Netruk44/uesp-wiki-content huggingface dataset:
Lore:Care of Kwama

While the insectoid creatures known as " " originated in  , do not be surprised to find them elsewhere in  . The creatures have been transported, intentionally or otherwise, to many different parts of the world.

The barbarous  , for example, keep the creatures in "egg mines" because they find them a delicacy. "Good eating!" as one toothless old sot told me. I cannot imagine what passes for good food among the Dark Elves that they would eat insect eggs.

But the Dunmer may be on to something, in their own backward way. Kwama are, indeed, excellent miners. They prefer to live underground, creating elaborate tunnel systems as they build their warrens. The creatures consume organic material from the earth and appear to actually excrete minerals they cannot digest, such as gemstones,  , and  .

As an experiment, the   is transporting kwama eggs to various outer territories. There, small kwama mines can be established. The kwama can dig to their hearts' content&mdash;if they have hearts&mdash;and our kwama keepers can pull the minerals from their refuse. Much more efficient than using   captives. The bugs, at least, feed themselves.

There are several different kwama types within the species, and each must be dealt with in a different way.

Kwama  s are the kwama young and are easily managed. They're voracious but strongly influenced by food. Scribs hatch from long eggs and grow from the size of a large man's foot to the length of a large dog. The scrib may evolve into one of the other types, or it may die.

  explore the outer mine areas and are known to search the surface of the world for new territory. Kwama keepers have learned to "steer" foragers toward potential mine sites and away from Dominion settlements, for kwama undermining can cause sinkholes. It is important for a kwama keeper to know when a forager can't be managed, as the forager must be dispatched before it can return to the mines.

  are the most useful of the kwama and will tirelessly dig away, expanding their warrens and searching for food. It is possible for a kwama keeper to use a goad to push workers toward or away from specific sites, but risky. Workers will fight back, and an uprising in a kwama mine is a violent and dangerous event.

A few scribs grow up to become warriors. While some uneducated souls think that killing the   keeps the rest in line, this expert disagrees. Killing the warriors causes more scribs to evolve into the mine's protectors and soon you have nothing but the violent creatures to deal with! What's more, the warriors can command lesser kwama, which means an uprising is almost certain. If a warrior must be killed, do it quickly, and away from the rest of the nest!

Finally, the  . She is a huge, bloated creature, nearly immobile and very rare. Not all hives have queens. Many are just offshoots of greater hives. But all eggs are born of a kwama queen. If one encounters a queen, move away quickly! They are not pleasant creatures and cannot be influenced. Every kwama in a hive will throw itself at a perceived "invader" to protect the majestic corpulence of their queen.
Lore:Stormhold, City of Shadowfen

Imperial scholars note the   and conquest of   in  &mdash;the first time a race of   properly held power in these parts&mdash;but fail to mention the impassable denseness of the geography. Although, Imperial Scout Tutor   describes the swampland as "a soup of suffering, disease, where a drop of ingested ground water can set off a torrent in the bowels." However, the city of   in the impenetrable interior has never been approached with a siege in mind, the empire content to incorporate the northern and western borderland regions. Indeed, it was these coastal tracts, where  's delinquents once freely roamed, that were changed into barely habitable prison settlements. It is not surprising, then, that a separate but comparable history of indenture exists elsewhere in this great morass:  .

Founded by the Barsaebic   before parchment records were kept, Stormhold holds the infamous history of the  . Primal wealth is still evident on the intricate stonework of the Ayleid ruins, and the more recent Dunmeri stone structures show what venomous and uncaring rule can build. Abutting these monuments to greed and cruelty are the more modest mud huts of the   contingent, once the homes of the collaborators&mdash;who worked with the Dunmer to raze primitive villages and gather suitable captives for plantation work across  &mdash;and now home to the reptilian race only now finding their way out of the mire of oppression.

