Netruk44/uesp-wiki-content huggingface dataset:
Online:Maps

thumb|500px|The official map of Tamriel
This is a general hub page for all relevant maps related to The Elder Scrolls Online. Individual locations can be found through the places page.

When you open up the Map menu in-game, passing players will see you looking at a map of Cyrodiil.

General Maps
: Our ESO Map (work in progress)
: Tamriel &mdash; A map more clearly colored by Alliance
: Regions &mdash; All regions from before the launch of Tamriel Unlimited, labeled
: Regions and Sub-Regions &mdash; All launch regions and sub-regions, labeled
: Zones &mdash; A map showing the current regional divisions
: Aurbis — A cartographical representation of the currently-accessible regions on a universal scale
: Vvardenfell &mdash; The map of Vvardenfell that came with the Morrowind Collector's Edition
: Summerset &mdash; The map of Summerset that came with the Summerset Collector's Edition

Detailed Maps
thumb|right|A player looking at their Map
More detailed maps of specific locations are provided throughout the site on the appropriate articles. Specifically:
Each zone and many cities have a map on their respective articles.
Every individual cave, ruin and dungeon has maps provided in its article. See Places for a list.

Map Related
Cyrodiil Unmarked Locations &mdash; A map showing the unmarked locations and area names within Cyrodiil.

Icons
On the compass and map, icons for locations first appear when you get near to that place, or if you have been previously told about it. Once "Discovered", the icon will always be shown. White icons are places that you have "Cleared" or "Completed", while black icons indicate locations that are "Incomplete". Some locations cannot be completed, and these turn white as soon as they are discovered.

These are the icons used on the in-game map.

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Lore:Karrod

was a mysterious Redguard warrior and a lifelong friend and protector of Hlaalu Helseth. He was long perceived as being deaf and dumb due to his refusal to speak to anyone.

Karrod was born in the city of Wayrest in High Rock. As a child, Karrod's father gave him an odd Dwemer longsword, and told him that none would defeat him in battle until the blade's rightful owner came to claim it. Karrod was then seemingly orphaned on the streets of Wayrest, and turned to thievery. After he had the audacity to attempt to rob Princess Elysana, her half-brother Prince Helseth took him into his employ. Karrod grew to be extremely loyal towards Helseth for taking him in. True to his father's prophecy, he also remained undefeated in battle and became a deadly warrior. Helseth proclaimed him his Champion, and Karrod joined the ranks of the Royal Guard when Helseth inherited the Throne of Morrowind and moved to Mournhold.

In  , the Nerevarine came to Mournhold. In order to earn the King's trust, Karrod and the Nerevarine dueled, and Karrod lost. This also earned the Nerevarine the warrior's respect and friendship, and his admission of defeat was the first time Helseth had ever heard him speak. The goddess Almalexia later ordered the Nerevarine to reforge  , the Blade of Nerevar. As fate would have it, the three fractured pieces of the blade had come to Mournhold. Karrod's Dwemer weapon was one such piece, and the warrior duly surrendered his blade to the Nerevarine.  

References
Online:Concept Art/Map

These images are all taken from the interactive map on the official Elder Scrolls Online website.
Skyrim:Criminal

The Criminal is a rogue bandit who has escaped jail, and can be found in any of the nine holds. Your job is to kill them, but they can be difficult to track down as they constantly travel back and forth. Their appearance is random and their equipment and stats are leveled (any from this list).

 
Related Quests
UESPWiki:Community Interviews/Jeancey

'''What's  your role around UESP?'''
:I generally work on  Morrowind/TR3 pages, Lore pages, templates and categories. I also can be seen  making the wiki consistent on pretty much every page, from Arena to  Books.  I'm generally quite  knowledgeable about WikiMarkup.
How long have you been involved?
:Just under one year.
'''What's your favorite part of the site?
:I really like how easy it is to  jump in, and how quickly the community embraces you.
Favorite Elder Scrolls game? quest? faction?
:My favourite Elder Scrolls game,  by far, is Morrowind.  I always rather  enjoyed the Telvanni faction questline, but found myself rarely using it due  to the inaccessibility of their stronghold at Tel Uvirith.
You meddled with the Daedric Princes, and now one NPC is forced to be your sidekick. Who would you choose?
:Creeper. I find him refreshing.
Tell us one of your favorite things about Tamriel.'''
:I love the entire world. The  rich history fascinates me, and whenever I read a new book, or do a quest I  haven't done before, I learn something new and fascinating about Tamriel.
'''Tell us one thing that you've learned while being a member of UESP.
:That UESP editing can be  detrimental to your studies in real life, but that it is well worth it.
What  would you like to say to UESP readers and fans?'''
:Edit!!  Make the leap from reader to editor, I  think you'll find a great community that anyone can be a part of. Also, join  MWOP!
Lore:House Mora

