Netruk44/uesp-wiki-content huggingface dataset:
Lore:Elder Alphabet

thumb|right|An Elder Scroll
The Elder Alphabet is the language that is written on the actual Elder Scrolls.  So far, only four such scrolls have been seen in the games, and there is no known translation.  There are at least 35 distinct characters, most of which may appear in one of two orientations, which are 180 degree rotations of each other.  On the scroll on which they are seen, the characters are faded out and obscured by a complex diagram of constellation patterns, with yet more glyphs on top of those, so it is difficult to even transcribe the characters, let alone attempt to come up with a translation. The fact that there are more characters than in the Roman alphabet means that a simple cipher is unlikely to be of much use.

Characters
The characters, in no particular order, are shown below.  
  


Notes
 Glyph pairs #2 and #3 are 90-degree rotations of each other, the only instance where this occurs. 
 Glyph #23 has 2 variants in one of its orientations, one of which is missing a stroke.

Special Glyphs
In addition to the small glyphs that make up the background text on the scroll, there are 26 larger glyphs that appear on top of everything.  Each of these is unique and most do not appear to match any of the smaller glyphs.  17 of them are circled, while the remaining 9 are not.  They are listed in top-to-bottom/left-to-right order below.




  Special Glyph #18 may be a match for #25b above 
  Special Glyph #21 may be a match for #14b above 
  Special Glyph #25 may be a match for #9a above 

Notes
The writing is present on the robes of Moth Priests. 
References
Lore:Glacier Crawl

Glacier Crawl is a network of icy passages found in the Western Reach of eastern High Rock, near the border of Hammerfell. It is inhabited by blue-skinned humanoids known as the Ice Tribes, and dangerous creatures known as Snowrays. 

One of the airships that once sailed the sky to collect the seven   crashed into the glacier. The Ice Tribes raided the ship, taking their Star Tooth and trapping the crew, who were left to die. The spirit of Captain Nym remained to haunt the ship. In  , the Soul of Conflict came in search of the Star Teeth, which were needed to fight the growing forces of shadow. The adventurer recovered the Star Tooth from the Chieftain of the Ice Tribes, and spoke with Captain Nym, whose spirit was eased by the reunification of the Star Teeth, the defeat of the Ice Tribes, and the impending battle against the Umbra' Keth.  
 

See Also
For game-specific information, see the Shadowkey article.
References
Skyrim:Loading Screens

These loading screens appear when a new area is loaded. A message and related 3D model are displayed that can often be of help, especially to new players. Depending on how long the game takes to load, multiple messages may be displayed. Some messages only appear under certain conditions. If a condition is satisfied, that image will appear (e.g., the character generation message will always appear during a new game). Most of the load screens with conditions therefore have a percentage chance of appearing, in order to make them more or less likely to appear under certain circumstances, but still allow some randomness. If no conditions are satisfied, one of the remaining load screens is selected at random.
Gameplay

City-Specific

Creatures

Faction-Related

Lore

Special


Vampire-Related

Werewolf-Related

Skyrim VR

Bugs
Skyrim:Zombie

thumb|right|A Redguard zombie, followed by his Skyrim:Necromancer|puppetmaster
thumb|left|The moment of resurrection
Zombies are any creature or person that has died and been temporarily resurrected. Zombies are still capable of warfare despite no longer being able to think for themselves; thus, they are often used as extra bodies in a fight. Zombies are most typically created by vampires and necromancers for use in combat; however, you may also create your own. Zombies are typically resurrected through the use of a temporary reanimation spell or enchantment. For more details about the use of zombies as allies, see this page.

Most NPC zombies will groan while animated and may say "Must...kill,", "You...must...die," and "Kill," while in combat. They will occasionally make comments indicating gratefulness for release from their undeath upon defeat. Zombies disintegrate into lootable ash piles at death or once the reanimation spell effect wears off, unless they were reanimated by Dead Thrall, The Ritual Stone power, or with staves. They cannot be soul trapped because they've already died before.
 


thumb|right|A zombie
Plague of the Dead adds a new Zombie creature. Similar in appearance to Ash Spawn, these zombies wield generic weapons and drop an ingredient called Mort Flesh. Zombie hordes can be encountered randomly as a world interaction or as part of the related quest, The Rising Dead. They can also be summoned and encountered at set spawn points in the world.