As thuggery encroached on Stormhold during the upheavals of the  , and the dark Dunmeri chains of bondage&mdash;as well as irregular Imperial warlords driven to distraction with thoughts of bounty and easily exploitable labor&mdash;threatened to wipe every last tribe of Argonians from the province, there was little the exploited reptilians could do. Until, that is, the rise of the Argonian vicecanons, who seem to fulfill the administrative functions that councilors and tribal leaders do in other realms.
Lore:Bisnensel: Our Ancient Roots

pado ADA oia NAGAIA aba AGEA cava APOCRA dena GORIA gandra ARCAN

As everyone in our society knows, the roots of our order are ancient and deep—for are we not the  s? Having spent a season researching ancient manuscripts on   and in the    , I can finally provide some details about our hallowed halls of meeting—put some meat on the bones, as it were.

I can now reveal that the original name of our private   sanctum beneath   was " ," which meant "New Water Halls" in the  . It was built by a clan of Ayleids who fled the anti-Elven pogroms in   during the early  , after the   of the so-called "saint"  . The clan that built Bisnensel came from the   city of  , which like most Ayleid habitations was built partly above and partly beneath the surface of the land. This plan was copied in miniature when the refugee Elves built Bisnensel, though now only the subterranean halls survive intact.

The ruler of this Elven clan was named  , though he is far better known by the soubriquet " ." He was a notable tactician and general, and you have almost certainly heard of him in connection with the great   victory of the  , in which the invading   horde was broken and turned back to Cyrodiil.

Possibly the most fascinating fact turned up in my researches, at least for us of the Primeval Seekers, is that the use of this site for the worship of Hermaeus Mora actually began many thousands of years ago when it was still occupied by the Ayleids! The leader of this effort was a Wild Elf scholar known as High Priest  , who established a congregation in Bisnensel that attracted many of the learned and most influential people in the community. As their numbers became more numerous, on their behalf Uluscant quite reasonably requested more of a say in municipal affairs, a request that was unfairly denied by "King" Dynar. The ruler had no interest in sharing power with a non-military order of scholars, whom he foolishly thought he could insult with impunity.

Well, this Dynar soon learned that the servants of Hermaeus Mora are not so easily shunted aside! Within a few months of his arrogant rebuff, this "Last King of the Ayleids" was deposed. He and his family fled to Balfiera, where he begged refuge of the  , whom he served for the rest of his days as a sort of trained war-dog.

As history teaches us, the Primeval Seekers always win out in time. It's as the ancient analects say: if knowledge is power, then forbidden knowledge is ultimate power! "For the desire to know is beyond reckoning, and in recompense, whatever price is named shall be met."

AE HERMA MORA ALTADOON     AE AI
Lore:Arboreal Architecture

An entire  , but no tree must be harmed: one would suspect the   would incapacitate a   architect to the point of ruin, but working within these nonsensical rules has strengthened the quality of workmanship of the Bosmer and their settlements. Although hide stretched and tied over frames of bone may appear temporary, they are usually cocooned within sacred tree hollows and range dramatically in size. Wander the rivers and coast, where traders can provide quality imported lumber without breaking the Green Pact, and you will find more traditional wooden abodes.

Journey deeper into the forests if you dare, and you may stumble across the city of   or  . Both have dwellings on the forest floor (typically built by other races, usually the  ), but many homes are both concealed and cradled within the canopy of   trees. Citified tree-folk favor a life among the branches and have woven them together to form limbed pathways, without contravening the law of the land. Trails of thick, living vines anchor dozens of platforms that carry goods and people among the graht-oak. These platforms are hoisted by strong, often foreign laborers.

Bone, resin, and sinew are employed in Bosmeri bridge design. A secondary market in such scraps allows the tree-dweller to tip their animal waste from above to the ground below, where it is scavenged and reworked into a variety of items&mdash;certainly better than the refuse-strewn thoroughfares of  . As the moons rise, additional light is provided by luminous lichen, molds, and fungal growths living at the perpetually shadowed base of the oaks. Higher up, nocturnal flowers feed from the graht-oak, attracting  s, whose hives light the branch platforms without the aid of fire. Adaptation to overcome self-imposed and crippling shortcomings has allowed the Wood Elf to survive, even thrive, despite their rigorous restrictions.
Lore:Spinning a Story

Though they are our allies in the  , I have had only a little time to study the  . Their culture is strange and seems insular, and they do not write much down. Asking questions can be dangerous, as the Bosmer are wary of strangers.

