Netruk44/uesp-wiki-content huggingface dataset:
Lore:36 Lessons of Vivec, Sermon 33

Then Vivec left the Litany Hall of the   Temple, where he had brooded for so long creating the scripture of the pounding light, and went back to the space that was not a space. From the Provisional House he looked into the middle world to find the seventh monster, called Lie Rock.

Lie Rock was born of Vivec's Second Aperture and was thrown out of the   by a member of the Sweeps, another forgotten guild. The Sweep did not take it for the monster that it was and so he did not expect it to fly from his hand and into the heavens.

: I am born of golden wisdom and powers that should have forever been unalike! With this nature I am invited into the Hidden Heaven! 

By which he meant the Scaled Blanket, made of not-stars, whose number is thirteen. Lie Rock became full of foolishness, haggling with the Void Ghost who hides in the religions of all men. The Void Ghost said:

: Stay with me a full hundred years and I will give you a power that no divinity will dare disobey. 

But before the hundred years was up, Vivec was already looking for Lie Rock and found him.

: Stupid stone,  Vivec said.  To hide in the Scaled Blanket is to make a mark on nothing. His bargains are only for ruling kings! 

So Vivec sent the Hortator to the heavens to shave Lie Rock asunder by the named axe. Nerevar made peace with the south-pole-star of   and the north-pole-star of   and the third-pole-star, which existed only in the ether, which was governed by the   of Magnus the sun. They gave him leave to wander among their charges and gave him red sight by which to find Lie Rock in the Hidden Heaven.

By chance, Nerevar met the Void Ghost first, who told him that he was in the wrong place to which the Hortator said,  Me or you?  and the Void Ghost said both. This sermon does not tell what else was said between these masters.

Lie Rock, however, used the confusion to launch his own attack on the city-god, Vivec. He was hastened by all three of the black guardians, who wanted him swiftly gone, though they meant no hostility to the lord of the middle air.

The citizenry of Vivec screamed as they saw a shooting star come down out of the sky hole like a toll-road of hell. But Vivec merely raised his hand and froze Lie Rock just above the city and then he pierced the monster with Muatra.

(The practice of piercing the Second Aperture is now forbidden.)

When Nerevar returned, he saw the frozen comet above his lord's city. He asked whether or not Vivec wanted it removed.

: I would have done so myself if I wanted, silly Hortator. I shall keep it there with its last intention intact, so that if the love of the people of this city for me ever disappear, so shall the power that holds back their destruction. 

Nerevar said,  Love is under your will only. 

Vivec smiled and told the Hortator that he had become a  .

The ending of the words is ALMSIVI.
Lore:36 Lessons of Vivec, Sermon 34

Then   left the   and went back to the space that was not a space. From the Provisional House he looked into the middle world to find the eighth and final and mightiest monster, called GULGA MOR JIL and more. The wise must look   for this string of power.

Vivec called to his side the Hortator and this was the first time that Nerevar had ever been to the Provisional House. He had the   that Vivec had so many years ago: that of the two-headed ruling king.

: Who is that?  he wondered.

Vivec said,  The red jewel of conquest. 

Nerevar, perhaps because he was frightened, became vexed at his lord's answer.  Why are you always so evasive? 

Vivec told the Hortator that to be otherwise was to betray his nature.

Together they moved into the middle world, to a village near where Vivec had been found by   and  . The eighth monster was there, but he did not act much like a monster. He sat with his legs in the ocean and with a troubled look on his face. When he saw his mother-father, he asked why he should have to die and return to  .

Vivec told the eighth monster that to be otherwise was to betray his nature. Since this did not seem to satisfy the monster and Vivec still had a touch of   he said:



: The fire is mine: let it consume thee,

:And make a secret door

:At the altar of Padhome,

:In the House of  

:Where we become safe

:And looked after. 



The monster accepted Muatra with a peaceful look and his bones became the foundation for the City of the Dead, anon  .

Nerevar put away his axe, which he had at the ready, and frowned.

: Why,  he said,  did you ask me to come if you knew the eighth monster would give in so easily? 

Vivec looked at the Hortator for a long time.

Nerevar understood.  Do not betray your nature. Answer as you will. 

