Netruk44/uesp-wiki-content huggingface dataset:
Lore:Anuiel

In the Altmer tradition, Anuiel (or Anui-El) is the soul of Anu the Everything and of all things.    He is seen as Order, the Everlasting Ineffable Light, and is dichotomically opposed to Sithis, who represents Chaos, the Corrupting Inexpressible Action.  And though Anuiel is often described with such terms, Sithis worshippers regard him as a demon as he represents the stasis of Anu, which in their eyes is unchanging nothingness.  The interaction of these two opposing forces is the Gray Maybe, Nirn (though the entirety of the Aurbis is also used in this context), and from this interaction spring the et'Ada, or Original Spirits. 

Anuiel is said to be responsible for the time-law established within Nirn.  Similarly, it is also said that the soul of Anuiel is Auri-El, who infused the Aurbis with time.   
 

Mythology
The Heart of the World
thumb|right|Auriel's Bow, a gift from Anuiel
"The Heart of the World" is the Altmeri creation myth presented in The Monomyth.

Anu (the Everything) created Anuiel so that he might know himself through self-reflection. Doing so required the creation of Sithis, the "sum of all the limitations" Anuiel needed for such an endeavor. Anuiel, the soul of all things, thus became multiple things, and this is known as the Aurbis. 

The early Aurbis was a chaotic place, and eventually its aspects asked for a means to "enjoy themselves a little longer outside of perfect knowledge". So Anu created Auriel to be Anuiel's soul, and time began. The aspects took names, and some became the beings now recognized as deities. One of these aspects, Lorkhan, tricked many other spirits (the et'Ada) into creating the Mundus. When they began to die and after Lorkhan created armies of Men from the "weakest souls" to attack them, the et'Ada pleaded to Anu for help. Anu refused. However, Anuiel granted his Bow and Shield to Auriel to protect the Aldmer from Lorkhan's hordes of Men.  Ultimately, the et'Ada convened at the Adamantine Tower, Lorkhan was killed, and the Aurbis of Anuiel finally stabilized as linear time began.  

See Also
Satakal, the Yokudan deity associated with the Aurbis.

Notes
The Aka-Tusk is a particularly "old and needed" version of the Time Dragon from the days of the Ehlnofey, and Alduin was shed from him by "Heaven itself".  

References
Lore:People O

(?b -  )
 

Saint  , Priest of Arkay (?b - ?d)
Saint Octavien was a former priest of Arkay who was killed by Daedra-worshippers with a scythe.  His death has since been remembered by his people, and the very scythe became a holy relic. The weapon was kept in the Lorkrata Hills and was recovered by knights in   to fight the undead armies that attacked Rivenspire. 

Odahviing
 

King   (?b -  )
 

, Living Saint of Mara (?b -  )
A Living Saint of Mara towards the close of the Third Era. Olava worked tirelessly at the Great Chapel of Mara in the impoverished city of Bravil, a task she often found daunting. Olava was brutally slaughtered alongside her fellow chapel residents in an attack by a group of Aurorans sent by Umaril the Unfeathered to desecrate the chapel as part of his war against the Nine Divines.

the Outlaw (?b - ?d)
Bastard son of Harald Hand-Free. He and his brothers   and Vrage the Gifted ruled over the First Empire of the Nords after their father's death in  . He fought and died in present-day Morrowind, where he was buried "as befits a   lord's son": on his ship, in the Tukushapal caverns, with his riches and his enchanted axe named  . 

the Just (?b - ?d)
 

, the   (?b - ?d)
 

(?b - ?d)
 

(?b - ?d)
Son of King  , Oreyn Bearclaw was a respected Dunmer  hunter, and a future leader who was one of  's most legendary heroes.  i legend claims Oreyn single-handedly defeated  , the witch-serpent of the Elven wood, forever bringing peace to his clan. Oreyn would go on to accomplish numerous other deeds, but eventually lost his life to the  . His Helm stood as a monument of his stature for future generations to remember.  Some claim that many of the deeds Oreyn was made famous for were actually done by his   companion, Kharag Gro-Khar.  His known bloodline includes both Bosmeri  and Dunmeri descendants.  

(?b -  )
 

Count   (?b -  )
  ruler of   at the very start of the  . His city was destroyed, and he was killed in his quarters by  , only a short time after Emperor   and his known heirs were assassinated by the  .  The Pocket Guide to the Empire, 3rd Edition, gives the name of the Count of Kvatch as "Haderus Goldwine", and says both the count's sons and heirs died in some sort of unfortunate dispute over inheritance, causing the count to fall into mourning. 

