Netruk44/uesp-wiki-content huggingface dataset:
Lore:Meteoric Glass

Meteoric Glass (also called Aetherial Crystals)  is a variety of  . Compared to the more common meteoric iron, it rarely falls to Nirn.  The glass is crystalline and comes in various colors. It is prized for being magical in nature and highly enchantable. 

The Ayleids, known for harnessing Aetherial Fragments, used the glass to create artifacts like Welkynd Stones and Varla Stones. The crystals were also used as a source of light in Ayleid settlements, likely due to their abhorrence of fire, which they saw as an impure and primal form of light.  s were believed to be shards of Aetherial magicka that carry the essence of  . They are sometimes linked to   or  .    s are a type of meteoric glass found in   , while   and  s are a variety of meteoric glass used by the  . 

When properly cultivated, meteoric glass crystals are able to grow and multiply. The Ayleids were only beginning to cultivate the material when they were wiped out by the Alessian Slave Rebellion. Naturally occurring meteoric glass is a common sight in Ayleid ruins, and can often be seen growing on the crumbling limestone walls of these underground structures.  Enchanted pieces of meteoric glass, such as Welkynd Stones, can grow in the same way. 

Stormhold Crystals and the seven Star Teeth are similar in nature to meteoric glass, but it is unknown if they are made of the material. The origins of the Jewel of Fire also suggest a link to the glass. 
 
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References
Skyrim:Unobtainable Items

This page contains items which either cannot be seen or equipped by the player or which exist only in the Creation Kit and cannot be obtained without the use of the console. For information on unused content in general, please see the related page.

Unobtainable Weapons


Unobtainable Staves


Unobtainable Armor

Gallery
;Male
 
;Female
 

Unobtainable Clothing


Gallery
;Male
 

Unobtainable Jewelry


Unobtainable Books & Notes

   

Unobtainable Quest Items


Other Unobtainable Items
Ingredients


Miscellaneous Items


Scrolls



Spell Tomes


Soul Gems


BSA-only Items
Models, textures, and icons for these items are present in a BSA (Bethesda Softworks Archive), but the items themselves haven't been created in the game files. Names are assigned based on the filenames.
UESPWiki:Survey

The UESP is collecting user feedback in its user survey to determine how best to improve our site and services in the future. All survey respondents that supply an e-mail are entered into a random draw for a variety of prizes listed below.

The survey is now over and many thanks to all who participated. Prizes recipients have been chosen and the e-mails sent. Note that you have 2 weeks to claim your prize before it will be given to another randomly drawn user. The Survey Results are also available for viewing and discussion.

Prizes
thumbnail|Signed Skyrim Map
The following prizes will be awarded by random drawing of all survey respondents with a valid e-mail address:
:* 1 Grand Prize — TES V: Skyrim collector's edition (PC, other platforms depending on availability) with a map signed by the developers
:* 3 Second Place Prizes — TES V: Skyrim
:* 5 Third Place Prizes — Dawnguard expansion for TES V: Skyrim
:* 10 Runners Up — Dragonborn Figurines
:* 20 More Runners Up — Hearthfire expansion for TES V: Skyrim

Survey/Contest Rules
:* The contest is open to all users, editors, and admins of the UESP so long as it is not prohibited by local laws. 
:* The survey will be open the entire month of November 2012.
:* Completing the survey with a valid e-mail address will qualify the submitter for one entry in the random draw. Completing the survey more than once is not permitted.
:* E-mail addresses will only be used for the purpose of the random draw prize notification.
:* Prizes will be awarded by random draw of valid e-mail addresses from submitted surveys.
:* Winners can be disqualified if there is sufficient evidence of ballot stuffing (performing the survey more than once).
:* Prize substitution of an equal or lower value may be possible if arranged between the winner and UESP.
:* Survey answers and e-mail addresses will be anonymous (survey answers will not affect the chances of winning).
Tes5Mod:Mod File Format/IMAD

IMAD records contain information on imagespace modifiers.

Several fieldnames in this record start with a non-printable character. They are rendered here as ctrl-codes (0x00=^@, 0x01=^A, ...).

