Netruk44/uesp-wiki-content huggingface dataset:
Lore:Guild Memo on Soul Trapping

:  Memorandum: Confidential, Magisters Only

:From  , Archmagister Emeritus

If you pay attention to the popular fads and fashions of spellcasting in your guildhalls, you have doubtless noticed the recent surge of interest in the discipline of "soul trapping." Unlike most of the passing fancies that come and go among the magical fraternity, I consider this particular vogue alarming and dangerous.

There are reasons why soul trapping has never been part of the core curriculum of the Mages Guild, taught to only the most experienced and dependable wizards, and then only for certain specific uses. First of all, it is technically a subset of  , and on that basis alone it should be abhorred. (Except, as mentioned, for certain special cases, and then only under controlled conditions.) Second, it is a magical technology that practically invites abuse, especially when employed to trap the souls of sentient mortals. It is the sort of arcane practice that the public fears most, and is likely to result in local bans on the organized teaching of  , and if that happens all our work in establishing the Guild will have been in vain.

The fact that soul trapping is now common knowledge among  's magery, to the point where so-called "Mystics" sell  s of various sizes in every market and bazaar, is a problem that can be laid squarely at the feet of the iniquitous   and his  . It is all part of his program to make necromancy seem commonplace and almost harmless. In some parts of Tamriel, notably Cyrodiil, the vile practice of necromancy has even become accepted as a valid, and legally tolerated, magical discipline. What our old mentor   would have to say about this pernicious development I hate to think.

So what are we to do about it? I have been giving the matter some hard thought, in between rooting out cells of the ever-burgeoning Worm Cult, and I think at this point the only way to gain control over soul-trapping is to co-opt the practice. Therefore I propose the Mages Guild codify and systematize the various soul-trapping magics into a common grimoire of a few reliable spells, and then teach our members that these, and only these, are the legal and authorized methods for trapping souls.

Furthermore, I propose that for the purposes of soul trapping we categorize all souls into two classes: the legal, or "White" souls, those smaller essences that are captured from beasts and animals, and illegal, or "Black" souls, which are derived from sentient mortals. And we will teach only those spells that can capture White souls, forbidding our students to use the larger soul gems on sentients.

It will take several generations, and the suppression of the Worm Cult, for this dichotomy to become the pan-Tamrielic standard for soul trapping. But if the Mages Guild can't take the long view for the good of Tamriel, who can?
Lore:A Nereid Stole My Husband

A   stole my husband 
My husband a Nereid stole 
Beware the maids of the seastrand 
Lest you be the next we console.


We strolled blithely along the shore 
Gathering shells and turning stones 
When came the voice I now deplore 
A voice, a song, such soaring tones!


At once, my husband quickly sped 
"Wait!" I cried, "'Tis a Nereid!" 
But faster still he pressed ahead 
Her sweet call could not be gainsaid.


Too late, alas, alas, too late 
I found him swaying, deep in thrall 
My worst fear sent to me by fate 
He followed the Nereid's call.


And she, beautiful, cruel, and vain 
Swam to her sisters, calling this back, 
"Your husband was no prize to gain; 
He's yours once more, Lady Crookback!"


A Nereid stole my husband 
Returning him without delay 
Poor me, near free from his demands 
Stuck instead with him since that day!
Lore:Green Lady, My Lady

Wake, my lady, your day has come 
We'll dress you in silk 
Weave feathers in your hair 
And tie leather slippers on your feet


Come, my lady, your love awaits 
On this day, we'll encircle 
A banquet table now filled 
With tonight's succulent feast


 , my lady, come down 
Your guests now are gathered 
And bright, cheerful music plays 
How blessed are  's children!
Lore:Pirates of the Abecean

The storm threw an unexpected twist in Captain  's plan. She eyed the pirate sloop's torn sails and broken mast. Not only had their most recent haul washed overboard, but now they'd be becalmed until they could afford repairs.

"We're as good as grounded," First Mate Huruz said grimly.

"If we see another ship, I'm sure we can talk them out of it," the captain replied with a throaty chuckle. "We're disabled, but still afloat. You're always thinking about disasters."

"Better safe than … is that another ship?"

Saraja turned and grinned. "Our future ship, you mean."

Huruz eyed the distance and said thoughtfully, "It's not that far. Let's lower the dinghy."

Within moments, the  i crew prepared themselves to row to the other vessel. It was anchored near a sandbar and appeared undamaged. As they approached, Saraja scanned the line between the ship and sky, looking for movement. All quiet. Ripe for the plunder.