That is, with one exception. Their priests, shamans, or " " as they call them, are quite loquacious. Indeed, getting a Spinner to talk is not at all difficult … understanding what they're talking about is.

The Bosmer Spinners are, essentially, priests of  , but unlike other priests, who seem most concerned with leading their people in worship, Spinners are more like bards or historians for the Bosmer. They live their lives as if they're narrating a story, and speak in much the same way.

But these aren't just gaffers and gammers speaking of the good old days. Spinners weave tales about future events. They divine and prophesy the same way other people remember the past, and the older the Spinner, the more powerful his or her prescience seems to be.

When I arrived in  , the youngest of the city's three Spinners,  , greeted me at the bridge. There, in the shadow of the  , the young Spinner related to me the tale of my travels right up to the gates and then continued as if the next few days had already happened!

I won't even attempt to relate what happened when I met the two elder Spinners of Silvenar, at least not until I understand it better. All three Spinners seem upset about something. I hope to learn&mdash;and, of course, document&mdash;more.
Lore:On Argonians

In studying the various races of  , I have found a few strange aberrations. Among the human-shaped, the  s may be the most fascinating. They are cold-blooded, in both the physiological and psychological sense, and yet they somehow manage to operate in all climes with the same resilience as mammals. Their preference for sub-tropical and tropical climates notwithstanding, to see an Argonian moving through sub-arctic or arctic regions with the same facility as their mammalian rivals is simply astounding.

While most other  i scholars simply choose to ignore this oddity, I chose to delve into it, and I believe I've discovered its cause. The Argonians maintain they are connected to a mystical force known as "the  ." As religious beliefs go, it is not terribly complicated, but I believe it has a physical manifestation as well.

The Hist supposedly emanates from all nature in Tamriel but is particularly strong in "Hist trees"&mdash;large, usually ancient, growths found at the center of every sizable Argonian settlement. These Hist trees contain, the Argonians believe, the collective memories and knowledge of all Argonians.

Whether this is true or not, the   that flows from a Hist tree contains concentrated  ka. I believe that it is this Hist Sap that gives the Argonians the ability to defy the logical limits of their own physiology and also empowers their shamans or "tree-minders." If we can tap the energy contained within a Hist tree, who knows what we, a race used to manipulating magic, may achieve?
Lore:Ladies of Green

The   are, by nature, secretive and reclusive, yet I do not believe they intentionally hide their lore from outsiders. Take, for example, their practice of choosing new leaders every generation. No one outside the Wood Elves knows exactly how they choose their " ," but after only a little time I have discovered much about this position, role, and title.

Every generation—a somewhat nebulous concept in itself; there appears no set length of time—a young woman is chosen from among all the Wood Elves to give up her own identity and become the Green Lady. The Green Lady represents, as I understand it, the ferocity, the strength, and the pure physicality of the Bosmer.

Does this mean she is their war-leader or chieftain? Not exactly. Certainly, much of the Green Lady's strength can be turned toward battle, but she is more a manifestation of the physical prowess and even health of her people. I would call her a   if I did not think it might offend the true gods as well as the Wood Elves themselves, but it might be an apt description.
Lore:The Spinners of Y'ffre

The   priests of  , or " ," are known as spinners. They refer to Jephre as "the Storyteller" and believe he taught them how to live and behave through stories and metaphors.

As his priests, spinners emulate Y'ffre by preserving Bosmeri history, culture, and even laws through stories and metaphors. Elder spinners often speak entirely in metaphors, which makes them difficult to understand, even by other Bosmer. Some believe the spinners go insane as they age and this strange way of speech is merely a symptom of that madness.

Do not be deceived! Spinners have magical powers, or at least keen insights. They tell stories not only of the past, but of the future, and their oft-confusing tales speak of upcoming events with remarkable, though often baffling, accuracy.

