Netruk44/uesp-wiki-content huggingface dataset:
Lore:Ghosts of Glenumbra

is notorious for being haunted. It is important to explain what I mean by haunted. Not every   is a haunt. Only  s can cause a haunting. Ghosts are the spirits of people who were once alive as you or I. When they died, they refused to leave.

(If at any point you experience the dark effects of  , know that this is not a haunting and should be reported to the proper authorities.)

Everyone in Glenumbra has a tale to tell about a spook, spectre, or haunt. You need only ask.

Without a doubt the most haunted place in Glenumbra are the moors northwest of  . As everyone knows, this was the site of the   in the  . This great battle saw the near-simultaneous destruction of both the   and the   Elves on one field of battle. Such a tragedy suffuses this place with spectral energy. Wandering the moors, many travelers report hearing the sounds of conflict in the distance.

The second most haunted place in Glenumbra is directly related to the first.   and the   surrounding began as a mass grave for the fallen soldiers of the battle of  . It is advised that you do not stray into the cemetery during times of heavy fog. Ghostly lights and moans have been reported there.

While some consider the woodlands of   to be haunted, this is actually a misconception. Many spirits of nature, including the fame Guardians, inhabit the vale and forest. These are not ghosts, for they were never people. These creatures were born as spirits and should be treated with the respect they deserve.

Hearkening from Glenumbra's past of feudal division, the countryside is dotted with ruins and castles, each of which you could probably find someone to tell you a spooky story about. In particular, the ruins of   and   have many a local legend surrounding them.

Of all the haunted sites in Glenumbra, I would give strongest caution against a trip to the village of  . Westtry suffered from some form of terrible magical event that has left it infested with the undead. It is not safe, nor would I suggest anyone go ghost hunting there.
Online:An Elegantly Penned Letter

Dearest  ,

I'm leaving  . Please don't try to follow me. I will always think fondly of our time together, but we travel different paths.

King   has called for loyal sons and daughters of  . The   offers a chance to spread beyond the desert, to truly influence world affairs. If he will have me, I will sail with his navy. That is the life I have always dreamed.

You see now why I write you. If you truly care for me, retire from this life. Find an honest occupation. Think of me fondly, but do not pine for what we had.

I will always care for you, Jibril. But if our navy comes upon your ship preying on Covenant vessels, if my captain asks me to put her crew to the sword, I will not hesitate. I will put a sword through you. Honor demands no less.

May you come safely to your journey's end.

&mdash;
Lore:The Book of Circles, Loredas Maxims

Thus on  , Faithful Ones, do we consider these maxims of the Master:

"Train your opponent to make the wrong response."

"The worst action executed with vigor is superior to the best action executed timidly."

"A thrust is elegant, and a cut is powerful, but sometimes the right action is a head-butt."

"The high guard is most suitable for feints and crossovers, but mind your nether limbs."

"Your opponent's sword is not your enemy. Watch your opponent, not his sword."

"Perfection in the eight basic cuts is critical&mdash;though you will never use them in battle."

"A closed line is not open."
Lore:Medium Armor: Tannins and Leather

,

Today's lesson is about the leathers and tannins used by clothiers when making  . As you have noticed while hiding from the nightwatch in your father's armory, medium leathers come in many kinds: for example, brigantines are hard and studded, while running leathers are tough but flexible. These different style are achieved by the use of different hides and tannins.

Tannins are "tempers" used by the crafter to balance hardness and resiliency in medium armor. A leather chestpiece can be treated to be as rigid as a board, able to turn an assassin's knife&mdash;but if it is too rigid, the wearer is unable to turn his or her body. Thus, armorers use tannins on leathers and fabrics to strike a balance between stiffness and flexibility.

What does this have to do with the look of the resulting   set? If only you had asked that question at lessons rather than daydreaming about impressing the scullery maid with that wisp of a mustache. It has everything to do with it, as you'll see for yourself. Now get to work on curing those hides your father bought as samples&mdash;and don't let me see you making eyes at the scullery maid until you're done.
Lore:Of the Dragonfires (Fragment)

...And   said, "Though we have overthrown the  , we fear they will afflict us with  , for ever did they traffic with the  , to our sorrow and misery. Mighty are we in arms, but the Greater Demons are beyond our strength."