Huruz climbed up, slowly digging into the ship's dark hull. He had to overpower any guard on this side, enabling the rest of the crew to secure lines and board. Landing softly on the deck, Huruz glanced quickly fore and aft. No guards. He leaned over the rail and signaled the crew.

One by one, the pirates boarded, padding along the deck silently with weapons drawn until they were all aboard the silent ship.

"Too big a ship to be on a pleasure cruise," Huruz murmured to the captain. "And too quiet to be well-armed."

Saraja nodded, gesturing toward the cabin's door. "They're hiding in there," she whispered. "Time for them to get off my ship."

With a loud battle cry, Huruz kicked open the cabin door. The pirates, claws unsheathed and weapons high, pushed in after him before coming to a stop not ten paces into the quiet, dark space.

"What's amiss?"

"Quick! Get me a light!"

One of the pirates slammed tinder and flint together. He raised the torch slowly, its warm glow reflecting across dozens of mirrors strewn throughout the cabin.

"By   and  ,  !"

"Dead Kothringi!"

Saraja ordered everyone back to their crippled ship, though it was already too late. No one who'd seen the   ever lived to tell the tale, and her crew had done more than see it.
Online:A Beginning at Bleakrock

Quick Walkthrough
# Speak with Captain Rana in Bleakrock Village.
# Speak with Darj the Hunter near Skyshroud Barrow, Rolunda near Orkey's Hollow, or Sergeant Seyne near Hozzin's Folly.

Detailed Walkthrough
Upon leaving the room you awoke in, speak with Captain Rana, the local military leader, who will tell you that the island is in danger of invasion. She asks you to find and warn three of her people in three different places across the island. She will tell you to find Darj the Hunter at Skyshroud Barrow, Eiman and his sister Rolunda at Orkey's Hollow, or Sergeant Seyne at Hozzin's Folly. You have to choose one of them to look for, but finding any of them will complete the quest.

Alternate Start
If you leave Bleakrock Isle before starting this quest, you will be able to acquire it from Riurik in Davon's Watch. He is near the entry to Sadreno's House, and tells you that you were pulled out of the sea, unconscious, by the sailors from Bleakrock Isle, who came to Davon's Watch looking for volunteers to assist them at home. He encourages you to find Liezl at the docks and offer your services. Liezl will ask you to come with her to Bleakrock.

Notes
Captain Rana will reveal that it was Holsgar who pulled you out of the water.
This quest is no longer available after starting What Waits Beneath, Hozzin's Folly or The Frozen Man. Once one of those is complete, Captain Rana offers you The Missing of Bleakrock instead.
If you leave Bleakrock Village before talking to Captain Rana, the quest updates to "Explore Bleakrock Island", and sends you off to look around. Talking to Darj, Rolunda or Seyne will still complete the quest.
Between the release of One Tamriel and the release of Morrowind, Riurik was not available as a quest giver, as all Ebonheart Pact characters started directly on Bleakrock Isle upon finishing the Soul Shriven in Coldharbour tutorial quest.
Prior to Update 10, you were dropped into Davon's Watch upon leaving Coldharbour, and Riurik was the primary starting point for the quest.

Quest Stages
Lore:Secrets of Treehenge

Author of " 's Roots," "The  s of Treehenge," and "Treehenge: Home of  "

Those who wish to see the sacred Treehenge, wherein the physical remains of the   Green Lady are interred, must be prepared. Though it may not be obvious, the site is well-protected by a combination of incantations and even more subtle guardians.

Approach the site with caution and reverence. Bring an offering, and spend time in meditation amongst the trees. As your senses heighten, you may see visions of former Green Ladies walking the woods. You may also notice their likenesses in the trees from which Treehenge derives its name.

Close your eyes and breathe deeply, the scent of decaying wood, flowers in full bloom, and earth. Listen to the waterfalls, the buzz of insects, and whisper of leaf and branch.

When you feel these things within your heart, you will know the secrets of Treehenge in ways I cannot describe.
Lore:Sealing the Great Serpent

The   or   was a curse brought to our clan for failing to respect the sea. We learn that it was formed from the blood of a magnificent scaly fish that pleaded for its life from one of our foremothers, but was not spared.

It is our duty to keep it from rising up and destroying the ships that come to our land and the land itself.

The Great Serpent is blood-mad, and the only thing that can seal it is blood. We learned this the first time it attacked.