(?b - ?d)
Orvas Dren was the younger brother of Duke Vedam Dren of Ebonheart and lived on a plantation near   as a member of the Camonna Tong at the end of Third Era. 

(?b - ?d)
 

References
Oblivion:Knights of the Nine Creatures

Creatures
This article lists all of the new creatures introduced by the Knights of the Nine official plug-in.

New Creatures
Aurorans
 

 
Umaril the Unfeathered
 

 
New Versions Of Creatures
Creature types originally from Oblivion, that have unique versions only found during Knights of the Nine.

Forest Guardian
thumb|right
The Forest Guardian is a large Brown Bear used by Kynareth to test those who claim themselves worthy of the Boots of the Crusader. It is encountered at the Grove of Trials, guarding Kynareth's Grotto during the quest Nature's Fury.  Killing this bear will increase your infamy by one point.  Its soul is leveled (L:+5).

 
Lord Berich Vlindrel
Tribunal:Black Dart Draren

Black Dart Draren is a Dark Elf commoner and a member of the Black Dart Gang. Despite being part of the gang who killed Narisa Adus's lover, Variner, Draren does not need to be killed to complete The Black Dart Gang quest.

He is wearing a common shirt with matching pants, shoes, and ring. He is carrying eighteen steel darts, a black dart, a bleeder dart, two quality restore health potions, and up to 12 drakes. Aside from his natural resistance to fire and the sanctuary provided by his ancestors, he knows no spells.
Oblivion:Southern Books

The proprietor, Bugak gro-Bol, is a bookseller with 1000 gold and a Mercantile skill of 60. He buys and sells books as well as offering basic Blunt training. Along with common guides and stories his wares include the unique Annal of the Fire Nexus scroll.

The main trading room is on the ground floor and consists of a counter and a large selection of books in shelves and display cases. Bugak lives in the  adjacent room, which differs from typical Leyawiin houses and stores, where the living quarters are on the second floor. His private quarters consist of an antechamber with a large dining room and a smaller, locked, bedroom. On the second floor is a small but well-lit library. Along with many common books you can find the Alteration skill book Reality & Other Falsehoods high up on a shelf, in the right side of the room, although taking it is considered stealing.

The Knights of the Nine official plug-in adds more books including volumes one through eight of The Song of Pelinal, a copy of Knights of the Nine, two copies of Shezarr and the Divines, and a copy of The Adabal-a.

 
Stock
The following are some notable items for sale at Southern Books:


† Bugak will only sell you these once your Mercantile skill is over 50. They can otherwise be found next to the bed on the ground floor.

Notes
Bugak will commonly encourage customers to "buy a goddamn book."
There is a minor glitch where the store never actually opens to the public. Entering will be considered trespassing, but Bugak will still conduct business, provided the hours are between 8am and 8pm.
Southern Books is the largest bookstore south of the Imperial City.
Morrowind:Nelos Onmar

Nelos Onmar is a Dark Elf rogue and bandit who has robbed a noblewoman of her jewels. However, she appears to have taken quite a shine to him, and will ask you to locate him so she can start a relationship.

Nelos wears bonemold greaves with matching boots, an expensive shirt with matching pants, an extravagant ring, and an extravagant sapphire amulet. He carries a dire flameblade and up to 50 gold. Aside from his natural resistance to fire and the sanctuary provided by his ancestors, he knows no spells. 
 
Dialogue
Greeting:
:''"Hello, my friend. I'll be off to find Maurrie soon. Thank you for your help."
Nelos Onmar:
"I am Nelos. What do you want?"
Maurrie's glove:
"You have what? How...odd. She was a lovely young woman, but what would she want with a rogue like me? She is beautiful, though, and seemed sweet. For the first time in my life, I actually felt a little remorse for robbing someone. I should see her again. Here, take this. Tell her you have a note from Nelos. I must see her again. I won't forget this, friend."'' (Maurrie's Left Glove removed)
''"Until I am with her again, I'll keep it close to my heart. Now, go! She must get that letter!"
note from Nelos:
"Yes, just tell her you have a note from Nelos. I think she'll be happy with it."''

Related Quests
Morrowind:Urshamusa Rapli

Urshamusa Rapli is a member of the Ahemmusa Tribe who can be found wandering around Ahemmusa Camp. She has been experiencing strange dreams of a White Guar.
 
