Netruk44/uesp-wiki-content huggingface dataset:
Tribunal:The Clockwork City

It is only accessible through Tribunal's Main Quest and by using Barilzar's Mazed Band. Despite its name, the Clockwork City you experience here isn't really much of city, since it is mainly indoor tunnels half-filled with water and machines of Dwemer-inspired designs. The tunnels are also crawling with Fabricants envisioned by Sotha Sil.

When Almalexia teleports you to the Clockwork City in The Mad God, if you look behind you, you'll see a door which has been destroyed and blocked by a cave-in. This is obviously a passage that used to link the explorable area with the rest of the city.
 
Related Quests
 

Maps
thumb|left|Full map of the Clockwork City



 

 

thumb|left|Map of the Dome of Sotha Sil
Lore:Bestiary A

Abomination
 

Abyssal Sea Pig
 

Addax
 

Air Atronach 
 

Akulakhan
 

Alavlin Beetle
 

Alinor Ringtail
 

Alit
 

Ancestor Ghost
 

Ancestor Guardian
 

Ancestor Lizard
 

Ancestor Moth
 

Ant
 

Antelope
 

Argonian Behemoth
 

Ascended Sleeper
 

Ash Ghoul
 

Ash Guardian
 

Ash Hopper
 

Ash Slave
 

Ash Spawn
 

Ash Titan
 

Ash Vampire
 

Ash Zombie
 


 

Auroran
 

Ayleid Guardian
 

References
Lore:Bestiary B

Badger
 

Baliwog
 

Banekin
 

Bantam Guar
 

Barnacle
 

Basilisk
 

Bat
 

Bear
 
Bearers of Fargrave
 

Bee
 

Beetle
 

Bird
 

Bird-Of-Paradise
 

Black Marsh Cucumber
 

Bliss Bug
 

Blue Sandcrab
 

Bloodfiend
 

Bloodknight
 

Boar
 

Bog Blight
 

Bog Dog
 

Bone Colossus
 

Bone Hawk
 

Bonelord
 

Boneman
 

Bonewalker
 

Bonewolf
 

Bounder
 

Brassilisk
 

Bright Moons Lunar Moth
 

Bristleback
 

Bull
 

Burnt Spriggan
 

Butterfly
 

References
Lore:Bestiary C

Camel
 

Canah
 

Canary
 

Cardinal
 

Cat
 

Cave Rat
 

Cavern Stinger
 

Celestial
 

Centaur
 

Centipede
 

Chaurus
 

Chaurus Hunter
 

Chicken
 

Chub Loon
 

Cicada
 

Clam
 

Clannfear
 

Clawrunner
 

Cliff Darter
 

Cliff Racer
 

Cliff Strider
 

Cold-Flame Atronach
 

Copper-Tongued Skink
 

Coral Crab
 

Corprus Husk
 

Corprus Stalker
 

Corrupted Shade
 

Cow
 

Crab
 

Crocodile
 

Crow
 


 

Cuttlefish
Cuttlefish are aquatic cephalopods that are visually similar to octopuses. Inkspur Cuttlefish can be found in Blackwood.

References
Lore:Bestiary D

Daedra Count
 

Daedra Lord
 

Daedra Seducer
 


 

Daedric Horse
 

Daedric Titan
 

Daedroth
 

Daggerback
 

Dark Seducer
 

Death Hound
 

Deer
 

Dew Bug
 

Dire Wolf
 

Dog
 

Dolphin
 

Doom Wolf
 

Doppelganger
 

Dragon
 

Dragon Frog
 

Dragonfly
 

Dragonling
 

Dragon Priest
 

Draugr
 

Draugulf
 

Dremora
 

Dreugh
 

Dro-m'Athra
 

Duneracer
 

Duneripper
 

Durzog
 

Dwarven Ballista
 

Dwarven Colossus
 

Dwarven Centurion
 

Dwarven Delver
 

Dwarven Drone Fly
 

Dwarven Scarab
 

Dwarven Sentry
 

Dwarven Spectre
 

Dwarven Sphere
 

Dwarven Spider
 

References
Lore:Bestiary E

Eagle
 


 

