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

Its capital is  , the home of Jorunn the Skald-King, High King of Skyrim, and leader of the Ebonheart Pact. Eastmarch stretches from the frozen wastes in northeastern Skyrim, to the volcanic tundras east of the  .

Despite its size and importance, Eastmarch has only one sizable city, Windhelm. Windhelm sits at the mouth of the  , which drains into the  . The port at Windhelm provides a vital link to other cities for trade, and there is also a small fishing fleet in operation. The   to the east and southeast provide a physical border with Morrowind. The mountains are virtually impassable, and so the   at their northern tip provides a valuable land-link between the provinces.

Visitors to the region should take precaution when venturing towards the hot springs or into the wilderness. Many wild creatures can be encountered, notably among them  , the hardier cousin of the  , and mammoths. Though mammoths appear docile, take care when approaching them as they are usually accompanied by  s, who may perceive you as a threat and attempt to scare you off.
 
 
Places
 

Delves
 
 
 
 
 
 

Points of Interest
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Striking Locales
 
 
 
 
 
 
 

Set Stations
 
 
 

Mundus Stones
 
 
 

Public Dungeons
 

Group Dungeons
 
  

World Bosses
 
 
 
 
 
 

World Events
 
 
 

Player Houses
   
  
 

Wayshrines
 
 
 
 
 
 
 
 
 
 
 

Unmarked Locations
 
 
 
 

Event Hubs
 

Quests
Quest Map
 
 
 
 
 
Key
 

 
Ebonheart Pact Story Quests
;Giant's Run
 
 
 
 
 
 
 
 
 

;Frostwater Tundra
 
 
 
 
 
 
 
 
 
 

;Icewind Peaks
 
 
 
 
 

Giant's Run Side Quests
 
Frostwater Tundra Side Quests
 
Icewind Peaks Side Quests
 

Dungeon Quests
 
 
 
Skyshards
 

Notes
Although it uses the map of Eastmarch, Fulstrom Homestead is not located within the zone proper and is instead listed here.
This region also appeared in Skyrim.

Maps
left|thumb|A map of Eastmarch
 
Gallery
Lore:Amulet of Infectious Charm

The Amulet of Infectious Charm is a legendary magical trinket once owned by the Nord chieftain Hrothmund the Red of Solstheim, the first chieftain of Thirsk. The amulet is enchanted to boost the personality of the wearer hugely, but at the cost of being constantly fatigued and susceptible to disease. According to legends, Hrothmund was ugly as a troll, but received much womanly attention due to the amulet. The amulet was buried in   high in the Moesring Mountains after he was killed and eaten by  , the Fell Wolf. 

In  , a nervous Breton mage from Ald'ruhn called   began to search for the amulet, hoping that it would aid him in his failing love life. He constructed a patchwork   using Dwemer technology and hired a crew to fly from Ald'ruhn to Solstheim to recover the amulet from the barrow. The crew would be able to find the barrow from the sky by searching for  , a stone geoglyph in the shape of Ondjage's head, with the entrance to the barrow located in the wolf's eye. However, the airship was poorly constructed, and began to fall apart the minute it took flight. The ship came within sight of Hrothmund's Bane before a severe blizzard struck, ripping the vessel apart. It crashed south of the barrow, in the Moesring Pass, killing the entire crew apart from  . The captain soon succumbed to either the cold or the snow wolves. 

Having received no word from the crew, Beauchamp sent the Nerevarine to Solstheim to look for them. The Nerevarine discovered the crash site and successfully recovered the amulet from the barrow. Beauchamp went on to use the amulet to great effect on the women of Ald'ruhn, although at the cost of his health. 

Previous Owners:



Gallery
 

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

References
Online:Alik'r Desert

Inland it is an arid wasteland, and beneath the sands lie ancient ruins ripe for plunder; but there are also many dangerous creatures waiting to pounce on the unwary adventurer. Despite the harsh conditions there are some successful settlements in the area, notably   and  .
Life in the desert is tough, but there are many nomadic tribes who live in and with the Alik'r, moving with the desert onto their next meal. These tribes are well-versed in the hiding places of the creatures of the desert, and have ingenious contraptions for collecting water (such as the simply named "desert water catcher" used for catching the morning dew).