Our clan defended boldly and bravely. Their courage did not fail them. But their mortal bodies, small and weak in the Great Serpent's mighty jaws, did. The sea, they say, turned red in that struggle, and still the Great Serpent was insatiable.

Then   stepped forward. Elain was a great warrior, but what she proposed was not war. "Set down your weapons," she said.

At first, the clan would not listen. They only saw the imperative to fight.

But then another warrior spoke up. "Elain is right,"   said. "Only Old   can be used to defeat the Great Serpent."

By this Ralos meant the magic of blood. A third   spoke up then,  . "It is true. I had a dream last night that we would defeat the serpent, not with hundreds of deaths, but with three. I saw three wells, filled with blood and the Great Serpent in chains beneath the sea."

Valir was known to be a prophet, so at this the clan listened. They agreed on a course of action. The sealing wells were made, according to what Valir had seen in the dream. Elain, Ralos, and Valir each volunteered in turn to give their lives to seal away the Great Serpent.

To this day, our clan guards those wells against intruders who would free the serpent. We call them Elain, Ralos, and Valir, and they stand among us as sentinels and protectors.
Online:Armament Inventory

Approved by Condalin and Canonreeve Malanie. Not for distribution outside the Veil.

:20 heavy axes
:35 halberds
:100 daggers
:45 heavy bows
:300 quivers of arrows
:30 helmets

With Ayrenn abroad on the island, our time is now. We must move soon if we are to take advantage.

All glory to the Veiled Queen!
Online:Academy Supplies

Greetings, Academy candidate!

Congratulations again on your acceptance to the   Academy of Magic. A list of items relevant to your studies follows. Please bring these materials with you when you arrive. Everything on the list can be purchased in Mournhold's merchant district. Please inscribe your name in each item for easy identification.

Clothing:
:Three sets of gray Academy robes
:Protective leather gloves
:Summer cloak
:Winter cloak

Books:
:  by Aramril
:Understanding Fire by Docksin
:Altering Altercation by Duncan the Red
:The Elements of Magicka by Albanon Renil

Equipment:
:1 cauldron
:1 set of glass phials
:1 brass focus
:1 training implement, either a wand, a staff, or a rod
Online:Dear Johun Letter

Dear Johun,

Are you keeping warm? I hope so. I started to write about how much I miss you, but now I have something else to tell you. I met someone. I'm sorry to break it to you this way, but I couldn't wait to tell you.

He's a Dark Elf, an envoy with the Ebonheart Pact. He came into the forge and we started talking. One thing led to another, and … well, you know.

He's exotic and exciting. And he's very good to me.

Well, I need to go now. Bye!

&mdash; Idesa
Online:Inventory (Confidential)

For Nelayna's eyes only. Do not leave in plain sight.

&mdash; One-hundred fifty-seven decommissioned breastplates with greaves and pauldrons (mismatched) 
&mdash; Seventy-three single-edged military daggers 
&mdash; Eighty-seven broadswords 
&mdash; Fifty-eight infantry shields, without straps 
&mdash; Six-hundred thirty-eight broadhead arrows 
&mdash; Ten military-grade short bows
Online:Mathiisen Forge Inventory

4 Breastplates (Eagle etching) 
10 Steel Swords ( , remember to inlay the hilts for the next shipment.) 
2 Steel Shields 
4 Wooden Shields 
4 Daggers (1 straight, 3 curved) 
2 Dozen Nails 
18 Horseshoes 
25 Steel Ingots (Stamped with Mathiisen seal)
Online:Silver Crawdad Surprise

Ingredients:


Two silver crawdads, cleaned 
One onion, chopped 
Two carrots, diced 
Two tomatoes, sliced 
Two cups of stock


Preparation:

Combine half the tomatoes with the stock to create a marinade. Soak crawdads, turning every half-hour, in a cool dry place for a total of four hours.

Remove the crawdads and reduce the marinade until it coats the spoon.

Combine onion, carrots, and the remainder of the tomatoes with a small quantity of clear spring water to the marinade. Braise the cleaned crawdads in this mixture for an hour.

Serves four.
Lore:Sayings of the Wise

The past is a  . The clever hunter keeps his eye fixed on it, while the foolish hunter looks away and is devoured.

A chief who does not listen to his wives is not chief for long.

The battle is won in the stomach first.

The   who shirks his duty and the Orc who becomes bitter doing it drink the same  .

What Orc strength alone cannot achieve, Orc steel can.

