Netruk44/uesp-wiki-content huggingface dataset:
Lore:Burning Vestige, Vol. I

This collection contains privileged information regarding the    . In case you've been living in an   ruin since the dawn of recorded history, involvement with Dagon and his ilk is frowned upon quite fiercely by most populations of  . Having this book or its companion volume in your possession could earn you suspicion from your neighbors as well as agents of the law. In many districts worship of the Master of Razors is illegal, and communion rituals involving the Daedric Prince are punishable by death.

Amongst even the Daedric Princes, none are more openly concerned with the suffering of mortals. Whenever Dagon appears he leaves destruction in his wake, and contact with the Master of Razors often results in death for the conjurer&mdash;along with everyone in the vicinity. Sudden floods, thunderstorms, and other natural disasters all over Tamriel have been tied to communions with Mehrunes Dagon, and the most detailed account I've read about occurred in  .

 , a witch of Eastmarch, is said to have sacrificed thirteen innocents to Dagon in a single night, prompting the Daedric Prince to briefly open a portal from the   to  . The only witnesses were members of the   family, a clan of witch-hunters, who managed to find and slay Hranvard. Immediately following, they came under a mysterious and brutal attack themselves. Their leader,  , was the only survivor, who later wrote in his memoirs:

"We followed the stench of burning flesh for a half-mile, and we caught up to (Hranvard) at nightfall, by the  . She lay cackling among her thirteen victims, whose bodies had been stacked in a mass grave, encircled by spidery writing. Slaying her was an easy task&mdash;all it took was a single   bolt. But when the deed was done, the air suddenly began to boil and crack. Fearing some residual spell, I had my men retreat up the nearest pass, where we watched the snow below catch fire, and the sky split apart with flame. We turned to flee, but it was too late. Fire poured from the wound in the air and engulfed my thirty men. I tried to help them but the flames wouldn't die, and wouldn't burn my flesh. A voice bellowed from the burning maw above, 'You will suffer better among the living.'"

Many, including members of the  , are skeptical of Yllothon's story, respected as he was amongst the Direfrost hunters. They found no sign of Mehrunes Dagon at the Sea of Ghosts&mdash;save the blasted, mirrored sand. Obviously, the Direfrosts disagree: there was still the matter of thirty missing hunters. The Direfrosts have since intensified their war against the covens of Eastmarch.

The Mages Guild, however, has struck the event from their records of note, citing the blasted sand at the Sea of Ghosts as a meteorological phenomenon. But I believed Yllothon was correct; I was there, as a senior advisor on the party that surveyed that beach.

Volume II of this collection contains a detailed account of everything I found at the Sea of Ghosts, including half of the "spidery circle" that Yllothon describes. Any aspiring conjurer who wants a chance at contacting Mehrunes Dagon should follow me there.
Lore:Civility and Etiquette V. 5: Undead

:Part I

It is popular belief that all   and phantasmal revenants are slaves to their   biology. Indeed, like most predatory wildlife, many of these creatures exist only to absorb or consume the energy of the living. They should never be bargained or reasoned with. An   should deal with such creatures in the way she would handle a rabid  , or malevolent  : with extreme prejudice.

However, there are those among the post-living that possess or have achieved sentience, like  s,  es, and  s. Dialogue is possible with creatures such as these, as long as one keeps certain discretions in mind:


:1. An undead who speaks is bound to be powerful. Any creature whose magic is potent enough to allow it sentience in death deserves an Altmer's begrudging admiration.

:2. An undead can never be trusted. Though we should respect the undead and their power, all undead want something from the living, and there is little to stop them from taking it. An Altmer must remain guarded in their presence. Always.

:3. An undead might not be as she appears. Many powerful mages possess   spells to alter their appearance, and so, too, do the undead. The wandering spirit of a lost child could be a starving lich in disguise.


That said, there is much an Altmer can learn from the accumulated knowledge of a sentient undead, if dialogue can be achieved. The discerning Altmer could learn of ancient spells from time immemorial, first-hand accounts of historical events, or the locations of lost relics&mdash;if said Altmer can pose salient questions. When conversing with the likes of the undead, an Altmer wants to maintain an appearance of:


:1. Humility. An Altmer's heritage should afford her much, and in an ideal world, all peoples, including liches, vampires, and wraiths, would adhere to the Altmeri concept of class and proceed accordingly. However, most undead, even Altmeri undead, rarely adhere to social conventions. As such, even the most well-bred of Altmer should refer to point 1 in the previous listing. Think of the undead as elders: powerful, unflinching, and prone to anger.

