Netruk44/uesp-wiki-content huggingface dataset:
Lore:Elenaire's Journal

Morning Star 2nd,
:Today is the day I set off—fitting for a  , I suppose.  , new roads, and all! I wonder if the  ns had an equivalent celebration, for it is the Yokudans I pay a visit:

:I quest for the  , a fabled fortress built by those vicious and mysterious ancestors of the  . As the   ruins serve to my people as a window to my ancestors, so, too, do I expect the Citadel to teach me about Redguard culture.

:They say no one has entered the Citadel in many lifetimes, though rumors of the cultural treasures waiting inside have reached my ears. I flush to think of them.

Sun's Dawn 3rd,
:And so I arrive! The roads of   are as treacherous as ever—the wildlife especially. The  s of   are akin to my   cousins: fetid, petulant, and possessing of lethal denture. But at last I spy the stone spires of Yokudan architecture. The Citadel must be just up ahead.

Sun's Dawn 4th,
:I can barely keep the quill straight as I pen this, but, for the first time in what must be a millennia, the antechamber that precedes the Citadel has opened! I'll see to it that someone alerts the  , the  , the  —all of Tamriel! Once I survey it, of course.

:One of the many legends that surround Hel Ra Citadel claims the Yokudans used it as a training ground for their   (literally "sword saints")—blade masters capable of dazzling feats. In myth, the Ansei required much meditation and training to form their  , supernatural blades constructed out of sheer force of will.

:I think the antechamber preceding the road to the Citadel gives credence to the story, as do the ancient weapons left on the dais here (and not a single one marred by rust—perhaps a magical property of the chamber?) According to legend, Ansei wishing to earn the elite title of First Rank were required to give up their most treasured weapons and war materiel before undertaking the grueling initiation ritual. If they succeeded, they would no longer need conventional weapons.

:My friends say I have spent too much time researching the Yokudans and that I should find a husband. I think they are envious of my magnificent brain.

:Terms:
: - Leader? Lord of war?
: - Blade Noble?
: - A measurement of time? Unsure. Archaeologist, not a bean counter.
: - Former warrior? Old warrior?
: - Weapon? Edge?

Sun's Dawn 5th,
:Fascinating as the antechamber has proven to be, it's time I gleaned the Citadel itself. What could await me there?  ? The Shehai of a First-Rank Ansei? I carry no sword, but I shall leave my journal here, as the Ansei left their swords. Perhaps, like them, I'll find the means to form my own Shehai.
Online:Star-Gazers

The   are an order of scholars devoted to the study of the stars and the meaning of their motions. They are based in Belkarth, a major settlement in the Craglorn region. 

Members

In addition, Ibrula is a former member.

Locations


See Also
Books
Online:Blackcaster Mages Guild

The   is a rogue group of mages who rule the city of Elinhir. They are led by Archmage Yamanu-ko, and have been corrupted by the Serpent's influence. Blackcasters can also be found at Balamath. 

Members


Locations
 
 

See Also
Books
Online:Savar

Savar is a Khajiit found at the Riften Arcane Studies stall located in the city of Riften. He has no unique dialogue.
Online:Tedrel Daren

Tedrel Daren is a Dark Elf enchanter who runs Riften Arcane Studies in Riften.
 
Dialogue
:" "

After you've halted the Worm Cult plot in Riften:
:"Ah, the hero who defeated the Cult on the docks. A pleasure. How may I help you?"
Online:Threval Berothran

Threval Berothran is a Dark Elf who can be found at Riften Arcane Studies in Riften. He has no unique dialogue.
Online:Mahlene

Mahlene is a Breton commoner who can be found in Riften, looking over the docks. She has no unique dialogue.
Online:Adlugbuk

Adlugbuk is an Orc commoner found on the porch at The Withered Tree in Riften. She has no unique dialogue.
Online:Wilrek Snow-Shod

Wilrek Snow-Shod is a Nord chef who sells his wares at The Withered Tree in Riften.
 

Related Quests


Dialogue
Before completing the quest, he says:
:" "

If you speak to him after the quest, he'll say:
:''"You have my thanks for helping Raerana. You're always welcome at The Withered Tree! Anything I can get you?"
:When did Raerana and Jorald get here?
:"Not very long ago. Raerana's still recovering. They're upstairs, if you want to see them."''

