Netruk44/uesp-wiki-content huggingface dataset:
Lore:Where Were You ... Dragon Broke

:"No one understands what happened when the   danced on that tower. It would be easy to dismiss the whole matter as nonsense were it not for the  . Even the   do not mention i et me correct myself, the Elder Scrolls cannot mention it. When the   attune the Scrolls to the timeless time their glyphs always disappear. The Amulet of Kings, however, with its oversoul of emperors, can speak of it at length. According to  , Cyrodiil became an Empire across the stars. According to  -El, Cyrodiil became an egg. Most say something in a language they can only speak sideways. The   has collected texts and accounts from all of its provinces, and they only offer stories that never coincide, save on one point: all the folk of Tamriel during the  , in whatever 'when' they were caught in, tracked the fall of the eight stars. And that is how they counted their days."

,  , Triune Mistress of the New Temple:
:"Accounts of the Middle Dawn are the province of the Empire of Men, and proof of the deceit that call themselves the  . Eight stars fell on Tamriel, one for each iniquity that Lorkhan made clear to the world.   read these signs, and he told  , who confirmed them, and he told  , who made wards against them, and he told  , who sent   to steer the True Folk clear of harm. Even the Four Corners of the   rose to protect the periphery of your madness. We watched our borders and saw them shift like snakes, and saw you run around in it like the spirits of old, devoid of math, without your if-thens, succumbing to the Ever Now like slaves of the slim folly, stasis. Do not ask us where we were when the Dragon Broke, for, of all the world, only we truly know, and we might just show you how to break it again."

,  , Tender to the  :
:"Do you mean, where were the Khajiit when the Dragon Broke? R'leyt tells you where: recording it. 'One thousand eight years,' you've heard it. You think the   came up with that all on their own. You humans are better thieves than even  ! While you were fighting wars with phantoms and giving birth to your own fathers, it was the Mane that watched the  , because the moons were the only constant, and you didn't have the   to see it. We'll give you credit: you broke   something fierce, and that's not easy. Just don't think you solved what you accomplished by it, or can ever solve it. You did it again with  , not once, but twice! Once at  , which we'll never learn to live with. The second time it was in  , or was it  , or was it  , or was it in  ? Get me, Cyrodiil? When will you wake up and realize what really happened to the  ?"

Mannimarco, God of Worms, the Necromancer :
:"  of   could tell you where they were. So could the High King of  , who was the one who broke it in the first place. There are others on this earth that could, too:  ,  ,   or should I say  ? The   would talk, if they would let him. As for myself, I was here and there and here again, like the rest of the mortals during the Dragon Break. How do you think I learned my mystery? The Maruhkati Selectives showed us all the glories of the Dawn so that we might learn, simply: as above, so below."
Lore:Words of the Wind

May I shrink to dust

In your cold, wild Wastes,

And may my tongue speak

Its last hymn to your winds.



I pray for the herder

That whistles to his   at play.

I pray for the hunter

That stalks the white walkers.

I pray for the wise one

That seeks under the hill,

And the wife who wishes

For one last touch of her dead child's hand.



I will not pray for that which I've lost

When my heart springs forth

From your soil, like a seed,

And blossoms anew beneath tomorrow's sun.
Lore:The Yellow Book of Riddles

or earnest pleasure, and the strengthening of the mind, the author here collects all that he has learned of the art of riddling, by dint of diligent study, and through years of discourse with others of similar inclination.


 The posing and puzzling of riddles is a convention of polite aristocratic Western society. Nobles and social aspirants collect books of riddles and study them, hoping thereby to increase the chances of their appearing sly and witty in conversation. 


A metal neither black nor red

As heavy as man's golden greed

What you do to stay ahead

With friend or arrow or steed

 



A man says, "If you lie to me I will slay you with my sword. If you tell me the truth, I will slay you with a spell." What must you say to stay alive?

 



A  , was slain. The   claims the   is guilty. The Dunmer says the   did it. The   swears he didn't kill the Bosmer. The Khajiit says the Dunmer is lying. If only one of these speaks the truth, who killed the Bosmer?
General:Fanfiction

*
The fanfictions here are stories and poems that take place in the world of the Elder Scrolls. They are all written by fans of the franchise.

To write your own fanfiction to be posted here, you'll first need to create an account. While logged in, follow the link at the top of the page, to the left of "my talk", to your user page. In the address bar, add to the end of the URL   to create a story titled "My Fanfiction". When your story has been written, return to this page and add a link to your story in the appropriate section. The format is as follows:

 

For more advanced uses of the template, see  .