But the Divine Voice spake further, saying, "This will I do for the mortals of  . As thou art  , so must be thy heirs. So long as they keep the   ever lit, so long must the Demon Lords keep to their places."

Al-Esh was grateful, yet still troubled. "How, then, if my line should fail? How will we defend ourselves?"

And there was a trembling in the world, but the Divine Voice was mild, saying, "Thy people will find a way. For unlike the  , ye mortals have the creative spark, and may make new things that were not before. Where there is one defense, there may also be..."
Lore:Bolga's Guide to Island Beasts

from all over   come   on trade ships. Those that find killing easy call this island home. From weak to strong, Bolga tells you where to find them. How to best them. Whether they are good for eating.

&mdash;

 s

Big  s from up north. Pack roamers. Meat is good for stew. Very stringy.

Live in burrows under sand. Camping on beach? Bad idea. Water comes up and skeevers with it. Better to camp on rocks. Solid ground.

Jump like tiny  s. Sometimes spin about. You think they are running? Do not be fooled! You wonder why Bolga has only one hand? This is why. Stand firm. Ready a shield if you have one to keep both your hands.

&mdash;

 s

Mouths on legs. Eat anything they wrap their teeth around. Go anywhere their legs carry them.

Meat is tough, gamey. Sometimes poison.

Solitary. Tend toward easy prey, like sheep. Enough in one place? They raid thunderbug nests.

Alit attack with bites, but feet are more deadly. If one crouches, get your guard up! They are high jumpers.

&mdash;

 s

Keep to themselves. Nest in soft dirt near trees and under ridges, Lay eggs and guard them from anything that gets near. Eggs are sweet and tingly going down.

Get their name from the shock you get when they bite you. They can also shock from a distance. If one tries it, punch it in the head until it stops!

Some bugs bigger than others. Spit tiny shock balls and call thunder from the sky. Bolga suggest avoiding these. You cannot fight the weather.

&mdash;

 

Hard to find. Occasionally eat small boats. Find one swimming? Make for land. If it catches you, it  will drag you under.

Bolga has only fought one on land. When it was close to death, it coiled up. Its wounds started to close. When Bolga saw this, she ran and did not look back. Suggest you do the same.
Lore:Knowing Satakal

"To deny that the world must end is to deny that it began."

"  is the making and the unmaking, the birth and the death, love and fear."

"For the world is the egg that Satakal laid, and the egg that in time Satakal shall eat."

"To know Satakal, consider a river. As a   sheds its skin and lives on, so a river sheds its water into the sea, yet is reborn at the source."

"To be the Worldskin is to be everything, and to be everything is to be nothing."

"Fear not the unbelievers, for believer and unbeliever alike shall be eaten by the Serpent God."

"Does not the   reflect the   below? Yea, it is so."
Lore:The Fall of Trinimac

To truly know  , we must recall the story of  's fall from grace, and the events leading up to his torturous dishonor.

During the  , a cult of  i dissidents abandoned the commonly accepted worship of   and began following a young prophet,  .   had been speaking to Veloth in dreams and visions, guiding him to lead a new sect of Aldmeri with the belief that mortals could ascend to become gods. Trinimac's priests condemned the new sect for blasphemy and threatened exile, should they not abandon Veloth. When the priests were to pass judgment, Boethiah appeared, having swallowed Trinimac, and revealed the lies of Trinimac's teachings with Trinimac's own voice. Content the priests were shamed and broken from his revelation, Boethiah relieved himself of Trinimac in front of the assembly to complete his shame.

We know not how Trinimac had been defeated, but it is said that after his defeat Boethiah had consumed him and tortured his spirit in her belly. When Boethiah grew bored of Trinimac's torture, she released him from his prison and later exiled him to a  . This torture and dishonor left Trinimac twisted and enraged. Trinimac faded and was reborn as Mauloch, the God of Curses. With his mind bent on revenge, his most devout followers changed to match him and became the  , cursed to wander in exile, a people without a place.
Lore:The Fickle Nature of Mudcrabs

Since first documented, the common     has always been described as vicious and dangerous, but dispatched by even a lowly farmer, given a sturdy pitchfork. Their   is prized by alchemists of certain schools (though I would never use it), and their   has been regarded as a delicacy in some parts of Tamriel, particularly  .