An inexperienced warrior in the finest armor still trips over his leg-guards.

An Orc who complains about his chief, but does not challenge him, is still complaining a year later.
Online:Urcelmo's Supplemental Orders

The cemetery southeast of Phaer has long been a problem. We've had reports people have been abducted from the nearby road. Investigate. Eliminate the threat, and do justice to the Dominion.

I look forward to your complete report on this matter.

Battlereeve Urcelmo, Commanding.
Online:Supplementary Orders

Investigate the ruin interior here in Wansalen. Evaluate the area as a potential fortified location available for retreat, should the circumstances demand it.

Obtain any and all items of value within the ruin and bring them to my personal attention.

May   guide your steps,

&mdash; Captain Rela
Lore:Saving Your Hide

Too often, soldiers neglect one of the most important tools in their arsenal: the dagger. That's right, the humble boot-knife, the weapon favored by thieves and, yes, even assassins. It's easy to see why the short blade has a poor reputation among those who dream of charging into battle to gain glory by lopping off heads with a greatsword, but it can save you in a pinch.

The well-rounded soldier is prepared for any situation, and that means familiarity with weapons large and small. A dagger can be your best friend—a concealed blade can cut your bonds free in the event of capture, it can give you a fighting chance should you become disarmed, it can skin a quick meal on the trail, and practicing with one can teach you volumes about mobility and close combat.

If you want to be fully prepared for the battlefield, you'll practice these simple exercises at least once a week. Listen to my advice, and you'll improve your survivability tenfold.

The Quick Draw: Strap a few small daggers where you can reach them easily. You might want one strapped to your thigh, one near your sword, or one at your shoulder. All you're going to do is draw them and bring them to the ready as fast as you can. Seems simple, but you need to master this step. If you can't get to them fast, you're as good as dead.

Target Practice:  s are fine weapons, but what happens when you run out of arrows and the foe is charging in? Practice some throws at the archery range, keeping your wrist stiff and making sure to follow through, releasing the hilt when it aligns with the target. This is especially useful when coupled with the Quick Draw exercise.

The Reed: You'll need a partner with a practice weapon for this one. Keep a hand behind your back, hold your dagger in the other, and have them charge you with their best attacks. Your goal is to keep your feet planted and bend out of the way quickly. Don't back up; try to end up on the inside of the attack, where your dagger can be deadly.

What are you waiting for? Get out there   spend some time with your dagger—you can thank me when it saves your life.
Online:Military Deployment Across Auridon

Battlereeve Rolancano,

The following are the current numbers mustered to maintain order during Queen Ayrenn's sojourn through Auridon. As our logistics expert, Battlereeve Urcelmo, asked me to send you the following numbers to ensure we have adequate coverage. We know you are still mourning, but Urcelmo and I both value your judgment in these matters.

Royal Guard: First Auridon Marines 
Leader: Battlereeve Urcelmo 
Total numbers throughout Auridon: 
&mdash; 20 officers 
&mdash; 278 soldiers 

Queen Ayrenn's Escort 
Leader: Battlereeve Urcelmo 
&mdash; 4 officers 
&mdash; 20 soldiers 

Civilians: 
&mdash; High Kinlady Estre 
&mdash; High Kinlord Rilis 
&mdash; Prince Naemon 
&mdash; Advisor Norion 
&mdash; Steward Eminwe 
&mdash; Attendants and Retinue (5 persons) 
&mdash; 15 servants 

Notes: 
Will resupply at Vulkhel Guard, Skywatch, and Firsthold. 

Firsthold: Local Guards 
Leader: Guard Captain Viranssare 
&mdash; 10 officers 
&mdash; 50 soldiers 
Civilians: 
&mdash; 100  

Skywatch: Local Guards 
Leader: Guard Captain Torinn 
&mdash; 8 officers 
&mdash; 45 soldiers 
Civilians: 
&mdash; 80 

Vulkhel Watch: Local Guards 
Leader: Watch Captain Astanya 
&mdash; 4 officers 
&mdash; 29 soldiers 
Civilians: 
&mdash; 50 

In all cases, should security not be enough, we can use reinforcements from the Fighters Guild. Though they're neutral in the Alliance War, they still accept contracts to bodyguard. Each city has an adequate Guildhall. There is potential use for the Mages Guild as well should numbers still be low. It's always good to have spellslingers at our backs.