:2. Intelligence. As is true with the Altmer, especially well-bred Altmer, the undead do not suffer fools. Without being overtly obvious, an Altmer wants to seek openings to display magical acumen or cunning to show that she is not to be trifled with. Again, think of intimidating a stern elder into compliance.

:3. Discipline. Assuming an Altmer can enter into peaceful communication with a lich, wraith, vampire, or otherwise, she will undoubtedly have many questions. But she should be wary of the number of questions she asks. An undead will impart its knowledge willingly or not at all.


In Part II of this collection, I'll detail hurdles that may come up in conversation with the undead, specifically with wraiths, vampires, and liches, all of which require different operations of social intelligence.
Lore:Civility and Etiquette: Wood Orcs I

It is said that the  s came to be when the  i god,  , was devoured by the    . As the myth goes, Boethiah excreted Trinimac's remains, and those Aldmer who followed Trinimac rubbed that excrement on themselves to become Orcs. Perhaps it's just a myth, but the imagery is appropriate: repugnant, ridiculous, and a little comical, like the Orcs themselves. It's said that, after a time, a sect of these people traveled into   and developed a tangential culture: the  s. (For dealings with   Orcs, see Volume II.)

The Orcs in general are difficult for   to interact with, but these Wood Orcs are similar in physicality to our Wood Elf cousins, the  . The Wood Orcs are blunter and more ill-tempered than the Bosmer, but should be handled in much the same way: with patience, guidance, and a careful eye. Without a proper Altmeri hand to lead them, both races have the potential to devolve into self-destructive, orderless savages that are an inconvenience and danger to all civilized people around them.

So how should an Altmer deal with a Wood Orc?

First, earn her respect. Like her northern, Orsinium cousins (the more common Orc variety), a Wood Orc admires physical strength, but she also prizes agility, speed, and geographical knowledge (equating that with tactical knowledge). Display some semblance of competence in these areas and you will earn her begrudging appreciation.

Here are a few ways to begin a conversation (as a sign of respect, make sure to introduce yourself or at least establish eye contact first):

:1. Offer to begin an unarmed altercation and force the Wood Orc to submit. They enjoy fisticuffs.

:2. If you find yourself walking with a Wood Orc, gain the lead and maintain it. This may lead to a footrace. Win it, and win the Wood Orc's approval.

:3. Find a large rock&mdash;equal to or greater than body size&mdash;and hurl it, within view. Use a strength spell if you must, but don't let the Wood Orc know.

If you think this sounds like impressing your way into a tribe of athletic children, you would not be far wrong. Use the above methods with caution&mdash;predictable as they may be, Wood Orcs are individuals, and require improvisation in dealing with them.

And here are a few things an Altmer should not do when interacting with Wood Orcs:

:1. Flaunt  al abilities. Though the Altmer know that displaying advanced magic shows a lifetime of dedication and mastery of the highest craft, all Orcs bear a cultural distrust of magic. In their ignorance, they believe magic's primary function is oppression of their people, and often bridle at its use.

:2. Unless you're intending to ignite a battle, never hide in the   of Wood Orc territory. Walk in the open. As our Bosmer cousins have learned, the Wood Orcs do not take kindly to those who stalk their forests. They equate secret movement with malevolence and cowardice.

In Part II of this collection, I'll detail specific hurdles that may come up in conversation with a Wood Orc, such as religion and  , and the Wood Orc equivalent of Orsinium strongholds.
Lore:Green Pact Bosmer: Observations

The author of this text would like to make plain that there is a profound distinction to be made between the   observed by the author deep within  , and the Wood Elves who reside in other corners of  . The observations here recorded are only meant to describe these wild Bosmer who adhere to what they call "the old ways" and are not meant to apply to Wood Elves who have adjusted to life in normal society.

The Wood Elves of deep Valenwood, or "  Bosmer" as they call themselves, can be described as fanatical in their devotion to the Green Pact. They eat only meat, including the bodies of their enemies slain in battle, and attack any who would harm the forest in which they live.

Nevertheless, it would be inappropriate to characterize them as "feral." In fact, they are highly intelligent, highly curious, highly rational individuals, with rich cultural traditions vested in the forest and in their spiritual leaders, the storytellers, or " ."