By their nature, they seek to defend their rivers, streams, and beaches from what they seem to think is a threat to their territory. They tend to cluster in groups and attack any that come by, fearless, with an overblown sense of combat prowess. Nothing could turn away the ire of the common mudcrab save for a well-placed strike of an arrow or axe.

In my time studying the specimens on the shore of the  , I've noticed an odd tendency in recent months. Where normally, I must tread carefully to avoid their notice lest I am forced to kill the subject, recently, I've been able to make close observations, even so far as to pet the carapace without them reacting.

Last week, I saw in the middle of a clutch, unmolested, fervently noting all the details I tend to miss in more distant studies. However, they are not completely docile, They will respond if directly provoke. I observed as a   tried to pry one open, and a whole clutch came to the defense of their kin, forcing the bear to flee.

I am positive that they notice me. It is not just ignorance. One even came over and ran his feelers over my hands, as if he were studying me! What has changed? Is it a breeding season? Could there be something in the water affecting their behavior? Could the troubled times be affecting them? I will continue my observations to find out more.
Lore:When I Will Come A-Courtin'

When I will come a-courtin' 
All to the   maids 
I'll have a cart all full of silk 
And ribbons for their braids.

And wandered he all through the planes 
Searching for his bride 
But   has cast him out 
In sanction for his pride.

One crown to glory bring 
But only blood and death to show them 
One crown to glory bring 
For  's folly, died.
Lore:Crafting Motif 2: Dark Elf Style

rom the   it is natural to next consider the  , as they originated in the   before their migration to  . Their culture can thus be considered an offshoot of the Altmeri, though in many ways that of the Dunmer is a reaction to that of Summerset rather than an extension.

Also,   introduced me to a Dark Elven associate of his,  , who is helping him on his "transliminal sojourn" project. I don't know what that's all about, but Divayth offered to help me with references on Dunmeri culture, and I accepted.

Elegance is as much a goal for the Dark Elves as it is for the High Elves, but beyond that their styles could not be more different. Morrowind is a far harsher environment than fair Summerset, and that rigor is reflected in Dunmeri designs. The Dark Elves also draw on nature for their inspiration, but in place of avian and floral motifs, Dunmeri artifice draws on the curved and spiky forms of the carapaces of the giant insects that inhabit Morrowind. Elegant these are, but also fearsome, a constant reminder that the Dunmer daily fight for their very existence.

  is the favored metal for Dark Elven  , but even in their lighter armors and shields, steel and steel alloys are often lacquered in dark tones to appear ebony-like. Clothing, armor included, is often accented by flaring extensions at shoulder, crest, or hip, with overlapping geometric designs that may have been borrowed from   culture, though Divayth bristled at the idea of any Dwemeri influence on the Dunmer.

In truth, I find the dark sorcerer from   exerts a strangely compelling attraction. He doesn't seem old, but he referred to Morian, who is at least sixty, as a "young man." I wonder how old he really is. In fact, I wonder many things about him. He has those crimson eyes that seem to look right through you. It's a little bit thrilling.

He's offered to take me with him to visit a  i tavern down on the waterfront. I may do it.
Lore:Varieties of Faith: The Argonians

Except for a few of the most assimilated,  s worship neither   nor  . They do not have "religion" as it is known elsewhere in  . They are known to venerate the   Trees of  , but they do not appear to have prayers, priests, or temples.

Argonians also venerate  , the primordial Shadow/Chaos that existed before the gods were born. Unlike most citizens of Tamriel, they do not regard Sithis as "evil." In fact, Argonians born under the sign of   are taken at birth and presented to the  , which in Black Marsh is considered an integral part of society.
Lore:The Battle of the Ale

I won the battle of the cup today, 
I won the battle of the cup! 
I raised it up, 
And drank it down— 
I won the battle of the cup!

I won the battle of the jug today, 
I won the battle of the jug! 
I raised it up, 
And drank it down— 
I won the battle of the jug!

I won the battle of the barrel today, 
I won the battle of the barrel! 
I raised it up, 
And drank it down— 
I won the battle of the barrel!