Morrowind Fan Fiction
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Tribunal Fan Fiction
 

Oblivion Fan Fiction
 
 
 
 
 
 
 
 
 
 
 .
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Shivering Isles Fan Fiction
 
 
 
 
 

Skyrim Fan Fiction

 
 
 
 
 
 
 
 
 
 
 
 
 
 

Tamriel Fan Fiction

Poetry
 
 
 
 
 
 
 
 

Prose
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Comedy
 
 

Historical
 
 
 
 
 

Fiction
 
 
 
 

See Also
Oblivion:Mortal Camp

It is a medium-sized bandit camp located close to the Gold Road near Cyrodiil's border with Valenwood. It contains two tents with bedrolls, an unlit fireplace, and four bottles of beer carelessly scattered on the ground next to a stool. One or two bandits can reside here, but due to the high density of wildlife and the occasional Imperial Legion Soldier passing by, the camp is often abandoned. A random creature can always be found by the side of the road near the camp. Pottery can be found lying around the campsite, and the rotting trunk of a Scotch Pine can be found near the fireplace. Two sacks lie beside a red flax plant, one containing food and the other hiding some minor loot. 

A breathtaking view towards the Strid River and the mountains of Valenwood can be seen when looking south, while a look to the northwest reveals the ruined city of Kvatch, with its burnt-down trees and destroyed towers. Two deadly nightshades grow around a sloped rock a bit away from the camp, and further downhill a lone peony flower can be found behind another rock. Another red flax plant grows by the side of the road, beside a yellow Cinnabar Polypore clutching to the bark of a Scotch Pine. A blue flax plant and a purple primrose hug to the side of the road, next to a blackberry bush.
 
Occupants
1 Outdoors Creature (Road Forest/Mountain variety)
1-2 Campsite Bandits (each 50% probability melee Bandit, 25% archer Bandit, 12.5% Bandit Hedge Wizard, 12.5% dog)
Contents
1 Camp Sack
1 Food Sack (containing up to 4 food items)
2 bedrolls
Flora
3 Flax plants
2 Nightshade plants
1 Peony flower
1 Cinnabar Polypore (Yellow) shelf mushroom
1 Primrose plant
1 Blackberry bush

Notes
In The Infernal City, the ghost of a Colovian woman speaks of her hometown of Mortal, a settlement with lots of willows located by a river. It is possible the town takes its name from Mortal Camp, which is also located in Colovia by a river.
Oblivion:Atrene Camp

Completely isolated on the grassy countryside north of Anvil, Atrene Camp provides quick and easy shelter but little else. It consists of a large tent, two bedrolls out in the open, and a large burned-out campfire surrounded by three stools. The tent contains nothing but a locked chest containing minor loot and, scattered on the ground, a pewter mug and a skull.

Judging by the cobwebs found inside the tent, this camp has clearly been abandoned for a while. It is devoid of any inhabitants except for occasional wildlife passing by. With shriveled grass and a few trees as the only vegetation in sight, Atrene Camp's only real attraction is its location; it is set up on the side of the unmarked road leading to Lord Drad's Estate, a short distance north of the Gold Road.
 

Contents
1 Camp Chest (locked)
2 bedrolls

Notes
According to ''Grommok's Journal'', Camp Atrene was the hideout of Grommok gro-Barak and his two companions before their trip into the Shivering Isles.
Oblivion:Collapsed Mine

Notes
This mine contains 2 Cairn Bolete plants and 9 Wisp Stalk plants.
 
Exterior

The exterior is located at coordinates: Tamriel 43, 1
This location's map marker (M on map) is named Collapsed Mine (editor name CollapsedMineMapMarker).  The entrance door is NNW of the marker, 60 feet away.
0-1 Bandit Enemy (each 50% probability melee , 25% archer Bandit, 25% Dog) is near the entrance
1 Wilderness Creature (Valley variety) is near the entrance
The following plants can be found near the entrance: 11 Foxglove plants, 7 Green Stain Cup plants, 4 Monkshood plants, and 9 Summer Bolete plants

 
Zone 1:
thumb|right|187px|Collapsed Mine
Collapsed Mine is an unremarkable, entirely linear structure with a healthy amount of treasure compared to the opposition. Simply make your way through the tunnel, looting the chests as you go along. Avoid the Pressure Plate Triggers at E and use the Falling Logs released by the Tripwire at G to your advantage. When all is said and done, enter door C, leading to the second zone, Collapsed Mine – Breakthrough. 