House Mora was a minor political house of Dunmer that was later absorbed into House Hlaalu in the First Era. Since its founding, House Mora has had a deep-rooted human ancestry in their blood. One of their most esteemed families was the Ra'athim Clan, the royal family of Ebonheart and ancient retainers of the High Kingship of Morrowind.  

History
House Mora was an independent faction in Morrowind since the   in the early First Era. A "rose-worn prince of garlands" affiliated with House Mora was a war hero at the time. According to   mythology, the Warrior-Poet,   traveled to House Mora's ancestor alcove to find the second monster that had escaped  ,  the  . Vivec was approached by a   that told him that the monster will not leave their house and that a deal was made with  . Vivec bypassed the bonewalker and met the King of Assassins, leader of the  , who presented him with the Treasure Wood Sword. He explains that the Prince of House Mora was fond of Vivec and placed in the   of  . He also claims that he set him to a fiery prayer for the wicked and that he stuffed birds into his mouth. 

At some point in time, House Mora was absorbed into House Hlaalu and it has become defunct ever since. The Ra'athim Clan became part of House Hlaalu and some of its members, such as   had powerful positions in not just the Great House but in Morrowind by the late  . 

Notes
The word, Mora, in most variations of the elven language, including the  , translates into either Forest or Wood.  In some instances of  , the word can also mean  . 
In a forum post, developer Douglas Goodall once gave  's full and formal name as "Serjo Indoril Nerevar Mora", indicating a possible association with House Mora. 

References
Lore:Oliis Bay

The Oliis Bay is a large body of water found in southeastern Black Marsh, forming the east coast of Murkmire. It was named by the Imperials when they laid claim over the province's coastlines.   The city of Lilmoth is found at the mouth of the bay, where it connects to the Southern Sea.   Sea drakes reside in the deep waters off the coast of Lilmoth. As a result, swimming far out is a dangerous endeavor.  

In addition to Lilmoth, the villages of   and   are on the Murkmire side of the bay, perched on rocky cliffs that overlook the waters. The   is found in the lowlands, where the water flows into the grassy fields east of Lilmoth.  On the eastern side of the bay is the town of  . Along its northern coast are small rivers that lead deeper into Black Marsh, towards  . To the northwest, Oliis Bay connects to a river that flows from the city of  . To the north of the bay, the village of   and the dark forest of   can be found. 

A thick wall of mangrove trees thrives along the shore about ten miles from Lilmoth.   They form a nigh-impenetrable wall, and look like thousands of giant spiders with their legs interlocked. An Argonian folktale claims that's exactly what they once were. These giant spiders apparently garnered the Hist's wrath during an ancient conflict, and were transformed into trees.  
 

References
Lore:Totem of Claw and Fang

The Totem of Claw and Fang is a religious artifact sacred to the Reachfolk and the Skaal, and is a necklace that is decorated with the claws and fang of a great bear.  The Reach clans believe it is the symbol of Hrokkibeg, Hircine's bear aspect.  It is one of the Symbols of the Five Aspects, the other four being the Spear of Bitter Mercy and the three Totems of Hircine.   The Skaal associate it with the Spirit Bear, which they summon by invoking powerful nature magic with the totem, which is then tracked down and killed by the Skaal to please the All-Maker during the  . 
 
History
Circa  , due to the Gray Host expanding into the Karth Valley, many Reach clans fled to the safety of Markarth's walls. The Shrine of the Hunt-Father was erected within the city, and five of Hircine's artifacts were requested to be placed in the shrine for safety, the Totem of Claw and Fang among them. An adventurer discovered the totem on the corpse of a dead courier, and turned it in to the shrine in Markarth to complete their collection. 

