naturally mischievous   was easily coerced into behaving. But one can always count on the natural curiosity, and almost calamitous pomposity, of the Elves, who swung the door open still farther—a door to the Daedric planes that became impossibly difficult to shut.

Late into the  , Direnni acolytes first attempted to cajole enthrallment from Greater Daedra. Although the most skillful of conjurers succeeded reasonably against these chaotic agents, some Elves were weak, and the portal to Oblivion can now never be completely sealed. Subsequent catastrophic confrontations with   turned our lands to turmoil. Thus, it falls to every mage in   to actively dissuade traffic with the Greater Daedra in the strongest possible manner. Communion with them is strictly forbidden.
Online:Kragenmoor

The city is ruled by House Dres, and is the seat of its grandmaster, Omin Dres.thumb|right|The alleys of Kragenmoor, filled with downtrodden Khajiit slaves
 

Related Quests
Kragenmoor Objective: Free Kragenmoor from the grip of Tanval's Vanguard. / You've restored Kragenmoor to House Dres control.
 
 
 
 
 
 
 

Shops and Services
 
 
 
 
 
 

Other Places
 
 

text-bottom|32pxWayshrine
thumb|left|Kragenmoor Wayshrine Kragenmoor Wayshrine is located in the middle of the city, in front of the Grandmaster's Palace.
 

People
 

Notes
Kragenmoor also appeared in Arena.

Maps
thumb|left|A map of Kragenmoor
Lore:The Order of the Black Worm

It is as we feared, Archmagister: the   is no mere   cult, but a brotherhood of   that seeks to rival—nay, supplant—our own  .

Even as the Mages Guild was founded by the ex-   , so was the Worm Cult founded by his arch-rival and nemesis, the ex-Psijic  . Both were trained on the Isle of  , but when Galerion got Mannimarco expelled for his dabbling in forbidden necromantic arts, the self-styled Worm King simply relocated to continental   and took up his heinous pursuit in earnest. He is known to have sought out hidden manuscripts describing how the  s enthralled their  , ancient   tablets regarding the summoning of spirits of the dead, and the  , which   himself had thought destroyed. Mannimarco has bragged of consorting with  s, and may even have bargained with the Father of  s,   himself.

Mannimarco then set about spreading his blasphemous lore, enlisting unscrupulous mages, outcast witches, and vile   into his necromantic network. He dubbed his new cult the Order of the Black Worm, in emulation—or perhaps mockery—of the monastic orders of the  . In most parts of Tamriel, raising the dead was quite properly considered an atrocity, so the Worm Cult at first operated entirely as an underground, illicit organization. But Mannimarco, in addition to being a mighty necromancer, is a wise and wily diplomat, and in many jurisdictions he's persuaded, bribed, or intimidated the authorities into turning a blind eye to the Order's activities.

Worse, in  , the King of Worms has even persuaded the ruling  s of the   to declare necromancy a legal magecraft, and the Order of the Black Worm has now taken the place of the Mages Guild as the authorized magical advisors to the Imperial Throne.

A typical cell of the Order, known informally as a "Worm Nest," is led by a necromancer who bears the title " ." An Anchorite reports directly to Mannimarco, though their means of communication is as yet unknown. Beneath the Anchorite are  s,  s, and lackeys called  s. New cultists are attracted by promises of great power for those who serve loyally, and all are sworn to secrecy on pain of Undeath.

Regional plots are addressed in the secondary reports. An additional overheard rumor, unconfirmed at this time, is that the Order has opened negotiations with the  s of  . I am seeking further information, and may know more by the next dark of the moons.

Report investigated by Journeyman  —may   guide his soul to  —and posthumously compiled by Evoker
Lore:The Orc Song

(Drink  . Sing.)

We hate  s! We hate Orcs! 
They smell, they stink, they really reek, 
They couldn't find their arses in the snow!

We hate Orcs! We really, really do! 
They have no beards, they have no brains, 
They couldn't kill a horker with a sword!

(Drink more mead. Repeat.)
Lore:The Omen of Deception

Amid the deep layers of the realm of   resides a spirit who has long yearned to wreak destruction upon the mortals of  , to spread lies and deception across their tawdry realm.

Amongst all of  's pets, this spirit remains the most hidden, the most secretive. He is known by many names, but none of them true, which has made his summoning impossible for centuries.