Elk
 

Elytra
 

Emperor Crab
 

References
Lore:Bestiary F

Fabricant
 

Factotum
 

Faded Wraith
 

Falcon
 

Falmer
 

Fellrunner
 

Felsaad Tern
 

Fennec Fox
 

Fetcherfly
 

Fiendroth
 

Fire Atronach
 

Fire Daedra
 

Fire Daemon
 

Fire Wyrm
 

Fish
 

Flame Atronach
 


 

Fleshflies
 

Floater
 

Fox
 

Frog
 

Frost Atronach
 

Frost Daedra
 

Frost Giant
 

Frost Mare
 

Frost Troll
 

References
Lore:Bestiary G

Gargoyle
 

Gehenoth
 

Gheatus
 

Ghost
 

Ghoul
 

Giant
 

Giant Bat
 

Giant Scorpion
 

Giant Snake
 

Giant Wasp
 

Gloam Knight
 

Gloomspore Creature
 

Gloom Wraith
 

Glow Raven
 

Glyptodon
 

Gnarl
 


 

Goblin
 

Golden Saint
 

Gooblet
 

Goose
 

Gorgon
 

Goshawk
 

Grabber
 

Grahl
 

Gravelclaw
 

Greater Nocturnal
 

Gremlin
 

Grievous Twilight
 

Gristlewing
 

Grummite
 

Gryphon
 


 

Guzzard
 

References
Lore:Bestiary H

Hackwing
 

Hag
 


 

Haj Mota
 

Hare
 


 

Harvester
 

Havocrel
 

Hawk
 

Hedge Gecko
 

Hell Hound
 

Helstrom Ancestor Lizard
 

Hemonculous
 

Herne
 

Heron
 

Hippogriff
 

Hircine's Hare
 


 

Hoarvor Daedra
 

Hob
 

Hollow
 

Homonculus
 

Horker
 

Horse
 

Hulking Fabricant
 

Hunger
 

Huntsman
 

Husky
 

Hydra
 

References
Lore:Bestiary I

Ice Atronach
 

Ice Golem
 

Ice Tribes
 

Ice Wolf
 

Ice Wraith
 

Illyadi
 

Imgakin
 

Imp
 

Imperfect
 

Indigo Tree Frog
 

Indrik
 

Iron Atronach
 

Iron Golem
 

Isgareth Bee
 

Ithguleoir
 

References
Lore:Bestiary K

Kagouti
 

Keeper
 

Knight of Order
 

Kollop
 

Kollopi
 

Kotu Gava
 

Kwama Forager
 

Kwama Queen
 

Kwama Scrib
 

Kwama Warrior
 

Kwama Worker
 

References
Lore:Bestiary L

Lame Corprus
 

Lamia
 

Land Coral
 

Land Dreugh
 

Lesser Daedra
 

Lesser Nocturnal
 

Lich
 

Lion
 

Lizard
 

Lizard-Steed
 

Lizard Man
 

Luna Moth
 

Lurcher
 


 

References
Lore:Bestiary M

Mammoth
 

Mantikora
 

Medusa
 

Mermaid
 

Mind-Shriven
 


 

Miregaunt
 

Mistman
 

Mock Turtle
 
 

Monkey
 

Morphoid Daedra
 

Moss-Foot Croaker
 

Mountain Bristleback
 

Mountain Lion
 

Mournful Aegis
 

Mudcrab
 

Mud Hopper
 

Mummy
 

Musk Ox
 

References
Lore:Bestiary N

Narwhal
 

Nereid
 

Netch
 

Nightmare Courser
 


Nirnblooded
 

Nix-Hound
 

Nix-Ox
 

Nixad
 

Numidium
 

Nymph
 

References
Lore:Bestiary O

Octopus
 

Oddoak
 

Ogre
 

Ogrim
 

Owl
 

Ox
 
References
Lore:Bestiary P

Painted Troll
 

Parrot
 

Pearl Oyster
 

Pheasant
 

Pig
 

Pine Thrush
 

Plague Wolf
 

Pollywog
 

Pony Guar
 

Porpoise
 

Psijic Beasts
 

Pumpkin Spectre
 


 

