Netruk44/uesp-wiki-content huggingface dataset:
The True Houses

When Nerevar and blessed Almsivi went forth to oppose the incorrigible Dwemer, the Houses and Tribes of Resdayn were united under the pennant of the Hortator. In memory of those days, let us put aside the vagaries of politics and celebrate the blessed alliance that was the First Council. Despite their differences, the True Houses stood united against the menace of Red Mountain, each strengthening the armies of Resdayn with its own talent: 

Let us praise House Indoril, whose faith was and remains the strongest. If Indoril is with us, who would question our resolve?

Let us praise House Redoran, who carried our banners deep into the heart of the inferno. If Redoran is with us, who would stand against us?

Let us praise House Dres, who walked among ghosts. If Dres is with us, who would mock our name?

Let us praise House Telvanni, who could whisper the enemy into ruin. If Telvanni is with us, who would keep secrets from us?

Let us praise House Hlaalu, who oversaw the order of our ranks. If Hlaalu is with us, who would find us unprepared?
The Second Book of Lamentations

The Battle of Ald Roryn

On the fourth day of Sun's Height 2920, the Imperial forces of Reman the tyrant crossed the Velothi Mountains and assaulted the palace of Ald Roryn, home of Councilor Travelso of House Redoran. The brutal attack left a scar upon the face of the mountains, a black scorch from the burnings and countless dead left desecrated or brutalized beyond recognition. The Cyrods attacked with such savagery that Morrowind will never forget the suffering nor the cries which still are heard among the mountains' winds. Let us remember our families and kinsmen with dignity and honor. Their sacrifice will be remembered eternally.

The Battle of Kragenmoor

Two days after the fall of Ald Roryn, the forces of Reman under General Martin Artevian invaded and vandalized the glorious city of Kragenmoor, a citadel upon the mountains. Those who fled were lucky. Those who remained suffered and endured for the sake of Morrowind, hoping that the kingdom of Resdayn would remain ever free from the iron fist of the Cyrodiilic Empire. When Almalexia reached the city, naught was left but the ashes of the dead. May her sacred tears remain ever with us that we might remember not only the sufferings of our brethren but also of the agony that Mother Almalexia felt at the senseless murder of her children and faithful.

General Silendai

Atop the Velothi Mountains once stood the mighty castle of Vor in which resided the Lord of the High Council of Morrowind. When Ald Roryn fell, so did the mountain hall of Vor. Yet, far from the western mountains, General Silendai, servant of Almalexia, awoke from such a premonition of Vor's failing that he rode all morning and night towards the doomed hall. Though his skylamp moaned for breath and rest, the general strove onward towards his destiny. Upon his arrival, he saw the failing walls of the fortress, the insidious Cyrods circling the palace as alits during the ashstorm. With his mighty sword, he parted their numbers to reach the Councilor who sat dead upon his throne. At the very sight, Silendai's strength collapsed for it seemed he had failed. Yet Almalexia came to him and offered her strength and her faith. Now he stood, took up his sword and warder, and defeated the disbelieving forces of Reman. What the Empire did not understand was that Morrowind's spirit cannot be broken. It remains eternal as does its sacred Tribunal, whose destiny is ten times that of Reman's futile Empire.
The Gift Of Consolation

[This ancient scroll, although old and brittle, contains a poem of unknown origin. However, those who dare know say that it is one of Vivec's thought-poems, which describes his intention to build the Great Ghostfence.]

I will make of your word a symbol without reason to all but the dead. 
I will make of your sword a quill, a kiss and a thought. 
I will make of your love a defense against the horizon. 
I give this to you as to one who is no more.
The Fate of House Dwemer

The discarded articles before you are only a small example of the broken remains of our decadent enemies, the heretic House Dwemer, who were stricken from the world at the Battle of Red Mountain. Each of the artifacts displayed here was cut from the crumbled hulks of Dwemeri homunculi by our victorious ancestors.

Witness the last remnants of our foe, rust and ash, while the pillars of House Dunmer stand untarnished. May it be an example to all of the inevitable fate of heretics, and a testament to the glory of the Dunmer people under the ancestors and the Triune Gods. The same faith which led us to victory at Red Mountain still stands proudly to this day.
The Blessings of Sheogorath

The 13 Blessings of Sheogorath

For Our Lord Sheogorath, without Whom all Thought would be linear and all Feeling would be fleeting. 
Blessed are the Madmen, for they hold the keys to secret knowledge.

