Netruk44/uesp-wiki-content huggingface dataset:
Lore:Merethic Era

Note: The  , also known as the Mythic Era,    and the Era of Myths  is a period with few known, exact dates, and some of the events below may be misplaced in the general narrative. The era is dated backwards from Year Zero of the   (the traditional  ic Merethic dating), which is marked by the founding of the  . 

Early Merethic Era
  
 
Later findings date the first Kothringi metalwork and cultural exchange with the   of Shadowfen in this time,   making them the first known human culture of Tamriel.

Middle Merethic Era
    

Late Middle Merethic Era
   

Late Merethic Era
    
     then divided into sixteen kingdoms which they conquer.  The dragons were later tricked into imprisonment in the Halls of Colossus by the Khajiit hero   and his companions,  ,  ,  , and Cadwell the Betrayer.     
  

Miscellaneous Events
 . 
 
 
 
 

Notes



See Also
 
 
 
 

References
Lore:Second Era

Note: The Second Era of Tamriel is also commonly referred to as the Common Era, CE.
 
First Century
        

Second Century
     

Third Century
      

Fourth Century
              

Fifth Century
                      Orcish remnants flee west and establish Forsaken Stronghold in Bangkorai.      

Sixth Century
                                           Another account states that the Akaviri invaders of   were wiped out when   flooded the land.                         The attempt at a second Planemeld, the "Planemeld Obverse", is also stopped with the slaying of Molag Kena.           

Seventh Century
  

Eighth Century
 

Ninth Century
             
The event led to Sotha Sil to begin development on the Mechanical Heart, a synthetic replication of the Heart of Lorkhan.    

Notes
 

References
Lore:Third Era

First Century
                  

Second Century
                      

Third Century
         
Mankar Camoran, son of the Camoran Usurper and future leader of the  , was born in the midst of this battle.            

Fourth Century
                                   
 makes a deal with  . Tharn offers Dagon control of the  .    

Fifth Century
    
, King of Sentinel and husband to Queen Akorithi, dies.                                 

Notes








References
Lore:Factions A

Actors Guild
 

Agra Crun
 

Ahemmusa
 

Akatosh Chantry
 

Aldmeri Dominion
 

Alessian Order
 

All Flags Navy
 

An-Xileel
 

Ancients
 

Anka-Ra
 

Anthotis
 

Apostles of Light
 

Archeins
 

Architects Guild
 

Ash'abah
 

Ashlanders
 

Ateia Family
 

Aundae Clan
Lore:Factions B

Baandari Pedlars
 

Bal Molagmer
 

Band of The Three
 

Bards College
 

Battle-Born
 

The Beautiful
 

Beldama Wyrd
 

Benevolence of Mara
 

Berne Clan
 

The Betrayed
The Betrayed were the Snow Elves who stopped hiding from and fighting the Nords, and instead sought asylum in the Dwemer cities, where they would devolve into the twisted version of the Falmer that inhabit Skyrim's caves. The only Snow Elves that are known to have survived without joining the Betrayed were in the Forgotten Vale, or possibly assimilated into other races of mer. 

Black Bow Bandits
The Black Bow Bandits were a clan of bandits, operating out of the area around Leyawiin, who were active in the late Third Era, once ransacked the borderwatch. Their signature weapons were the Black Bows, which could be turned in to the Count of Leyawiin for a bounty. The group was left leaderless and suffered a devastating blow when the Hero and his companion assaulted Telepe. Soon after, the milkrock cave, whitch Black Bow Bandits hideout was attacked by a group of Marauders.

Black Dart Gang
There have been two Black Dart Gangs.

The earliest known group was a group of illicit   farmers operating underground in  , working a crop planted by a Khajiit during the late Second Era. 

A later group of criminal vagrants called the Black Dart Gang was based out of Mournhold's Temple Sewers, and known for their adept use of very powerful throwing darts. In   their notoriety caught the attention of the Nerevarine, who sought to avenge the death of a local Dunmer.  

