Netruk44/uesp-wiki-content huggingface dataset:
Eye of Argonia

''The Elder Scrolls Adventures 2: Eye of Argonia  was a designed sequel to The Elder Scrolls Adventures: Redguard which was intended to be produced depending on the success of that game. 

The basic designs for the game had been devised before Redguards release.   Like its predecessor, Eye of Argonia was conceived as an action-adventure game with few of the role-playing elements of other Elder Scrolls titles. According to Todd Howard, "If Redguard was Raiders of the Lost Ark, then Eye of Argonia would be Temple of Doom. Scary jungle stuff in the land of lizards."  The mock Q&A section of The Origin of Cyrus! hints at the likely plot outline of the game: "Cyrus has been searching for the Eye all over Tamriel. All we can say is that it's a priceless gem that also serves as a key to the Lost City of Black Marsh. Stay tuned!"  Howard notes that the "seeds are planted" in Redguard,  in which the Eye of Argonia is discussed by Tobias and Dreekius and shown to be a treasure sought by both Tobias and Cyrus.  The treasure is later referenced in the in-game book Ruins of Kemel-Ze  and in dialogue with Trels Varis.  Cyrus' quest for the Eye is also alluded to in ''Tiber Septim's Sword-Meeting with Cyrus the Restless''. 

Due to Redguards poor sales, the sequel did not enter development. Howard noted that action-adventure games did not sell well in the PC market, and that if Eye of Argonia were to be produced, it would be for the console market where the genre was better suited.  

Writer Michael Kirkbride had planned for a further sequel set in Elsweyr titled . 

Purported Logo
thumb|left|The font glyph mistakenly believed to be a logo for Eye of Argonia
The Daedric alphabet font packaged on the Morrowind disc and in the Oblivion fansite kit included a number of logos for Elder Scrolls titles.  One of the logos was not associated with any known title, reading Argonia: And a hero from Haerot will save them. For many years, Elder Scrolls fans thought this to be a potential logo for Eye of Argonia. When asked about it in 2018, neither Kirkbride nor Pete Hines were aware of its existence.  

In actuality, the font was created in 2001 by a fan, Scribe of Black Marsh (aka Argonian),  and was used by Bethesda for in-game textures and packaged into official releases.  The Argonia'' logo was in fact the logo of Scribe's unreleased Morrowind mod, "The Argonia Project", and unrelated to Eye of Argonia.  In 2022, id Software developer Adam Pyle confirmed he was Scribe of Black Marsh and the creator of the logo. 

See Also
Canceled Games

References
General:Canceled Games

This page lists TES games that were canceled for one reason or another.

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See Also
Lore:Yath

(also spelled Vathi) is a large island in the  n archipelago, between the   and the  . In the late  , there was a settlement named Makan on the west side of the island. The small island of   is its nearest neighbor.  Due south of  , Yath is arid and rugged, with a spine of jagged mountains. 

Colonists from Yath, led by King  , were responsible for exterminating the   along the coasts of   during the Yokudan migration in the  . They also settled in the   ruins of  , inhabiting the site for over a thousand years until being driven out around the time of the  .   
 

Notes
The alternate spelling Vathi is seen on the map of West Tamriel, but the island is called Yath in other sources.

References
Online:Supplies and Sundries

,

The hunters and I can't keep up with demand in the winter months. There are too many open mouths now. (Some of them are wider than others.)

The town is well-funded by  . I'm going to take   up on her offer to hire outside help during the next cold snap.

A few extra hands from the   could mean the difference between eating and hungry bellies.

—
Online:Mathor's Journal

Saw a strange light out over the water last night. I've seen the auroras do some strange things, but never anything quite like this.