Quest-Related Events
After Raerana and Jorald come by, he'll greet you with:
:''"We've heard of the tragedy on the farm. Poor Raerana. She's with family now though. We'll see her through this."
:I'm glad to hear it. Raerana said you might reward me.
:"She told us of everything you did for her. Glad to hear you got that murdering Dunmer. Take this as a reward for saving my niece and solving the murders."''
Online:Tolfalki Snow-Shod

Tolfalki Snow-Shod is a Nord smith who can be found sweeping at the Withered Tree in Riften.
 

Dialogue
She welcomes you to the inn.
:"Go on and sit down. Enjoy a meal. At least the food is still good in Riften."
Online:Meluuran

Meluuran is a High Elf bard performing on the ground floor at The Withered Tree in Riften. He has no unique dialogue.
Online:Seryna

Seryna is a Dark Elf patron of The Withered Tree in Riften.
 

 
Related Quests


Dialogue
:"Welcome to the Withered Tree. Good luck getting any actual help around here."

If you discovered a diamond in Broken Helm Hollow, you can ask her about it:
:'''I hear you're interested in diamonds.
:"Keep your voice down! Why do you think fences don't have storefronts? Discretion, discretion, discretion!"
:Do you want it or not?
:"Of course I do! But I can't trade while I'm on my shift. Give the diamond to me. You'll find your payment in the graveyard behind the Fighters Guild. Look for a cairn with flowers on it. Don't dig too deep. The Nords are touchy about their graves."
:How do I know you won't take the diamond and run?
:"Fences who can't be found don't stay in business for long. And I couldn't stay here after cheating a damn hero. Bribes only get you so far. Now go!"

After the quest:
:"Now, don't go around blabbing about my work. Off you go! Farewell!"''
Online:Strav Hlor

Strav Hlor is a Dark Elf carpenter who can be found at the Artisan's Hall smithy in Riften where he runs his stall, Sand and Dust.
 
Dialogue
He's busy.
:''"You need something? If not, I've got wood to cut."''
Online:Scales-Like-Steel

Scales-Like-Steel is an Argonian clothier who runs Steel Scales at the Artisan's Hall in Riften.
 
Dialogue
She tells you about her wares.
:"Armor is like tree bark—a tough outer coating protecting the tender insides."
Online:Hadriss

Hadriss is a Nord blacksmith who can be found at his stall, The Ringing Anvil, at the Artisan's Hall smithy in Riften.
 

Related Quests


Quest-Related Events
:''"Yes, what is it? I'm a busy man."
:I found this ring on a body in Lost Prospect. Is it yours?
:"Yes. My wife, Pria, had it on her when Sinmur attacked Riften. I'd hoped she was still alive and would come back to me someday. But she never will now."
:Do you want to talk about it?
:"She was the light of my life. I thought of her all day at the forge. I don't know what I'll do now. There's nothing left for me here. I don't want to talk about it anymore."

After the quest, you can ask him more about Pria.
:"You confirmed my worst fears. I can't thank you for it, but I hope no one ever brings you such unwelcome news."
:Tell me about Pria.
:"She was the light of my life. I thought of her all day at the forge. I don't know what I'll do now. There's nothing left for me here. I don't want to talk about it anymore."''
Online:Penwe

Penwe is a Redguard commoner found at the Artisan's Hall in Riften. She has no unique dialogue.
Online:Shishiv

Shishiv is a Dark Elf merchant selling his wares at the Artisan's Hall, the smithy located in Riften.
 
Dialogue
He's quick to assist you.
:"Looking for something specific?"
Online:Tana-Teeus

Tana-Teeus is an Argonian pack merchant and the owner of the Tana-Teeus' Fine Satchels stall. Her store officially belongs to the Marketplace plaza district in Riften. However, it is located aside from the other merchants, near the eastern wall of the city's smithy. 
 

Dialogue
She apologizes for the state of her store.
:"Greetings. Please excuse the mess. Sinmur has disrupted everything."
Online:Euthar Neckbender

Euthar Neckbender is a Nord woodworker and the owner of the Neckbender's stall located at the Marketplace plaza in Riften.
 

Dialogue
He seems impatient.
:''"Well, what'll it be? Don't waste my time."''
Online:Deowyn

Deowyn is a Nord weaponsmith who runs the stall called Something Sharp located at the Marketplace plaza in Riften.
 