In fact, while they can be extremely fierce in battle, they do not attack unless provoked and are more than hospitable to strangers in their midst. They take their cues from the natural world, with a mixture of fear and respect, no doubt cultivated by tales of the kind of angry vengeance the Green is said to take on those who violate the Pact.

Indeed, from an early age, Pact Bosmer are raised to believe in the  , a kind of purgatorial state reserved for Bosmer who violate the Pact, and still more terrifying stories of the Green unleashing all of its wild power against Bosmeri clans who harm it.
ESOMod:Main Page

Online Mod is the namespace for Elder Scrolls Online add-ons and modding, including technical information such as file formats.
Online:Notes on Bewan

Just southwest of Dawnbreak, I've found the perfect place. An old Elven ruin open to the sea. We can run small boats right into the place, and smuggle the arcana off the island.

Don't even talk about this near the Archmage. He'll take the coin right out of our fingers.
Online:Main Quest

The following is a list of quests that constitute the main questline:
 
















The tutorial quest The Gates of Adamant is also listed in-game as a Main Quest, but is not related to the rest of the questline. The same applies to the deprecated Chapter-specific tutorial quests, namely Broken Bonds (Morrowind), The Mind Trap (Summerset), Bright Moons, Warm Sands (Elsweyr), and Bound in Blood (Greymoor).

The Main Quest is considered the first story arc of the game, having been followed by the Year One and Daedric War-related content releases.

Notes
Prior to the One Tamriel update, the main quest was gated by character level, with each successive 5 levels unlocking the next section of the main quest, from  The Harborage at Level 5 to Shadow of Sancre Tor at Level 40.
Council of the Five Companions was originally unlocked at Level 45, but was dropped to Level 40 just after launch.
God of Schemes was originally unlocked at Level 50, but was dropped to Level 45 just after launch.
Messages Across Tamriel and The Weight of Three Crowns become available once Council of the Five Companions has been completed or once the final quest in the Alliance Storyline has been completed.

See Also
Daedric War Storyline — the second main story arc of the Elder Scrolls Online
Season of the Dragon — the third main story arc of the Elder Scrolls Online
Dark Heart of Skyrim — the fourth main story arc of the Elder Scrolls Online
Gates of Oblivion — the fifth main story arc of the Elder Scrolls Online
Legacy of the Bretons — the sixth main story arc of the Elder Scrolls Online
Online:A Discarded Missive

M'lady,

As you requested we've been looking for a new place for the faithful to congregate. We believe we have found a place, west of Firsthold along the coast.

We've consecrated it in the master's name, and await your benediction to make the crude place our own.

In his name.
Online:The Wailing Prison

It is where the introductory quest to the game takes place. The location is split into seven zones.
 

Related Quests
 

Sublocations
The Wailing Prison
thumb|left|The Wailing Prison
 

The Bleeding Forge
thumb|left|The Bleeding Forge
Vaekar the Forgemaster is found here.
 

The Towers of Eyes
thumb|left|The Towers of Eyes
The Towers of Eyes are located in a large, open courtyard. Many Soul Shriven and their dremora captors linger here. Clannfear can be found gnawing on corpses here and there. The Coldharbour Sentinels are located on top of two towers, accessible by ramps.
 

The Undercroft
thumb|left|The Undercroft
The Undercroft is a system of tunnels that leads into the Prophet's Cell. It is filled with azure plasm and dotted with steam vents and cold fire traps. The area is inhabited by many skeletons and several feral soul shriven.
 

The Prophet's Cell
thumb|left|The Prophet's Cell
thumb|right|The Prophet's Cell (pre-patch)
This is where the Prophet is being held prisoner. When you activate the pinions to free the Prophet, two Dremora Baunekyn appear.
 

The Anchor Mooring
thumb|left|The Anchor Mooringthumb|right|Your first skyshard
This large chamber is connected to a Dark Anchor which the Prophet seeks to use to help you escape from the prison. The Child of Bones is summoned here. Prior to Update 6, you would fight the Anchor Guardian rather than the Child of Bones.
 

Notes
The Wailing Prison counts as a dungeon, meaning that dungeon-based achievements such as Dungeon Damage Dealer can be earned here.