Variants
All zombies have frost resistance, magic resistance, poison immunity, and waterbreathing. Most zombies have a weakness to fire, except for Dread Zombies, which also have a natural health regeneration ability during combat. Zombies can't cast spells however, as they have no magicka.

In general, aside from abilities, zombies have stats similar (if not identical) to Draugr, with each version having a counterpart. The generic Zombie is equivalent to Draugr, Foul Zombie to Restless Draugr, Putrid Zombie to Draugr Wight, Malignant Zombie to Draugr Scourge, Relentless Zombie to Draugr Deathlord, and Dread Zombie to Draugr Death Overlord.

Zombies wield a leveled one-handed or two-handed melee weapon. They are initially of iron or steel quality, while Orcish start to appear at level 9, Dwarven at level 15, and elven at level 22, though iron and steel are four times more likely to appear than the other types.
Skyrim:Winterhold Guard

Winterhold Guards are guards who act as the military and police force of Winterhold. These guards serve under Jarl Korir. Should the Imperial forces gain control of Winterhold, they will be replaced by Imperial guards under the service of Jarl Kraldar.
Skyrim:Morthal Guard

Morthal Guards are guards who act as the military and police force of Morthal. These guards serve under Jarl Idgrod. Should the Stormcloak forces gain control of Morthal, they will be replaced by Stormcloak guards under the service of Jarl Sorli.

Morthal guards are clad in a set of Hjaalmarch guard's equipment. This includes a Hjaalmarch guard's armor, a Hjaalmarch guard's helmet, and a Hjaalmarch guard's shield. They also wear a pair of fur boots. They are equipped with an Imperial sword and an Imperial bow supplemented with 20 steel arrows. They also carry a steel dagger, a 50% chance of a torch, and a variety of leveled loot and gold.
Lore:Bloodmoon Prophecy

The Bloodmoon Prophecy is a legend of the Skaal, a native group of Nords from Solstheim. It foretells an event which happens every era, when Hircine walks Nirn with his Hounds to collect mortals that shall become quarry in the Great Hunt. The selected are either taken to the Hunting Grounds,  or preyed upon on Nirn. 

When the Great Hunt is to occur on Solstheim, the Hunt is proceeded by four signs. The first is the coming of the "Hounds" when werewolves appear on the island. The second is the "Fire from the Eye of Glass", a pillar of fire that appears on the surface of the frozen Lake Fjalding. The third is the "Tide of Woe", a horker massacre, the bodies of which then wash up all along the island's northern coast. The final sign is the namesake of the prophecy: the "Bloodmoon", when Secunda turns crimson from the blood of the Hunter's Prey. After the four signs is something called the Hunter's Game, which is the Skaal's name for the Great Hunt, which varies from era to era. The game might involve the hunting of an entire tribe or just one man. After the hunt, Hircine returns to his realm for another era. 

The most recent Bloodmoon Prophecy was in  . It lead to the Great Hunt, which took place within the  . Hircine summoned the island's three champions to take part in the hunt:   the Frost Giant; Captain   of Fort Frostmoth; and  , leader of the Skaal and wielder of Hircine's Ring. It is unknown if the Nerevarine took part in the Hunt as a Hound or as Prey. The Prey had to navigate a maze filled with werewolves to reach the Hunter. The Nerevarine made it through the maze, but in order to escape the Hunt it was required to fight an aspect of Hircine (Strength, Speed, or Guile). The Nerevarine succeeded in defeating the Hunter, causing the glacier to collapse and ending the Hunt of Hircine.  