Dialogue
:"Heard what you did at the docks. Fine work, my friend. What can I help you with?"
Online:Alskar

Alskar is a Nord chef who can be found at the J'darzi's Fine Imports stall at the Riften Marketplace plaza.
Online:Boran

Boran is a Dark Elf armorer and the owner of the Boran's Bulwarks stall at the Marketplace plaza in Riften.
 

Dialogue
He welcomes you to his shop.
:''"Greetings! I've traveled all of Tamriel to bring the finest armor to the people of Riften. Let me know if I can help fill your protection needs."''
Online:Anriel

Anriel is a Wood Elf bard who can be found performing at the marketplace in Riften. She has no unique dialogue.
Online:Zarum (Riften)

Zarum is a Khajiit who can be found in Riften, on a ledge overlooking the lake. He has no unique dialogue.
Online:Halfara

Halfara is a Nord smith found in the city of Riften. You'll find her behind the Fighters Guild where she prays at the graves and shrines there.
 
Dialogue
She tells you why she's in the graveyard.
:"I pray for the souls of those we have lost. You should do the same."
Online:Okurek

Okurek is a Nord drunkard who can be found resting near a statue just outside of the Fighters Guild in Riften.
 

Dialogue
:''"Feast yer eyes, pilgrim! The great Vithon Battlewolf and his, er, battle wolf. We won't see his likes again, as Mother always said, curse her tongue."''
Lore:Dark Magic: Three Pretexts

It is unfortunate that the arcane discipline known as " " has acquired such a pejorative name in the common parlance, as it tends to relegate the practitioners into that class of   slanderously known as "evil wizards." To counteract such dangerous libels, it is handy to keep in mind the following three pretexts:

PRETEXT THE FIRST: Insofar as it negates, drains, and preys upon the magicka and power of other mages, knowledge of Dark Magic is a necessary safeguard that enables the reining in of rogue sorcerers.

PRETEXT THE SECOND: Insomuch as it replicates some of the deleterious effects of spells cast by inimical  , knowledge of Dark Magic is a useful tool for learning how to counter said effects.

PRETEXT THE THIRD: Whereas its application is regarded by the ignorant as frightful and loathsome, use of Dark Magic to inflict condign punishment upon transgressors is a deterrent to crime and therefore a social good.

That should silence the critics.
Lore:Basic Provisioning Guide

:In my twenty years as supply captain for the Seventh Imperial, I learned one absolute truth:   is the same whether feeding yourself or an entire army. Per Magus-General  's request, I will share what I know to aid the provisioners of less accomplished legions.

Step 1: Acquire
:When you are in the field, your backpack is the only pantry upon which your soldiers can rely. Requisition anything you can find—every barrel, chest, or sack of grain should make its contribution to your cause.

:As an Imperial soldier you have the right to requisition as much as you want, but use discretion. A citizen with an empty larder will have long memories of Imperial imposition. A single handful, scoop, or item from each barrel, chest, or sack is my simple rule.

Step 2: Acquire Recipes
:Never forget that you are a provisioner, not a chef. You aren't cooking personal meals for the Duchess of  . It doesn't matter how the food tastes as long as it feeds your cohort. You want recipes that are fast, simple, and best made in bulk.

:Take roasted chicken breast, a meal that requires poultry. It doesn't matter that you know the ingredients required—without a proper recipe, they're just raw meat and grease. Locals always have their own ways to prepare local ingredients, so stay vigilant for recipes while requisitioning supplies.

Step 3: Cook, Cook, Cook 
:Once you've learned a recipe, bring those ingredients to a cooking fire. Then cook them. Don't burn the food.

:Remember to serve your cohort what it needs most. Scouts and skirmishers need plenty of vegetables. Mages in your cohort are best fed fruits. Infantry can always use hearty meat dishes. Never forget that a hot meal can make the difference between life and death.

Addendum:   On The Go
:I hear enough questions about brewing to warrant its own section. I recommend you never keep more than a flask of fine brew with you. Your cohort will know it's a prize for those who truly distinguish themselves.

:Yet sometimes the cohort needs liquid courage, such as before a battle or a parade review. This is when I brew horrible swill from local recipes, both to shock the soldiers into a state of confident readiness and to keep them from growing fond of the stuff.

:Step 1 and Step 2 are identical to the similar steps for cooking. As for the third?