Maps
 
 
 
 

Gallery
Lore:The Great Siege of Orsinium

:  fought the tusky folk
:From   they drove them
:In wrath withdrew they northward to
: ,   city
:Where found they welcome at the hands
:Of King Atop the Scarpment,
: , mighty, Orc of wiles
:Who thought to take advantage
:To use infusion of new blood
:To broaden Orcish holdings

:Demands he made of  s south
:Along the  
:For tariffs, tolls, ransoms, fees,
:Or down would come Orc hammer
:But  , the king in  
:Rejected Golkarr's dictum
:Sent to   of
:The  
:Urged him with the Bretons join
:To siege and sack Orc city

:Marched they then to   Scarp
:Orsinium invested
:They thought that Orcish walls could not
:Withstand their worthy weapons
:But city high upon the scarp
:Was triple-gate defended
:Obdurate Gates: each one greater
:Than the one before it
:Smelter, Hammer, Temper, they
:Were called, by Orcish stonewrights
:The folk of   stood atop
:And hurled down baneful missiles
:And Breton,  , smitten sore
:Drew back to lower regions

:Laughed then the Orcs, and bared their tusks
:At warrior Men confounded
:While Golkarr smiled in high Scarp Keep
:And praised the Wrothgar clan-kin
:But Gaiden Shinji and King Joile
:Were not abashed or shaken
:They summoned grandees, knights, and counts
:To bring their armsmen thither
:Orsinium surrounded they
:And settled in to siege it

:While plots and plans were schemed and made
:The walls and gates, to breach them
:The Orcs were quite content to wait
:From Jugular well-watered
:And fed by fertile fungus fields
:In Caves of Dark Abundance
:The Men, they thought, would tire and leave
:To go back to their families
:They reckoned not the fire that burned
:In Joile and Gaiden Shinji

:Ten years their men sieged outer gate
:And finally Smelter faltered
:A decade more at second gate
:Till Hammer then was broken
:Ten years again were spent in toil
:Till Temper fell asunder
:Then wrathful Men at last went in
:Orsinium to plunder
:Golkarr prayed in Grudgement Hall
:For Mauloch to defend him
:But King Joile took him by the hair
:And Gaiden Shinji slew him
Online:Entila's Folly (book)

This one was able to acquire all the necessary ingredients at the Mages Guild.

Now Bakhig must find the old mine, Entila's Folly. They claim the mine is filled with pretty, dancing spinners and Bakhig must go find them and play with them. According to the map, Entila's Folly is just to the southwest of Skywatch. It shouldn't be too hard to find.
Online:Proving Trust

Quick Walkthrough
#Speak to any of the four quest givers in Senie.
#Hunt down six shalk and collect their chitin.
#Talk to Soft-Scale and collect the poultices.
#Heal six peasants.
#Speak to Spellwright Girvas.
#Speak to Walks-in-Ash.
#Find and rescue Morvani.
#Return to Girvas for your reward.

Detailed Walkthrough
Shalk Hunting
Upon arriving in the town of Senie, you'll find it to be little more than a charred ruin. The recent eruption of nearby Ash Mountain destroyed the town, leaving many injured. Speak to Soft-Scale to begin this quest. Alternatively you can also talk to Guraf Hroason, Rorygg, or Aeridi. They all inform you that you need to collect six samples of shalk chitin so that Soft-Scale can create some poultices to treat lava burns. As the shalk now roam the streets, collecting the chitin should be easy. Return to Soft-Scale, and he will ask you to help heal the injured Dunmer peasants, as they don't trust the Argonians.

Healing the Peasants
Injured peasants are scattered around town, although it may be difficult to get to them due to the shalk. Each one is being treated by an apothecary. When you heal a peasant, they will say, "An Argonian savage made this?" and both they and the apothecary will run off. Don't bother trying to follow as they will disappear shortly. Repeat until you have healed six.

A Missing Daughter
After healing the peasants, speak to Spellwright Girvas, who is unappreciative of Soft-Scale's help and is convinced that another Argonian, Walks-in-Ash, is responsible for his daughter Morvani disappearing. Speak to Walks-in-Ash to learn that Morvani was seen walking out of town just prior to the eruption. Walks-in-Ash will give you a signal fire to use once you've found Morvani. Follow your map marker away from town and you'll eventually find Morvani stranded on an island in a lake of lava, next to a large shrine to Almsivi. Talk to her to learn that her ankle is twisted, and use your signal (a bit away from the island) to summon Walks-in-Ash. She will come running, followed closely by a suspicious Girvas. Girvas will then cast a spell to bring his daughter to safety. Speak with him to earn your reward.