The fields with type "imad" are variable length arrays of pairs of floats. The first float of each pair specifies a timestamp, the second float a value. Timestamp values stored are between 0 and 1, multiply with the global duration to get the time values displayed by the CK. If for a given timestamp no value is specified, it will be automatically calculated (how?).  Color values stored, including alpha, are floats between 0 and 1, multiply with 255 to get the values displayed by the CK.
Skyrim:Rannveig's Fast (quest)

Quick Walkthrough
Note: This quest does not appear in your journal (see this section for details).
# Encounter the regretful ghosts outside Rannveig's Fast.
# Fall into the trap of a sadistic warlock or 
#* (Optional) Sneak behind the warlock for an ambush attack. 
# Claim the treasure and learn a word for the Kyne's Peace shout.

Detailed Walkthrough
The Ghosts of Rannveig's Fast
The Nordic ruin called Rannveig's Fast is located in the wilderness south and slightly to the west of Morthal, not far from the shores of River Hjaal. No road will take you there, so either follow the river or take a shortcut through Cold Rock Pass to reach the ruin. The exterior is quite large and guarded by some rather unusual Subjugated Ghosts and a single Ghost Adventurer, all of whom will apologize for attacking you. You can either choose to put them out of their misery or simply enter the ruin, as they will not follow you inside.

The Setup
The door opens to a huge chamber with the sky visible above and the floor overgrown with ferns. Proceed north and you will meet another subjugated ghost, who is unwilling to attack you but forced to by unknown powers. The next huge chamber has another regretful ghost wandering around. There are several paths to choose: the locked southern door leads to a small chamber with a minor loot chest, while the northern door will offer an alternate route to discover the secrets of the ruin. The most tempting option will obviously be the chiming word wall to the east, with a huge glowing chest in front.
 

The Truth About Sild
After battling Sild, make sure to claim the key if you haven't picked it up already. Notice the dead body of Sild's assistant near the cage, then examine the chamber for answers. The rows of cages contain more dead bandits, a dead dog, a dead Wood Elf, and a dead Breton. Most importantly, examine the table next to the Alchemy Lab for ''Sild's Journal'' to learn the truth of Sild's sadistic activities. Lastly, unlock the boss-leveled chest for your reward, and check the table for an Unusual Gem and the Destruction skill book Horror of Castle Xyr. When all is said and done, head east and, when you reach the wooden door, open it and head south. In the last room, a door leads outside to a small ledge east of the main entrance.

Notes
Learning the word of Kyne's Peace can be done after or before confronting Sild. The trap door is before the word wall, but you can either walk on the edge of the floor or jump over the trap door making it possible to run past the door without falling down.

Bugs
 

Quest Stages
Lore:Castle Karstaag

was a massive fortress of ice, located in the northwestern region of   near the  . The village of the   lies to the east over the  . Besides the front door, the castle may also be accessed by an underwater entrance. It used to be the home of the mythical    , as well as his   servants and many  s. In  , Karstaag was taken from the castle by Hircine and forced to take part in his Hunt, as part of the  . Karstaag was killed during the Hunt, and the castle was taken over by the Rieklings.  
 
Gallery
 

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

References
Lore:Odahviing

Odahviing is a red dragon whose name means "Winged Snow Hunter"  (or literally "Snow Hunter Wing") in the Dragon Language.

He was likely slain some time in the Merethic Era, perhaps during the Dragon War, although his soul was not devoured. Like many dragons, his remains were retrieved by members of the Dragon Cult, and he was buried in a dragon mound near the Skyrim city of Riften. The location of his grave was discovered through interrogation of Dragon Cultists by the Akaviri  , and was later documented by the Blades in  . 

In  , Odahviing was returned to life by Alduin and became his ally. After the Last Dragonborn failed to defeat Alduin on Mundus, Odahviing was targeted for interrogation. The Dragonborn called his name through the use of the thu'um, which dragons perceive as a challenge. By following the call, Odahviing was lured into  , the castle in Whiterun which was used by King Olaf One-Eye to imprison the dragon   in the First Era. With the help of the Jarl of Whiterun, the Dragonborn used an ancient dragon trap to capture Odahviing. Ensnared and defeated, Odahviing spoke with the Dragonborn and revealed that Alduin had retreated to Sovngarde. In return for his freedom, he agreed to bring the Dragonborn to  , an ancient ruin located high in the Velothi Mountains reachable only by flight, where a portal to Sovngarde was located. 

After Alduin's defeat in Sovngarde, Odahviing allied himself with the Dragonborn and provided aid in battle when called. He was uninterested in the Way of the Voice, and thought that Paarthurnax was foolish for trying to convert the remaining dragons to the philosophy. Odahviing remained at the Throat of the World, seemingly of no great concern to the reformed Blades.  

