Netruk44/uesp-wiki-content huggingface dataset:
Online:Lady's Smock

'''Lady's Smock''' is a small white flower and Alchemy reagent. It can be found growing in all zones, with the exception of Coldharbour (outside of the Hollow City). Like the other non-mushroom plants, it tends to grow out in the open.

Combinations
Two Reagents


Three Reagents
''This chart lists only combinations in which two or more of Lady's Smock's effects are present.''
Online:Luminous Russula

Luminous Russula is a small brown mushroom and alchemy reagent that grows in clusters of three. It can be found in all zones. Like the other mushrooms, it tends to grow in shade and not in open spaces.

Combinations
Two Reagents


Three Reagents
''This chart lists only combinations in which two or more of Luminous Russula's effects are present.''


Notes
Thirteen samples of Luminous Russula are required for the third alchemy experiment in the Stone Garden  group dungeon.
Online:Mountain Flower

Mountain Flower is a tall, red plant and alchemy reagent. It can be difficult to spot without the Keen Eye: Reagents passive due to how thin it is. It can be found growing in all zones, with the exception of Coldharbour (outside of the Hollow City). Like the other non-mushroom plants, it tends to grow out in the open.

Combinations
Two Reagents


Three Reagents
''This chart lists only combinations in which two or more of Mountain Flower's effects are present.''
Online:Namira's Rot

'''Namira's Rot''' is a brown fungus and alchemy reagent. It is among the more coveted fungi because of its effects. Namira's Rot can be found growing in all zones, except for the very first zone of your Alliance. Like the other mushrooms, it tends to grow in shade and not in open spaces.

Combinations
Two Reagents


Three Reagents
''This chart lists only combinations in which two or more of Namira's Rot's effects are present.''


Provisioning
Namira's Rot is also used in one Provisioning recipe:
Online:Nirnroot

thumb|right|Nirnroot glowing at night
Nirnroot is a blue-green plant and alchemy reagent which is always found near water sources. It can be found growing in all zones, with the exception of Coldharbour (outside of the Hollow City). It produces a strong chiming sound to anyone nearby.

Combinations
Two Reagents


Three Reagents
''This chart lists only combinations in which two or more of Nirnroot's effects are present.''


Provisioning
Nirnroot is also used in one Provisioning recipe:
Online:Stinkhorn

Stinkhorn is an white, orange and brown fungus reminiscent of a carrot in shape. It can be used as an alchemy reagent. It can be found growing in all zones, except for the very first zone of your Alliance. Like the other mushrooms, it tends to grow at the base of trees and around rocks, not in open spaces.

Combinations
Two Reagents


Three Reagents
''This chart lists only combinations in which two or more of Stinkhorn's effects are present.''


Provisioning
Stinkhorn is also used in one Provisioning recipe:


Notes
Thirteen samples of Stinkhorn are required for the first alchemy experiment in the Stone Garden  group dungeon.
Online:Violet Coprinus

Violet Coprinus is a small bluish-purple fungus and alchemy reagent. It can be found growing in all zones, except for the very first zone of your Alliance. Like the other mushrooms, it tends to grow at the base of trees and around rocks, not in open spaces.

Combinations
Two Reagents


Three Reagents
''This chart lists only combinations in which two or more of Violet Coprinus' effects are present.''


Provisioning
Violet Coprinus is also used in one Provisioning recipe:
Online:Water Hyacinth

Water Hyacinth is a large purple flowering plant and alchemy reagent that only grows near water sources. It can be found growing in all zones, with the exception of Coldharbour (outside of the Hollow City).

Combinations
Two Reagents


Three Reagents
''This chart lists only combinations in which two or more of Water Hyacinth's effects are present.''


Provisioning
Water Hyacinth is also used in one Provisioning recipe:
Online:White Cap

White Cap is a pale fungus and alchemy reagent. It can be found growing in all zones, except for the very first zone of your Alliance. Like the other mushrooms, it tends to grow at the base of trees and around rocks, not in open spaces.

Notes
Prior to Update 10, White Cap's fourth trait was   (then known as  ). This was changed to   to avoid a quadruple match, which was not supported by the game.

Combinations
Two Reagents


Three Reagents
''This chart lists only combinations in which two or more of Water Hyacinth's effects are present.''