When preparing to travel the Alik'r you are well advised to fully cover the body, to protect from sunburn and the occasional sandstorm. Locally treated and designed leather armor is advised as it has been honed to suit the conditions of the desert. It covers the whole body, with cloth patches to allow the skin to breathe, and also provides protection against the creatures of the desert.

Myrkwasa is the western region of the Alik'r, stretching from Sentinel in the north to the seasonal Ash'abah camp of Morwha's Bounty in the south. To the east, the desert dunes roll past the Goat's Head Oasis and the ancient Yokudan ruin of Tu'whacca's Throne into the expansive central region of the Hollow Wastes. The region is the site of the ancient Redguard training grounds at Leki's Blade, as well as the Aswala Stables, breeders of the famous Yokudan Charger. The port city of Tava's Blessing on the north coast is the site of the Redguard naval shipyards. In the east, the Rocky outcrops of Tigonus dot the landscape between the cities of Kozanset and Satakalaam, and the historic Yokudan site at HoonDing's Watch. Local authorities are investigating reports of the Withered Hand necromancer cult and the Imperial Seventh Legion being sighted in the region.
 
 
Places
 

Delves
 
 
 
 
 
 

Points of Interest
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Striking Locales
 
 
 
 
 
 
 

Set Stations
 
 
 

Mundus Stones
 
 
 

Public Dungeons
 

Group Dungeons
 

World Bosses
 
 
 
 
 
 

World Events
 
 
 

Player Houses
 
 

Wayshrines
 
 
 
 
 
 
 
 
 
 
 
 

Unmarked Locations
 
 
 
 
 
 
 
 

Connected Realms
 

Quests
Quest Map
 
 
 
 
 
Key
 

 
Daggerfall Covenant Story Quests
;Myrkwasa









;Hollow Wastes




;Tigonus








;Alternate Story Pointers




Myrkwasa Side Quests
 
Hollow Wastes Side Quests
 
Tigonus Side Quests
 

Dungeon Quests

 

Skyshards
 

Sets
Overland
 

Crafted


Dungeon
 

Maps
left|thumb|A map of the Alik'r Desert
 
Gallery
Online:Bangkorai

It stretches from the heavily forested border with Stormhaven in the north, to the blistering heat of the Alik'r Desert in the south. The Bangkorai Pass in the middle of the region marks the border between the region of Ephesus in High Rock, and the Fallen Wastes in Hammerfell. The Reachmen have been causing trouble in the north of region, and there are fears of an Imperial invasion from the south. As a result the populace is unsettled, hoping for aid from either King Fahara'jad in  , or High King Emeric of   and the Daggerfall Covenant, to repel the troublemakers.

The region of Mournoth in the north is centered around the   estuary and the port city of Evermore. The climate here is temperate, and the weather switches periodically between sunshine and showers. The witches of Glenmoril Wyrd have camps in the area, and they are becoming increasingly wary of the Dark Witnesses, a Reachman clan who have long desired to see Mournoth returned to the Reach. Ephesus is the narrow central region of Bangkorai, which shares most of the geographical aspects of its northern neighbor. The region stretches between St Pelin's Graveyard in the west, and the ancient ruin known as Arlimahera's Grip in the east. The Knights of Saint Pelin maintains the Bangkorai Garrison in the center of the region, which guards the pass between Ephesus and the Fallen Wastes. Even when the pass is closed, it is possible to travel between these two regions using the Sunken Road. Although traditionally part of Hammerfell, the Fallen Wastes are currently ruled from Evermore like the rest of Bangkorai; however, sightings of the Seventh Legion near Hallin's Stand have lead to fears of annexation by the Imperials.