:Step 3: Brew, Brew, Brew

:Once you've learned a recipe, bring those ingredients to a cooking fire. Then brew them. Don't spoil the drink.

:I often present excess brew to the locals who "donated" the ingredients in the first place. This is not Imperial requisition policy, but it helps my cohort stay in their future good graces should we suffer a retreat due to the actions of less stalwart legions.
Lore:Woodworking For Simpletons

Stop your dillying and your dallying, younglings. You're less than a pile of   droppings unless you have a trade, and I ain't letting my kin stink up the cabin.

Today you learn how to work with wood. Now, stop your belly-groanin' and listen!  ' is an honest trade, and you're going to do right by old Hoary. I'll use tiny words so even   can follow.

First off, take this   to the woods. Look for mossy logs near old stumps and rocks, and then chop me ten pieces of  . What? Why is it called— Because it's rough, ye daft child! You'll need that much if you're to make something of anything.

Second, bring those ten rough maple pieces to a woodworkin' station. You're gonna turn those rough maple pieces into  . We in the trade call it "refinement." No, not sanding, refinement! Yes, you get sanded wood. No, that's not confusing at all!

Third— Would ye listen up? This is important! Ye can't just start carvin' away at sanded maple without a style in mind. Hmm? A style! Every   in   has their own style, and a material they prefer to work.

Them Player Races craft materials in the Player Race style, d'ye see? Now, ye buy the style material in town. From a woodworker, ye addlepated— No, it doesn't matter which one!

Lastly, your last task is takin' your style material and three sanded maple pieces to a woodworkin' station. Craft yerself a  . Don't worry about the bowstring. I said, pay it no mind! Curvin' that bow like the leg of a bendy   dancer is what you should try to— Hmm? None of your concern!

What do you mean, "Is that all?" By the  , of course that ain't all there is to woodworkin'! Ye can make better quality carpentry if more wood goes into an item's makin'. Even then, ye can improve it further.

I was gettin' to it! That maple bow isn't the best you can make it until you improve it with resins. You'll find 'em around. You know, "around!" But try to improve that bow without enough resin and you'll ruin the bow and waste the resin.

Yes, there'll always be maple in the woods. What do you mean? When are you going to be in a desert? Oh, for … All right. You're in a desert, and ye can't find maple because you can't find the woods. But say ye have your maple bow. Bring it to a woodworkin' station and deconstruct some of what ye need from the bow itself. 'Course, ye lose the bow. We call this part "deconstruction"—like your sister's bad poetry, if ye could take a chisel to it.

How'd I get so good at woodworkin'? Research. No, not like reading. If I got my hands on a decent piece of carpentry, I'd take it apart and study the traits that made it special. Took me time, and I'd lose the carpentry when I pulled it apart, but once I'd worked out how the original woodworker done it, I could make it myself.

Now close your mouth, Tebbons, 'afore you swallow a  .
Lore:Enchanting Made Easy

:Anyone can become an  —it doesn't matter who you are, or who you were. I spent twenty years pulling fish from the waters of   before stumbling into the world of enchanting. If a former   fisher-slave can figure it out, so can you!

Step One: Find
:Years ago I noticed glowing runes when I fished in Black Marsh. At first I thought they were  s! You're most likely to find them in dangerous places, so be careful. Look for the angular stones where the runes sit.

:—  runes remind me of fish: the minnows are plentiful but don't have much flesh on their bones, while the old grandfathers are the rarest but the richest catch. —  runes make me think of a fish's flavor. The good ones can improve your day, while the bad ones are best fed to your enemies.  —  runes are like the type of fish. Frost fish, armor fish, poison fish … you get the idea.

:Some people ask me why there are runes scattered throughout  , but that's a question for the  . I've never asked where fish come from, just where I can find more of them.

:(I should mention—I can't actually see colors. If you're like me, you want to look for the brightness of the rune. Aspect runes are quite dim, potency runes are bright, and essence runes glow very bright.)

Step Two: Create Enchantment
:Once you have one rune each of aspect (fish age), potency (fish flavor), and essence (fish type), bring them to an  . Now, put the runes together and craft your first enchantment!

:The best way you learn to fish is by fishing, and the same applies to enchanting. The act of creating an enchantment will reveal the meaning and function of unknown runes. Some will say "You must comprehend how the rune resonates with your soul to truly understand it," but that's Mages Guild talk.