Provisioning
White Cap is also used in one Provisioning recipe:
Online:Wormwood

Wormwood is a fairly large green plant and alchemy reagent. It can be found growing in all zones, with the exception of Coldharbour (outside of the Hollow City). Like the other non-mushroom plants, it tends to grow out in the open. The plants have a higher than average chance of producing worms in addition to the reagent.

Combinations
Two Reagents


Three Reagents
''This chart lists only combinations in which two or more of Water Hyacinth's effects are present.''
Online:The Glenumbra Moors

Quick Walkthrough
# Talk to Duke Sebastien or Gloria Fausta.
# Talk to Conjurer Grahla at Glenumbra Moors.

Detailed Walkthrough
Traveling To Glenumbra Moors
Speak to Gloria Fausta who tells you that members of the Mages Guild are trying to figure out how Faolchu originally died, she says to go to Glenumbra Moors if you want to help. Head out the northeast gate and follow the path over the bridge then turn west and continue down the path. You'll eventually come to some massive rocks leaned against each other, go through them to reach Glenumbra Moors. Talk to Conjurer Grahla to finish the quest.
  

Quest Stages
Online:Taking the Fight to the Enemy

Quick Walkthrough
# Talk to Darien Gautier.
# Seek out the Lion Guard.

Detailed Walkthrough
   

Quest Stages
Lore:House Hlaalu Philosophy of Trade

If you want to understand the essential philosophy of  , examine its coat of arms. Behold the scale: it represents balance, trade, and compromise. These essential concepts influence everything the House seeks to accomplish and directs its activities.

Strive for balance in all things. When the scale tips to one side or the other, someone or something gets short-changed. When someone gets short-changed, unpredictability and strife unbalance the world around us. This idea must be embraced by every member of the House. To achieve freedom from greed, from want, and from strife, all parties in any exchange must find balance.

Trade is the House's weapon, its tool, and its way. The House thrives when value and profit flows between supply and demand. House Hlaalu seeks to maintain open trade with anyone who would engage in honest business. Not even a lowly   with gold or goods in hand would be turned away. This policy protects and empowers the House. The greatest defense remains a wall built of gold, and many foes have broken against the profitable walls of House Hlaalu.

The most honorable conclusion to any conflict is compromise. When two parties seeking balance come together in any exchange, compromise becomes the natural conclusion. Anything can be achieved if both the left hand and the right hand work together. Not everyone is reasonable, however. Sometimes others must be coaxed into compromise. For that, the House Hlaalu Guard stands ready.
Lore:How the Yokudans Chased the Stars

… and the  ns, who was also called the  , studied the stars and charted their movements. He saw that when the Warrior was high in the sky, victory followed. And when the Warrior was gone from the sky, came famine and desolation. He charted this cycle across the seasons, through two risings and settings he recorded the Warrior's astral path.

And the Star Man said to his kinsmen, "Let us follow the Warrior, find the place where he rests, and pledge ourselves to him so that victory will follow us all our days. Then never again will we suffer famine and desolation."

And it was agreed. The Star Man led the Yokudans by ship, following the path of the Warrior across mountains and vast deserts. And victory followed them, and famine and desolation fled before them.

And the Warrior's charges were three. The Lord, the Lady, and the Steed. And they paid homage to these with gifts and incense ….

 

And where the Warrior was at his apex, there they ended their journey. There they built a temple and a tomb for all the warriors who had died on the journey. And in death the Warrior honored them and made them his eternal guardians, undying as the stars, and as numerous.

The place where they stopped has not been marked on any map. But any who wish to find it must only do as they did, and follow the Warrior.
Lore:Interview with a Spider Cultist

The   is an outlawed form of worship honoring the    , more properly known as the Anticipation of  .

Notoriously secretive, the cult's methodologies and practices have been largely a mystery to those outside its embrace ... until now. My research into the cult's existence has permitted me a unique opportunity: a private interview with one of its members.

&mdash; So tell me, how did you come to be a member of the Spider Cult?

Cultist: As it is with all things the weavings of Her web led me into the Spinner's embrace.

&mdash; You mean Mephala herself recruited you?

Cultist: Is the fly recruited into the Spider's web? No. I could as much avoid this fate as avoid my own mortality.

&mdash; Interesting. Let's talk about your fellow enthusiasts for a moment. What can you tell me about the other members of your cult?