Corpses washed up on shore. They were dressed strangely, as if they were from far-off lands. I have no idea where they came from.   said to send them on to   with honors, so we did.

  found someone on the shore. Shivering in the cold … but not wet, just damp where they were lying in the snow. Would have died without care. He dragged the body back to town and stuck it in one of the spare beds. Hopefully, the poor soul will survive the night.
Online:Blacksmithing

Blacksmithing is a crafting profession in Elder Scrolls Online. This profession's specialty is to create and improve heavy armor and metal weapons in various styles of different races. To create a weapon or a piece of armor you need to be at a blacksmithing station. Such stations are also used to conduct research on different kinds of heavy armor and metal weapons traits. The list of ingredients (ores, ingots, and tempers) used in Blacksmithing can be found here.

In addition to armor and weapons, the Blacksmithing skill allows you to craft furnishings for your home.

Learning
The Blacksmithing skill line is granted the first time you activate a blacksmithing station.  You can increase your skill by crafting or deconstructing armor and weapons, researching traits, and by completing Blacksmith Writs or Master Writs.  In addition, you can earn free levels in the skill line by reading Skill Books, which may be found randomly on bookshelves anywhere.  The skill books which increase Blacksmithing are:
Smithing: A Worthy Endeavor
Heavy Armor: A Forge-Wife's Advice
The Book of Circles: Forging Maxims
Nord Armorers and Armsmen
Treatise on Metallurgical Anomalies

Blacksmith Dialogue
You can learn about this profession by speaking with some of the blacksmiths.
:'''I'd like to learn more about blacksmithing.
:"We put hammer to anvil to forge armor and weapons. This requires a lot of metal. We scour hills and caves looking for rare ores to work. Raw materials will only take you so far. You need style books and special ingredients for more advanced work."
:I'm sure there's a lot to learn
:"You bet. A true blacksmith can read the metal to determine its potential. During the forging process we can choose a trait that best fits the item—provided we've done our research. Additional sharpening, extra weight … these are just examples."
:Is there more to it?
:"Well, the piece can be augmented even more through the use of tempers. These elements can enhance the value and quality of your work. Of course, no worthwhile endeavor comes without risk. Trying to improve an item can result in breaks, so be careful!"

 

Skill Perks
Blacksmithing has an associated skill line that is revealed through use of the Blacksmithing profession. Known abilities are listed below.
 
Passive Abilities
Passive abilities are active all the time, and affect the outcome of Blacksmithing related activities.


Skill points
The table below shows the amount of skill points required in order to max out the Blacksmithing skill line.



Blacksmith Stations

Refining

You can refine raw resources in batches of 10, obtaining 7 - 10 materials suitable for crafting. The materials refine into the following:


Achievements
There are a number of achievements associated with Blacksmithing.
Online:Kwama Egg Quiche (book)

Ingredients: 
- One medium   egg or two small kwama eggs 
- Ground meal 
- Mug of water 
- Diced   
-   
-   (to taste)

To Prepare:

Break eggs in a large bowl. Add tomato, garlic, and salt. Whisk briskly.

Combine the meal and water to make a dough.

Layer half of the dough in a deep pot. Pour half the egg mixture over the dough. Place another layer of dough, pour remaining egg mixture into pot and finish with another layer of dough.

Cover pot tightly and hang over a small fire, or place the covered pot within a hot oven.

Check the quiche after one hour. Once a brown crust forms on the top, the casserole is ready to eat.
Online:Zones

Zones thumb|300px|right|Zone map (ON:Tamriel|Tamriel)thumb|300px|right|Zone map (Aurbis)thumb|300px|right|Zone map (ON:Blackreach|Blackreach)
Zones are playable areas of the world in Elder Scrolls Online. Unlike recent single-player entries in the series, the world is not one continuous map, and is divided into several separate regions which cross the borders of the traditional Imperial provinces. The base-game zones are divided by Alliance, with five to each Alliance as well as one or two starter zones, which are further divided into three Subzones each. Cyrodiil is one zone, much larger than the others, divided into three larger-than-normal disputed territories. There are also a number of zones which are considered politically neutral. Chapters and DLC have added additional zones outside of the core Alliance territories, some of which are split into multiple Regions.