Related Quests


Dialogue
Greetings:
"Stranger, I believe you are the one I have seen in my dreams and visions."
"Tell me what you have found, you have seen in my visions. Have you found the white guar?"

Notes
Tribunal:Factions

There are three factions added by the Tribunal expansion, none of which are joinable.

Dark Brotherhood
This guild of assassins split from the Morag Tong years ago, and have been employed by various wealthy individuals, notably King Hlaalu Helseth, to snuff out bothersome individuals within the province.  Assassins from this guild will be the first people you meet when you start the Tribunal quest line, as they will attempt to murder you in your sleep.  There is only one named member of the faction in the game: Dandras Vules.  While there were various Dark Brotherhood members encountered in Morrowind without the expansion, the official faction did not exist, and these NPCs were technically not part of any faction.



Hands of Almalexia
These are the personal bodyguards of Almalexia, and can be found at her side within the Temple.  They are a subset of the High Ordinators, themselves members of the Tribunal Temple and affiliated with House Indoril.  Their sole purpose is to serve and protect their mistress, the goddess Almalexia.



Royal Guard
These are the Imperial force in the city, sworn to defend the King and keep order within the Royal Palace.  (The Ordinators are responsible for the rest of the city.)

{|
|-valign=top
|width=30%|
;Favored Attributes:
:Agility
:Strength
;Ranks:
:Guard
:Captain
|width=5%|
|width=30%|
;Faction Reactions:
:Ashlanders: -1
:Thieves Guild: -1
:Tribunal Temple: -2
:House Telvanni: -1
:House Redoran: -1
:Mages Guild: +1
:Imperial Legion: +2
:Imperial Cult: +2
:House Hlaalu: +2
:Royal Guard: +3
:Fighters Guild: +1
:Blades: +2
|width=5%|
|width=30% style=white-space:nowrap|
;Members:
:Tienius Delitian (Captain)
:Aleri Aren
:Alusannah
:Diradeni Farano
:Drusus Gratus
:Ervis Verano
:Evo Othreloth
:Ivulen Irano
:Milvela Dralen
:Royal Guard (x3)
Morrowind:Grytewake

The ship belongs to Velfred the Outlaw and his ensemble of thieves. Searching the lower levels, you will discover that Velfred is smuggling ash statues as well as narcotics. 

If you query him about them, he will state that you have "seen too much," and will promptly attack you.

There are two skill books in the cabin, Bone, Part II (medium armor) and Charwich-Koniinge, Volume 1 (unarmored).

 
Related Quests


Notes
Behind the stairs in the Lower Level there is a barrel floating as if in water.

People
Oblivion:Mage Apprentice

Mage Apprentices are NPCs found in the Arcane University of the Imperial City. Interactions with Apprentices are limited until the conclusion of the Mages Guild questline, Confront the King, at which point they become available as followers. You may only have one Mage Apprentice following you at any given time.

All Mage Apprentices wear a Robe of the Apprentice and a pair of russet felt shoes, as well as carrying a copy of the standard text Manual of Spellcraft. In combat, they wield an iron dagger and a second, enchanted, dagger of the best possible quality for your level. In addition, all Mage Apprentices will know how to cast 3 Destruction spells (2 weak, 1 powerful), 2 weak Summon spells, 1 powerful Restoration spell and 1 powerful Illusion spell. 

All Apprentices have different schedules and will be found performing different activities during the course of the day: from casting spells to taking a stroll of the campus, to mixing up potions to reading about the arcane secrets of magic. Breton apprentices will sleep from midnight to 6am, while Imperials are sort of night-owls and prefer to sleep from 6pm until midnight. All apprentices have one activity in common: lectures. A little, open-air classroom is set in front of the Praxographical Center, with rows of benches and a reading pulpit. From here a Mage Scholar will instruct the novices on the topic of Doomstones and Runestones. There are two classes: a morning one from 9am to midday and an afternoon one from 3pm to 6pm. A given Apprentice will only attend one of them.

Types of Apprentice
Although there are technically ten different Mage Apprentices in the construction set, the statistics of each are entirely dependent on their race. An Apprentice will be either a Breton or an Imperial, and each race is given their own set of stats. The differences between the two races are Attribute values and base Health and Magicka. All Breton Apprentices are female; similarly, all Imperial Apprentices are male.  
 
Breton
 

The Breton Apprentices are more "magically capable" than their Imperial counterparts, as they have higher Magicka, as well as higher Intelligence and Willpower values. On the other hand, their health is 10 points lower.