I lost the battle of the ale today, 
I lost the battle of the ale. 
I drank it up, 
It put me down—

I lost the battle of the ale ….
Lore:Morrowind Fauna, Part One

A copy of the full manuscript should follow this letter shortly. This is but an abstract to satisfy your curiosity until the scribes can finish their work.

Common

Guar are but the most commonly-known species of a large family of bipedal, lizard-like creatures, having been imported to   as beasts of burden for hundreds of years. They are content to graze with their lower jaws for tubers and roots just under the surface of their   home. Wild guar are mostly docile, but have been known to become feral and attack in the wilds of some lands. Guar are fierce if provoked, and have been known to kill. Their closest relatives are the   and  , also common in the lands of  , as well as the  .

"Pony Guar," as nicknamed by visitors to Morrowind, are a smaller species of guar that are rarely exported since they lack the physical strength of their larger cousins. Not well known outside of southern Morrowind, they are a curiosity sometimes raised as pets, but some do raise them for their meat and skins.

Alit and Kagouti

Alit are close relatives to the guar, with far sharper sets of teeth. They are omnivores and while they do not hunt in organized packs, they have been known to attack other creatures and even people for an opportunistic meal. Alit supplement their nutrition, much like the guar, by rooting. For many years, it became the vogue for exotic animal enthusiasts from   to import alit for their own amusement. Many escaped captivity, and their descendants can be found stalking the great forests of the southwest.

Kagouti are large, armored cousins of the guar and the alit. Their most distinctive features are their tusks and head crests. They are territorial, fierce, and hostile. They hunt in packs and have been known to be able to flip a full-grown   in the air with ease.

and

The scuttler is a small, docile species of biped the size of a common housecat. They have no apparent forelegs, and survive on eating smaller insects and groundworms. Having completely different reproductive and growth cycles, they are not related to the guar or alit. Scuttlers are more similar to the   family of leathery flyers than their form would suggest. Smugglers have sold them as pets in ports from   to  .

Bantam Guar, despite their name, classify as a part of the scuttler family and are not guar at all. Many have described them as "ugly  s," as they have a distinctive body shape and behavior that remind many of the common bird. They retain the vestigial wings, and unlike their cliff racer and   cousins, they cannot fly. Southern Morrowind farmers raise them for their eggs and meat.
Lore:Notes on the Dreugh

Sorry if these notes are a little disorganized, professor. I didn't want to trim anything out that you might find useful.

:&mdash;Two distinct species:   and  .

:&mdash;Both were once common throughout  ,  , and the surrounding waters. They've been driven out over the last few centuries and only exist now in isolated pockets.

:&mdash;Some accounts assert there are two varieties of land  , while others maintain these are but the male and female versions of one kind of creature.

:&mdash;Legends tell of "civilized" land dreugh colonies which supposedly raised herds of  s as food stock.

:&mdash;These colonies were also purported to have built stone cairn houses and structures.

:&mdash;No evidence of such advanced dreugh behavior exists today.

:&mdash;Dreugh are omnivores and have been witnessed consuming   flesh.

:&mdash;Dreugh are capable of channeling some form of shock energy through their bodies. Most scholars agree this is a natural adaptation and not magical in nature.

:&mdash;The land dreugh carapace is naturally sturdy and can deflect most attacks from common weapons.

:&mdash;No known language or communication abilities.

:&mdash;Nesting habits are not well-documented, but we do know the land dreugh encase their egg broods in mud. Nothing is known about water dreugh nesting or egg-laying behavior.

:&mdash;Some fisherfolk are known to gather land dreugh eggs from the creatures' mud-nests, though it is obviously a rather dangerous occupation.

If this is enough information, I'll begin the   research tomorrow.
Lore:The Gifts of Magnus

Penitent, the lives of all living are touched by  , He Who Abstained. Lord Magnus drew up the schematics of our world, intricately sketching the diagrams of Creation. Magnus is with us always, in the magics of Mages and the warming breath of the sun.