Gallery
 

See Also
For game-specific information, see the Skyrim and   articles.
References
Lore:Durnehviir

Durnehviir is an undead dragon who lived in the Merethic Era when dragons ruled Tamriel, Durnehviir took part in many battles against other dragons for control of the skies. Instead of fighting, he delved into "alok-dilon", or necromancy. Like many great necromancers, he contacted the Ideal Masters in an attempt to gain their favor. They granted him the power to summon armies of undead from the Soul Cairn, but in return he had to guard a vampire named Valerica who had been trapped in the Soul Cairn by the Ideal Masters. The Masters neglected to inform Durnehviir of Valerica's immortality, and essentially tricked him into eternal servitude. In time, his body became accustomed to the Soul Cairn, making it impossible for him to ever permanently return to Tamriel. 

In  , the Last Dragonborn and Serana journeyed to the Soul Cairn in search of Valerica. Their actions awoke Durnehviir, who attacked the intruders. He was killed by the Dragonborn, but his soul was not devoured because of the Ideal Masters' protection. He promptly rematerialized, and hailed the Dragonborn as his "Qahnaarin", or Vanquisher. Humbled by his defeat, Durnehviir allied himself with the Dragonborn. He asked the Dragonborn to use the thu'um to summon him to Tamriel, allowing him to briefly be free of the Soul Cairn. In return for granting his wish, Durnehviir fought for the Dragonborn and passed on the knowledge of a necromantic Dragon Shout. Although Durnehviir's debt to the Ideal Masters had been paid, he remained eternally trapped in the Soul Cairn.  
Gallery
 
Notes
The name Durnehviir ("Dur-Neh-Viir") translates to "Curse-Never-Dying" in the Dragon Language.
Durnehviir and Paarthurnax had never met before his imprisonment in the Soul Cairn. 
See Also
For game-specific information, see the Skyrim article.

References
Lore:Dragonne Papré

(or Dragonne Papre)  was an enormous   who lived in the   during the  . He was the companion of an   named Samar Starlover. Dragonne Papré's lair was located in the bowels of the Battlespire. 

When the invading   armies of   began to overwhelm the Battlespire during the  , Samar told the surviving Battlemages of his plan to mount Papré and fly to the   on   in order to notify Emperor   (although, at the time,   was impersonating the Emperor and was perfectly aware of the invasion). However, the daedra had prevented Papré from escaping by sealing the main gate, and presumably killed him. When Starlover fought his way to Papré's lair, all he found was a carcass. Unable to request a rescue force, Starlover gave up hope and took comfort in being "eternally reunited" with his companion in death. 

The Battlespire fell to the daedra, who then retreated back into  . Starlover's log was later discovered beside Papré's skeleton by an  , who single-handedly followed the retreating armies into Oblivion and banished Dagon in  .  The logs were returned to   and came into the possession of  .  Due to the nature of dragons, Dragonne Papré isn't truly dead and could be raised again;  however, it is unclear if his remains survived the destruction of the Battlespire. 

Notes
The Battlespire game engine cannot render the accented E in Papré, so it is displayed in-game as "Papr ", including the extraneous space.

Gallery
 

References
Lore:Red Year

came to be known as the   due to the fulfillment of the   and the disappearance of Vivec in the late  . With the warrior-poet Tribune gone, there was nothing holding   in place over  .  An Ingenium powered by souls was created to hold the moon in place, which worked until the first few years of the  , when a   named Sul destroyed the Ingenium in an attempt to save his lover.  Finally freed of its stasis, the moon hit the city with the full strength of its original descent, triggering a series of natural disasters, notably the eruption of   on the 3rd of Sun's Dawn,  which devastated   and the province as a whole.  

Vivec City was annihilated; in its place nothing remained but scorched earth and the boiling waters now known as  .   ,  ,  , and  , likewise, are no longer standing.  Even   in southeastern   was wiped away.  Places farther out in the mainland like Tear were similarly devastated by earthquakes and major flooding, and roads far to the south in   were destroyed.   In the immediate aftermath, many "outlander" Dunmer returned home to help their people, despite the fact that it was almost impossible to breathe the air.    Major relief efforts poured out of Mournhold, which survived the blast almost unscathed.  The efforts were led by House Redoran and many settlements were rebuilt including Balmora in the following years.  However, the   armies of Black Marsh used the opportunity to take vengeance on the Dunmer, who had been enslaving Argonians for thousands of years, and pillaged southern Morrowind.  