Neither Hircine's Great Hunts nor the Bloodmoon are limited to the island of Solstheim. A Great Hunt is also staged in the Chimera of Desolation, which is usually an entirely daedric affair. The Bloodmoon is known to appear on Tamriel wherever Hircine has designated a hunt.

By  , the Skaal's Bloodmoon Prophecy was seemingly a thing of the past. The werewolves of Solstheim had been reduced to only a few members of the  . Their alpha,  , still held the remaining blessed rings from their past hunts. The island also saw a rise in the number of werebears, who were laying claim to werewolf territories. 

Gallery
 

References
Skyrim:Gallus

Gallus Desidenius was an Imperial Thief who became Guild Master of the Thieves Guild in Skyrim during the  . He purportedly maintained strong ties with many influential families in Skyrim, which allowed the Guild to operate relatively safely. He was also a member of the Nightingale Trinity, along with Karliah, with whom he had a romantic relationship, and Mercer Frey. The three of them swore an oath to Nocturnal to protect the Skeleton Key, which holds the   portal open at the Twilight Sepulcher. Gallus was the author of The Nightingales.

Over time, Gallus became suspicious of Mercer's behavior. Mercer, in turn, became aware of Gallus' scrutiny. Though he was unable to find hard proof, Gallus became convinced that Mercer was responsible for desecrating the Twilight Sepulcher and stealing the Skeleton Key. Before he could dig any further, Mercer arranged a meeting, where he betrayed and murdered Gallus. Gallus' spirit became the last of the Nightingale Sentinels and defended the Sepulcher alone for about 25 years. For more information, see the lore article.

Gallus's only actions in the game are to provide guidance to you upon entering Twilight Sepulcher during the quest Darkness Returns, and to reunite with Karliah immediately after the quest is completed. His final task complete, Gallus is then released from Nocturnal's service, and allowed to become one with the Evergloam, to which his spirit then departs. 

As a ghost, he wears a full set of unplayable Nightingale armor. 

 
Related Quests
 

Notes
He is voiced by Craig Sechler.
If you attack Gallus while he is speaking to Karliah, he will behave like an essential NPC. Karliah will even join you in attacking him. However, after a few seconds of combat, he will disappear from the game. You can still engage Karliah in conversation normally after this.
In-game, Gallus is referred to as a Nightingale Sentinel before identifying himself.
There's a skeleton at the end in Snow Veil Sanctum, which may be the body of Gallus.
Lore:Alfiq

The Alfiq are a diminutive form of magically gifted Khajiit  resembling typical housecats.   Their resemblance to common housecats has led many to treat them as such, whether by downplaying their intelligence, cooing at them or attempting to cuddle them.   While it is rumored among outsiders that Alfiq are mute,  they are in fact capable of speech. The misconception that Alfiq are incapable of speech may derive from the scholarly reduction of Alfiq to the status of housecats, or from a disinclination of Alfiq to talk in the presence of outsiders.  Due to the disrespect that Alfiq get as a result of their form, they rarely travel outside Elsweyr.  All these factors resulted in Alfiq resenting being labeled as housecats, which they consider patronizing and irritating.  The grave lack of knowledge outsiders have of them does allow Alfiq to pose as housecats in order to serve as information gatherers.  Alfiq wear clothing, but as they are unable to naturally put it on themselves, they either have others do it for them, or they use magic to clothe themselves.  

Gallery
 

Notes
 has been known to take the form of an Alfiq.  

See Also
 

References
Oblivion:Leyawiin House for Sale

The home can be purchased from Count Marius Caro for 7,000 gold (if his disposition toward you is at least 60), and all upgrades can be purchased from Gundalas at Best Goods and Guarantees for varying prices. Before any upgrades are purchased, the one-room house is quite bare, containing only a table with a single chair and a simple double bed.