Occupants:
6 Bandit Enemies (each 50% probability melee , 25% archer Bandit, 12% Dog, 12% Nuisance Animal)
Treasure:
1 Chest 01
4 Chests 02 (2 locked)
2 Chests 03
1 Chest 04
The following plants will always be found: 1 Wisp Stalk plant
Traps:
1 Tripwire trigger at location G on the map, releasing the Falling Log trap at F
2 Pressure Plate triggers at E, releasing the 2 Swinging Mace traps at D
Doors and Gates:
There are two doors in/out of this zone
1 door (at Out) leads outside
1 door (at C) leads to the zone Collapsed Mine - Breakthrough
Other:
1 bedroll at location b on map

 

Zone 2:
thumb|right|265px|Collapsed Mine - Breakthrough
This zone resembles the previous one; with the exception of the expensive equipment worn by the inhabitants, it is an unremarkable place and the biggest challenge is deciding whether to go north or south at the intersection in the second room. Avoid the two traps welcoming you to each of the larger rooms (both triggered by a Pressure Plate at E) and kill the opposition as you go, looting the variety of minor loot chests you encounter. When you have cleared everything, head back to door C and return to the first zone, Collapsed Mine. 

Occupants:
7 Bandit Enemies (each 50% probability melee , 25% archer Bandit, 12% Dog, 12% Nuisance Animal)
Treasure:
2 Chests 01
3 Chests 02 (2 locked)
1 Chest 03
1 Chest 04
The following plants will always be found: 2 Cairn Bolete plants and 8 Wisp Stalk plants
Traps:
1 Swinging Log trap at F, triggered by the Pressure Plate at E
1 Swinging Mace trap at D, triggered by the Pressure Plate at E
Doors and Gates:
There is one door (at C) in/out of this zone, leading to the zone Collapsed Mine
Oblivion:Deserted Mine

Notes
This mine contains 3 Cairn Bolete plants and 8 Wisp Stalk plants.

 
Exterior

The exterior is located at coordinates: Tamriel 36, 3
This location's map marker (M on map) is named Deserted Mine (editor name DesertedMineMapMarker).  The entrance door is N of the marker, 70 feet away.
The following plants can be found near the entrance: 1 Monkshood plant and 1 Motherwort plant

 
Zone 1:
thumb|right|163px|Deserted Mine
Occupants:
9 Bandit Enemies (each 50% probability melee , 25% archer Bandit, 12% Dog, 12% Nuisance Animal)
Treasure:
2 Chests 01 (1 locked)
2 Chests 02 (1 locked)
1 Chest 03
1 Chest 04
2 Silver Veins (non-respawning)
The following weapons will always be found: 2 Iron Arrows
Traps:
1 Falling Log trap at location D on map
1 Tripwire trigger at E
Doors and Gates:
There are two doors in/out of this zone
1 door (at Out) leads outside
1 door (at C) leads to the zone Deserted Mine Caverns
Other:
1 bedroll at location b on map

 

Zone 2:
thumb|right|195px|Deserted Mine Caverns
Occupants:
1 boss-level Monster at location A on map
7 Bandit Enemies (each 50% probability melee , 25% archer Bandit, 12% Dog, 12% Nuisance Animal)
Treasure:
1 Chest 01 (locked)
3 Chests 02 (1 locked)
2 Chests 03
1 Chest 04
The other following items will always be found: 1 Iron Helmet and 1 Iron Warhammer
The following plants will always be found: 3 Cairn Bolete plants and 8 Wisp Stalk plants
Doors and Gates:
There is one door (at C) in/out of this zone, leading to the zone Deserted Mine
1 Break-away wall ('Push Loose Planks') at D
Other:
2 bedrolls at locations b on map
Oblivion:People

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Small Towns
 
 
 
 

Inns

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Daedra Worshippers

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Other Locations

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Official Plug-ins
These people are either added or altered by the official plug-ins.  Names in italics exist without the plug-ins, but have been changed (generally new dialogue or things for sale).

See Shivering Isles People for a listing of the people added by the Shivering Isles expansion.


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Other
:See also NPCs for generic categories of NPCs.

This is a list of NPCs that do not fit in any other category.


Appear in Sleep
These NPCs may or may not also appear in other locations.


Removed
These NPCs do not appear in-game, only in the game's files. They are listed here as a curiosity.



Test
These NPCs do not appear in-game; most were only used to test the game's functions during development. They are listed here as a curiosity.