Quest Stages
Online:Dawnbreak

The town is currently under attack by Daedra, and the First Auridon Marines have ordered the evacuation of all residents.

 
Related Quests
Dawnbreak Objective: Help the Marines save Dawnbreak from the Daedra. / You helped save Dawnbreak from a Daedric invasion.
 
 
 

Dawnbreak People
 

Maps
thumb|left|A map of the Abandoned Mine near Dawnbreak
Online:College of Aldmeri Propriety

It is a Thalmor school intended to teach Bosmer, Khajiit and lower-class Altmer the proper way to behave. Despite what the current headmaster Tanion says, there have been many allegations of teachers abusing the students. There are also reports that Tanion has sided with the Veiled Heritance.
 
Related Quests
College of Aldmeri Propriety Objective: Investigate what's happening at the college. / You broke the Veiled Heritance's grip on the college.
 
 


People
 

text-bottom|32pxWayshrine
thumb|left|College Wayshrine The College Wayshrine is located near the bridge leading to the College.
Online:Isle of Contemplation

A chapter of the book, Auridon Explored, can be found on this small island next to a bench.
 
Related Quests
 

Achievements
There is one achievement associated with this location:
Online:Cities

Aldmeri Dominion
Auridon



Grahtwood

Greenshade


Khenarthi's Roost

Malabal Tor


Reaper's March




Daggerfall Covenant
Alik'r Desert





Bangkorai


Glenumbra


Rivenspire


Stormhaven


Stros M'Kai


Ebonheart Pact
Deshaan

Eastmarch

The Rift

Shadowfen

Stonefalls




Neutral
Blackwood



Clockwork City


Coldharbour


Craglorn


Cyrodiil



Fargrave


The Gold Coast



Hew's Bane


Murkmire


Northern Elsweyr


Southern Elsweyr


Summerset


The Reach


Vvardenfell




Western Skyrim


Wrothgar


Notes
Each alliance in the has a starter city and a capital city located in the base game zones. Starter cities often have prologue quests and transport to DLC zones, while Capital cities have undaunted enclaves. The cities are:
Online:Dhalmora

An intermediate safebox can be found at the Bleakrock refugee camp on the beach to the east. A copy of Basic Provisioning Guide can be found on a bedroll next to a cooking fire on the shore.
 

Related Quests
Dhalmora Objective: Light the signal fires and warn Davon's Watch. / You warned Davon's Watch and helped Bal Foyen's inhabitants.
 
 
 


Shops and Services
thumb|right|Dhalmora Home Decorations
 
 
 
 
 
 
 
;Transport Services
20px Dock: Liezl  

Other Places
 
 

People
 

text-bottom|32pxWayshrine
thumb|left|Dhalmora Wayshrine The Dhalmora Wayshrine is located south of the village.
 

Gallery
 

Maps
thumb|left|A map of Dhalmora
Online:Monkey's Rest

As the name implies, monkeys gather here in great numbers. This makes it a decent source of their drops, such as bananas and White Meat.

A copy of Auridon Explored, Chapter II can be found inside, as well as two empty soul gems in the fireplace. A chest can be found at the north end of the building, hidden behind a stone support. The Windy Glade Wayshrine can be found to the south.
 

Achievements
There is one achievement associated with this location:
Online:Davon's Watch

Related Quests
'''Davon's Watch Objective''': Stop the Covenant invasion of Davon's Watch. / You've saved Davon's Watch from an invading army.
 
 
 

 
 
 
 
 


 
  
 
 
 
 
 
 
 
 

Shops and Services
 
 
 
 
 
 
 
 
 
 
 
 
;Transport Services
20px Caravan: Ambassador Lazgara  
 
Pact Navigator: Falvis Raram  
Dock: Liezl  
Harbor Skiff:  
The Rusty Argonian Blade:  
Summerwind:  

Other Places
 
 
 
 

 
 

text-bottom|32pxWayshrine
thumb|left|Davon's Watch Wayshrine
'''Davon's Watch Wayshrine''' is located outside the city walls, to the south. This wayshrine is unlocked as soon as you arrive on your respective starter island after escaping The Wailing Prison.
 

People
 

Maps
thumb|left|A map of Davon's Watch