Overworld Zones
 
Aldmeri Dominion
 
 
 
 
 
 

Daggerfall Covenant
 
 
 
 
 
 
 

Ebonheart Pact
 
 
 
 
 
 
 

Neutral and Disputed
 
 
 
 

Chapter Zones
  
  
  
  
  
  
  

Story DLC Zones
  
  
  
  
  
  
  
  
   
 
Dungeons and Other Areas
While the term "zone" usually refers to the Overworld Zones listed above, any location with its own loading screen is technically a separate zone. This includes Dungeons and a number of other places encountered during exploration or questing. Most of these locations are found "within" one of the Overworld Zones, but some are completely separate, and are considered "Unzoned".
 

Notes
Prior to One Tamriel, zone content was geared to specific player levels according to the table below. Note that levels 1-2 were encountered only in the tutorial dungeon, the Wailing Prison; characters that skip the tutorial start at level 3.
The tiered ordering of zones remains important for story progression, but the level banding no longer exists, as all zones are subject to the Battle Leveling system that previously only existed in Cyrodiil and DLC zones.
As well as originally being a Veteran-only zone, Craglorn was first released as an Adventure Zone, a retired subset of zones which contained content solely aimed at groups of four players.
Lore:The Maormer of Pyandonea

It was once believed that the   of   were originally exiles from the  , but while it is likely they came from similar  i ancestors, they certainly did not come from Summerset. Translations of tapestries in the   tell the tale of a far older separation. The Maormer likely differentiated from the ancient Aldmer not in Summerset, but in their original homeland of  .

 , their leader and self-styled "King," according to the legend was a phenomenally wealthy Aldmeri nobleman, who used his fortune to finance a rebellion against the powers of the land. He and his followers were banished for this to a place separated from Aldmeris by an impenetrable mist, Pyandonea, "The Mist-Veiled Isles." This exile proved so effective that the followers of Orgnum never again disturbed their former countrymen. The new Aldmeri homeland of Summerset, however, was not so lucky.

For much of Summerset's history, the Maormer have launched attacks against their cousins of Old Ehlnofey. Every one of these battles has been led by Orgnum himself, who it seems is not only immortal but grows more youthful by the century. No historian, to the knowledge of the staff of the  , has counted the number of wars and stratagems employed against Summerset, but somehow each has proved, no matter how ingenious, an ultimate failure.

One attack in particular is worthy of mention as it gives us our only glimpse into the actual landscape of Pyandonea. In the year  , a small Maormeri fleet was sighted off the coast of  , and King   ordered his navy to give chase. The navy followed the ships through uncharted waters, into an ambush near Pyandonea itself. Most of the  i navy was destroyed, but a single warship returned to Summerset to describe the land as a "sea jungle." Massive plateaus spilling over with vegetation form mazes around valleys of ocean. Waving tendrils of kelp trap all but the Maormer's own ships, and provide a well-camouflaged home for the sea serpents that are Orgnum's guards and occasional mounts. Mist storms spill over the land, further disorienting one's views. That even one ship survived the visit is a testament to the maritime genius of the Altmer.
Lore:Breaking the Cycle of Tyranny

The brash young kingdoms of the   want to reestablish the   of  . They are too callow and immature to realize that the Empire was a failed experiment whose time has passed. Now is a time of crisis for all of  , and   cannot afford to have these unlearned barbarians destabilizing   and jeopardizing our efforts to stave off world-destroying doom.

The   will not allow the Daggerfall Covenant to establish another bloody-handed dynasty of   tyrants. Time and again throughout history, armies of men have marched in from the rim of Tamriel to conquer its center, enjoying a brief moment of power before sliding into inevitable discord and decay. It's time to break this destructive cycle once and for all. We need to defeat the armies of the Covenant, depose their kings, and bring their chastened successors into a new Tamriel Pact, where wiser heads shall prevail.
Lore:Kurog's Betrayal

You've heard grand claims.   reborn. The  -loving  s our friends, the traitor  s our allies.