Blessed are the Phobic, always wary of that which would do them harm.

Blessed are the Obsessed, for their courses are clear.

Blessed are the Addicts, may they quench the thirst that never ebbs.

Blessed are the Murderous, for they have found beauty in the grotesque.

Blessed are the Firelovers, for their hearts are always warm.

Blessed are the Artists, for in their hands the impossible is made real.

Blessed are the Musicians, for in their ears they hear the music of the soul.

Blessed are the Sleepless, as they bask in wakeful dreaming.

Blessed are the Paranoid, ever-watchful for our enemies.

Blessed are the Visionaries, for their eyes see what might be.

Blessed are the Painlovers, for in their suffering, we grow stronger.

Blessed is the Madgod, who tricks us when we are foolish, punishes us when we are wrong, tortures us when we are unmindful, and loves us in our imperfection.
Tear Stained Note

Father

I know it was your dying wish for me to follow in your footsteps as Theraso followed in Uncle Uviro's footsteps. Father, I cannot pretend to be someone I am not. My destiny does not lie in the mines of Morrowind, but in the schools of Cyrodiil. I leave you this note because I want you to know that I will always keep you in my heart, my father, but your wish can not and will not steer my destiny. The archmage of the Guild of Mages has recommended me to the Arcane University in the Imperial City. Father, I cannot as our forefathers have done for centuries, work in the mines until I cannot breathe or cannot walk without pain. My destiny will be in becoming a great Dunmer battlemage. When I have found my destiny, I will return to your graveside and will show you who I truly am.

Your Son

Ferulas
Telvanni Waystation Report

[This scroll contains a list of people crossing the bridge and the bandits they have seen.]
Temple Administration Chronicle

[This book is an old chronicle describing everyday events, tasks and business of the Temple in Necrom.]
Tharonen Family Ledger

[This ledger contains records of the financial affairs of the Tharonen family, detailing various investments and estates.]
Online:Races

This page details the ten playable races in Elder Scrolls Online, as well as the many non-playable NPC races you can encounter.

Playable Races
There are ten playable races in ESO. Each race has a home province (with the exception of Orcs), as well as an alliance that they are a member of. The races can be organized by what alliance they are loyal to:



;Gallery
 

Skills
All playable races have an associated skill line that complements their lore, such as the Dunmer proficiency with fire based magicka. The skill lines also give a bonus to one weapon or armor type which also complements their lore, such as the Nords bonus to Two Handed weapons.


Many of the above 'other bonuses' do not unlock until player level 25 or above. Details can be found on each race's associated page.

Non-Playable Races
There are a number of other races throughout the game that are not available for you to play as (although some are available as polymorphs):

Major Races
Ayleid
Chimer
Dwemer
Kothringi
Maormer
Nede
Reachfolk

Technical Races
Auroran
Dark Seducer
Draugr (Dragon Priest)
Dremora
Factotum
Giant
Goblin
Golden Saint
Lamia
Huntsman
Pumpkin Spectre
Riekling
Riekr
Scarecrow Spectre
Shrike
Sea Giant
Sea Sload
Skaafin
Skeleton
Spiderkith
Wraith-of-Crows
Xivilai
Xivkyn

Notes
Your choice of Alliance when creating your character, usually dictated by race, is the single biggest influence on how your game will differ compared to other players.
The Explorer's Pack and   remove the limitation on races within Alliances, allowing any race to be played in any Alliance.
The Imperials are only a playable race for those with the Imperial Edition of the game.
Online:High Elf

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The High Elves, or Altmer, arrived in Tamriel thousands of years ago from Old Aldmeris. They see themselves, perhaps justifiably, as the ruling race of Tamriel. They are a highly cultured people, known for their breathtaking architecture and massive libraries of histories and creative works. They tend to be isolationists, largely remaining on Summerset Isle, and only emerge when they perceive a great threat to their homeland. They are powerful mages and warriors, and the de facto leaders of the Aldmeri Dominion. 
 