Blackfeather Court
 

Blackguards
 

Blackwater Brigands
 

Blackwood Company
 

Blades
 

Bleak Veil‎‎
 

Bloodfire Cult
 

Blood Horkers
The Blood Horkers were a group of pirates which operated along the northern shores of   during the  . The Stormcloak Rebellion preoccupied the powers in the area, allowing the Blood Horkers to prey on merchants sailing through the   with little opposition. They were eventually decimated by mercenaries hired by the  .

Bloodthorn Cult
 

Bloodwraith Clan
 

Bright-Throat Tribe
 

Brotherhood of Seth
 

Buoyant Armigers
 

References
Lore:Factions C

Camonna Tong
 

Camoran Dynasty
 

Census and Excise
 

Circle of Champions
 

Citadel of Ebonarm
 

Clan Dagon
 

Clockwork Apostles
 

College of Sapiarchs
 

College of Whispers
 

College of Winterhold
 

Companions
 

Conclave of Baal
 

Conclave of Riana
The Conclave of Riana (also called the Order of Riana)  is a religious temple that was prominent in the late-Third Era during the Imperial Simulacrum. It had regional chapters across the provinces in major cities such as Falinesti and Snowhawk, as well as smaller settlements including Darkarn Place and Verkarth City.  The order is known to begin their recruitment once every year. 

Corelanya Clan
 

Crimson Scars
 

Crowns
 

Crusaders
The Crusaders are the Knights of Stendarr, God of Mercy. They protect the temples of Stendarr and act as his compassionate blade when the situation demands.

Cult of Emperor Zero
 

Cult of the Ancestor Moth
 

Cult of the Spider
 

Cult of the Stars
 

Cursed Legion
 

Cygnus Irregulars
 

Cyrodiil Vampyrum Order
 

Cyrodilic Collections
 

References
Lore:Factions K

Kagesh Tribe
 

Keepers of the Grove
 

Keepers of the Razor
 

Keerilth
 

Khulari
 

Knights Mentor
The Knights Mentor is the militant arm of the School of Julianos, with the purpose of protecting the temple's ever-growing library and share their knowledge with the rest of the temple. Only people with military prowess and undying loyalty to the God of Knowledge are allowed into the knightly order.

Knights of Iron
The Knights of Iron are the militant arm of the Resolution of Z'en. Even though Zenithar has been depicted as God of Commerce and Patron of Merchants, he is also seen as a warrior god, and so the Iron Knights represent this aspect of him. They are known to accept anyone in their cause, even those who lack the talents for a knightly order. 

Knights of the Circle
 

Knights of the Dragon
 

Knights of the Eight
 

Knights of the Flame
 

Knights of the Hawk
 

Knights of the Moon
 

Knights of the Nine
 

Knights of the Owl
 

Knights of the Rose
 

Knights of the Thorn
 

Knights of the True Horn
 

Knights of the Wheel
 

Knights of the White Stallion
 

Kragen Clan
 

Kynaran Order
The Kynaran Order is the militant arm of the Temple of Kynareth. They fight all over the provinces in the name of their patron, and they are honored by the temple for their skills and loyalty to them. Candidates for the order are chosen by their combat prowess and their reputation in the Temple.
Lore:Factions D

Daedric Triad
 

Daggerfall Covenant
 

Dark Brotherhood
 

Daughters of Coldharbour
 

Dawnguard
 

Deathbringer Clan
 

Direnni
 

Dissident Priests
 

Divine Prosecution
 

Doomfang Clan
 

Dragon Cult
 

Dragon Knights
 
The Dragon Knights (or Dragonknights) were followers of a new martial tradition that emerged during the   of the  , originating from the dispersed  i  . Their abilities were said to descend from the powers of  , although none had been seen in Tamriel for thousands of years at that time. They were particularly skilled at manipulating fire, and could wreathe themselves in it completely without being harmed.