 

 

Places
 

Delves
 
 
 
 
 
 

Points of Interest
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Striking Locales
 
 
 
 
 
 
 

Set Stations
 
 
 

Mundus Stones
 
 

Public Dungeons
 

Group Dungeons
 
 
 

World Bosses
 
 
 
 
 
 

World Events
 
 
 

Player Houses
 
 
 
 

Wayshrines
 
 
 
 
 
 
 
 
 
 
 

Unmarked Locations
 
 
 
 
 

Connected Realms
 
 

Quests
Quest Map
 
 
 
 
 
Key
 

 
Daggerfall Covenant Story Quests
;Mournoth







;Ephesus




;Fallen Wastes








;Alternate Story Pointers





Mournoth Side Quests
 
Ephesus Side Quests
 
Fallen Wastes Side Quests
 

Dungeon Quests


 
Skyshards
 

Sets
Overland
 

Maps
left|thumb|A map of Bangkorai
 
Gallery
Skyrim:Dawnguard (disambiguation)

Dawnguard may refer to:

Dawnguard, the first major official add-on for Skyrim
Dawnguard (faction), the vampire hunters operating out of Fort Dawnguard
Dawnguard (NPC), the Dawnguard members encountered randomly in Skyrim
Dawnguard (quest), the first quest in the main storyline for the add-on
Durian, an Orc added by the Bloodchill Manor Creation who is also called Dawnguard
Lore:Hrothmund's Barrow

Hrothmund's Barrow is a Nordic barrow on the island of Solstheim, located in the  .

 
History
The barrow is the resting place of Hrothmund the Red, a Skaal who left Skaal Village and founded Thirsk in  . He ruled over Thirsk for twenty-one years, but was slain and devoured by  , the Fell Wolf, in  .  He was buried in the barrow with two of his prized possessions:  , which became a conduit for speaking with his spirit, and the  , a famous magical trinket which he had used in life to woo women despite his great ugliness. A body encased in stalhrim was placed in the barrow, although it's unknown if it was the remains of Hrothmund. The barrow was guarded by draugr, bonewolves and undead skeletons, and the entrance was magically sealed. To gain entrance, one needed to speak the correct password ("Ondjage"), or the barrow would be sealed forever.  The main chamber was flooded with water, which would recede when approached.  A geoglyph called Hrothmund's Bane was assembled around the barrow to resemble the head of a wolf, with the entrance as its eye.

Following Hrothmund's death, the inhabitants of Thirsk began the tradition of sending their new chieftains to the barrow to receive Hrothmund's blessing. It was during one of these visits, in  , that the Nerevarine entered the barrow, seeking to become chieftain following the death of the Udyrfrykte. The Nerevarine also looted the stalhrim, and took the Amulet of Infectious Charm for  , a Breton mage from Ald'ruhn who had sent a failed expedition to the barrow earlier that year in a patchwork airship.  By  , the seal on the entrance was no longer in place and the barrow's undead guardians were gone. After Thirsk had been taken by rieklings earlier that year, the warriors of Thirsk had fallen out of Hrothmund's favor, and it's unknown if the tradition continued.  

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

References
Lore:Shadowfen

is the northwest region of  . The region borders   to the north, and   to the west. 

It is a fetid mire, often fought over by the   and   slavers. The cities of   and   are located here.  It is also home to the  , those Argonians born under the sign of  , and thus destined for a life in the  .

Shadowfen was the source of the devastating (to non- s)  . Local creatures include giant snakes,   and  , and diseases such as  , the  , and   are quite common.    trees and ruined temples can also be found along the winding channels and dank foliage. 
 
Gallery
 

References
Online:Deshaan

Its plains, which surround the  , are very verdant and fertile due to frequent ash-falls. The southern reaches of the region gradually become more swampy, eventually merging with the swamps of Black Marsh.

The nomads of Morrowind, the  , frequent the plains of Deshaan. They are easy to offend if you do not know their customs, but easy to please with a simple gift of any sort. If you are caught in an ash storm, they will usually provide shelter in return for a gift.
 