A list of all the Altmer encountered in ESO can be found here.

In-Game Description
The racial skills of the High Elves reflect their magical affinity by increasing their spell damage, resource recovery, base magicka, and experience gain. These innate bonuses help define the race as proud and powerful spell casters.

Skill Perks
 
Altmer have an associated skill line that complements their lore-based abilities with a focus on improved magicka pool and regeneration and their destructive magic abilities. Abilities are listed below.
 
 
Passive Abilities
Online:Argonian

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The Argonians are possessed of a cool intellect, and are well-versed in the magical arts, stealth, and the use of blades. They are also guerilla warfare experts, long accustomed to defending their borders from invaders. They often serve as the scouts and skirmishers for the forces of the Pact. Nagas are a "subspecies" of Argonians found further south in places like Murkmire. 

A list of all the Argonians encountered in ESO can be found here.
 

In-Game Description
''The racial skills of the Argonians reflect their people's perilous swamp environment; giving them bonuses to healing done, restoration staves, disease resistance, resources gained from consuming potions, swimming speed, as well as base health and magicka.''

Skill Perks
 
Argonians have an associated skill line that complements their lore-based abilities with a focus on quicker healing powers and their inherent water abilities. Abilities are listed below.
 
 
Passive Abilities
Online:Wood Elf

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The Wood Elves, or Bosmer, are mischievous, curious and nimble. Because their homeland of Valenwood is often attacked by the Colovian Imperials, Wood Elves are experts at the art of defense. They are also gifted archers, perhaps the best in all of Tamriel. The capital of the Aldmeri Dominion, Elden Root, lies in the heart of their homeland. It has evolved into a center of political and cultural importance and is of vital strategic importance in the battle to control Tamriel. 

A list of all the Bosmer encountered in ESO can be found here.
 

In-Game Description
The diversified racial skills of the Wood Elves reflect their woodland affinity. Improved archery, base stamina, stamina recovery, stealth detection, movement speed, reduced fall damage, and poison resistance make them dangerous foes and gifted hunters.

Skill Perks
 
Bosmer have an associated skill line that complements their lore-based abilities with a focus on improved stamina pool and regeneration and their stealth based abilities. Abilities are listed below.
 
 
Passive Abilities
Online:Breton

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Bretons are a race of humans that hail from High Rock. The men and women of High Rock were once ruled by High Elf overlords. Some Elven blood still runs in their veins, giving Bretons an innate grasp of magic that distinguishes them from the other human races. Passionate and flamboyant, intelligent and resourceful, the Bretons are renowned and talented craftsmen, shrewd merchants, gallant cavaliers, and inventive wizards. They can also be proud and quarrelsome. Tales of warfare between the kingdoms of High Rock account for much of their history, but most revere the Eight Divines and value prosperity over glory. 

A list of all the Bretons encountered in ESO can be found here.
 

In-Game Description
The racial skills of the Bretons reflect their affinity for the arcane, increasing their base magicka, magicka recovery, light armor, alliance point gain, spell resistance, and cost reduction of spells, allowing them to cast spells with little pause.

Skill Perks
 
Bretons have an associated skill line that complements their lore-based abilities with a focus on an improved magicka pool, spell resistance and their defensive abilities. Abilities are listed below.
 
 
Passive Abilities


Gallery
Online:Dark Elf

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The Dunmer, also known as Dark Elves, are the ash-skinned, typically red-eyed elven peoples of Morrowind. The Dark Elf homeland of Morrowind has been invaded many times by the Akaviri and the Nords. This history of conflict has transformed the Dunmer into hardened warriors. They also have a natural affinity for magic and great intellect, making them skillful sorcerers. 

A list of all the Dunmer encountered in ESO can be found here.
 

In-Game Description
The racial skills of the Dark Elves reflect their intellect and agility, giving them bonuses in dual wielding, flame and lava resistance, weapon and spell damage, and base magicka and stamina. These bonuses allow them to adapt to anything.

Skill Perks
 
Dunmer have an associated skill line that complements their lore-based abilities, with a focus on their balance between magicka and stamina and their adaption to magical fire. Abilities are listed below.
 