 

Imperial
 

Imperial Apprentices are inferior to their Breton colleagues in magical statistics, since they have less magicka and lesser values in Intelligence and Willpower. However, their health is 10 points higher at all levels.
 

Commands

Once you have become Arch-Mage of the Mages Guild, a Mage Apprentice may be given one of the following three commands:
"Follow me.": The Mage Apprentice will follow you, attack what is hostile towards you, and engage in random conversation with other NPCs (if given the opportunity).
"Wait here.": The Mage Apprentice will remain in the specified spot. The apprentice will not wander or engage in conversation with others, but will move to attack hostile creatures or NPCs that come within range.
"Return to your studies.": The Mage Apprentice will return to the Arcane University.
Lore:Factions

The Factions of Tamriel are diverse and varied. Generally, a "faction" is any named association of people not covered in one of the other categories. This includes everything from religious orders to education institutions, guilds to armies, vampire clans to pirate groups, and even dens of thieves to governmental departments.

What constitutes a faction?
thumb|left|100px|The banner of the Mythic Dawnthumb|right|A group of Forsworn
Lore:Factions functions as a catch-all category that is better understood by what it does not include rather than by what it does. Races or personae, like the Gray Fox or the Shezarrine, are not factions. Groups of beasts or deities also do not belong here.

"Association" is construed liberally; people who have never met and don't consider themselves united may nevertheless be considered a faction, like the Ashlanders. Historically prominent families and clans, like the Direnni clan, may also be included here.

A name is the only real constant that every faction must have. Any given generic group of pirates, bandits, or thieves is not worth mentioning. But once they give themselves a distinct identity by declaring a name, like the Blood Horkers, Summerset Shadows, or Wharf Rats, they become an identifiable faction that should be included in this category.

The line between a group of people and a group of beasts or gods is not always clear, but we follow the general delineations made by most of the games. Thus, a named group of goblins or Falmer could not be a faction, because they would not be composed of "people". However, a named group of Orcs or civilized Snow Elves would be considered a faction.
 

See Also
Game-specific faction pages:
Oblivion:Fire and Steel

The proprietor, Rasheda, offers repair services and advanced Armorer training. When bartering, she will buy your weapons, armor and miscellaneous items while only selling the first two. Her wares also include the unique pair of gauntlets, Rasheda's Special, which fortify your Armorer and Strength.

The main trading room is on the ground floor and is decorated like a forge, with an anvil, bellows and a furnace. It also contains a large selection of blades, a deer head, some practice dummies and a Healing Potion on top of a chest of drawers. Rasheda lives upstairs, as is usual with Chorrol houses and stores. Her private quarters consists of a single bedroom. On a shelf is the Heavy Armor skill book 2920, MidYear (v6).
UESPWiki:Projects

This is a list of projects on UESP. Anybody is welcome to join in with these projects – see the Task List or individual project pages for more information.

Active Projects

General
Image Cleanup Project
Spin-off Series Completion Project
UESP Wiki Translation Project
Modspace Project
Darkmode Project

Lore
Lore Places Project
Arena
Arena Places Redesign Project
Daggerfall
Daggerfall Redesign Project
Shadowkey
Shadowkey Documentation Project
Morrowind
Morrowind Overhaul Project
Oblivion
Oblivion Houses Redesign Project
Oblivion Places Redesign Project
Oblivion NPC Redesign Project
Shivering Isles
Shivering Isles Redesign Project
Skyrim
Dragonborn Merge Project
Skyrim Houses Redesign Project
Skyrim Quest Redesign Project
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Online
Online Quest Project
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Legends
Legends Namespace Completion Project‎

Completed Projects
Namespace Move Project
Oblivion Creatures Project
Morrowind Redesign Project
Morrowind Quest Results Project
Oblivion:A Warlock's Luck

The proprietor, Ungarion, has 800 gold and a Mercantile skill of 40. When bartering, he will buy your clothing, food, books, apparatus and magic items and sell clothing, food, books, spells and various miscellaneous items. Among his wares is the unique Ring of Transmutation, which drains your Strength and Endurance while fortifying your Magicka. 

The main trading room is on the ground floor and consists of a counter, a dining table, a writing desk and a selection of Ungarion's wares on display. He lives upstairs as is usual with Bravil stores and houses. His private quarters consist of an antechamber used as dining room and a second room with a double and a single bed, although neither is available to sleep in.