 * While Arena Mouth does not appear directly in the game, his voice is used for the Arena announcer and many scripts reference him. 
 ** Technically, Bendu Olo does appear in the game - it's you, the player, a male Imperial. Of course the name, race, and gender may be changed before you start, but Bendu is the default. 
 *** Boromir shares the same name as the character from Lord of the Rings, but is a female. 
 **** Dewey Decimal can be met through use of the Frostcrag Spire Glitch.
Oblivion:Crestbridge Camp

It is occupied by a family of refugee farmers and their guide, Mirisa, who will ask you to help fix their "Goblin Trouble". The NPCs that are temporarily staying here are Aloys Bincal, Barthel Gernand, Callia Bincal, and Mirisa. The camp consist of three small tents surrounding a fire, with two barrels and a grain sack containing food, and also two more sacks containing general clutter. The only other items of interest here would be the Monkshood plant and the Lavender plant nearby.

 

Occupants (temporary, see Notes below)

Aloys Bincal
Barthel Gernand
Callia Bincal
Mirisa

Contents

3 bedrolls
2 barrels (food)
1 grain sack (food)
2 sacks (clutter)

Flora

1 Monkshood plant
1 Lavender plant
 
Related Quests


Notes
If you happen upon this camp in your travels, take care not to mistake the inhabitants for bandits and try and shoot them from afar or attack them; it will count as assault and you can rack up a hefty bounty this way.
Oblivion:Mazoga the Orc (person)

Mazoga the Orc will initially be encountered in Leyawiin, insisting somewhat insecurely that she is a knight. Talking with her or with city guards leads to the quest Mazoga the Orc, during which you will learn a bit more about her less-than-chivalrous past, and give her (and yourself) a chance to become a real knight.

Mazoga wears a set of heavy armor (boots, cuirass, greaves, and shield) which is always the best available quality (based on your level). She carries a longsword, which is also of the best available quality. She also carries four restore health potions, another random potion, and a pair of leveled lower-class pants. After you kill Black Brugo and are both named Knights-Errant, she will also carry a Leyawiin shield and a key to the White Stallion Lodge.

After you have completed the quests involving her, you will not be able to interact with her anymore. Her only responses are: ''"I'm going to spend some time at the Lodge. Then maybe tonight, I might go hunt me some black bows." or "I'm gonna go get me some black bows. Tag along if you like." When approached, she will say: "Time to relax."''

 
Related Quests




Notes
It is advisable either to complete Mazoga's quests before you have started Sanguine's quest or wait to start after you have completed it. Performing Sanguine's prank with the other quests active can cause Mazoga to fight the numerous castle guards and probably end up being killed.
You may consider not doing her quests and just keeping her as a permanent follower. However, she is not essential and therefore can quite easily die in combat.
You can continuously pickpocket Mazoga's armor and weapons while she sleeps. She will eventually get more gear which may be better depending on your level. It will not matter if she catches you due to her low responsibility, though her disposition towards you will decrease.
As your level increases, the caves to which Mazoga travels will also become increasingly more dangerous for her to explore. It is very common to find her dead in Rockmilk Cave, as it is inhabited by Marauders and Black Bow Bandits who will eventually kill her due to their overwhelming numbers.

Bugs
 

Gallery
Oblivion:Maenlorn

Maenlorn is a Wood Elf merchant at The Flowing Bowl in Anvil.  Maenlorn sells food all day, not eating or sleeping.  He also sells the unique Fists of the Drunkard.

He wears a middle-class attire consisting of a brown shirt, a pair of tan linens and some thick cowhide shoes. He also has a small amount of gold. 

The first time you meet him, he'll tell you about his twin brother: ''"Welcome to the Flowing Bowl. I'm Maenlorn. My twin's name is Caenlorn. How to tell us apart? I'm in brown. He's in blue. Simple, really." On subsequent meetings, he will be more brief: "I'm Maenlorn. I'm the twin in brown, remember?" If you ask him about Anvil before having finished the Thieves Guild quest line, he will tell you why Countess Millona Umbranox rules Anvil County all by herself: "The Count went missing about ten years ago. No one knows what happened to him. Lady Millona rules County Anvil. Her Ladyship has no intention of remarrying. Liked her first Count well-enough, I guess, and doesn't fancy a replacement." Later on, when Corvus Umbranox returns to the seat, he will say: "The Count went missing about ten years ago... but just recently he reappeared. It's a bit of a mystery, but the Countess seems pleased."'' During the quest The Siren's Deception, when Maelona and Gogan sends you to The Flowing Bowl, you can ask Maenlorn about the gang: ''"Yes, I've noticed some of them in my establishment. They don't break the law while they're here so there's nothing I can do. If you wait around long enough, I'm sure they'll show up."