We are welcome, they claim. We are needed, they claim. All lies.

  the False Chief would tell you the   is our future. Kurog, the sellsword who abandoned his tribe, who shed blood for Elves and gold as his people languished and starved. This toothless runt would have us in chains, fighting for the Bretons and Redguards who slaughtered us.

Have you forgotten our brothers and sisters at Orsinium? Have you forgotten who launched their crusade to crush "the Pig Children"?

The same Bretons and Redguards who now pretend friendship sought to wipe us from the face of  . Now, with our fields salted and our homes burned, the cowards and liars offer to return the land they stole.

Shall we make peace with our enemies? Shall we thank them for returning what they stole from us through foul   and treachery?

Look past Kurog's silken words. Look to his cowardly deeds, and to the ancestors who gave their lives to keep us free. This Daggerfall Covenant is a chain around our necks.

They wish to make us their dogs. Remind them that we are Orcs! We will never bow before their so-called "High King"!

Down with Kurog the False Chief!

Down with   the Enslaver!
Online:Aera's Household Notes

:- Mend  's socks
:- Teach   to Sew (ha!)
:- Ask   for Bow Training, Again (those shoulders!)
:- Mend  's Shirt (Repayment to  )
:- Get   to help   with Chores
:- Get Eiman to make some   in Trade
:- Ask   and   over to Dinner (ask Trynhild again about those two)
:- Clean   meat
:- Smoke   loin
:- Return   her pages
:- Talk to Tillrani about Rana, again
Online:Letter to Seyne

My Stalwart Sister,

The   find you well, I hope. I have much to tell you. We've undertaken a full-scale irrigation project on the south side of town. One of the  s has shown us how to improve the ditch water system in place.

We miss you here,  . One person leaving a small town like ours leaves a big gap to fill!

Seyne, know we think of you often. I'm so proud to be your brother. I know you're fighting for the safety of the   and that you're making Father proud at  's side. Just remember, you always have a home here.

If the campaign ends, rest easy knowing you still have a bunk.

Faithfully,

Samel
Online:Letter to Rana

,

In light of your actions, I have no choice but to strip you of your command and rank. Your time at the   Garrison is over.

Tomorrow you will appear before a court-martial. They will decide your ultimate fate.

May the   have mercy on your writhing soul. The court will not.

— General  ,   Garrison
Lore:Glenumbra Moors

is a small area in central   in  , best known for being the site of the famous  . 

The battle took place in   between the   and the   forces.  Powerful individuals fought on both sides:   and   , King   of    and King   of   all fought on the Direnni side, whereas the mighty werewolf   fought on the Alessian side.  The Alessian Order lost the battle, although the losses suffered by the Direnni are said to have led to their eventual downfall.

In  , after   the Gravesinger raised Faolchu,   visited the battle site in search of a way to kill him, and traveled back in time to experience a part of the battle with the help of the  .  
 

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

References
Online:Rana's Log

I've been exiled. I'm commanding a garrison of stinking  s, and you can't find   on a map.

If   hadn't come with me, I'd be the only   on the island. She gave up so much to be here. I can never repay her loyalty. I'm determined not to let this bleak rock break me. 
— , Rain's Hand Log Complete

  still acts as if I just got here. My time with the villagers, when I was in command of the garrison, means nothing to her. I will make her understand. Bleakrock is my home now. No mistakes. 
—2E 581, Sun's Height Log Complete

The lights in the sky have caused a panic in town. We all know there are powers at work in  . Most of these folk haven't so much as spoken with a mage. How can they understand something like mystical lights in the sky? 
—2E 581, Frostfall Log Complete

In the wake of the lights, strange corpses floated ashore. Tillrani instructed some of the men to burn the corpses right there on the beach. I asked her to wait and let me check with   first.