 

Places
 

Delves
 
 
 
 
 
 

Points of Interest
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Striking Locales
 
 
 
 
 
 
 

Set Stations
 
 
 

Mundus Stones
 
 
 

Public Dungeons
 

Group Dungeons
 
 
 

World Bosses
 
 
 
 
 
 

World Events
 
 
 

Player Houses
 
 
 

Wayshrines
 
 
 
 
 
 
 
 
 
 
 
 

Unmarked Locations
 
 

Quests
Quest Map
 
 
 
 
 
Key
 

 
Ebonheart Pact Story Quests
;Redolent Loam
















;Lagomere





;Siltreen










;Alternate Story Pointers


Redolent Loam Side Quests
 
Lagomere Side Quests
 
Siltreen Side Quests
 

Dungeon Quests




 
Skyshards
 

Sets
Overland
 

Dungeon
 

Crafted


Maps
left|thumb|A map of Deshaan
 
Gallery
Online:Glenumbra

The peninsula's geography is a mix of rugged woodland and fetid swamps. Local creatures include the  , of which there has recently been a plague, and werewolves, which are particularly prevalent.

The forested region of Daenia lies at the southern end of Glenumbra, and it is here that the witches of Beldama Wyrd make their home. King Casimir rules Glenumbra from the coastal city of Daggerfall, and the Knights of the Dragon are based in the city. The climate is temperate, with the weather primarily consisting of sunshine and showers. North of the forests lie the Cambray Hills, a perpetually foggy region of marshes and fens. The city of Camlorn sits on the highlands to the north, and there have been increasing reports of werewolf activity in the area. King's Guard is the northeastern region of Glenumbra, and like the Cambray Hills, is shrouded in a perpetual mist. King's Guard is home to the great cemetery of Cath Bedraud, the final resting place of the Breton nobility, where the Lion Guard have been investigating reports of Bloodthorn Cult activity. In the east of the region is the small town of Crosswych, which has become a hive of activity for the Red Rook Bandits. Just beyond the town is the hillside trail to Stormhaven.
 

 

Places
 

Delves
 
 
 
 
 
 

Points of Interest
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Striking Locales
 
 
 
 
 
 
 

Set Stations
 
 
 

Mundus Stones
 
 

Public Dungeons
 

Group Dungeons
 
 
 

World Bosses
 
 
 
 
 
 

World Events
 
 
 

Player Houses
 
 
 
 

Wayshrines
 
 
 
 
 
 
 
 
 
 
 
 

Unmarked Locations
 
 
 
 
 
 
 
 
 

Isolated Buildings
 

Event Hubs
 
 
 
 

Quests
Quest Map
 
 
 
 
 
Key
 

 
Daggerfall Covenant Story Quests
;Daenia
 
 
 
 
 
 
 
 
 
 
 
;Cambray Hills
 
 
 
 
 
 
 
 
 
 
 
 
 
;King's Guard
 
 
 
 
 
 
;Alternate Story Pointers
 

Daenia Side Quests
 
Cambray Hills Side Quests
 
King's Guard Side Quests
 

Dungeon Quests
 
 
 
 
 
Skyshards
 

Sets
Overland
 

Dungeon
Spindleclutch
 

Crafted



Maps
left|thumb|A map of Glenumbra
 
Gallery
Online:Rivenspire

It is a gloomy region, with jagged rock formations punctuating the rather bleak lowlands. The majority of creatures found in Rivenspire are of the aggressive type, including   and  s. Local hunters also make a living off the abundant   and  s. It is separated from Glenumbra and Stormhaven by the Darguard ridge of mountains.

Following the events of Ranser's War, Rivenspire has been ruled by a triumvirate of Breton noble houses: House Tamrith, House Montclair and House Dorell. Directly south of the capital city of Shornhelm sits Oldgate, the northern end of the mountain pass to Stormhaven. House Tamrith primarily has holdings in Eyebright Feld, the western region of Rivenspire, with enterprises focusing on agriculture and commerce. While the terrain is quite sparse, pastoral farming has survived at Hinault Farm due to the frequent rain showers prevalent in the region. Silverhoof Vale presents another good example of adaptation, as the Horsemen of Yokuda have abided there for three thousand years. The rocky region of Westmark Moor in the southeast is the location of Traitor's Tor, where King Ranser made his final stand against the Orcs of Wrothgar at the climax of Ranser's War. The nearby Old Shornhelm Ruins have become a major encampment of the Bitterhand Bandits. To the northeast, the main road leads through the town of Fell's Run and into Boralis, home of House Dorell's city of Northpoint. Unlike the southern regions, which are predominantly overcast, the coastal region of Boralis frequently sees clear skies. In the west of Boralis lies the ruins of the ancient Ayleid city Erokii, above which towers the mystical Doomcrag.
 