Cultist: I can't share their names, but I could tell you what they do. We have a leader called " ." She gives us our purpose and communes with the Spinner Herself. Sometimes these purposes require a killing. Such responsibilities fall to our  , who carry out the act in accordance with the Spinner's will. The rest of us are labeled  , as we hurry along more discreet paths to weave our master's webs.

&mdash; Fascinating. Have you ever killed anyone in the name of your master?

Cultist: Not yet.

&mdash; Is there any truth to the claim that the Spider Cults are little more than debauched orgy clubs?

Cultist: There is some truth to that, yes.

&mdash; Oh. Would you care to elaborate?

Cultist: Seduction and copulation are powerful tools. Often, induction into the cult requires a member to engage in such activities with the Widow or a designee. Some Webs are more ... zealous about this practice than others.

&mdash; I see. How exactly would a prospective member apply?

Cultist: Is this for your research?

&mdash; Naturally.

Cultist: How unfortunate. I could share that information with you, but only if you are actually going to join us.

&mdash; Ah. Well ... that's not out of the question. Perhaps this is all part of Mephala's plan, eh? Caught in her web, as it were?

Cultist: I believe this interview is over.
Online:Lagomere

It is the seat of Morrowind's capital city of Mournhold, also the seat of the Tribunal Temple.  It also contains the academy of Shad Astula to the northwest.  The Lagomere Dolmen is located across the river south of Academy.  To the south is the border gate to Shadowfen in the Black Marsh.  Stonefalls borders on the north, but there is no border crossing here.  To the west is the region of Redolent Loam, and Siltreen borders on the east.

 
Places
Cities
 

Settlements
 
 
 

Caves, Ruins and Mines
 
 
 

Dungeons
 
 

Group Bosses
 

Dolmens
 

Mundus Stones
 

Points of Interest
 
 
 
 
 

Player Houses
 

Wayshrines
 
 
 
 

Unmarked Locations
 

Quests
Adventurer Quests
These side quests count towards the Deshaan Adventurer achievement. For Pact storyline quests which also contribute to this achievement, please see Deshaan Quests. 

Achievements
There is one Achievement associated with this region:
 

Maps
thumb|left|A map of Lagomere
 

Gallery
Online:Redolent Loam

This region includes the city of Narsis, as well as the towns of Muth Gnaar to the southeast and Serkamora to the northwest. The Redolent Loam Dolmen is near the center, northeast of Narsis. Stonefalls borders on the north, and Shadowfen lies to the south, though the only gate is farther west in Lagomere, which forms the eastern border. The region contains Lake Hlaalu, a body of water just north of Narsis.
 

Places
thumb|right|Lake Hlaalu
Settlements
 
 
 
 

Caves, Ruins and Mines
 

Dungeons
 
 
 

Group Bosses
 
 

Dolmens
 

Mundus Stones
 

Points of Interest
 
 

Player Houses
 
 

Wayshrines
 
 
 
 

Quests
Adventurer Quests
These side quests count towards the Deshaan Adventurer achievement. For Pact storyline quests which also contribute to this achievement, please see Deshaan Quests. 

Achievements
There is one Achievement associated with this region:
 

Maps
thumb|left|A map of Redolent Loam
Online:Siltreen

It includes the towns of Selfora and Silent Mire, as well as the Tal'Deic Fortress.  The Siltreen Dolmen is located just south of Silent Mire in the southeastern corner of the region.  It is bordered on the north and south by Stonefalls and Shadowfen respectively, but there are no gates to either here.  The region of Lagomere forms the western border.

 
Places
Settlements
 
 
 

Caves, Ruins and Mines
 
 

Dungeons
 
 
 

Group Bosses
 
 
 

Dolmens
 

Mundus Stones
 

Points of Interest
 
 
 

Wayshrines
 
 
 
 

Unmarked Locations
 

Quests
Adventurer Quests
These side quests count towards the Deshaan Adventurer achievement. For Pact storyline quests which also contribute to this achievement, please see Deshaan Quests. 