The totem would later find its way into the island of Solstheim, where it would become a staple in the Ristaag. The Skaal having the totem displeased Hircine, resulting in a conflict over it.  The Totem was stolen from the Skaal at one point. Believing that it would not again be needed, the Skaal did nothing to recover it, and it eventually came to rest in the   on Solstheim's northeastern coastline.

In  , the signs of the Bloodmoon Prophecy led the Skaal to once again require the Totem in their effort to counteract the coming of the Hunter's Game, and attempted to retrieve it from the tomb. Hircine wished to prevent its recovery, and sent his Hounds to guard the tomb. The werewolves were ultimately unsuccessful in their task, and the Skaal used the totem to initiate the Ristaag. Hircine subsequently sent his Hounds to disrupt the Ristaag, but accounts vary on whether the Skaal were successful in defeating the Hounds and offering the Spirit Bear as tribute for the All-Maker, or if the Skaal hunters were slain and the Spirit Bear was slain in the name of Hircine.  Regardless of the outcome, the Hunter's Game would once again occur within Tamriel. 

See Also
For game-specific information, see the Bloodmoon article.

References
Lore:Bowyer and Fletcher

Now listen here, younglings, and I'll tell ye a thing or three about making bows and arrows, because you're going to need them if the  s come back. So pay attention, and put away those blasted cup-and-ball toys.

Now a bow what's made of one piece of springy wood is called a "self" bow, because it's only itself, d'ye see? Them  s with their longbows prefers it that way, and say a bow ain't no bow unless it's as tall as its archer before stringing. They like to use bow staves of yew, elm, or ash, 'cause those are woods that are dense and strong, yet flexible if tillered right.

  bows are usually shorter and more complicated. They're called "composite" bows because they're composed of several different pieces&mdash;are you listening, you jackanapes?&mdash;and even different materials. The central stave is usually wood, curved as in a self bow, but then pieces curved in the opposite direction are attached to the ends for added power. These "recurved" end-pieces are often made of horn or carapace.

Them   down in  , now, they've got a problem, because they love their bows more even than me and you, but they can't cut no wood for staves 'cause of their loony  . So they make composite bows built entirely from horn, bug-shell, antlers, and even bone&mdash;though how they get that bone to flex is way beyond me. Treat it somehow, they do, boiling it in vinegars or suchlike, or so I hear tell.

Next is arrows. We'll start with the feathers what go on the back end to make them fly straight. Here, look how this arrow is fletched&mdash;are the vanes in a straight line parallel to the shaft? No, they ain't. Come back tomorrow, and I'll tell you why.
Lore:Dark Ministrations

This old tomb is the perfect place to practice our craft. No one will venture down here past the mine.

The offerings are complete. The   has opened the way. We've been given our own small pocket of  . Construction begins tonight to create a suitable temple in Her honor ....

Once the temple is complete, we expect the realm will expand soon. The Unspeakable Sigil's consecration went just as we had hoped. My son will live forever at Her side.

 s, the smallest of Her children, are appearing in the temple and deep in the mine. This can only be a sign of Her love and favor!

However, I had expected our pocket of   to be twice the size it is now. Is the Lady displeased with us? Some of us have hatched a plan to sacrifice more of the faithful. Surely that will capture Her attention and earn our just reward!
Lore:Horrors of the Strid Basin

s.

One can but speculate on the origin of these disgusting creatures. Their grotesque nature is matched only by the horrors of  , yet   insist they have lived in   since time immemorial.

Similar in appearance to their insectile kin, hoarvors are opportunistic beasts that do not hunt so much as come upon their victims.

Slow and rotund, one might expect these slothful arthropods possess a docile&mdash;if morbid&mdash;nature. Indeed the common hoarvor is not quick to strike a lone enemy, yet together&mdash;or in the presence of abundant food&mdash;they may attack with a ferocity that belies their portly appearance.

Were this not enough,   and other barmy substances are known to drive the beasts into a frenzy.