 
Notes
On the outside of the second story is a chest containing clutter, a lockpick and a small amount of gold which can be reached by jumping from the building in front. This chest is also non-respawning and therefore safe for storage.
A handbill advertising the store is listed in the Construction Set, but cannot be found in-game. It would have read: ''"Wizard's beware! If you are using supplies from some place other than A Warlock's Luck, you may be taking your life in your hands. Don't compromise your spellcraft. We won't."''

Bugs
Morrowind:Boethiah's Pillow Book

No words can describe what you see. Or what you think you see.
Morrowind:Divine Metaphysics...

Notes
This book can be found under a table in the Dwemer ruin Bethamez. Upon bringing this book to Edwinna Elbert, she tries using the book Hanging Gardens of Wasten Coridale as a translation key, but cannot make any sense of it. She ends with assuming that this book is "probably just the ramblings of some Dwarven lunatic."

If you take it to Yagrum Bagarn in Tel Fyr, he will explain that "''This book is just an explanation of some of Kagrenac's theories. I could spend hours explaining them to you, but Kagrenac is dead, and I believe his theories must die with him."

If you take it to Baladas Demnevanni, however, he will explain that the book "is an explanation of how the Dwemer tried to make a new god, Anumidium, using Kagrenac's tools and the sacred tones on Lorkhan's heart.''"
Oblivion:Earana's Notes

My dear helper:

Most of the text you've given me is well beyond your comprehension, I'm afraid. I found one section, however, that had been appended by the keepers of the Imperial Watch, and their notes will be of use to you.

Return to the ruins of Cloud Top. There you should find a section of pillar that looks remarkably unlike any other stonework present. The carvings on this pillar were made by the Ayleids, and the pillar has been infused with significant power.

The following was scribbled in the margins of the book, presumably by the same men who took the pillar from its original resting place. The notes are smeared in places, so I have included what I could decipher. Do note that this sounds rather dangerous, and take whatever precautions you feel are necessary.

"... only seems to function outdoors, where it reacts strongly to magic... terrible power, capable of striking a man dead on the spot..."

"...transported the stone to a secure location, in order to study it more fully..."

"...guild wizards brought in to focus power of stone. Several severely injured; stone finally 'tuned' to react to shock magic..."

"...Welkynd stone necessary to harness stone's power. Success means powers of shock unattainable through other means. "

From these notes, and the original Ayleid inscriptions, it seems that our Imperial friends were attempting to harness some degree of the Ayleid's magical power, and were marginally successful. I suggest you procure a Welkynd stone for yourself (searching Ayleid ruins will likely be the quickest method of acquiring one) and return to Cloud Top to cast a shock spell at the pillar.

What happens then, I think you can comprehend on your own.

-E
Tribunal:For Shara, on my death

My dearest love,

I have failed you. But how? I brought you sacks of comberry, crates of fine clothes, and chests of gold. But still you spurn my affections. I killed the trader who robbed you and still you refuse me. I have sat by your house day after day, rain or sun, waiting for a hint of your affection, but to no avail. I grow weary of this life. Since you have not yet arrived here to meet me, I can only assume the worst - that I will never feel your soft arms around me or watch you sleep without having to fear the guards that now patrol your land.

Goodbye my darling. Think of me fondly and often. And without reaching for your knife.
Tribunal:Handwritten letter

[Addressed outside: "To my honorable cousin Forven Berano, be this delivered in haste"]

Forven,

I cannot agree. I am a merchant, and have no skill at arms. You are a noble, and in your prime were proven on practice and tournament grounds -- though, in truth, you have never fought a duel, and have few gifts as a liar. No one can doubt Hloggar the Bloody's aptitude and enthusiasm for mayhem, but he is not a subtle man, more suited for a brawl or battlefield than an assassin's role.

And we cannot trust the Dark Brotherhood. Helseth owns them. They promise discretion, but their promises are worthless.

I am afraid we must approach the Morag Tong. I agree with you. They will probably refuse. But at least they can be trusted to be discreet.

If, in the end, we are forced to choose among ourselves, I fear it must be you. And we will have to wrack our brains for some plausible pretext that will get you into Helseth's presence.

I am disappointed, though not surprised, at lack of public outcry over Athyn's murder. The popular sentiment seems to be to avoid personal risk and accept Helseth. It's short-sighted, but understandable. I have noted, however, that the writer of THE COMMON TONGUE is sympathetic to our cause, clever and eloquent. He may be able to sway opinion. We should try to identify this fellow and try to bring him into our counsels.

your faithful servant,
Bedal Alen