Achievements
There is one Achievement associated with this region:
 

Maps
thumb|left|A map of Siltreen
Online:Frostwater Tundra

It contains the forts Amol and Mistwatch in the south, and extends as far north as the Bonestrewn Crest.  The Frostwater Tundra Dolmen lies in the south, west of Fort Amol.  It borders with The Rift to the south, but there is no crossing here.  Giant's Run borders on the north and the Icewind Peaks are to the east.
 A map of Frostwater Tundra|thumb|right

Places
Settlements
 
 
 

Caves, Ruins and Mines
 

Battlefields, Cemeteries and Crypts
 

Dungeons
 
 

Group Bosses
 
 

Dolmens
 

Mundus Stones
 

Points of Interest
 
 
 

Wayshrines
 
 
 

Quests
Adventurer Quests
These side quests count towards the Eastmarch Adventurer achievement. For Pact storyline quests which also contribute to this achievement, please see Eastmarch Quests. 

Achievements
There is one Achievement associated with this region:
Online:Giant's Run

It contains the capital city of Windhelm to the north, along with the Cradlecrush and Morvunskar forts to the west and Lower Yorgrim and Kynesgrove to the east and south, respectively.  The Giant's Run Dolmen lies northwest of Fort Morvunskar to the west.  The south is bordered by Frostwater Tundra and Icewind Peaks.

 
Places
Cities
 

Settlements
 
 
 
 

Groves and Marshes
 

Dungeons
 
  
 
 

Group Bosses
 
 

Dolmens
 

Mundus Stones
 

Points of Interest
 
 
 
 

Player Houses
  

Wayshrines
 
 
 
 
 

Unmarked Locations
 
 
 

Quests
Adventurer Quests
These side quests count towards the Eastmarch Adventurer achievement. For Pact storyline quests which also contribute to this achievement, please see Eastmarch Quests. 

Related Quests
 
 

Achievements
There is one Achievement associated with this region:
Online:Icewind Peaks

It includes the towns of Wittestadr and Cragwallow on its northern border, but the south is too mountainous to be very populated.  The ancient ruin of Skuldafn sits on a mountaintop to the east.  The Icewind Peaks Dolmen lies roughly in the center of the region, in the hills southeast of the towns.  It borders The Rift to the south.  The Giant's Run region lies to the north, while Frostwater Tundra borders on the west.

 
Places
Settlements
 
 
 

Caves, Ruins and Mines
 
 

Dungeons
 
 
 

Group Bosses
 
 

Dolmens
 

Mundus Stones
 

Points of Interest
 
 
 

Wayshrines
 
 
 

Unmarked Locations
 

Quests
Adventurer Quests
These side quests count towards the Eastmarch Adventurer achievement. For Pact storyline quests which also contribute to this achievement, please see Eastmarch Quests. 

Achievements
There is one Achievement associated with this region:
Online:Letter from Camarino

Dearest sister,

Just like we thought, Father was the one stealing the loaves from the cupboard. Mother yelled and yelled, and we laughed and laughed. We would have laughed harder with you there. 

Get well, little sis. Auri-El watch over you.

— Camarino
Online:Tancano's Journal

I wish Father would bring me the tastier morsels from this boring, little hamlet. I fear the herd has been culled past its prime and the finest cuts of meat are already my thralls. That is fine for now, though I don't want to grow bored of the finer blood under my control. 

  tastes of the finest   wine aged in oak barrels, though he was much too gaunt the last time I fed on him. 

  had a piquant flavor of moldy   and dung, but I guess that's what you'd expect from a man raised in a backwater village knee-deep in manure since the time he could walk.

I sorely miss  's bittersweet flavors. Her soft, hushed cries as I tasted her flesh were a delectable garnish to the feast she provided. It's unfortunate that I can no longer revel in her essence; I must decide what to do with her desiccated corpse.

I requested that Father bring me more refined and proper meat to savor. Perhaps someone of the more noble blood like   or  . Perhaps even the delicious body of   herself. Though the way he looks at me when I make these requests unsettles me. Does he not love his son enough to indulge him in these requests? Does he not want me to stay healthy and vibrant? Why does he look at me with those sad, baleful eyes? I am not a monster; I am his son.
Online:Susceptibility to Corruption

According to our priestess, some of the ancestral spirits are more susceptible to the corruption stones than others. She's unsure which will be most affected.

Fortunately, the stones' destruction will have no effect on those working closest with me. Particularly Colonwe and the spirits of our honored familiar ancestors. 