For years afterward, Dunmer fled across   seeking refuge, with many relocating to Skyrim and the small island of   northwest of Vvardenfell.   Although the Argonians eventually returned to Black Marsh and the Dunmer began the process of rebuilding Mournhold,  Morrowind's capital was permanently moved to the Redoran stronghold of   far to the north. 
 

Gallery
 

Notes
The author of Twin Secrets claimed to have found a   lurking in the smoldering ruins of Vvardenfell.
A previous eruption event, known as  , took place in   and roughly coincides with the beginning of the Nerevarine Prophecy.  

References
Skyrim:Spellsword (NPC)

Spellswords are a group of conjurers found in Southfringe Sanctum led by Bashnag. They wear a leveled set of light armor, including the cuirass, boots, and a 50% chance of the gauntlets, all of which can be up to scaled in quality. They have a small chance of carrying some leveled potions and a gem  along with a small amount of gold. In combat, they rely on a leveled one-handed weapon that can be up to elven in quality along with a small chance of carrying a leveled staff. Aside from these weapons, they can also cast a variety of spells in combat, including Frost Cloak, Healing, Ice Storm, Lightning Bolt, Oakflesh, and Reanimate Corpse. 

 
Related Quests
Skyrim:Spellsword

Spellsword may refer to two things:
Spellsword (class), a class for NPCs
Spellsword (NPC), an NPC
Skyrim:Sovngarde People

* Depends on how far you have advanced through the Companions questline. 
† Depends on how far you have advanced through the Skyrim civil war, and the side that you have chosen. 
‡ Depends on if he is killed during the game. 
§ Depends on the completion of the quest Tending the Flames.
Tes5Mod:Mod File Format/NVPP Field

NVPP fields contain navmesh preferred pathing data, and are present in any mod that changes a navmesh.


The NVPP field is composed of a relational database made up of 2 tables. The "Path count" is the number of structures that create the first table.
The Formid count acts as a field seperator. If it is = 1, then the formid that follows is an index, otherwise it is the data(formid) that contain a preferred path.

For example, if Formid count = 1 and the following Path formid = 000000AA and if the next Formid count = 3 and is followed by the Path Formids = 000000BB, 000000CC, 000000DD. Then followed by Formid count = 1 and Path formid = 000000ZZ. Then the table would look something like this.

Once the first table is built by iterating through the structures until the number of structures = Path count, the second table is created.
The second table is an index table. For example, Node Name would be = 000000AA and it's index would be 0. And would look something like this.

This type of data structure could also be represented by tree/root structure as well.
Lore:Arniel Gane

Arniel Gane was a   researcher and   mage at the   in the  . Arniel studied the ruins of  , and had a particular interest in   artifacts. He was both passionate about his work and paranoid that it would be stolen or compromised. 

He endeavored to discover the secret behind one of the greatest mysteries of  : the disappearance of the Dwemer. In  , his work came to a head when he finally succeeded in having the dagger   brought to the College from  . He used  's tool in an experiment he had devised to try to recreate the event that caused the Dwemer's disappearance. Unfortunately, Arniel's recreation proved to be too accurate, and has not been seen since.   

References
Tes5Mod:Mod File Format/NVMI Field

NVMI fields contain navmesh data.
Tes5Mod:Mod File Format/NVNM Field

NVNM fields contain navmesh geometry data.


 
The cover flags are contained in a uint16 size of data. Only 2 edges of a triangle are allowed to have cover.