 
Passive Abilities
Online:Khajiit

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The population of the proud feline Khajiit has dwindled in recent years following a devastating outbreak of Knahaten Flu. They owe a great debt to Ayrenn, Queen of the High Elves, for her help in restoring order from the chaos that followed the plague. They have a wry wit and a hedonistic outlook, but they are fearsome on the field of battle. They are the strong arm of the Aldmeri Dominion.  

 

In-Game Description
The racial skills of the feline Khajiit reflect their natural versatility and guile, giving them bonuses to pickpocketing, stealth, resource recovery, as well as base health, magicka, and stamina. These bonuses help them thrive in many ventures of life.

Skill Perks
 
Khajiit have an associated skill line that complements their lore-based abilities with a focus on quicker healing powers, increased stealth abilities and their hand-to-hand combat abilities. Abilities are listed below.
 
 
Passive Abilities


Notes
Before release, it was suggested that more sub-species could be available later on. 
While the original interview stated that the playable characters were Suthay-raht, this was later proved incorrect with the advent of ESO:Elsweyr, where it was stated they were Cathay. 
A diverse group of Khajiit can sometimes be found near the road northeast of The Stitches wayshrine.  If spoken to, each will provide a little information about their sub-species.

Gallery
 
 
 


References
Online:Nord

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The Nords once conquered most of Tamriel, and as a result, feel a certain entitlement to rule. They broke the power of the Ayleids, nearly drove the High Elves out of High Rock, and conquered much of Resdayn, the precursor to Morrowind. The Nords are excellent with arms. They are quick to anger, boisterous, and strong. They are natural-born warriors who fight with an ecstatic ferocity that terrifies their enemies. 

A list of all the Nords encountered in ESO can be found here.
 

In-Game Description
The racial skills of the Nords reflect their strong and hardy natures, giving them bonuses to two-handed weapon use, duration of effects from drinks, physical, spell, and frost resistance, ultimate generation, as well as base health and stamina.

Skill Perks
 
Nords have an associated skill line that complements their lore-based abilities, with a focus on their reputation as skilled warriors and their resistance to the cold. Abilities are listed below.
 
 
Passive Abilities
Online:Orc

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Though other races often regard the Orcs as barbarians and even beasts, these noble warriors have an ancient culture forged from endless warfare in their harsh mountain homelands. Orcs live under a simple code of honor by which the strong survive and the strongest rule. As the greatest smiths in Tamriel, their weapons and armor are prized by warriors everywhere. During the reign of the Second Empire, when their kingdom of Orsinium was finally granted provincial status, its restoration helped solidify their devotion to the new Daggerfall Covenant. 

A list of all the Orcs encountered in ESO can be found here.
 

In-Game Description
The racial skills of the Orcs reflect their native harsh mountain environment, giving them bonuses to heavy armor use, sprinting, weapon damage, inspiration gain, weapon proficiency, as well as base health and stamina.

Skill Perks
 
Orcs have an associated skill line that complements their lore-based abilities with a focus on Heavy Armor usage and increased health pools and regeneration abilities. Abilities are listed below.
 
 
Passive Abilities
Online:Redguard

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The Redguards of Hammerfell are talented and athletic warriors, born to battle. A desert people, their ancestors migrated to Tamriel from the lost continent of Yokuda. Their culture is based on preserving ancient traditions and defying their harsh environment. They prize honor and dignity above all else, combining a deep reverence for the divine with a suspicion of all things magical. Their capital is the merchant port of Sentinel, but their roots are deep in the sands of the Alik’r Desert. In their youth, Redguards endure a rite of passage in the desolate wastes of Alik’r as a test of endurance and discipline. Only the strongest survive. 

A list of all the Redguards encountered in ESO can be found here.
 

In-Game Description
The racial skills of the Redguards reflect their ancestral legacy as sword masters, giving them bonuses to shields, base stamina, stamina recovery, movement, and duration of effects from food. Their ability to flow in martial combat is unparalleled.

Skill Perks
 
Redguards have an associated skill line that complements their lore-based abilities with a focus on quicker stamina regeneration and improved One Hand and Shield abilities. Abilities are listed below.
 