But Vaermina whispered his secret name in my sleeping ear last night whilst I dreamt of darkness. She bid me to unleash his foul influence in   and to drive the people of that world to distrust and betrayal.

To summon the Omen of Deception, you must first light the four braziers, slay whomever you offer as sacrifice, and finally speak the Daedra's true name.

The sacrificial blood must be freshly spilled, but take great care to ensure the sacrifice is fully dead. If the sacrifice were to retain any trace of life, the   would be summoned in a weak and susceptible state. And were something to happen to her pet, Vaermina would not be pleased.

The Daedra's true name is  . Speak it and he will come—but make sure his vessel is prepared.
Online:Firsthold

It is ruled by High Kinlord Rilis XIII. It has been overrun by Mehrunes Dagon's Daedric forces. The First Auridon Marines have come to retake the city. The Dominion and the Mages Guild are holding Firsthold's Mages Guildhall. Eagle's Talons, Eyes of the Queen and Guild Savants hold the line there with Battlereeve Urcelmo at the helm. You will need to rescue peasants while retaking the city from the Daedra.

When you enter through the western gate, you will be greeted by green hills with ledges peering over.
 

Related Quests
Firsthold Objective: Save Firsthold from the Veiled Queen. / You have defeated High Kinlady Estre, the Veiled Queen.
 
 
 
 

Shops and Services
 
 
 

People
 

text-bottom|32pxWayshrine
thumb|left|Firsthold Wayshrine thumb|right|North Road ExchangeFirsthold Wayshrine is located outside the city gates, across the eastern bridge, on the cul-de-sac. The North Road Exchange guild kiosk run by Panersewen can be found to the northeast of the Wayshrine, on the road to Dawnbreak.
 

Maps
thumb|left|A map of Firsthold
 

Gallery
Lore:The Obsidian Husk

The origin of the artifact known as the   is shrouded in mystery. Some believe it to be a fragment of  , having followed a visiting   from that plane. Others believe it to be magical in nature, containing a trapped shred of  's essence. Whatever its origin, its powers are formidable.

The Husk has two known functions discovered and passed down by members of the  , which I have recorded below. Additional spells may be tied to the artifact, but the Husk never stays in the possession of a single individual for long. Members of Mephala's Cult have been known to scheme and battle over it.

It can create and control all manor of  s from minor shadowlings to creatures of complexity and aberrant intellect (and untold power).

The most powerful  s have found that they can use the Husk to enchant others. The afflicted are shrouded in shadow, and granted supernatural agility and strength, but lose their minds — these "shades" follow the beck and call of the Obsidian Husk's master.
Lore:The Nereid's Dilemma

Consider now the problems of 
The  , bereft of love 
A Nereid is, without fail 
Always female, never male 
The chances for romance seem slender 
In a race with but one gender 
Given my proclivities 
For amorous activities 
I'd rather be a woodland doe 
Than Nereid without a beau!
Lore:The Na-Totambu of Yokuda

Centuries ago, before the   crossed the   to the land upon the beaches of  , the ancestors of the modern   people lived upon the continent of  . The ruling body of the Yokudan people, known as the  , was a council of kings whose respective nations birthed magnificent advances in metallurgy, agriculture, and shipbuilding unknown even in modern times.

When the continent of Yokuda sank beneath the waves in a great cataclysm, the Na-Totambu moved their system of government and surviving people across the sea in the fearsome Ra Gada. Even as depleted as they were by the cataclysm, the Redguards slashed through the deserts and hills to establish their nation anew, conquering  ,  , and   with little trouble.

As the decades passed, the influence of the Na-Totambu faded and Redguard society split into two primary cultural factions. The  , generally considered the more adaptable of the two, opened trade with former enemies and maintained the coastal ports. Inland, the   still held much of the power and strongly adhered to the ancient Yokudan tenets.

Despite this fanatical veneration, much Yokudan knowledge was lost to time and feuds between the factions. The eldest Crown scholars scathingly chide the modern Redguards as mere cultural shadows of their ancestors.
Lore:The Mystery of Gargoyles—Solved!

s! Great misshapen humanoids, gray-green of skin, with gnarled, tusked faces, horns, and pointed ears. Some are even said to have wings, though the idea of these hulking brutes taking to the air is hard to credit. But where do they come from, and why? Read on, for this great mystery at last has a solution!