To complete your venerations here, intone: "By the Empyrean Light of  , may the   always be upon me. Grant me the wisdom to use his gifts, and patience to know his wisdom."
Lore:Mythical Beast, Real Powers

In the generations since the fall of the  s, a new martial tradition has arisen in  , one which bears all the hallmarks of a coherent  al discipline, though it is said to be descended from the powers of the legendary  s and those mortals who fought them. I refer, of course, to the so-called " ."

Whether or not their abilities originated from Dragons&mdash;and you must give me leave to doubt it, for no Dragons have been seen in Tamriel for thousands of years, if they ever existed at all&mdash;the powers which a skilled Dragon Knight can deploy are undeniable. There are several right here in the  , members of the Tower Guard, and they have demonstrated some of their effects at my request.

One of these Dragon Knights, a sergeant in the Guard, showed me how he could   without being burned (though I could feel the heat from several paces away). He then cast a   around a target dummy and drew it to him, where it was quickly immolated. Finally, one of his subordinates burned another target dummy by literally   upon it!

I was impressed. It was almost enough to make one believe in Dragons.
Lore:Crafting Motif 4: Nord Style

e come now to the  s, the first human culture on   to successfully resist, and even displace,   hegemony on the continent.

Not unlike the  , the Nords rely heavily on stylized, often interlocking natural motifs in their architecture, crafts, and clothing. However, where the Wood Elves' designs are mainly floral, the Nords emphasize animals, in particular the eight "totem" animals of the old  n religion:  ,  ,  ,  ,  ,  , and so forth. They also allow for much more variation of design, to the point where some of the animal motifs are so abstract they are difficult to recognize. Indeed, areas of trim are often filled with interlocking geometric designs that evoke nothing natural at all.

Nord design varies in other ways from that of the Elves as well, in general relying on simple, heavy yet dynamic forms where Elven work would be slender, elegant, and understated. Nothing the Nords make is understated, ever.

This was clear even from outside the  's  , where  ,   and I had gone to a reception for King  . The lintel above the embassy doors was crowned with a great iron hawk's-head, its mouth open as if screaming defiance, while the doors were flanked by bas-reliefs of hawks so stylized they looked as much like axes as they did birds. The door itself was dark oak, banded with iron and studded with iron rivets, as if they expected to have to repel an attack.

The inside of the embassy was less martial in appearance, at least once one got past the armed and armored guards inside the door. I wondered if they really needed to wear full helms sporting ram's-horns in order to check the invitations of party guests, but the look in the Nords' eyes didn't exactly invite questions.

The party, as I said, was a reception for King Logrolf, visiting the Imperial City to pay his respects to the Potentate. Morian was there representing the  ; he'd asked me to accompany him and I'd accepted, eager to see our fierce northern cousins in their own environment. When Divayth learned where we were going he'd attached himself to our party, in spite of Morian's baleful glare, but once we were inside the embassy and he was surrounded by loud, boisterous Nords, the Dark Elf wizard seemed to be regretting his decision to join us.

Not so Morian! After he'd downed a flagon of  , I was suddenly seeing a new Professor Zenas. Attired in his new robe, he positively bloomed, holding forth on the history of   to an admiring crowd of diplomats, whom he enthralled with tales of the feats of wizardry of the Nord Arch-Mage  . He seemed twenty years younger, and I suddenly saw him as he must have been in his prime, when he first came to the Imperial City to help found the Arcane University.

Morian even introduced me to King Logrolf, though how he came to know the monarch of   I have no idea. When I looked around for Divayth, he was nowhere to be seen. Morian and I stayed late at the embassy, quaffing mead and laughing at the Nords' hearty jokes. When we finally left and he walked me home, I thought I could see a new gleam in Morian's eye.

He may have seen the same gleam in mine.
Lore:A Treatise on the Knot

A good whipping bind will hold for a spell, but when you need grip, turn to your stoppers and hitches. Any sailor worth his salt knows better than to use a thumb-knot on any strand of rigging!

For the stoppers, their use is best left to punishment-types. A good lash will take more than its share with a few of the buggers worked into it! Let no sailor question the words of a fellow with a nine-tails at his side.

But the true gem of knots is the faithful hitch. It grabs and holds, but gives easily to a trained hand. Neither wind nor rain will cause it to falter. Learn it well, young sailor, for it will be your only steadfast companion on the treacherous sea.