— Norion
Online:On the Holy Symbol

Priestess Langwe, one of the queen-pretender's lackeys, has in her possession a holy symbol that could be disruptive to our plans. Find her, kill her, and take the symbol.

It is the only relic at the site powerful enough to destroy the corruption stones. They'll be able to cleanse the site eventually, but something will have to be brought in from Torinaan or the Isle itself that will be powerful enough to undo this.

— Norion
Lore:Hoarvor

Hoarvors are large ticks that drink blood to survive. They can generally be found among dense foliage and in damp locations. Riverbeds and filth-ridden areas are a good place to find them.  Hoarvors are not quick to strike a lone enemy. However, in groups or in the presence of abundant food, they are known to strike swiftly and with ferocity. They don't hunt so much as they come upon their prey.  Hoarvors will commonly feed on sleeping, injured, dead and dying creatures. They are skilled at locating areas of strong blood flow from which to feed, where they drink from using a proboscis.

Hoarvor infestations are notoriously difficult to stamp out. Simple things like a drunkard left passed out in the streets at night or a pet left uncared for is enough to attract an infestation. It is said that placing frost salts in a circle around one's home is useful when trying to deter hoarvors from approaching.  Jagga is known to drive them into a frenzy.  Pickled hoarvor is a common snack for road-bound travelers.  Hoarvor skin and bloat sacs can be used to create a variety of goods.  Some Bosmer have an admiration for the hoarvors and may have hoarvor husbandry.   Hoarvors are associated with Namiira, and can cross from the Dark Behind the World to Nirn in areas ravaged by the Dro-m'Athra.  

During the Planemeld, the Lord Warden of the Imperial City Prison conducted experiments resulting in the conception of a strain of necrotic hoarvor. They possessed the ability to spit a corrosive substance.  Had Molag Bal's schemes not been stopped, these hoarvors would have been sent to fight mortals on the front lines to help end the Alliance War for the Daedra. 
Gallery
 

See Also
For game-specific information, see the ESO article.
For Hoarvor Daedra, see here.
References
Lore:Assassin Beetle

s, once known to the  s as Samara Scarabs,  are large, hostile arthropods found throughout Tamriel. They usually appear in warm climates, such as the Alik'r Desert. Their shells are dark or red in color, and they have the ability to cloak themselves in shadow to strike their prey from behind. 

Assassin Beetles were originally native to  , likely the island of  . These ancestral Samara Scarabs only grew to the size of a loaf of bread, and were a popular family pet known for playing with children. After Yokuda's destruction in the  , Samara Scarabs were brought to   with the  s. However, once on Tamriel they began to continue growing to monstrous sizes as they matured, forcing the early Redguards to drive the beetles from their homes and into the wild, where they flourished and became baneful. To the Redguards, this transformation represented a lesson from the gods; they believe the Samara Scarabs were smitten by the Hunger of  , to teach even the youngest child a valuable lesson about the dangers of their new home on Tamriel.  
 

Gallery
 

See Also
For game-specific information, see the ESO article.

References
Lore:Duneripper

Dunerippers are carnivorous desert-dwelling creatures with protective scales on their backs. They are related to Duneracers. A duneripper can reach the length of three horses, and its armored tail is covered in chitinous scales. Dunerippers are ambush predators, and have a digestion system that requires only a modicum of food to sustain their large bodies. The duneripper burrows beneath the sand, sometimes lying motionless for days, waiting to strike its victim.   Redguard nomads claim that dunerippers of the   are a fraction of the size they used to be when the Ra Gada first encountered them. 

The first sign of an imminent duneripper attack is its dorsal crest piercing the sand, causing the sand to churn like a whirlpool.   They rip through the dunes with their fins, and should a bite not incapacitate its prey, the duneripper will try to clamp down on it, roll onto it, constrict it, or burrow back into the sand to smother its prey.  The duneripper will also sweep its tail around to upend its prey, and it exhibits shorts bursts of impressive speed.  The Giant Scorpion is known to fall prey to dunerippers. 

Their armored plates and durable neck spines generally fetch good prices at markets.  Duneripper blood is believed to prolong life by the people of  , though that is untrue as duneripper blood can be detrimental to one's health if handled poorly.  The spine of a duneripper can been used to make drinking horns.  The spine has also been made into dowsing sticks. 

Gallery
 

See Also
For game-specific information, see the ESO and Legends articles.

References