One more note: despite the popular belief that spinners only move when carried, the priests of Y'ffre can walk on their own. While they seldom travel far from their homes, some do so when the need arises. It is likely that other Wood Elves, fearing the loss of their spinners, spread the rumor that they cannot travel on their own to discourage such risky expeditions.
Lore:The Living Gods

No other religion in all of   can claim what the   know as absolute truth: their gods rule over them and walk among them, as real and as present as any other resident of  . From their seat of power in  's  , the Living Gods of the   guard and counsel their people. When necessary, they punish sin and error, but they also share their bounty with the greatest and least among us, each according to their needs.

But who are the Living Gods? They are powerful Dark Elves who achieved divine status through superhuman discipline and virtue, and supernatural wisdom and insight. As the three God-Kings of Morrowind, they form the divine leadership of the Dunmer nation. The Three—Lord, Mother, and Wizard—are described below.

 , the warrior-poet god and Master of Morrowind, is perhaps the most popular of the Three. He also tends to be the most public, and the people love him. His visage appears both beautiful and bloody at the same time, and he has made violence into an art form. Vivec the warrior-poet has darker aspects associated with primitive, ruthless impulses, such as lust and murder.

 , also known as Mother Morrowind, is the patron of healers and teachers. She is the Healing Mother, the source of compassion and sympathy, the protector of the poor and the weak. Almalexia embodies the best of Dunmeri culture and purpose. She exemplifies mercy, and her wisdom guides the Dark Elves in all their daily affairs.

 , God of the World-Mechanism, is the least known and most hidden of the Tribunal gods. Sometimes referred to as the Mystery of Morrowind, he is a Magus and the patron of artificers and wizards. Perhaps the mightiest wizard in the land and certainly the wisest, he is considered to be the Light of Knowledge and the inspiration behind craft and sorcery.

Together, the Living Gods are the pillars of the Tribunal Temple. They represent the power and discipline of the Dunmeri people, and rule with a combination of compassion and strict adherence to law and protocol.
Lore:A Life of Strife and Struggle

:Structure: ten chapters as traditional, one for each of the  

Chapter One: Struggles of the Late   Period ( - )
:&mdash;My father humiliated by the  
:&mdash;  as a vassal-state to the   of  
:&mdash;Wrenching transition to a slave-less economy
:&mdash;Forced adoption of Alessia's  
:&mdash;I don the  
:&mdash;Rising sense of futility and doom

Chapter Two:  , Ayleid Disorder ( - )
:&mdash;Coup d'Etat in the  
:&mdash;I swear fealty to the Emperor
:&mdash;Theocracy in Cyrodiil
:&mdash;The   Pogrom
:&mdash;The vassal-states dwindle
:&mdash;  stands alone

Chapter Three: Tears for Lost Nenalata ( - )
:&mdash;Ultimatum from the Emperor
:&mdash;Debate with the  
:&mdash;Last hours in Nenalata
:&mdash;The turbulent trek from Cyrodiil
:&mdash;News of the massacre of the Intransigents
:&mdash;Nibbled to death by  s

Chapter Four: Refugees on the   ( - )
:&mdash;Welcomed by the  
:&mdash;Displacing the  s, founding a city
:&mdash; -by-the- 
:&mdash;Detente with the  s, armistice with the Orcs
:&mdash;Disturbing news from Cyrodiil

Chapter Five: Menace of the   ( - )
:&mdash;The pernicious cult of  
:&mdash;Strange rites, persistent visions
:&mdash;High Priest   asserts his authority
:&mdash;Murder in the night
:&mdash;Flight of the royal family

Chapter Six: Sanctuary Among the Direnni ( - )
:&mdash; 
:&mdash; ,  , and  
:&mdash;At War with  
:&mdash;Tactician and Strategist: I find my true calling
:&mdash;  defeated

Chapter Seven: Approach of the Alessian Horde ( - )
:&mdash;Rumbles from the  
:&mdash;We find Breton converts to Alessianism
:&mdash;Scourging of the missionaries
:&mdash;The Alessian Horde marches west
:&mdash;The fall of  

Chapter Eight: The Mustering of   ( - )
:&mdash;Envoy to the Vassal Kings
:&mdash;  reluctantly signs the  
:&mdash;Making legionaries out of farmhands
:&mdash;The Horde swarms into High Rock
:&mdash;Atrocities of the Alessians