She refused. Damn that woman! I've ordered the garrison to be on guard. Something's in the air. 
— , Morning Star Log Complete

  found someone alive along the beach. He claimed the castaway wasn't wet. How could someone float ashore without getting wet? Snow-Bourne can get stuffed. I'm writing a letter to headquarters. They need to weigh in on this.

Last night, I had a dream about our castaway. If Tillrani heard I was having strange dreams, she'd have   lock me in his barn. In the dream, the newcomer stood in front of me and beckoned me forward. I felt compelled to advance, as if it was important somehow. I don't know what it means, but I need to talk to this newcomer&mdash;assuming the poor stranger ever wakes up.

Our man on the tower sighted a ship on the horizon. Couldn't make out the flag. Tillrani is furious, says we need to evacuate. That's the kind of thinking that got me here in the first place! I've put   in charge of the men and sent them out on the boat. Seyne and I will handle the situation here on the island. Whatever happens, we need to proceed carefully. We need a measured response.
Lore:Bleakrock Isle

is a small, barren island in the   northeast of  , just to the south of  . Sparsely populated  by   farmers and fishermen, and far off any major trade routes, it has little strategic or economic importance.  
Archaeological findings indicate that   was once worshipped on the island, possibly indicating the presence of  . 

In the  , the island was ruled over by the  . The local   was named Haldriin, and was entombed in Skyshroud Barrow. At some point, a wealthy family moved to the island and set up a mining operation at Hozzin's Folly. However, the mine was simply a cover for   worship, and after a disastrous ritual the site was left abandoned. The main settlement on the island was Bleakrock Village, a farming community with a small dock. 

During the  , the   established a small garrison on the island to keep watch for enemy ships.  Bandits began appearing on Bleakrock around this time, and many citizens begun to carry around alabaster whistles to sound when they require aid.  

In  , the   targeted the island as the first step to a large-scale invasion of the Pact's territory. A group of bandits were hired to cause havoc and reawaken the Daedric magic within Hozzin's Folly, and a necromancer was sent to Skyshroud Barrow to raise the dead. The local garrison learned of the Covenant's activities on the island, but were too late to request backup. The village was razed by pyromancers and the few survivors were evacuated to mainland  .  
 

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

References
Skyrim:Transmogrify

Transmogrify is an apprentice level Illusion spell that causes the target to turn into a chicken for 30 seconds. It cannot be found in the game and there is no spell tome for it. The effect is similar to the Wabbajack's Transmogrify effect.

Effects
Transmogrify target for 30 secs

Notes
Unlike the Wabbajack, targets cannot turn into a mudcrab or rabbit. It was intended for those creatures to be possible transformations, but the script for this effect has not been set up correctly.
Like the Wabbajack, the Transmogrify effect does not work properly on guards. Using the spell on them will spawn a chicken, but the guard will not vanish. Casting the spell on the chicken will cause it to vanish and the guard to teleport to its position.
Online:Skill Books

Skill Books are books that can be used to increase any of your skills instantly. The first time you read a given skill book, your level in the associated skill(s) will be permanently increased by one point. You do not actually have to read the entire book&mdash;simply opening the book and immediately closing it again is sufficient.  Note that some of these books list a class rather than an individual skill tree.  For these books, if you are a member of that class, it will raise all three of your skill ranks for that class. Otherwise, it will not raise any skills.

When you pick up a skill book, you automatically start to read it, and therefore you immediately obtain the skill bonus. If you find an additional copy of a skill book that you have already read, you will not receive any skill bonus for reading the additional copy.

94 skill books can be found all across Tamriel, covering all of the available skills. 83 of the skill books are also part of the Skill Books collection that make up part of the Eidetic Memory, while the others are spread among the other collections. Additionally all books in Shalidor's Library contribute towards the Mages Guild skill line, but through granting reputation points (which guild skill lines use to level). 

Books