|-
| Num_Tris || int32 || This is the number of triangles in the list.
|-
|Vertex 0 || int16 || Index of first vertex from the above Vertices list.
|-
| Vertex 1 || int16 || Index of second vertex from the above Vertices list.
|-
| Vertex 2 || int16 || Index of third vertex from the above Vertices list.
|-
| Edge 0 || int16 || Index within this list of the triangle that neighbors the first edge (vertex 0 to vertex 1)
|-
| Edge 1 || uint16 || Index within this list of the triangle that neighbors the second edge (vertex 1 to vertex 2)
|-
| Edge 2 || uint16 || Index within this list of the triangle that neighbors the third edge (vertex 2 to vertex 1)
|-
| Cover marker? || uint16
|-
| Cover flags || uint16
|- 
|- 
| External Connections || struct Connection[num] || This is a list of triangles that border other navmeshes
|-
| Unknown || uint32 || rowspan=3 | struct Connection: This struct is made up of an unknown int32, Navmesh formid and triangle index. The triangle index identifies the triangle that connects to the external navmesh, indicated by the navmesh formid.
|-
| Navmesh || formid
|-
| Triangle || int16
|- 
| Door triangles || struct Door triangle[num] || This is a list of triangles at the door threshold.
|-
| Number || int32 || Number of Triangles in the list
|-
| Triangle || int16 || Index of a triangle from triangles list above. 
|-
| Unknown || uint32 || Appears to be a marker for door REFR formids.
|-
| Door REFR || formid || Form-ID of the linked DOOR reference.
|- 
| Cover triangles || int16[num] || This is a list of triangles that have cover.
|-
| Cover triangle || int16 || Index of triangle that has cover.
|-
| Divisor? || uint32 || This appears to be a divisor to determine distance. The formula is ABS(( MaxX - MinX ) / Divisor ) = Max X Distance.
(It may not necessarily be the maximum distance, but the formula fits the result).
|-
| Max X Distance || float32 || This is result for X from the formula above.
|-
| Max Y Distance || float32 || This is result for Y from the formula above.
|-
| Min X || float32 || Min X of the navmesh.
|-
| Min Y || float32 || Min Y of the navmesh.
|-
| Min Z || float32 || Min Z of the navmesh.
|-
| Max X || float32 || Max X of the navmesh.
|-
| Max Y || float32 || Max Y of the navmesh.
|-
| Max Z || float32 || Max Z of the navmesh.
|-  
| Triangles || structure as follows: || This is a repeating sequence of lists that occurs divisor^2 times. It appears to divide the navmesh into 2d segments. 
|-
| Length || uint32 || The number of indexes in this segment.
|-
| Triangle index || uint16 || Index of triangle from the triangle list that belong to this segment.
|-  
|}
Lore:People

The People section includes lists - with brief biographical descriptions - of the famous and infamous characters of  , as well as full articles when there is enough information to warrant it.

Who qualifies for the Lore?
thumb|right|Emperor   as he appeared in Oblivion:Oblivion|Oblivion
Only people from officially approved TES media who are noteworthy from a Lore perspective qualify to be in this section - that is, people who have played important parts in noteworthy historical events and who have had substantial effects on the world of TES. If in doubt that an individual qualifies, it is best to have a talk page discussion and reach a consensus.

People who are only noteworthy to fans (such as  or ) are typically not mentioned because they are relatively unimportant figures in the Elder Scrolls universe. People who are not well-known by the populace in the games, but who are still historically significant, may be included, such as .

In some cases, it may be appropriate to include an entry for a persona, not an actual person, such as . Certain persons or personas who are largely unknown but important may be included, such as  or , but it's wise to have a discussion first.

Authors of books are excluded from the People section unless they have some historical significance independent of their works. For example,  and  are authors whose historical significance goes well beyond their writings, while Praxis Sarcorum or Carlovac Townway are not noteworthy beyond authoring famous books. Exceptions are possible in the best judgment of the community. For a list of authors, see here.

See Also
Game-specific people pages:  
For people mentioned in The Infernal City and Lord of Souls, see this article.
Lists of names by race:
Lore:Ancano

Ancano was an Altmer agent of the Thalmor assigned as "advisor" to the Arch-Mage of the College of Winterhold. The other members of the College deeply and somewhat openly distrusted him due to his Thalmor allegiance. He vehemently denied that he was a spy, claiming only that the Thalmor wished to promote relations with the College. He was deeply distrustful of the Psijic Order, which he viewed as a rogue organization and enemy of the Thalmor.  Unbeknownest to others, he also met with the Augur of Dunlain in secret. When the Eye of Magnus was brought to the College from Saarthal, he turned on them, killing several mages, including Arch-Mage Savos Aren. He sought to gain control over the Eye, and nearly created a devastating catastrophe which would have had enormous ramifications on Winterhold and possibly all of Tamriel. However, he was thwarted and slain before he could do anything truly disastrous, and the Eye was subsequently secured by the Psijic Order.  

Gallery
 

References
Skyrim:Guard

Guard may refer to three things:
Guards, NPCs who act as the military and police force of various holds
Guard (Alternative Armors - Steel Soldier), a dead NPC added by the Alternative Armors - Steel Soldier Creation
Guard (NPC), disguised bandits found in Nilheim
Guard (class), an NPC class