 
Places
 

Delves
 
 
 
 
 
 

Points of Interest
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Striking Locales
 
 
 
 
 
 
 

Set Stations
 
 
 

Mundus Stones
 
 
 

Public Dungeons
 

Group Dungeons
 

World Bosses
 
 
 
 
 
 

World Events
 
 
 

Player Houses
 
  

Wayshrines
 
 
 
 
 
 
 
 
 
 
 

Unmarked Locations
 
 
 

Quests
Quest Map
 
 
 
 
 
Key
 

 
Daggerfall Covenant Story Quests
;Eyebright Feld




;Westmark Moor



;Boralis





Eyebright Feld Side Quests
 
Westmark Moor Side Quests
 
Boralis Side Quests
 

Dungeon Quests




 
Skyshards
 

Sets
Overland
 

Dungeon
 

Crafted


Maps
left|thumb|A map of Rivenspire
 
Gallery
Online:Stormhaven

The city of  , the home of High King Emeric, is located here. Despite the signing of the Daggerfall Covenant with the Orcs and Redguards, and its acceptance by most Bretons, there is still an underlying resentment towards the Orcs from the Bretons of Wayrest.

Stormhaven is a temperate region of sparse woodlands and farmland, with the weather changing spasmodically between clear skies and heavy rain. In the west, the region of Alcaire is governed by Duke Nathaniel from Alcaire Castle. The regional knightly order, the Knights of the Flame, are based at the nearby Firebrand Keep, which also serves as a milegate on the road to Wrothgar. A watchtower marks the start of the hillside trail to Glenumbra, while Newgate guards the southern end of the mountain pass to Rivenspire. The city of Wayrest dominates the central region of Menevia, a lowland area which is also home to dreugh spawning grounds. The Spirit Wardens of Pariah Abbey have been investigating the increased activity of the cult known as the Supernal Dreamers, while the Midnight Union have been expanding their operations in the region. The Gavaudon region in eastern Stormhaven is the location of the ancient statue known as the Weeping Giant, beyond which lies the bridge to Bangkorai.
 
 
Places
 

Delves
 
 
 
 
 
 

Points of Interest
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Striking Locales
 
 
 
 
 
 
 

Set Stations
 
 
 

Mundus Stones
 
 
 

Public Dungeons
 

Group Dungeons
  
 

World Bosses
 
 
 
 
 
 

World Events
 
 
 

Player Houses
 
 

Wayshrines
 
 
 
 
 
 
 
 
 
 

Unmarked Locations
 
 

Isolated Buildings
 

Connected Realms
 
 

Quests
Quest Map
 
 
 
 
 
Key
 

 
Daggerfall Covenant Story Quests
;Alcaire











;Menevia









;Gavaudon






;Alternate Story Pointers



Alcaire Side Quests
 
Menevia Side Quests
 
Gavaudon Side Quests
 

Dungeon Quests




 
Skyshards
 

Sets
Overland
 

Dungeon
Wayrest Sewers
 
Scalecaller Peak
 

Crafted


Maps
left|thumb|A map of Stormhaven
 
Gallery
Online:The Rift

Its capital is  , which is surrounded by rich autumnal forests. The local wildlife includes  s,  s and  . 
 
 
Places
 

Delves
 
 
 
 
 
 

Points of Interest
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Striking Locales
 
 
 
 
 
 
 

Set Stations
 
 
 

Mundus Stones
 
 

Public Dungeons
 

Group Dungeons
 

World Bosses
 
 
 
 
 
 

World Events
 
 
 

Player Houses
 
 
 

Wayshrines
 
 
 
 
 
 
 
 
 
 
 
 

Unmarked Locations
 
 
 
 

Quests
Quest Map
 
 
 
 
 
Key
 

 
Ebonheart Pact Story Quests
;Stony Basin
 
 
 
 
 
 
 

;Ragged Hills
 
 
 
 
 
 
 
 

;Smokefrost Peaks
 
 
 
 
 
 

;Alternate Story Pointers
 
 
 
 
 

Stony Basin Side Quests
 
Ragged Hills Side Quests
 
Smokefrost Peaks Side Quests
 

Dungeon Quests
 
 
 
Skyshards
 

Notes
This region also appeared in Skyrim. 