Vivec said,  I brought you here because I knew the mightiest of my issue would succumb to Muatra without argument, if only I gave him consolation first. 

Nerevar looked at Vivec for a long time.

Vivec understood.  Say the words, Hortator. 

Nerevar said,  Now I am the mightiest of your children. 

Let this sermon be consolation to those who read it that are destined to die.

The ending of the words is ALMSIVI.
Lore:36 Lessons of Vivec, Sermon 36

For these were the days of Resdaynia, when   and   lived under the wise and benevolent rule of the ALMSIVI and their champion the Hortator, though the Dwemer had become foolish and challenged their masters.

Out of their fortresses they came with golden   that walked and mighty atronachs and things that spat flame and things that made killing songs. Their king was Dumac Dwarf-Orc, but their high priest was Kagrenac the Blighter.

Under mountains and over them the war with the Dwemer was raged, and then came the   to help Kagrenac and they brought Ysmir again.

Leading the armies of the Chimer was the slave that would not perish, the Hortator Nerevar, who had traded his axe for the Ethos Knife. He slew Dumac at   and saw the heart bone for the first time.

Men of brass destroyed the eleven gates of the   and behind them came the Dwemeri architects of tone.   threw down her cloak and became the Face-Snaked Queen of the Three in One. Those that looked upon her were overcome by the meanings of the stars.

Under the sea,   stirred and brought the army he had been working on in the castles of glass and coral. Clockwork  s, mockeries of the  , rose up from the seas and took their counterparts back beneath, where they were swallowed forever by the sea.

Red Mountain exploded as the Hortator went too far inside, seeking the  .

Dwemeri high priest Kagrenac then revealed that which he had built in the image of  . It was a walking star, which burnt the armies of the Triune and destroyed the heartland of Veloth, creating the Inner Sea.

Each of the aspects of the ALMSIVI then rose up together, combining as one, and showed the world the sixth path. Ayem took from the star its fire, Seht took from it its mystery, and Vehk took from it its feet, which had been constructed   of   and destroyed in the manner of truth: by a great hammering. When the soul of the Dwemer could walk no more, they were removed from this world.

Resdaynia was no more. It had been redeemed of all the iniquities of the foolish. The ALMSIVI drew nets from the Beginning Place and captured the ash of Red Mountain, which they knew was   of the Dwemer and that would serve only to infect the whole of the middle world, and ate it. ALTADOON  !

The beginning of the words is ALMSIVI. I give you this as Vivec.
Morrowind:Imperial Knights

The Imperial Knights  are an unused faction in Morrowind. No NPCs in the game are part of this faction. They are mentioned only in dialogue, where they are described as the upper echelons of the Imperial Legion.
Imperial Knights Ranks
Oblivion:The Dreaded Refuge

This tower can be visited when accessing the Main Tower from Oblivion Worlds 1, 3, 5, 6 or 7. In order to reach the Sigil Stone on top of this tower, you are only required to pass through one hallway before reaching the Sigillum Sanguis. The only loot in this tower can be found in the Sigillum Sanguis.

 



This tower consists of only two levels, one ground level and one upper level. When entering you can turn either left or right for a Magicka Essences, but you will have to cross the chamber to get to the door to the Rending Halls. There are only two Daedra on your path, so it shouldn't be too difficult.

The first level is basically one path winding upwards, where you'll meet a few Daedra on the way. Once you're at the top you can use one of the two doors to enter the Sigillum Sanguis.

Occupants:
Ground level: 2 Daedric occupants (Daedra creatures or Dremora)
First level: 4 Daedric occupants
Traps:
Falling in the pool of lava in the middle of the ground level will result in instant death.
Touching the fire pillar in the middle of the room will result in instant death.
Doors and gates:
There are five doors in/out of this zone
1 door (at Out, ground level) leads outside to the Planes of Oblivion
1 door (at A, ground level) leads to Rending Halls
1 door (at B, first level) leads to Rending Halls
2 doors (at C, first level) lead to Sigillum Sanguis
Other:
2 Magicka Essences at locations m on map

 


thumb|right|238px|Rending Halls
thumb|left|The only room in the Rending Halls
These halls are straightforward climb upwards. You will meet some resistance halfway, in the form of some Daedra and Citadel Spikes. There is also a Blood Fountain that can help you replenish your health.