Chapter Nine: The   ( )
:&mdash;Opening skirmishes
:&mdash;We present the lure
:&mdash;  takes the bait
:&mdash;Charge of the hidden knights
:&mdash;Conjured creatures of   and  
:&mdash;Rout of the Alessians

Chapter Ten: Return to Nenalata ( - )
:&mdash;Pursuit of the Alessian Horde
:&mdash;Extermination in  
:&mdash;The  ati Martyrs
:&mdash;Return to the Heartland
:&mdash;Lured to Nenalata
:&mdash; 's Insidious Trap
:&mdash;Prisoner in  

:Plenty of time in here. Just hope they don't take away my writing materials. Could even   be that cruel?
Lore:A Guide to Fishing Tamriel

Ah,  , my son. After a hard week of farming, or a long night of being nagged by your wife, there is nothing better than going out for a bit of a fish.

Now just being alone in the wild, listening to the wind in the trees or the waves on the shore, is good enough for most men. Catching anything of worth is typically the furthest from their minds. And of course that means their neighbors and wives think all they did was sleep in the forest.

But true anglers always look to fill up their catch baskets with the largest fish, which can be used for the tastiest dishes. And to do that, you have to know what you are attempting to catch, where they are found and what baits are best to use. Here is a list of common fish found throughout  :

  and  : 
These fish are found in the foulest waters possible: sewers, fetid swamps, and in pools near decomposing corpses. A favorite of city dwellers who don't want to leave the safety of their walls, these fish are drawn to   and  .

  and  : 
Fresh flowing rivers and streams are the home of these tasty fish. They bite best on baits of   and small  .

  and  : 
Still lakes with deep holes or overgrowth that let these fish stay out of the sun are the preferred locale for these fish.   from small  s,   and  s as well as tiny ocean  s are the best bait for these.

  and  : 
When you are the by the sea, you should try your hand at catching these beauties. Using common garden   and small   will entice the largest of these fish.

I hope that this helps you when you next decide to go out and fish, my son. At least this way you will come home with a full catch and no one will accuse you of wasting your day.
Lore:Almalexia and the Mudcrab

There was once a   who suffered much. He had a limp and a hacking cough. His shell was misshapen, causing him pain. He was weary at all times, and told everyone he was surely dying. He roamed the valley one day, complaining to any who would listen.

The   created a brace from part of his shell and offered it to the mudcrab. "Here, mudcrab, try bracing your leg," he advised.

"No, no, no," said the mudcrab, "I have tried that and it does not work."

"Mudcrab," said the  , "let me bite on your shell and crack it just a bit to relieve the pressure."

The mudcrab said, "You are trying to trick me, alit! You just want an easy snack!"

 , who was roaming the land that day, heard these conversations and entered the valley, where she appeared as a humble  .

"Mudcrab," she said, "take this draught I have made for your cough."

"Guar, you are not a healer. It is better to suffer than risk a poor remedy," replied the mudcrab.

And Almalexia revealed herself to the creatures, who gasped in surprise. "Mudcrab," she said, "all of these creatures have offered you help, but you refuse. You are in love with complaining, and you will never be healed."

And so Almalexia teaches us that you cannot aid the unwilling.
Lore:Valenwood: A Study

Life for many in the   begins in  . Green, forested, filled with a wide variety of plant and animal life, and home to some of the   from  .

Over time and through generations, these early settlers adapted to the woods. They learned stealth and cunning by studying their new prey. Eventually, they became  , or Bosmer. Slighter than the  , intense and agile, the Bosmer are renowned archers and scouts.

Fierce combatants, the Bosmer have an unusual advantage: the  . According to Bosmer legend,   the Forest God offered them a way to defeat their enemies, providing they did not consume, harm, or harvest any of Valenwood's plants.

Many have heard of the  , one result of the Green Pact. Of this ritual, I will say no more.

The Bosmer welcome those who come to Valenwood seeking refuge from other lands. In this regard, they are quite unlike their pure Altmer cousins. While we seek to retain our dignity, the Bosmer are quite willing to bend like saplings to the will of others.

Though they are unruly and naive, these Wood Elves are an integral part of the Dominion, and must be retained in order for our alliance to flourish.