 
Passive Abilities
Online:Imperial

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thumb|right|An Imperial
Also known as Cyrodiils, Cyrodilics, Cyro-Nordics and Imperial Cyrods, the well-educated and well-spoken Imperials are the natives of the civilized, cosmopolitan province of Cyrodiil. Imperials are also known for the discipline and training of their citizen armies, and their respect for the rule of law. Though physically less imposing than the other races, the Imperials have proved to be shrewd diplomats and traders, and these traits, along with their remarkable skill and training as light infantry, have enabled them to subdue all the other nations and races and erect the monument to peace and prosperity that comprises the Glorious Empire. Their hegemony has waxed and waned throughout the eras, and most historians refer to three distinct Empires, the ends of which each mark a new epoch in Tamrielic history. 
 

In-Game Description
The racial skills of the Imperials reflect their combat training and perseverance in battle, giving them bonuses to gold drop rates, shield proficiency, base health and stamina, and resource recovery when fighting back, making them resolute fighters.

Skill Perks
 
Imperials have an associated skill line that complements their lore-based abilities. Abilities are listed below.
 
 
Passive Abilities


Notes
Imperials are only playable for those with the Imperial Edition of the game.
They are not confined to any alliance until you choose one, which you cannot change again without an Alliance Change Token.
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Necrom Census Ledger

[This book shows the names of all people entering Necrom by the harbor.]
Necrom Excise Ledger

[This book shows all taxes paid by ferrymen carrying bodies of the deceased for burial.]
Necrom Temple Ledger

[This book contains meticulous annual records of rents and wages the Temple has paid to its servants in Necrom.]
Necrom Temple Annual Expenses

[This book is a copy of an account on the annual expenses of the Temple in Necrom. The data it contains span only a few years.]
Necrom Temple Annual Income

[This is one volume of the journal that contains precise entries on the daily income of the administration of the Temple in Necrom for the last five years.]
Necrom Temple Financial Summary

[This book is the complete account on the annual income and expenses of the Temple in Necrom. The first entries are several centuries old.]
Necrom Temple Maintenance

[This ledger contains records on the maintenance of the Temple in Necrom and all of the objects attached to it, including the Temple Administration Building.]
Necrom Monthly Financial Report

[This document appears to be a monthly financial report of the Temple in Necrom.]
Necrom Storage Ledger

[This ledger contains a storage manifest which details all cargo in storage.]
Nethril Plantation Records

[These are the financial records for the Nethril plantation. They go back at least a decade and show strong profits for the Nethril family.]
Nisirel's Diary

I've just been told that the Helnim Egg Mine has had an unusual amount of eggs being laid, so I've put them down on special for the time being. Helnim surely is a crazy town at times like these!

I saw him once...then he was gone! It was late at night and as if I were in a dream. We were like, how can I explain it - two phantoms? Under the shadow of the moon - he is so romantic! So many questions I've got! Could this moment be my destiny? I will have to make some more investigations!

How strange, can people really fall in love so fast? Maybe I've been too much on my own. In my life, there are so many things that just seem wrong. There are times where I catch myself sighing in the silence, when I'm dreaming of a world that seems so out of reach. Does he know I'm alive, does he know if I'm real? Does he see what I saw, does he feel what I feel?! I hope he finds me here soon!

My heart is full of love! But I'm doing everything all wrong! Oh gods, for shame, I didn't even know his name until this afternoon. It was as if we were in a dream again, I visited his shop and pretended to be interested in his terrible alchemical formulae (which seem more helpful in Destruction rather than Restoration), and he introduced himself. "My name is Drithnil Pontmercy!" or something like that, it wasn't Pontmercy, but it was definitely Drithnil! And I babbled back "And I'm Nisirel!". Oh, I'm so thrilled that it wasn't a dream after all.

I went to see Drithnil today again. I'd planned out what I was going to say to the letter, but once again my tongue failed me, and I was left paralyzed. If   only I could tell this wonderful man what I really feel about him. I don't know why I feel what I do but some irresistible attraction keeps dragging me back to his shop, just to see his face again.
Note (Necrom)

The mage at last confessed the name of the tomb which he had desecrated for his heretical practices. His 'creations' will be sought out and freed from their torment, with the aid of the Waking-Guides.

Tiril Norvith 
Order of the Inquisition