The storage area upgrade adds a rug, three barrels, a chest, a basket, and a broom to the small area just to the right of the front door when entering the house. Purchasing the dining area upgrade places a rug under table and adds three more chairs, for a total of four. Table settings and a candle are added to the table. A small kitchen is created by the kitchen area upgrade, which adds a cupboard, some baskets, and a narrow table under the window in the northwest corner. The northeast corner of the main area becomes a study with the study area upgrade, which introduces a desk and chair, a set of shelves, and a standing candelabra to the room. The reading area upgrade adds a separate reading space to the southwest corner, including a divider screen, a rug, a small table and stool, three bookshelves, and two candles for lighting. Finally, the bedroom area upgrade improves the bedroom by adding a rug, a divider, a barrel, and a dresser (with candles), as well as a bookshelf in the front hall. The wall hangings upgrade decorates the small house with a painting of a wooded landscape in storage area, two paintings and a large tapestry in the study area, a large tapestry in northwest corner, a small painting on west wall behind the dining table, and a wide painting over reading area.
 
Gallery
 

Costs and Upgrades
Lore:Naenra Waerr

Witch''' Naenra Waerr was ancient witch and crafter responsible for creation,  or according to other sources enchanment  of the Umbra, a Daedric artifact designed with the sole purpose of the entrapment of souls  at the request of Clavicus Vile, who wanted the sword as a tool of mischief which would send him souls from the mortal realm.  

According to some versions of the tale Naenra is believed to be Daedric Prince Sheogorath in disguise.  
History
thumb|left|Naenra's greatest creation - Umbra
|thumb|right|Umbra Sword (Morrowind)
Ancient Past
At some point before  ,  Naenra created the Umbra at the request of Clavicus Vile, who wanted the sword to become a tool of mischief which would send him souls from the mortal realm. , but it was unstable, requiring Vile to give the witch a piece of his power to be imbued in the sword in order to stabilize it. However, Naenra supposedly  managed to trick him, as the piece of Vile's power imbued in the sword became a sentient being which called itself Umbra, which was not the original intention of the Daedric Prince. 

Naenra was found and executed for her abhorrent creation, but not before she hid the sword. 
Legacy
The sword took on a life of its own, remaining hidden until a worthy wielder was found. Umbra then slowly takes control of the wielder. The Umbra Sword has the ability to change shape, but it is always in the form of a bladed weapon. It changed its owners over time and was present through the history of Tamriel. It was known to be wielded by many warriors, such as Orc whose name was lost to the history , Bosmer Lenwin  and Imperial Cresitus. 

Naenra Waerr was remembered among the witches and held in high esteem. Reachfolk witches who pass the final test of wisdom and power honor Naenra Waerr by crafting masks akin to one they believe she used to wear when crafting Umbra. 

Artifacts
One of Umbra's vessels|thumb|left|150px
Reachfolk witch mask crafted in the likeness of the mask worn by Naenra|thumb|right|150px
Umbra
 
Witchwise Headdress
A mask worn by Naenra when she crafted Umbra. Reachfolk witches are allowed to craft their own masks made in the likeness of the original mask of Naenra after they pass the final test of wisdom and power. They don them in order to honor Naenra Waerr. 
See Also
Books
 
 
References
Arena:Magic Items

In addition to the standard weapons and armor in Arena, there are also magic items that can be equipped to improve your character's abilities or used to create a specific magical effect. All weapons and plate armor can be enchanted.  Leather and chain armor cannot be enchanted, however, so unless you are a Warrior, Ranger, or Knight, magic armor is not for you.

Magic items can be purchased from the Mages Guild and at most equipment stores. Not every seller will offer the item you want, though, so you may have to do some traveling to find something that suits you. You can also find magic items as treasure.  If you do, they will be identified in your equipment list in blue.  To find out what they do, you can either equip and use them or you can take them to a Mages Guild to be identified.  Note, however, that not every blue item is magical.

frame|right|Use Magic Item iconBracelets, belts, torcs, and amulets can be equipped by any class.  They cannot be "used", but rather have a constant effect when worn.  When you equip them, they either improve your armor rating or they increase an attribute.

Marks, crystals, bracers, and rings can also be used by anyone, and produce a particular magical effect when used. To use a magic item, click the Use Magic Item icon or press the U key, then select the item you want to use from the list in the lower right-hand corner. For an item with a targeted or ranged spell, follow the onscreen prompt to use it.