Maps
left|thumb|A map of The Rift
 
Gallery
Online:Stonefalls

This diverse area features landscapes ranging from fungal forests to barren volcanic crags, and is home to the cities of Davon's Watch, Ebonheart and Kragenmoor.

Stonefalls' geography varies from place to place, but it is mostly a hodgepodge of terrain from the surrounding regions. Daen Seeth, the easternmost region, is home to the great volcano Ash Mountain which is constantly erupting, and thus the surrounding land is burned and charred, but in the city of Davon's Watch, not far off from Ash Mountain, the land is green and hilly with fungal features, like the neighboring region Bal Foyen. Varanis, the western region of Stonefalls, is mostly a hilly, barren volcanic landscape. Another great volcano, the Tormented Spire, looms over the city of Kragenmoor in the southwest, but unlike Ash Mountain, it is not constantly churning out molten rock and lava. In northern Zabamat lies the Ebonheart Pact-controlled Fort Virak, which protects the border with Skyrim from the wild creatures of Stonefalls such as the ferocious Alits and Kagouti. Also in Zabamat is the Fungal Grotto, the base of the Murkwater Goblins and a hidden shrine to Mephala. In Zabamat, the central region of Stonefalls, lies the city of Ebonheart, which is home to a large population of Argonians, who are highly distrustful of the Dunmer living in the city.
 
 
Places
 
 

Delves
 
 
 
 
 
 

Points of Interest
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Striking Locales
 
 
 
 
 
 
 

Set Stations
 
 
 

Mundus Stones
 
 

Public Dungeons
 

Group Dungeons
 

World Bosses
 
 
 
 
 
 

World Events
 
 
 

Player Houses
 
 
 

Wayshrines
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Unmarked Locations

 
 
 
 
 

Event Hubs





Quests
Quest Map
 
 
 
 
 
Key
 

 
Ebonheart Pact Story Quests
;Daen Seeth











;Zabamat







;Varanis








;Alternate Story Pointers






Daen Seeth Side Quests
 
Zabamat Side Quests
 
Varanis Side Quests
 

Dungeon Quests




 
Skyshards
 

Sets
Overland
 

Dungeon
 

Crafted


Maps
left|thumb|A map of Stonefalls
 

Gallery
Oblivion:Form ID

Many pages document form IDs, eight digit hex-numbers which are primarily used with console commands on the PC. Other uses are distinguishing between things sharing the same name and looking up information in the game data.

RefID, BaseID
For NPCs and creatures, usually both a RefID and a BaseID are given; for items, just a BaseID is given. Most console commands accept only one of those IDs. The RefID denotes a specific copy of an object in the game, the BaseID the prototype for an object.

For example, the command  player.placeatme    will create a new copy of an object and place it at the player's position. This is fine with most items or generic creatures. With unique NPCs however, a second copy will usually cause problems with quests and such. In that case, one could move the NPC to the player with the command  " ".moveto player  or the command sequence:
 prid   
 
For most items, creating extra copies does no harm, so  player.additem      can be used to add the desired quantity of items to the player's inventory. RefIDs can only be used if the object in question is loaded into memory; visiting the cell of the object can assure this. See the Console article for further commands and uses of form IDs for other types of things.

xx and Plugins
The first two digits of form IDs found in plugins are given as  , because they may vary depending on the number of active plugins and the load order of them. Objects from a specific plugin will all have the same two leading digits. If Knights of the Nine is the only plugin you have, the   for the IDs should be replaced with  . In most cases, to find out the first two digits for a plugin, activate the console and click on an object from that plugin to get its ID. Leading digits which are unique are:

  Those IDs are used by Oblivion and Shivering Isles (Oblivion.esm), the prefix doesn't change.
  Dynamically allocated IDs use this. Since they depend on a specific playthrough, they should not be documented - they will be different for other players.

See Also
 - more on form IDs