References
Lore:Bestiary R

Rabbit
 

Rat
 

Raven
 

Ray
 

Reaper
 

Reef Viper
 

Reeker
 

Reindeer
 

Riekling
 

Riekr
 

River Droop
 

Rootworm
 

Ruby Hopper
 

References
Lore:Bestiary S

Sabertooth Tiger
 

Sabre Cat
 

Salamander
 

Sandroach
 

Satyr
 

Scalon
 

Scamp
 

Scarecrow Spectre
 

Scorion
 

Scorpion
 

Scrib
 

Scuttler
 

Sea-Drake
 


 

Sea Serpent
 

Seagull
 

Seducer
 

Seeker
 

Senche-Cat
 

Sep Adder
 

Shadow 
 

Shadow Atronach 
 


 

Shambles
 

Sheartooth
 

Sheep
 

Shellbug
 

Shroom Beetle
 

Silt Hopper
 


 

Skaafin
 

Skavenger
 

Skeever
 

Skein Beetle
 

Skein Scorpion
 

Skein Spider
 

Skein Wasp
 

Skeleton
 

Skinned Hound
 

Skylamp
 

Snake
 

Snow Fox
 

Snow Wolf
 

Snowy Sabre Cat
 

Snowray
 

Soul Shriven
 

Spectral Mud Crab
 

Sphinx
 

Spider
 

Spider Daedra
 

Spiderkith
 

Spiderling
 

Spriggan
 

Springbok
 

Squirrel
 

Steam Centurion
 

Steam Constructor
 

Stone Atronach
 

Stone Golem
 

Storm Atronach
 
Sun-Blessed Toad
 

Swamp Jelly
 

Swamp Leviathan
 

References
Lore:Bestiary T

Termite
 

Terror Bird
 

Thorn Gecko
 

Thunderbug
 

Timber Wolf
 

Torchbug
 

Troll
 

References
Lore:Bestiary U

Uderfrykte
 

Umbra' Keth
 

Unicorn
 

References
Lore:Bestiary V

Vale Deer
 

Vale Sabre Cat
 

Vampire
 

Vampire Lord
 

Vermai
 

Verminous Fabricant
 

Voidmother
 

Voriplasm
 

Vulture
 


 

References
Lore:Bestiary W

Waft
 

Wamasu
 

Warthog
 

Wasp
 


 

Welwa
 

Werebat
 

Werebear
 

Wereboar
 

Werecrocodile
 

Werelion
 

Wereshark
 

Werevulture
 

Werewolf
 

Werewolf Lord
 

Werewolf Behemoth
 

Whale
 

Whispering Spirit
 

Wickeder
 

Wight
 

Will-o-the-Wisp
 

Winged Twilight
 

Wisp
 

Wisperill
 

Wispmother
 
Wisp-Lantern
 

Wolf
 

Wolverine
 

Worm
 

Worm Thrall
 

Wormmouth
 

Wraith
 

Wraith-of-Crows
 

Wrathman
 

Wrath of Sithis
 

References
Lore:Bestiary X

Xivkyn
Lore:Bestiary Z

Zombie
Tes4Mod:Script Functions

The # column gives the index number of function as found in Oblivion.exe. The Type column shows if the function is console specific, a script event, or a regular scripting command (blank). All data was extracted from Oblivion.exe.
Tribunal:Mournhold Temple

thumb|Mournhold Temple thumb|right|Temple Reception Area
thumb|right|Temple Office of the Lord Archcanon thumb|right|Temple Basement thumb|right|Temple Hall of Ministry thumb|right|Temple Infirmary thumb|right|Temple High Chapel
Mournhold Temple is the home to Almalexia. It is situated in the center of a large and decorative courtyard, which lies at the northern end of Mournhold.

The temple's only entrance leads to a reception area, with Fedris Hler acting as receptionist. Doors lead west to the Office of the Lord Archcanon and east to the infirmary. There is a third door that leads to Almalexia's High Chapel, but access is by invitation only. Attempting to enter without invitation will give you the message:

The Archcanon's office and the infirmary both lead to the chapel, and also to a room in the north called the Hall of Ministry. The ministry has passages down into the temple basement.