One must therefore take great care what one imbibes in the presence of Wood Elves, who derive rare pleasure from the husbandry of these monstrous abominations.
Lore:Argonians Among Us

s are scaled and of limited intelligence, and they are part of our everyday lives. In   and its surrounding regions, they're seen in every city and every town. They bring us our meals, they dress our children … but who are they, really?

Argonians originate from the region known as the  . A water-soaked and depressing land, it reeks of swamp gas and teems with insects. In their native land, the Argonians squat in fetid pools and worship primitive tribal gods. Their folk magics and simple tribal armies have never proven an adequate defense against   or   of stout heart.

The swamp was first pacified by the   in  . Those cruel and capricious men only entered the region to end the rule of a human bandit king. After the gauntleted hand of civilization came to the Argonians, their home served primarily as a prison state. The unthinking brutes of   callously released their most violent and unhinged criminals into the marsh.

Almost six hundred years ago,   entered the lives of this scaly servant race. As the   dawned, we began working with the Argonians in earnest. Whole tribes were evacuated to the safety and dry climates of  ,  , and  . We offered them appropriate foodstuffs and taught them the ways of civilized culture. We fashioned garments to hide their more shameful features and sent them into the world, so they could learn and serve in new environs. In return for our generosity, we've asked so little of the Argonians! And yet, not all denizens of that fetid place feel true appreciation.

Indeed, our time of close collaboration came to an end just a few years ago. A horrific disease known as the  , brewed in the steamy depths of the marsh, spread across the region. Rumored to be the product of an Argonian tribal shaman, the plague struck all without reptilian ancestry, slaying uncounted numbers. Most tragically, other races began to fear the Argonians as spreaders of the plague. Our efforts to send Argonians on journeys of discovery were rebuffed at every turn.

Today, of course, Argonians stand side-by-side with us in the  . Once they were merely our servants, but now, we have elevated this simple reptilian stock. They are strong, proud contributors to our military alliance and cared-for members of our households.

The Argonians among us enrich our lives.
Lore:Fahara'jad

King   was the ruler of   in the sixth century of the  .  He married  , the "Flower of  ", with whom he had three children: the eldest  , the "Jewel of  ", his second-daughter  , the "Star of the  ", and the young Crown Prince  , the "Lion of  ".  He was one of the leaders of the  , and thus played a key role in the   circa  .  

Background
According to the biography '' '', when Fahara'jad was a prince of Antiphyllos, he hunted birds in the  . After he killed a  ,   himself descended from the heavens to save the prince from a vengeful  . The tale says Onsi intervened because Fahara'jad was prophesied to lead his people during the "Years of Peril" (of course, the only witness to this encounter was Fahara'jad himself).

His daughter Maraya was married to King   of   in the spring of  , resulting in a prosperous trade agreement between the two prominent   kingdoms (and a war between Wayrest and  ).  Published excerpts from ''The History of Histories, As Told to Young Prince Fahara'jad include   and  ''. The latter gives a history lesson for him on  , a former High King of   and Fahara'jad's great-grand uncle. His lineage is further discussed in  .

Upon allying himself with the  , Fahara'jad proclaimed himself High King of all  . The southern city-states, such as  , considered the claim outrageous, but no one openly challenged it.   Still,   often called Fahara'jad a usurper, among other aspersions. It was rumored that a traitorous adviser named Suturah slew several of Fahara'jad's other advisers as part of an attempt on the king's life, which ultimately failed. When Suturah went on to threaten Sentinel with a   assault, the king secretly turned to the   tribe for help. This was a controversial move, as the Ash'abah were pariahs in Redguard society due to their own "unclean" practices with ancestral spirits, many would consider such a association to be "impure". Whatever the case, the undead army was defeated, a victory Fahara'jad publicly attributed to an intervention by the  . 

Three Banners War
During the  , Fahara'jad represented all the Redguards of northern Hammerfell,  and he called on all "loyal sons and daughters of  " to defend the Covenant.  He offered protection to any ships sailing under the banner of the Covenant, as well as bounties on the vessels and crews allied with the   or the  . 