 
Occupants:
3 Daedric occupants (Daedra creatures or Dremora)
Traps:
5 Citadel Spikes at locations s on map
Doors and gates:
There are two doors in/out of this zone
1 door (at A) leads to The Dreaded Refuge (ground level)
1 door (at B) leads to The Dreaded Refuge (first level)
Other:
1 Blood Fountain at location b on map

 


thumb|right|190px|Sigillum Sanguis
thumb|left|An overview of the Sigillum Sanguis
Ascend the ramp and pass through the opening to find yourself in the room that contains the Sigil Stone. After climbing to the second level you will encounter two Dremora. Here you can also find a Magicka Essences and a Blood Fountain. At the top you will find a boss-level Dremora and one boss-level The Punished. Be careful if you are sneaking since the Daedra can spot you easier than you're used to, due to the openness of the area. Once you have reached the top you can grab the Sigil Stone to close the Oblivion Gate.

 
Occupants:
1 boss-level Dremora (always best possible level) at location B on map
2 Dremora
Treasure:
1 boss-level The Punished at location C on map
1 random Sigil Stone at location S on map
Traps:
Touching the fire pillar in the middle of the room will result in instant death.
Doors and gates:
There are two doors in/out of this zone
2 doors (at A) lead to The Dreaded Refuge
Other:
1 Blood Fountain at location b on map
1 Magicka Essences at location m on map
Oblivion:Random Oblivion World 3

thumb|World 3's entrance (facing N)

This is one of seven random oblivion worlds; in addition, the Oblivion gate in front of Leyawiin always connects to this world.  The main tower in this world is one of the five random towers.

You emerge on an island, with five towers visible in front of you, as well as a dead horse.  The bridge that leads from the island to the towers is of course ruined.  The standard route across is through a set of random caves that go under the lava field.  You will usually have to jump down a level, therefore preventing return to the Oblivion gate.  Using the caves is not required: some players may opt to swim through the lava or jump across the gaps in the ruined bridge (with high enough acrobatics skill).

On the other side of the caves you will find two Spindle Shrine towers, each of which has a bridge leading to a Blood Well tower.  The top level of each Blood Well tower has a set of gate controls that open the war gates separating these towers from the main tower. The east tower has a second set of controls that releases the body of a Mythic Dawn agent from its cage to fall upon the lift below.

There is an additional optional cave in this world, the Molten Halls, located east-northeast of the main tower (north of the eastern Blood Well). This cave contains five Fleshy Pods, and also provides access to the bottom levels of the two Spindle Shrine towers (which are otherwise inaccessible because the corpse mashers are broken; however, there is nothing at the bottom levels except creatures).

There are also two clusters of Fleshy Pods on the surface, if you continue along the coast past each of the Spindle Shrine towers.  To the northwest there are three Fleshy Pods; to the northeast there are four.

Notes
A player with a high acrobatic skill can get to the main tower without even entering any of the towers by jumping up the mountain and can get around the gate guarding the tower by going to the side and jumping over it.

Off the map to the west is a very long, sinuous island.  Since travel to the island requires a long trek through or over the lava, most players will never visit it.  There's also no reason to visit it: it contains nothing of interest.  The only unusual feature is one non-functioning door (cannot be activated and doesn't lead anywhere) at the north end of the island.

Maps
thumb|left|Random Oblivion World 3
thumb|left|clear=none|The Molten Halls
Morrowind:Sargon

This cave is the hideout of the murderer Nerer Beneran, on whose head the Fighters Guild has a contract and bounty, and his gang of outlaws. 

Sargon is riddled by numerous secret underwater passages. The one that starts at the bottom-right of the first pool you see after entering Sargon leads directly to Nerer; go down the stairs and descend into the pool. Follow this underwater passage all the way to the absolute end (use some form of Water Breathing). You will need levitation to reach the high ledge leading into Nerer Beneran's hiding place. 

 
Related Quests
Fighters Guild
 

People
 


Notes
Nerer Beneran himself is wearing an ebony cuirass and some bonemold pauldrons. Submerged in the cave behind him is an iron cauldron containing some loot.
This cave is cut up by waterways, some of which lead to caves which are otherwise inaccessible. One such cave contains a chest with a lot of gold and a random Silver weapon, and a Greater Soul Gem lying beside the chest, guarded by a Skeleton Champion.