All Magic Items by Type
The following sections provide an exhaustive listing of each magic item in the game by type, including its material, effects, cost, and location.

Amulets


Belts


Bracelets


Bracers


Crystals


Marks


Rings


Torcs


See Also
Arena:Potions

Potions in Arena produce a particular magic effect when drunk, and can be used to heal your character, boost resistances, or grant temporary abilities. To use a potion, click the Use Magic Item icon or press the U key and double-click on the potion you want to use from the list in the lower right-hand corner of the screen.

The potion effect is equivalent to the corresponding spell cast at level 16.

Potions can be bought from the Mages Guild or found as random loot. Any potions found as loot will be simply labeled "Potion" and will be colored cyan in your inventory. Like other magical items, these will need to be taken to a Mages Guild to be identified. 

A list of available potions and their effects is shown below:



Unidentified Potions have descriptions if you right-click on them on the second page of the character sheet:
Lore:Alisanne Dupre

was a member of the Dark Brotherhood who had become the Listener of the   by the year  . Her father, Uther Nere, had murdered her mother when she was a young woman, and she fled to join the Brotherhood, vowing to take revenge as an assassin. 

Dupre maintained a private residence in Bravil, from which she commuted to the Brotherhood's last Cyrodilic sanctuary in Cheydinhal. While there she discussed the state of the Brotherhood with Rasha, her last remaining Speaker. Among the topics they discussed was the destruction of the Wayrest sanctuary, and the potential re-opening of the Shadowscale training facility in Archon, Black Marsh, a plan that was ultimately abandoned due to lack of funds.

When the feud between Bravil's two largest skooma traffickers turned violent, Dupre was forced to hire a battalion of sellswords to protect her and her property. Ultimately the effort proved futile, as she was tricked by her father, and incinerated by his fiery spell. Dupre was killed while attempting in vain to guard the Night Mother's crypt from desecration.   

Notes
Given her name, it is highly likely that Alisanne was a  .

Gallery
 

References
Skyrim:Dawnguard

thumb|Dawnguard box art
Dawnguard is the first major official add-on for Skyrim. The add-on revolves around the Dawnguard, an ancient organization dedicated to hunting vampires and thwarting the schemes of Lord Harkon, who intends to use an Elder Scroll to permanently blot out the sun. You can choose to aid the Dawnguard in their quest to destroy the vampires, or join the vampire clan and gain the powers of a Vampire Lord.
 

Quest Information
 
 

Gameplay Information
 
 
 
 
 

Factions
Two new factions are added with this add-on:

The Dawnguard — A group of vampire hunters dedicated to destroying the Volkihar vampire clan.
All players who complete the first quest in the add-on's main questline must help this faction initially.
Membership in this faction allows you to freely enter and use all areas within Fort Dawnguard.

Volkihar Vampire Clan — The Volkihar vampire clan, led by Lord Harkon, intends to blot out the sun and dominate Skyrim.
Players may choose to join this faction during the add-on's main questline, or destroy the faction altogether.
Membership in this faction allows you to freely enter and use all areas within Volkihar Keep.

Notes
Ten new achievements can be earned after installing the Dawnguard add-on.
Eighteen new loading screens were added by the add-on.
Many new world interactions are added by the add-on which do not have their own individual article pages.
Several of these have been removed from the Special Edition and Switch versions of the game, to prevent the random vampire attacks in cities which often result in the death of innocent NPCs.
Dawnguard was subject to a 30 day exclusivity deal with Microsoft, where it was only available on the Xbox 360 (from June 26 2012). As it turned out, it was released for the PC after 36 days, and due to severe performance issues, it was February 2013 before it was released for the PS3.

Bugs
  
Hearthfire inadvertently fixes this by resetting the steward's dialogue to include the children's room.
 This may be fixed via the console by entering   followed by  .

See Also
Official Trailer
Pre-Release Screenshots