In  , the sons of Suturah plotted to take revenge for the death of their father. Their group of necromancers was called the Withered Hand, and they began to threaten the Alik'r with attacks from risen dead. After they stole the   from the Impervious Vault, Fahara'jad asked the Ash'abah for aid once more. As time passed, rumors about the Ansei Wards being stolen run rampant in Sentinel and both the Crowns and even some Forebears began calling for Fahara'jad to step down. Some claimed there was even talk of rebellion.  His unpopularity reached the point were he couldn't go out in public without being heckled.  Eventually, the Ash'abah retrieved the Ansei Wards and ended the undead threat to the Alik'r.

See Also
 
 
 
 
 
 
 

References
Lore:One Staff, Many Staves

All right, younglings, stop playing dodge-toe with your belt knives and gather 'round. I'm going to tell you a bit about how to make staves. Yes, you too, little  !

The first thing I want to make clear is that a staff is a staff is a staff, whether you're going to use it to knock sense into some lunkhead's skull, or charge it up and shoot shock spells at  . It don't matter if you're making a quarterstaff or a spell staff, either way it has to be strong enough to withstand the force you're putting through it, and flexible enough not to crack or warp when that force is uneven. This even applies to restoration staves, 'cause healing magic is just as powerful as hurting, and not to be taken lightly.

You're going to want to make your staves out of something like maple, oak, ash, or elm wood, or whatever other dense wood you can find, because it has to stand up to being struck hard hundreds, or even thousands of times. But tough as the grain has to be on the inside, a staff has to be smooth as  's bum on the outside, as the staff wielder may have to grip it on almost any part of its length. You don't want to have to face an angry wizard coming to you with oak splinters in his fireball hand.
Lore:The Worthy Ar-Azal, His Deeds

Know then,  , that the   did rule in   while e'er the province was incorporate in the  , and of this line of kings, though some were wise and some were foolish, all were noble. And the last of the line, High King  , was most noble of all, for he it was who, for a time, brought an end to the strife of brother against brother, of   against  . 

How did this come to be? Hearken, and I shall tell the tale.

Upon the passing of  , the estimable father of the estimable Ar-Azal, the Prince of   thereupon assumed the Throne of Hegathe, and wore the  , and bore the title High King of Hammerfell. And all the nobles of Hammerfell sojourned to Hegathe to pay him obeisance. But the new High King, though so youthful as to be barely bearded, was in no wise a fool, and knew full well that his nobles' show of faithfulness was like unto a cloud, apparent but bereft of substance. For the Forebear nobles liked him not insomuch as Ar-Azal was a Crown, and the Crown nobles mistrusted him insomuch as his father had not crushed the Forebears. And Ar-Azal was in a quandary, for he must needs rule Hammerfell as High King, and yet his support was as weak as a woman who has just given birth.

So the Worthy Ar-Azal gazed from his High Tower upon the azure  , and prayed many prayers, and thought many thoughts. And presently he thought of the  , his tutor and mentor, a Priestess of   and a sage of renown. And he went to the Temple and spake unto the Admirable Zaqeeb, saying that he could not solve the riddle of how to reconcile the Crowns and the Forebears. And the Admirable Zaqeeb gave him a libation, saying, "Drink this tonight, O King, and dream." And taking the libation, the Worthy Ar-Azal retired in gratitude, and did as he was bade. 

And that night the Worthy Ar-Azal dreamed a dream of Satakal the World-Snake, who came to him in the guise of a  . And the Potentate did homage unto the High King, for he said it was given only to the Worthy Ar-Azal to solve this riddle. And the answer, he said twice, speaking once with each tongue, was to be found at the  , he being a Divine who received the veneration of both Forebears and Crowns.

Then Ar-Azal heard the cry of a Goshawk, which bird is sacred to  , and he awoke, and it was the dawn of the day. And he made haste to the Shrine of Tava in Hegathe, wherein is the Fresco of the Goshawk, which depicts Tava in his nest with his mate. And lo, where once there was one mate depicted in the nest, now there were two, the second mate agleam in the morning light. And Ar-Azal said, "Truly the Divines have shown me the answer. For has not the greatest Forebear Grandee,   of  , a fair and lissome daughter,  ? And has not the greatest Crown Grandee,   of  , a fierce and clever daughter,  ?"

And that concludes, O Prince, my tale of Ar-Azal, your Worthy Great-Grand-Uncle. For I know that you are quick of wit, and will work out for yourself how the High King solved his riddle.