Tales of gargoyles are widespread across  , but few can claim to have actually seen one. (Have you ever seen one? Has anyone you know ever seen one? I didn't think so. And I'm rarely wrong about such things. As you know if you've read my other pamphlets. If you haven't read my other pamphlets you are sadly under-informed, and have missed out on several life-changing money-making opportunities. You would be wise to correct this deficiency.)

But back to the business at hand: gargoyles! They're few and far between. However, it is well known that they can be found deep in the depths of the deserts of  , hunkering atop crumbling crags as they gaze balefully down upon their potential prey, preparing to dive and rend it with their stony, taloned hands! Is it any wonder few have survived to tell of such an encounter?

At any event: Hammerfell, depths of the deserts thereof, that's where we find our elusive gargoyles! But gargoyles are not the only legendary denizens of the depths of the deserts, are they? No! In fact, according to long-time   legend, when those doughty warriors first arrived on the shores of Tamriel they found the deserts of Hammerfell occupied by— s!

Giant Goblins!  s, but giant-sized! In other words: great misshapen humanoids, gray-green of skin, with gnarled, tusked faces, horns, and pointed ears. Where have we heard that before …?

Revelation! Epiphany! You get it, do you not? Take a look at a Goblin, then look at a gargoyle—very well, look at a picture of a gargoyle, because as I believe we've established none of us have ever seen one in person—but anyway, just look at them! Can such a resemblance be a coincidence? Well, I don't know about you, but my mother didn't raise anyone that gullible! Coincidence? My eye! It's as plain as their tusky faces that the Hammerfell Giant Goblins (legendary) and the Hammerfell gargoyles (a matter of public record) are, in point of fact, One And The Same. Why, a fool couldn't tell them apart, blindfolded.
Lore:The Mysteries of Moravagarlis

Scholars have studied the   ruins of   for generations, but they still remain shrouded in mystery. The treasures the Ayleids allegedly left behind have attracted both the intrepid and the foolish.

Some ruins are best left unexplored.

The   has long sought to study a particular Ayleid site known according to old Ayleid records as  . Upon approaching its engraved arches, the first expedition wrote that they could detect a sense of wrongness about the very stones of the place.

Those who remained at Moravagarlis for a significant time spoke of strange dreams and mad whispers that tugged at the edges of their sanity. Very little was discovered at the ruin as a result of the disturbances, and the dig was eventually abandoned.

Further expeditions became ill advised when the ruin was infested with  s in  . The "Bonesnap" tribe occupied Moravagarlis and the surrounding environs so thoroughly that dislodging them would have required a very difficult undertaking.

Naturally, it is impossible to ascertain whether the Goblins experience any effects similar to those reported by the expedition team. It bears mentioning as well that if any valuables or secrets of the Ayleids remain, they have almost certainly come to ruin at the hands of the Bonesnap tribe.
Lore:The Miner's Lament

All day long in a dark, dark mine, 
Swing your pick time after time. 
The sound of metal hitting stone, 
We work hard, we work alone.


All day long toiling in the dark, 
Hoping the next vein will hit the mark. 
A poor man dreams of golden ore, 
Our foreman screams, "Dig some more!"


I keep digging and praying to the  , 
That dying beneath a mountain isn't my fate. 
I'm a miner, for better or for worse, 
And blood, sweat, and tears won't fill my purse.
Lore:The Maulborn Manifesto

Our land is troubled. Disease, invaders, and internal strife are only the most obvious problems facing our people. Each of these troubles strikes like a hammer blow, crushing us anew. But we have survived the hammer blows. And we have been reborn! We are the  , and we have banded together with an altruistic spirit and a vision for a better   to provide the aid and assistance that the   is either unable or unwilling to give at this time.

With powerful benefactors from the most prominent     and the support of nobles and commoners alike, the Maulborn strive to shelter the displaced, comfort the sick, care for the wounded, and feed the hungry. It is not only the popular thing to do, it is the right thing to do. To this end, the Maulborn have embarked on a massive recruitment campaign to fill our ranks with the able bodies we need to perform our charitable and compassionate work. Our goal is to create an army the likes of which Morrowind has never seen, an army of generosity to offset the hammer strikes that torment our land.