The Archcanon's office holds a large collection of books, including three skill books: 36 Lessons of Vivec, Sermon 6 (Armorer), 36 Lessons of Vivec, Sermon 24 (Spear), and 36 Lessons of Vivec, Sermon 28 (Light Armor). Taking Sermon 28 is a crime, but the other two can be taken without penalty.

Related Quests
Main Quest








Miscellaneous


People


Notes
The console codes for the temple are:  ,  ,  ,  ,  , and  .

Maps
thumb|left|Map of Mournhold Temple
Lore:Corpse Preparation v II

When raising a   servant, it is most important that the body of the skeleton be complete. If the skeleton is missing crucial bones, the results can be frustrating. One should only attempt to raise skeletons when you are sure that all or nearly all the bones are present.

While the   involved in raising a skeleton will assemble the bones in the proper order, skeletons may be strengthened considerably by the addition of support on their joints. The most common are leather straps that bind the bones together more tightly. Some practitioners also drive metal spikes are between the joints, which is more expensive and time consuming, but they protect the servant where it is weakest. The details of this are unimportant as even an amateur can strengthen a skeleton significantly. Only practice will reveal the best methods of binding and reinforcing the skeletal servant. Amateurs often make the mistake of binding the bones too tightly, limiting the skeleton's movements and making it useless. Again, only practice can give the necessary experience in these matters, though it is best to err towards tight bindings. One may always loosen them at a later date.

One more note to the student: While most undead can be raised again and again, skeletons are often damaged in ways that make raising them again impossible. This is another reason that care should be given to the skeleton's preparation. Too many young   raise every skeleton they see with little or no preparation at all. Given the difficulty of obtaining corpses, this kind of inefficiency cannot be tolerated.
Lore:Corpse Preparation v III

Fresh and decayed corpses are those that still have flesh upon them. If their decay is advanced, or if you wish a   instead, place the corpse along a coast or in a swamp or marsh. Animals are the Necromancer's greatest allies when it comes to stripping the flesh from a corpse. The ravenous  s of Morrowind can strip a corpse down to its bones in a matter of days. Lesser crabs in other provinces can do the same in a matter of weeks.

If you wish to create a   servant, one need only bring the corpse to a suitable site and enact the proper rituals. However, there are a few tips that a young   might want to know. For instance, a decayed servant may be raised many times, even if they have been dismembered by those who do not appreciate our Art. If one of your servants comes to an unfortunate end, you may raise the servant again by carefully gathering as many parts as you can find, binding the bones with leather straps, and sewing the flesh (if it not too decayed) with catgut. Your servant may be weaker each time this is done, but with care and maintenance, one may raise zombies dozens of times.

However, creating a mere zombie is a method best left to lazy or desperate practitioners. With only a bit more time and effort, one may create a far more useful mummified servant.

The first step to creating a mummified servant is to soak the decaying corpse in a bath of salt or natron for at least one month. This will halt the decay of the corpse, and if the corpse is fresh enough to have an unpleasant odor, the salts will remove that as well. In a moist climate, such as   or Thras, you may have to apply more salts if they become saturated. Some Necromancers remove the vital organs before or after this process, but I have never found any practical reason for doing this.

The next step is to wrap the servant in cloth or linen. This will further preserve the body against decay and, if done properly, will offer some protection as well. Do not worry if the corpse seems too stiff or desiccated to be a useful servant, the proper rituals will imbue the mummified corpse with the strength to move itself. Most importantly, you will have a much stronger servant who will follow your commands with more independence and understanding.
Tes4Mod:ObEdit

ObEdit is a third party replacement for the Construction Set, similar to MwEdit for Morrowind. It is currently in early development stages.

ObEdit v0.1-Alpha is the latest released version.

Help
:* Getting Started -- A basic tutorial for users new to ObEdit.
:* User Interface -- Description of the program's user interface.
:* Feedback -- Post feedback and suggestions for the program.
:* Bugs -- Listing of bugs and their eventual solutions.

Development
:* Roadmap -- Planning of future releases and their features.
:* Design Goals -- The overall goals of the project.
:* Interface Development -- Discussion of the user interface.
:* Event Processing -- Development of an event system for handling content updates.
:* Features -- List of current and desired features.
:* Credits -- External libraries and other contributors to ObEdit.