Dragonborn
 

Dreadhorn Clan
 

Dremora Clan
 

Drothmeri Army
The Drothmeri Army was an army of mercenaries led by renegade   Arch-Mage Frathen Drothan. The army was assembled in secret on the border between Cyrodiil and Morrowind with the goal of destroying the  . Most residents in the hidden Drothmeri village were  , although some   and   laborers were also employed. The Drothmeri Army was mostly wiped out at   while Drothan was trying to excavate Mehrunes' Razor.
Lore:Factions F

Fighters Guild
 

Five Companions
 

Foolkillers Clan
 

Forces of Order
 

Forebears
 

Forsworn
 

Fryse Hags
Lore:Factions H

Haarvenu
 

Hands of Almalexia
 

Heran Clan
 

Heretics
 

Hidden Armigers
 

Hollow Moon
 

Hollowfang Clan
 

Hörme
The Hörme was an underground movement in   during the   holding the belief that  , the Wolf Queen, and her deposed son Uriel III were the last of Tiber Septim's true blood. Under this principle, they led raids against Imperial interests in the province and were considered to be part of the reason why the once prosperous   fell into decline.  By  , there was no sign of them, and Whiterun Hold had long since returned to prosperity. 

Horsemen
 

Host of the Horn
 

House Dagoth
 

House Dres
 

House Errinorne
 

House Hlaalu
 

House Indoril
 

House Mora
 

House of Dibella
 

House Ravenwatch
 

House Redoran
  

House Sadras
 

House Telvanni
 

House Tharn
 

References
Lore:Factions I

Icereach Coven
 

Imperial Battlemages
 

Imperial Cult
 

Imperial Geographical Society
 

Imperial Legion
 

Imperial Navy
 

Imperial Saints
 

Iron Orcs
 

Iron Wheel
Lore:Factions L

League of Unrest
The League of Unrest was a First Era alliance between  ,   and Balfiera against the Cyrodiils. Not to be confused with the Restless League. 

Lhotunics
 

Lion Guard
 

Locvar
 

Longhouse Emperors
 

Lyrezi
 

References
Lore:Factions M

Mabrigash Tribe
 

Mages Guild
 

Malacath's Brutal Breed
 

Mane
 

Maran Knights
The Maran Knights is the militant arm of the Benevolence of Mara. Despite the fact that their very existence is contradictory to the temple itself, the Maran Knights are sworn to enforce the divine will of Mara, which often is required to bring about the peace. Some members of the Benevolence even feel as if the knightly order should actually disband, but they are, however, in the minority.

Mercenary Guild
The Mercenary Guild is a small guild led by Vychamp, its self-styled leader. The guild had considerable sway over the Mages Guild some time before the  , and mages who wished to rise in rank needed to pledge fealty to Vychamp. 

Merchants Guild
The Merchants Guild is an organization that is active in Tamriel. The Daggerfall branch is known to give good standing associates a small golden anvil, one reminiscent to the sacred symbol of Zenithar.  On the 27th of Sun's Height, the provinces widely recognize the holiday, Sun's Rest, in which stores close throughout the day, with the exception of inns, taverns, and other big-time guilds like the Mages Guild. If any other shop operates in this time, the Merchants Guild will heavily fine them a large sum of money. 

Merethic Society
 

Montalion
 

Moon Hunter Pack
 

Moot
 

Morag Tong
 

Morkul Clan
 

Motierre
 

 
Mythic Dawn
 

References
Lore:Factions O

Order of Arkay
 

Order of Diagna
 

Order of Saint Pelin
 

Order of Talos
 

Order of the Black Worm
 

Order of the Candle
 

Order of the Crypt
 

Order of the Dragon
 

Order of the Eye
 

Order of the Hour
 

Order of the Lamp
 

Order of the Lily
 

Order of the New Moon
 

Order of the Raven
 

Order of the Scarab
 

Order of the Virtuous Blood
 
The   is a citizen's group in the Imperial City Temple District dedicated to combating vampires. 

Ordinators
 

References
Lore:Factions P

The Pale Watch
 
Penitus Oculatus
 
Phyllocid Dynasty
 

Priests of Order
 

Prostitutes Guild
 
Psijic Order
Lore:Factions R

Ra Gada
 

Ra'athim
 

Red Exiles
 

Red Sabre
A fleet of pirates formed during the Camoran Usurper, under the leadership of  . Destroyed by Commodore Fasil Umbranox of the Imperial Navy around  . 