Maenlorn and his brother enjoys huge respect all over Anvil. When asked for rumors, the townsfolk will say: "Maenlorn and his brother run a nice establishment at the Flowing Bowl.", "I like eating at the Flowing Bowl. Maenlorn runs a quality inn.", "I like the Flowing Bowl. Maenlorn and his brother are excellent hosts." and "I've eaten many meals there, and I've always been satisfied."''
Notes
Maenlorn is one of several different non-quest related NPCs that may appear outside of any given jail when you serve time or pay a fine.
Oblivion:Felen Relas

Felen Relas, a Dark Elf alchemist, is an Evoker of the Mages Guild who offers basic alchemy training at the Anvil Guild Hall.

He enjoys a relaxed lifestyle: from 8am he will start mixing up potions using his mortar & pestle, behind his counter in the first floor of the Guild building. At 4pm he decides to start reading, and heads to the other side of the ground floor to find an interesting book. He reads until he goes for dinner at 9pm. After three hours eating he heads for his bed in the Guild Library, where he sleeps until 8am of the next day.

He has a Mercantile skill of 30 and 600 gold. He will buy ingredients, potions, alchemical apparatus, and miscellaneous items from you while only selling magical supplies. He will offer both training and his bartering services at all times except when eating and sleeping.

He wears upper-class attire, consisting of a blue velvet outfit and a pair of blue suede shoes. He also carries a small amount of gold, his book, his mortar & pestle and an empty grand soul gem. He doesn't wield any weapons, relying instead on a set of leveled alchemist spells.

He will introduce himself by saying: ''"I'm Felen Relas of the Mages Guild. I handle Alchemy training for the Anvil Chapter."'' If you aren't in the mages guild, Felen will tell you about it, as well as wondering how others cope without magic: ''"I can't imagine how the average person gets by without our extra services. No spell-crafting, and no enchanting? It must be awful." If you ask him about Anvil, he will say: "If you're looking for hard-to-find ingredients, try Lelles' Quality Merchandise, outside the walls facing the harbor." As an alchemist, he will point you towards Sinderion if you show him a sample of nirnroot: "Have you taken this to Sinderion in Skingrad yet? As far as alchemists go, you couldn't ask for a more knowledgeable source. If anyone can help you identify this root, he can."

His skill as an alchemist is well-known among the townsfolk of Anvil. "Learning a bit about alchemy would be handy, but you have to be in the Mages Guild for Felen to train you.", "If you're looking to learn a bit about potion-making, you should speak to Felen   at the Mages Guild", "I've heard that   Relas knows quite a bit about alchemy." and "Might be nice to learn a bit about making potions" are all rumors that you will hear around town.

He owns the items found on his counter; these include two copies of the standard text Fundaments of Alchemy'', two empty soul gems, and two scrolls.

 
Related Quests
Oblivion:Varel Morvayn

Varel Morvayn is a Dark Elf smith and merchant who owns Morvayn's Peacemakers in Anvil. In the shop, which doubles as his house (he lives upstairs), he sells weapons and armor and offers repair services every day between 8am and 8pm. Among his wares is the unique weapon Truncheon of Submission. 

With over three decades of experience, Varel has built up a good reputation in town and keeps his shop open for twelve hours every day. After closing up at 8pm, Varel takes an evening walk in the western area of Anvil, talking to the other townsfolk, before returning home at 11pm. After wandering around there for an hour, he heads upstairs and goes to sleep next to his apprentice Enilroth for six hours. In the morning, he will walk restlessly around his shop for two hours, preparing himself for yet another day of hard work.

His attire is typical for a man in his business: a blacksmith's apron and pants, as well as a pair of rough leather shoes. He carries his key and a small amount of gold.

When approached, he will give you some background information about his shop: ''"Varel Morvayn. Been making weapons and arms here in Anvil for 30 years. People say I do good work, and I don't aim to argue with them." When asked about the city of Anvil, he will reflect on the future for his shop: "Been here thirty years, and I expect I'll last another ten or so. When I'm gone, gods willing, my apprentice, Enilroth, will tend the smithy." When asked about Anvil, Enilroth will say: "Varel   been a good master. I like the town and the people. No reason why I wouldn't want to be here for many years... just like the master."'' Down at The Flowing Bowl, Caenlorn will recommend Varel's shop: ''"Best shops in Anvil? Norbert Lelles handles rare books, exotic ingredients, and gems, and they have fine weapons at Morvayn's Peacemakers."''