—Battlemage Sinien
Online:Maormer Memo

Agent Arstul,

Get yourself down the coast and set up a watch near Vulkhel Guard. I've gotten word the queen has recently arrived. The marines we're holding at South Beacon will be valuable hostages; just have to use them at the right moment.

Contact with the Royal continues apace. Once the Summerset Isles are ours, we'll be able to dictate terms. Should the Veiled Heritance follow through, we may allow them Auridon as a gift. Maybe.

&mdash; Heculoa, Admiral of Infiltration
Lore:Sanarel the Great

Sanarel the Great reigned as Champion for nearly two centuries. His command of   were unmatched and his victories were swift and merciless. It was said that he carried a magical   enchanted by   himself. This artifact had the power to blind his opponents, rendering them defenseless against his initial attacks. As his legend and his arrogance grew, favor with his patron deity waned, leading to his eventual defeat at the hand of  .

Usurped:  

Defeated By: The Lava Queen
Online:List of Names

Helonel—Last seen in Skywatch, fleeing to the west.

Karulae—Last seen heading to Dawnbreak.

Aranias—Last seen at the College of Aldmeri Propriety.

Calanyese—Last seen fleeing to the north. May be trying to get to North Beacon to flee Auridon.
Online:Missing Citizens

Almion and Elannie&mdash;Father and daughter, first house on the right.

Mirkalinde&mdash;Single woman, middle of town.

Pirtar&mdash;Young man, far end of town.

Linormo&mdash;Old mer, first house on the left.
Online:Palith Note

&mdash; Palith is in the ruins along the coast. South side.

&mdash; Ruins accessible through the old mine.

&mdash; Something about allies. Didn't make any sense. Scales?
Online:Another Grim Jest

What do you get when you catch a Wood Elf thief?

The pleasure of pressing a searing hot poker through his eye and into his brain!
Online:Delves-Deeply's Note

Captain Rela:

A reminder.

Keep the crystals away from the arcane cargo. The cargo contains alchemical supplies that behave badly when the two are in proximity. 

I won't be responsible for the death of your mer should they mishandle them.

Stay moist!

Delves-Deeply
Online:Fascinating Relics

Assistant,

Don't worry, I'm not dead. These petulant fellows are no danger to me. I thought it prudent to leave you this note to let you know: I've traveled deeper into your tunnels. Some of the relics here … fascinating!

By now you have likely sensed the residual magicka matrix left behind from my teleportation. Intentional, I assure you. Simply employ a claudication using the third rule of resonant harmonics to follow in my wake. I gave a lengthy lecture on the subject last week. I'm sure you recall what I said, yes?

&mdash; Telenger the Artificer

PS: Do not mind the chickens. Some of the cultists became very quarrelsome indeed.
Online:Grim Jest

Make sure this one suffers. He'll get the joke eventually.
Online:Journal of Priestess Aranwen

At the Queen's behest, I have agreed to perform an important part of the ritual honoring the Ancestral Spirits. Since many of the ancestors have grown hostile, I plan to do this in a quiet grove where I often meditate. The area is usually only occupied by a lone spirit named Colanwe. While mischievous and enigmatic, Colanwe knows me and has always tolerated my presence in the past. I feel certain it will be a safe place to perform the ritual ceremony.

Yours in Xarxes,

Priestess Aranwen
Online:Rothondothrin's Journal

Dear Journal,

I'm fed up with the monotony of my life. I'm going to compile a list of places I need to visit and plan on seeing at least one per year. I hope it's possible.

1. Skywatch. I need to start small. Achievable. Maybe put in trips to the North and South Beacons. It's sad I haven't even been very far outside of Firsthold.

2. Tanzelwil. This is one of the ritual sites that our leaders must pray at. The historical and cultural value will be worth it.

3. Torinaan. Another ritual area for the Aldmeri ruler.

4. Elden Root. I hope I manage to get there eventually. Valenwood in general is a goal, but seeing the capital of the Bosmer, regardless of how uncivilized they may be, sounds fascinating.

5. Dune. Like Elden Root, the Khajiiti city also holds a fascination for me. If I can make it to Elden Root and back, I can surely make it to Dune.

6. Falinesti. I've heard rumors that the city has vanished, but the sites where it lived for the four seasons are still large attractions.

These are just the beginning. I'll add more as I discover more! And perhaps if the Alliance War ever ends, I may venture out to Cyrodiil and beyond. I'd love to see Morrowind, the land of our dark cousins, and visit Argonia especially. The exotic descriptions of their terrain sound beyond imagination!