Remnants
 
 
Renrijra Krin
 

Resolutes of Stendarr
 

Resolution of Z'en
 

Restless League
 

Rim-Men
 

River Horse Bretons
 

Root-Whisper Tribe
 

Rourken
 

Royal Guard
 

Ruddy Fangs
 

References
Lore:Factions S

Seamount Clan
 

The Scaled Court
 

Scenarist Guild
 

School of Julianos
 

Selenu
 

Shad Astula
 

Shadowed Path
 

Shadowscales
 

Shardai Clan
 

Shatter-Shield Clan
 

Shatul Clan
 

Shields of Senchal
 

Silken Ring
 

Silver Crescents
 

Silver Dawn
 

Silver Hand
 

Silverhoof Horsemen
 

Skaal
 

Skeffington Coven
 

Society of Concerned Merchants
A mercantile co-operative which regulated trading prices in the Imperial City's   in the late Third Era.

Spinners
 

Star-Gazers
 

Stonehands
 

Stormcloak Clan
 

Stormcloaks
 

Stormfist Clan
 

Summerset Shadows
A group of thieves from the   who attempted to set up shop in   around  . Much like the   in many regions, they forbade their thieves to murder while on a job. Of course, the Thieves Guild of Skyrim being more flexible on this injunction did not greet this incursion with pitchers of mead. On behalf of a client, they shamed the group by slaying their leader and embarrassing them, quickly bringing about an end to their organized presence in Skyrim. 

Sun Birds of Alinor
 

Supernal Dreamers
 

Sword-singers
 

The Syffim
The forerunner of the Fighters Guild, the Syffim was founded by the Akaviri Potentate Versidue-Shaie and his kinsman  . Although it began as an Akaviri-only organization named after the Tsaesci word for 'soldiers', it eventually opened its doors to all races. The Syffim became the Fighters Guild when it received its charter in  . 

Synod
 

References
Lore:Factions T

Tagh Droiloch
 

Talos Cult
 

Tarnished
 

Temple of Kynareth
 

Temple of Stendarr
 

Temple Saints
 

Tenarr Zalviit
 

Ternion Monks
 

Thalmor
 

Thieves Guild
 

Thrafey
 

The Triad
 

Thornroot Clan
 

Torval Curiata
 

Tribunal Temple
 

Tumnosh Clan
 

Twilight Cantors
 

Twin Lamps
Lore:Factions U

Ulath
 

Undaunted
The Undaunted were a loose faction of adventurers contemporary with the  , with a history that spanned back as far as the  . Neutral in the ongoing war, the Undaunted had members all across   and worked together to raid the greatest dungeons in the land for wealth and glory. They had so-called enclaves in some major cities, but often chose to meet at inns or taverns. Members were taught magical spells as they rose in rank. They used "practical" necromancy  and viewed it as simply another branch of magic, whose beneficial applications are overshadowed by its taboo nature.  Few Undaunted would shy away from such magic if it meant the difference between life and death.  

The Undaunted had a tendency to strip dungeons of all of their wealth, looting them for all the treasure they could get at. The Undaunted would always take the heads of those they defeated, sometimes to wear as armor and sometimes to display as mounted trophies. Their exploits also took them outside of   to other realms, such the  ,  , and even the  .

University of Gwylim
 

Urshilaku Tribe
 

References
Lore:Factions Z

Zainab
 

Zealots
Daggerfall:Daggerfall

Daggerfall 
 
''The Elder Scrolls II: Daggerfall (also referred to as The Elder Scrolls: Chapter II - Daggerfall, The Elder Scrolls: Daggerfall, or simply Daggerfall), the second game in the Elder Scrolls'' series, takes place in the provinces of Hammerfell and High Rock. The Emperor recruits you to exorcise the restless spirit of the late King of Daggerfall, but soon the story unfolds to something far greater than avenging the death of a noble ...

Daggerfall is available for free from GOG.com if you buy another game in the series. Other options for downloading the game can be found here. Also see Daggerfall Unity, which is a fan-made recreation for modern machines.