Links
:* ObEdit Project Page on SourceForge.net
:* Desired Editor Features topic on the official forums
Tes4Mod:ObEdit/Interface Development

This is both a description and a development discussion of the user interface of ObEdit, an alternate editor for Oblivion. The ultimate goal is to create a much improved interface over the Construction Set to make modding easier and faster.

Overall Application
This section discusses the general overall interface of the application.




Record Tree
This section discusses the record tree control as seen on the left side of the main record list.




Record List
This section discusses the record list control as seen in the main window.




Biped Parts
thumb|left|Construction Set Biped Parts List
The CS includes the a list of biped parts on armor and clothing dialogs. This is a good interface but it takes up a lot of room on the dialog for the small amount of time it will actually be used.
 

thumb|left|ObEdit Biped Parts Dialog This was the first version of the biped parts dialog using checkboxes. It is a modal dialog which makes allows it to be reused where ever needed and does not clutter the record dialog interface.
 

thumb|left|ObEdit Biped Parts List Dialog This is another version of the modal biped parts dialog using a list control identical to that found in the CS. The list is slightly better than using multiple checkboxes and it will be familiar to users of the CS.
 

left|ObEdit Biped Parts Control This is the actual biped parts control as found on the armor and clothing dialog. The current values are shown as a list of strings and the modal parts dialog can be displayed by clicking on the button on the right.
Lore:36 Lessons of Vivec, Sermon 1

He was born in the ash among the  i, anon  , before  .   came first to the village of the netchimen, and her shadow was that of  , who was the Prince of Plots, and things unknown and known would fold themselves around her until they were like stars or the messages of stars.  Ayem took a netchiman's wife and said:
: I am the Face-Snaked Queen of the Three in One. In you is an image and a seven-syllable spell, AYEM AE SEHTI AE VEHK, which you will repeat to it until   comes.  

Then Ayem threw the netchiman's wife into the ocean water where  s took her into castles of   and  . They gifted the netchiman's wife with gills and milk fingers, changing her sex so that she might give birth to the image as an egg. There she stayed for seven or eight months. 

Then   came to the netchiman's wife and said: 
: I am the Clockwork King of the Three in One. In you is an egg of my brother-sister, who possesses invisible knowledge of words and swords, which you shall nurture until the Hortator comes.  

And Seht then extended his hands and multitudes of   came forth, each like a glimmering rope through the water, and they raised the netchiman's wife back to the surface world and set her down on the shoals of  . There she lay for seven or eight more months, caring for the egg-knowledge by whispering to it the Codes of   and the prophecies of Veloth and even the forbidden teachings of  . 

Seven   came to her one night and each one gave to the egg new motions that could be achieved by certain movements of the bones. These are called the  . Then an eighth Daedroth came, and he was a  , called  , or the Multiplier of Motions Known.  And Fa-Nuit-Hen said: 
: Whom do you wait for?  

To which the netchiman's wife said the Hortator. 
: Go to the land of the   in three months' time, for that is when war comes. I return now to haunt the warriors who fell and still wonder why. But first I show you this. 

Then the Barons and the Demiprince joined together into a pillar of fighting styles terrible to behold and they danced before the egg and its learning image. 
: Look, little  , and find the face behind the splendor of my bladed carriage, for in it is delivered the unmixed conflict path, perfect in every way. What is its number?  

It is said the number is the number of birds that can nest in an ancient   tree, less three grams of honest work, but Vivec in his later years found a better one and so gave this secret to his people. 
: For I have crushed a world with my left hand,  he will say,  but in my right hand is how it could have won against me. Love is under my will only.  

The ending of the words is ALMSIVI.
Lore:36 Lessons of Vivec, Sermon 2

The netchiman's wife who carried the egg of   within her went looking for the lands of the  . Along the journey many spirits came to see her and offer instructions to her son-daughter, the future glorious invisible warrior-poet of  , Vivec. 