To this end, we are proud to announce the opening of our first facility to aid the afflicted. The victims of the   need care and succor, and the Maulborn shall provide it. Moreover, the afflicted need not only a treatment for the plague—they need a cure! And through the work of our alchemists and nostrums, the Maulborn are prepared to provide a cure to all of the afflicted who want it. Come to our facility at  , where you and your loved ones will find the care and the help you so desperately require. And, if fortune smiles upon us, you will also receive a cure for the Llodos plague.

People of Morrowind, listen to the sound of a new kind of hammer. It strikes to create instead of destroy. To rise up instead of tear down. To help instead of hinder. This is the promise and the commitment of the Maulborn. Join us, and you shall be fulfilled! Seek us out, and you shall find the help you need.

On this, you have our word.
Lore:The Masters' Hall

We were young and optimistic when we set forth, striking out on the rumor of a ruin untouched, lost among the crags and misty peaks of the   on the  -  border. Our maps were inadequate, as were our plans and preparations. Nearly starved, frostbitten, and lost, it was only by sheer luck that we even stumbled onto the entrance, which sat half-buried and covered in a layer of ice high in the peaks.

By the time we cracked open the door, locked by a combination of mechanical and arcane mechanisms, our supplies had dwindled dangerously low. But it was worth it. As the barrier separated and we saw into the gloom, it was clear that the rumor was true: this place was long undisturbed, unmarred by robbers and scavengers. Who knew what we would find inside?

We could never have guessed at the answer. The entry hall itself was very unusual. It featured a gleaming metal staircase, ornately molded and engraved with strange glyphs and angular emblems. As soon as my boot touched the first step, a clear tone rang out into the cold, startling us all. Every footfall created a new, sweet sound as we descended to the bottom, eager to escape the chill and reinvigorated by the prospect of discovery.

Fifty men could have stretched head to toe across the circular chamber that opened before us at the base of the stair. Its high dome receded into shadow, and ringed all around the center of the floor were thirteen massive statues, posed with arms extended to the side and legs shoulder-width apart. Each was clad in a unique suit of armor. Every suit was crafted from a different material, some of which were recognizable ( ,  , and   among them), but several could not be identified at first look.

Many of the suits boasted strange, angular plates of metal or precious stone affixed to the joints or helms, and some featured engraved patterns and phrases. The construction of the place imparted a sense of reverence; the careful placements and grand scale made the chamber feel almost holy. We crept among the statues, marveling at the armor and wishing we had more knowledge of   and metalwork.

In the center of them all stood a bronze monolith, thirteen-sided and engraved from top to bottom with characters and diagrams that seemed related to the armors worn by the statues. We approached the monument, but, lost in our wonder at the mysteries before us, we forgot we were intruders, neglected the caution necessary in such places. I reached out a hand to touch the metal, and as soon as my skin made contact, chaos erupted.

I remember little but the screams of my companions, bright flashes of light, and a mad dash to the staircase, which produced a cacophony as I scrambled up it and out onto the snow. I realized then that I was alone. Injured and heartbroken at the loss of my expeditionary allies, I made it to a small village only by the grace of the  . I was never able to locate the entrance again, but its secrets still wait, hidden in the snow.
Lore:The Massacre at Cormount

The   brought her army in at night, like thieves. The good citizens of  , no matter their faith in the True King,  , could not stand in the face of   treachery.

The soldiers set fire to the trees. Burned   itself! As the families fled their homes, the cavalry rode them down. Children were rounded up and strangled in the streets. The Jade Butcher's thugs forced the parents to watch!

I personally led the  's response, I saw what they had done. Our anger was swift and righteous. We drove the Butcher's forces to the ruins outside of Cormount. We called the Green to aid us in destroying these invaders.

But the Jade Butcher's real treachery had only just begun. Her mages had poisoned the Green! Without our true ally to aid us—Valenwood itself—her forces rallied and resumed their slaughter. Though outnumbered four to one, the Blacksap fought on—for Valenwood, for  , for Cormount.

Remember this massacre, my brothers and sisters. Remember the Jade Butcher and the   that considers her a hero. Remember that my father, the True King, vanished that day. Though he is thought to be among the dead, I still hold out hope.

Hope that Valenwood itself will rise again. That those loyal to the True King will rise with it.