Step Three: Enchanting Items
:You have your first enchantment. Now you're ready to enchant your first item! Find the item you want to enchant and apply the enchantment. Easy, no? But of course, it's never that easy.

:Enchantments are very particular. Some are best for weapons, others for armor, and still more bind only to jewelry. Some may require higher quality items than what you have on hand. Oh, and if you change your mind later you can re-enchant an item, but adding a new enchantment will remove the old one. "Serve the right fish for the right occasion," as my egg-sister says.

Appendix: Extracting Runes From Enchantments
:If you have an enchantment you can't use, don't despair! Sell, trade, or gift them to friends who can use them.

:Of course, you can also extract runes from enchantments at any enchanting station. I call this "gutting the fish." This destroys the enchantment in the process, but you'll get one of the runes back that you could use in another enchantment.
Lore:Blacksmithing Basics

:  forge-wives say they're the only ones who know how to smith. I say  s to that! I'll show you how to find  , extract   from the ore, explain   styles, and then teach you how to craft a  . Soon enough, you'll call yourself a  .

Step 1: Get Some
:Iron ore is the simplest to work, and easy to replace if you make a mistake. Look for rusty, dull rock near big rock outcroppings. Then you mine it. If you don't mine it yourself, buy it from people who mine it, or ask a friend to loan you some. When you have ten chunks of iron ore, you're ready for the next step.

Step 2: Refine Ingots
:Find a  . Then make iron ingots from your ten chunks of iron ore. This is called "refinement." If you want to know why, ask a forge-wife.

Step 3: Choose A Style
:Every race has a style of blacksmithing, and each favors a traditional material. I call this a "style material" because it's easy to remember. The Orc style works best for me, but I'm an Orc. If you're an  , start with material for the Imperial style. Blacksmiths sell them, if you can't find them anywhere else.

Step 4: Make An
:Iron daggers are easy to make. You need one style material, two iron ingots, and a steady hand with a hammer. When you have these things, find a blacksmithing station and craft an iron dagger. For better quality blades, use more ingots to make it. But for now, use two iron ingots.

Step 5: Admire Your Iron Dagger
:Take a moment to admire your work. It's not "just an iron dagger." You pulled metal from the ground and forged into a tool that can end lives. Respect what you've made.

:Forge-wives won't be impressed with your iron dagger, but what do they know? You're a blacksmith if you do the work, not if you marry into it. Remember: iron daggers today,   tomorrow.

Appendix: Advanced Smithing
:If you really want to show up the forge-wives, you need to know more than just iron daggers.

Improving Weapons and Armor
:Use a " " to improve weapons and armor you've smithed. I call them that because I can never find one when I need it. This always makes me lose my temper.

:When you find one, bring it to a blacksmithing station with the item you want to improve. The more tempers you have, the greater the chance to improve the quality. But this is not a guarantee. If you do it wrong, you'll lose the tempers and the item.

Deconstruction
:If you're short on materials, you can deconstruct them from weapons or armor. You'll destroy the item when you break it down, and you'll only salvage part of what went into making it, but it's a quick way to get ingots.

Researching Traits
:One way to annoy a forge-wife is to buy her finest items, take them apart, and research the best traits of her weapons and armor. Then you can make copies of her best work and sell them for less. Do it all on her own blacksmithing station if you really want to make her angry.
Online:Pain-Giver

Pain-Giver is the Argonian hall steward of the Riften branch of the Fighters Guild.
 

Dialogue
If you're not in the guild, he can sign you up:
:"When the guild calls, all must answer."
:The guild?
:''"The Fighters Guild! You should consider joining us. Our new guildmaster is an Argonian, Sees-All-Colors. She has us all working to a singular purpose. We're hunting down the Daedra and their damned Anchors. Hard fights."
:Anchors?
:"Enormous chains descend from the sky! A passage opens to Oblivion, and Daedra boil out to lay waste to the countryside. I don't know who started calling them Daedric Anchors, but Mauloch knows it fits."
:What's the reward?
:"Ha! Good question. We train our members in special techniques. And the higher-ups are always looking for motivated members to help with special projects. Colors herself might even have a task for you someday."
:I'm ready to join up.
:"Then let me be the first to officially welcome you as a comrade in arms of the Fighters Guild! Get out there! And take the fight to the Daedra!"''

Once you're in the guild:
:"Welcome, comrade. The Guild prospers with members like yourself."