Quest Information
 
 

Character Information
 
 




 
 
 

Gameplay Information
 
 


 
 
 











 




 
 
 


World Information
 
 

 
 
 
 
 
 
 
 

Cheats, Guides, and Secrets
 
 
 
 
 
 






Technical Information
 
 

 
 
 
 

Mods and Modding
 

Previews and Reviews
 
 
 
 
 

Miscellaneous Information
 
 
 

See Also
Daggerfall:Old Unofficial FAQ

This is the main index for the Unofficial FAQ, version 0.992.   It is maintained here for historical interest, since this FAQ led to the creation of UESP.  The true original of the document is also still  .

The text version of the FAQ was released on 24 August 1996, but the web version was last updated on 13 November 2006.

:This is an archive of a historical document and should not be edited other than formatting, links, or minor typos.
----
Welcome to the THE ELDER SCROLLS CHAPTER 2: DAGGERFALL FAQ WWW pages. On these pages you will find the lastest info on this computer role playing game being released by Bethesda in late September 1996. If you have any comments/suggestion on the content of the FAQ, please contact Andrew Franklin, the main FAQ writer. If you have any comments/suggestions on the layout of these WWW pages, please contact Dave Humphrey, the WWW page creator (we can't make improvements unless we hear from you, yes...you). We hope your stay here will be both a pleasant and helpful one, enough to make it onto your hotlist.

You might want to also check out The Unofficial Elder Scrolls Pages which contains much Daggerfall related information and is updated weekly. 

:#GENERAL INFO: Answers to Some Basic Questions About Daggerfall
:#FEATURES: What Features Will Daggerfall Include
:#PREVIEWS: Daggerfall Previews, Screenshots and Demos
:#ENCOUNTERS: What, and Who, You Are Up Against
:#ARTIFACTS: Serious Hardware for the Bold Adventurer
:#POWER UP: Tips to help you get the most from Daggerfall
:#BUGS: No, it isn't Only Your Computer
:#BETHESDA: Information on the Company Producing Daggerfall
:#SOURCES: How we Found Everything, and Where to Find it
:#WRAP-UP: That's All For Now, and Miscelleanous Information


TEXT FAQ v0.992: DOS Text Version of the Daggerfall'' FAQ
The Unofficial Elder Scrolls Pages
UESPWiki:Community Portal/Archive 1

vampire reward

i thought u might find it interesting that after i did the vampire cure and did the reward glitch u can break into the room of Janus Hassildor and so far i have been able to do this without penalty and u can still get the reward after u do the quest of course and the money amount u increases as ur levels do as long as u do not download the patch
Lore:Gods A

, The Greedy Man
The Skaal believe the Adversary takes delight in tormenting and testing them.  The All-Maker and the Adversary bear a resemblance to Anu and Padomay, who are in a similar antithetical conflict.  The Greedy Man is one of the Adversary's aspects. 

, Dragon God of Time
 

, the First Cat
 

, Nordic World Eater
 

, the Scaled Prince
Alkhan, the Scaled Prince, is the firstborn of the Khajiiti deity Akha and a demon of fire and shadow. It is said that he devours the souls of his victims to grow to an immense size. Alkhan was slain by Lorkhaj and his companions, but will someday return from the Many Paths. His enemies include Alkosh, Khenarthi, and Lorkhaj. 

, Dragon King of Cats
 

, God of the Skaal
 

, Mercy of Morrowind
 

Anu
 

Anuiel, the Aurbis
 

, God of Fire
Arius, also known as the Volcano God, is worshipped by the natives of a primitive island. The god is appeased by the yearly sacrifice of young children, and it is said that if the natives did not appease Arius, the island volcano would erupt, resulting in the deaths of hundreds of villagers. 

, God of the Cycle of Life and Death
 

, The Great Root
According to the Adzi-Kostleel tribe in Black Marsh, Atak was the first being in existence. As it knew nothing, it decided to be everything. It grew until eventually it found something had emerged from the nothingness, Kota, the serpent. They immediately began to battle and devour each other endlessly until tiring and becoming a singular deity, Atakota. 

, Everything and Nothing
According to the Adzi-Kostleel tribe in Black Marsh, Atakota was born when two battling entities, Atak and Kota, fought for so long that they became one and forgot their conflict. After this, it slept, allowing things to finally have time to begin and end. This gave way to the spirits who would grow into the Aedra and Daedra and, eventually, mortalkind. 