The first spirit threw his arms about her and hugged his knowledge in tight. The netchiman's wife became soaked in the  . The egg was delighted and did somersaults inside her, bowing to the five corners of the world and saying: 
: Thus whoever performs this holy act shall be proud and mighty among the rest!  

The second spirit was too aloof and acted above his station so much that he was driven off by a headache spell. The third spirit,  , came down to the netchiman's wife while she relaxed for a while under an  . His garments were made from implications of meaning, and the egg looked at them three times. The first time Vivec said: 
: Ha, it means nothing! 

After looking a second time he said: 
: Hmm, there might be something there after all. 

Finally, giving At-Hatoor's garments a sidelong glance, he said: 
: Amazing, the ability to infer significance in something devoid of detail!  

: There is a proverb,  At-Hatoor said, and then he left. 

The fourth spirit came with the fifth, for they were cousins. They could ghost touch and probed inside the egg to find its core. Some say Vivec at this point was shaped like a star with its penumbra broken off; others, that it looked like a revival of vanished forms. 
: From my side of the family,  the first cousin said,  I bring you a series of calamities that will bring about the end of the universe. 

: And from my side,  the second cousin said,  I bring you all the primordial marriages that must happen within them, each one. 

At this the egg laughed.  I am given too much to bear so young. I must have been born before.  

And then the sixth spirit appeared, the Black Hands  , who taught the   at the beginning of days all the arts of sex and murder. Its burning heart melted the eyes of the netchiman's wife and took the egg from her belly with six cutting strokes. The egg-image, however, could see into what it had been before in ancient times, when the earth still cooled, and was not blinded. 

It joined with the   and took its former secrets, leaving a few behind to keep the web of the world from disentangling. Then the Black Hands Mephala put the egg back into the netchiman's wife and blew on her with magic breath until the hole closed up. But the Daedroth did not give her back her eyes, saying: 
: God hath three keys; of birth, of machines, and of the words between.  
Within this Sermon the wise may find one half of these keys.

The ending of the words is ALMSIVI.
Lore:36 Lessons of Vivec, Sermon 3

Being blind the netchiman's wife wandered into a cave on her way to the domains of House  . It so happened that this cave was a Dwemeri stronghold. The Dwemer spied the egg and captured the netchiman's wife. They bound her head to foot and brought her deep within the earth.

She heard one sa Go and make a simulacrum of her and place it back on the surface, for she has something akin to what we have and so the   will covet it and notice if she is too long away. 

In the darkness, the netchiman's wife felt great knives try to cut her open.
When the knives did not work, the Dwemer used solid sounds. When those did not work, great heat was brought to bear. Nothing was of any use  and the egg of   remained safe within her.

A Dwemer sai Nothing is of any use. We must go and misinterpret this. 

Vivec felt that his mother was afraid, and so consoled her.

: The fire is mine: let it consume thee,
: And make a secret door
: At the altar of Padhome 
: In the House of  
: Where we become safe
: And looked after. 

This old prayer made the netchiman's wife smile and begin such a deep sleep that when   returned with cornered spheres and cut her apart she did not awake and died peacefully. Vivec was removed from her womb and placed within a magical glass for further study. To confound his captors, he channeled his essence into love, an emotion the Dwemer knew nothing about.

The egg sai Love is used not only as a constituent in moods and affairs, but also as the raw material from which relationships produce hour-later exasperations, regrettably fashioned restrictions, riddles laced with affections known only to the loving couple, and looks that linger too long ove is also an often-used ingredient in some transparent verbal and nonverbal transactions where, eventually, it can sometimes be converted to a variety of true devotions, some of which yield tough, insoluble  and infusible unions. In its basic form, love supplies approximately thirteen draughts of all energy that is derived from relationships. Its role and value in society at large are controversial. 

The Dwemer were vexed at these words and tried to hide behind their power symbols. They sent their atronachs to remove the egg-image from their cave and place it within the simulacrum they had made of Vivec's mother.

A Dwemer sai We Dwemer are only aspirants to this that the Velothi have They shall be our doom in this and the eight known worlds, NIRN, LHKAN, RKHET, THENDR, KYNRT, AKHAT, MHARA  and JHUNAL.  
The secret to doom is within this Sermon.

The ending of the words is ALMSIVI.