Maps
thumb|left|Sargon, interior map
Oblivion:Random Oblivion Caves

Some random Oblivion worlds contain cave sequences whose sections are randomly selected from a large series of possible caves. A single cave section is selected much like a random Oblivion world is selected when entering a Gate to Oblivion. Each cave section consists of a single entrance and a single exit. The outside entrance to a random cave sequence is labeled Nether Tunnels and interior doors from one zone to another are labeled Oblivion Cave. The cave sequence is divided into three zones (start, middle and end), each of which can be any of seven different layouts.  There is a 50% chance that the middle zone is skipped. 

In some worlds it is possible to enter a random cave system from either end, which can cause some glitchy behavior. Since the game randomly selects a cave section when entering the door that leads to the next section, the full sequence is only completed when you follow the entire sequence from begin to end. So if you interrupt the sequence, and instead return to the surface and enter the cave sequence from the other end an issue will arise. Instead of entering the first cave sequence from the other, as you would expect, a new sequence is started. This will result in both sequences having a dead-end, which is problematic if a sequence holds a cave section that requires you to drop down (one way), as you cannot go back.  

Cave sections
Distinguishing which precise cave section you are in is not so easy. But there are elements that allow you to recognize the right cave section. When you first enter a cave section, open your map to see the name of the cave section you're in. That will narrow down the possible sections to either 3 or 4. Use the given images and descriptions to determine which cave section you're in.

The Hate Tunnels


 
Worm Gut Channels


 
Molten Halls


 
The Fume Vaults


 
Mire of Ash


 
The Scratch Paths
UESPWiki:News

This is where news for the main page is written, whether it be about The Elder Scrolls or about our site. If you would like to write news for the main page, simply create a header in the "Proposed News" section and write a brief news story underneath. Others will come by behind you and clean it up, and an administrator may feature it on the main page once it becomes brilliant prose.

Currently Featured News  
 

Proposed News
Lore:Caldera

Caldera was an Imperial charter town just north of Balmora. It was built to service the nearby Ebony mine, providing the miners with homes, entertainment, and other services. The town was ruled largely from the Caldera Mining Company's fortress to the northeast. 

The buildings, which had Imperial and Nordic architectural influences, formed an inverse "L" shape between two large guard towers. While Dunmer presence in Caldera was almost non-existent, a large contingent of Orcs lived in the dilapidated Ghorak Manor (along with an unusual Scamp who was a merchant and claimed the house was his). Notable institutions in Caldera included an Imperial Cult altar, a Mages Guild branch, two general merchants, a blacksmith, a tavern, and one of the few Imperial-style clothiers in Vvardenfell. 

A Redoran Garrison was present at the town's future location in  , where many meetings between house councilors were held. The ebony mine, during the late Third Era, was operated on land claimed by House Redoran, while the mine was administered by House Hlaalu, who had a stranglehold on all of the East Empire Company's business interests on Vvardenfell. This was the cause of a great deal of friction between these two great houses.
 
Gallery
 
See Also
For more information, see the Morrowind Caldera article and ESO Redoran Garrison article.
Lore:Oblivion

Oblivion also known as the Outer Realms,  is a realm within the Aurbis, and is mainly inhabited by the Daedra—Et'Ada who did not contribute to the creation of the Mundus.

There are at least sixteen major Planes of Oblivion, each ruled over by one of the Daedric Princes,  and over 37,000 other documented planes, including chaos realms and pocket realities,  although there exists far more than that. Most realms are maintained by greater Daedra, although some are ruled by mortals who have ascended to immortality—like the Ideal Masters.  The realms of the Daedric Princes can be very extensive;

The 16 main Daedric planes along with the Daedric Princes they are associated with are:
Apocrypha, Hermaeus Mora's realm.
Ashpit, Malacath's realm.
Coldharbour, Molag Bal's realm.
The Colored Rooms, Meridia's realm.
The Deadlands, Mehrunes Dagon's realm.
The Evergloam, Nocturnal's realm.
The Fields of Regret, Clavicus Vile's realm.
The Hunting Grounds, Hircine's realm.
Moonshadow, Azura's realm.
The Myriad Realms of Revelry, Sanguine's realms.
The Pits, Peryite's realm.
Quagmire, Vaermina's realm.
The Realm of Boethia, Boethiah's realm.
The Scuttling Void, Namira's realm.
The Shivering Isles, Sheogorath's realm.
The Spiral Skein, Mephala's realm.