, King of the Aldmer
 

, Goddess of Dusk and Dawn
 

, the Mother of All Khajiit
Azurah, Queen of the Night Sky, the Realms of Twilight, and the Dusk and Dawn, the Favored Daughter of Fadomai, is the Khajiiti version of Azura. She is the "keeper of all gates and keys, all rims and thresholds", and seen as the God of Magic, Beauty, and Prophecy. The Khajiit believe Azurah bound them to the Lunar Lattice, which allows them to shape their own futures. 

References
Lore:Gods B

, the Bandit God
 


 

, Goddess of Destruction
 

, the Warrior of the East and West
Lore:Gods D

, the Demon Cat
Dagon  (or Daegon)  the Demon Cat, also known as Merrunz  the Fire-Cat  (or Mehrunnez)  is the Khajiiti version of Mehrunes Dagon. A child of Fadomai's Second Litter, Merrunz became "destructive and wild", and was exiled by his father, Ahnurr. Rather than the Many Paths, he chose to explore the Great Darkness, and there was captured by Molagh and tortured until the creation of the World. It is said he was eventually freed by Molagh's wife, and used to assault the Lunar Lattice. As a result, Merrunz happily became a kinslayer, and as a result is now known as the demon Dagon. 

, Father of the Mountain
 
Dagoth Ur has an in-depth history - For more information, view the Main Article.

The
 

, Orichalc God of the Sideways Blade
right
 

, Goddess of Beauty
 

, Goddess of Flowers
Druagaa is the old goddess of flowers, worship of whom has all but died out. A festival named Gardtide is still held in her honor on the 1st of Rain's Hand every year by the people of Tamarilyn Point, a coastal region of   in central  . 
References
Lore:Gods H

A divine animist spirit venerated by the Horsemen of Silverhoof Vale, who they claim acts as their tribe's guiding and protective deity. Young Horsemen must commune with this equine deity on a vision journey that acts as a rite of passage to adulthood, which they must embark by themselves. These rites are described as being similar to the Redguard tradition of Walkabout. The Horsemen also claim that the Herd Mother gave them a flotilla of "swimming horse-ships", which they used to cross seventeen seas before reaching Tamriel. The Horsemen's worship of the Herd Mother was endangered in Yokuda, which is what caused them to leave. 
Hermaeus Mora
 
Hircine
 
, the Yokudan Make Way God 
 
House of Troubles
 
References
Lore:Gods I

Ilni symbolizes the air in Tsaesci culture. She is said to own a colorful fan. 

, God of Animals 
 

References
Lore:Gods J

, Elven God of Song and Forest
See Y'ffre'''''.


thumb|right|Shrines (Daggerfall)
Jhim Sei is an unknown deity that has a presence in the Iliac Bay, primarily in the province of High Rock. The nature of Jhim Sei is unknown, although their sphere of influence may revolve around music, since he is compared to Jephre, the Elven God of Song and Forest in the historical-fiction, King Edward.  By  , there are shrines dedicated to Jhim Sei across High Rock and even in remote places like the Dragontail Mountains in Hammerfell. 

, Rune God
thumb|right|Jhunal's owl mask, depicting Wise-Wing
The Nordic god of hermetic orders and knowledge, represented by an owl.  After falling out of favor with the rest of that pantheon, he became Julianos of the Nine Divines. He is absent in modern Skyrim mythology.    the Owl is associated in northern Tamriel with Jhunal, and is said to warn the unwary away from graveyards and witches' covens during the New Life Festival.  Vivec mentioned "JHUNAL" as one of the eight known worlds. 

, Big Moon God
Aldmeri god of the Big Moon. Also called Masser or Mara's Tear. In Khajiiti religion, Jode is only one aspect of the Lunar Lattice, or ja-Kha'jay. 

, Little Moon God
Aldmeri god of the Little Moon. Also called Secunda or Stendarr's Sorrow. In Khajiiti religion, Jone is only one aspect of the Lunar Lattice, or ja-Kha'jay. 

, God of Wisdom and Logic
 

Jyggalag
 

References