Each plane is different in appearance, depending upon the nature of its ruler. They can range from beautiful to desolate; some are even too strange for mortal comprehension.   The rulers associated with the different realms of Oblivion are implied to be able to sense what goes on in their respective planes, and the presence of visitors to their realms.  
Gallery
 

See Also
The books On Oblivion and The Doors of Oblivion.
For game-specific details, see the Daggerfall, Oblivion, and ESO articles.

References
Lore:Scamp

thumb|right|A scamp  

Notes
Though scamps could initially speak in Battlespire and Morrowind, they were limited in later games to simplistic grunts and snarls.  Even Creeper, who spoke in Morrowind, had no lines in his ESO appearance.

See Also
For scamp names, see here.
For game-specific information, see the Battlespire, Morrowind, Oblivion, Oblivion Mobile, The Infernal City, ESO, and   articles.

Gallery
 
BS-creature-Scamp.jpg|A scamp (Battlespire)
MW-creature-Scamp.jpg|A scamp (Morrowind)
OB-creature-Scamp.jpg|A scamp (Oblivion)
OM-creature-Scamp.gif|A scamp (Oblivion Mobile)
LG-cardart-Scamp.png|A scamp (Legends)
ON-pet-Stonefire Scamp.jpg|A Stonefire Scamp (ESO)
ON-creature-Scamp 03.jpg|A blue scamp, which serves Molag Bal (ESO)
 

References
Morrowind:Dagoth Ur

Dagoth Ur may refer to two things:
Dagoth Ur (facility), the facility in Red Mountain where the evil god Dagoth Ur dwells
Dagoth Ur (god), the evil god and Lord of House Dagoth
Tribunal:Maps

300px|right|thumb|Official map of Mournhold
Mournhold
These maps will help you find your way around Mournhold.
Official map (shown to the right)
A bird's eye view of the city
Map of Godsreach
Map of the Great Bazaar
Map of the Plaza Brindisi Dorom
Map of the Royal Palace
Map of the Temple Courtyard
Old Mournhold
Present-day Mournhold was built atop the ruins of the old city, now accessible only through the sewer system.

Map of the Hall of Wails
Map of the Hall of Winds
Map of Hearthfire Hall
Map of King's Walk
Map of the Passage of the Walker
Map of the Passage of Whispers
Map of Radac's Forge
Map of Skybreak Gallery

An overview of the Battlefield section
Map of the Abandoned Passageway
Map of the Armory Ruins
Map of the Battlefield
Map of the City Gate
Map of the Residential Ruins
Map of the Tears of Amun-Shae
Map of Teran Hall
Map of Teran Hall East Building

Map of the Bazaar Sewers
Map of the Palace Sewers
Map of the Residential Sewers
Map of the Forgotten Sewer 
Map of the West Sewers

An overview of the Manor District
Map of the Manor District
Map of the Moril Manor Courtyard 
Map of the Moril Manor East Building 
Map of the Moril Manor North Building 

Map of Norenen-Dur

An overview of the Temple Sewers
Map of the Abandoned Crypt
Map of Gedna Relvel's Tomb
Map of the Temple Catacombs
Map of the Temple Crypt
Map of the Temple Gardens
Map of the Temple Sewers
Map of the Temple Sewers East
Map of the Temple Sewers West
Map of the Temple Shrine

Other
Places that are outside of Mournhold.

An overview of the Clockwork City
Map of the Central Gearworks
Map of the Chamber of Sohleh
Map of the Dome of the Imperfect
Map of the Dome of Kasia
Map of the Dome of Serlyn
Map of the Dome of Sotha Sil
Map of the Dome of Udok
Map of the Hall of Delirium
Map of the Hall of Mileitho
Map of the Hall of Sallaemu
Map of the Hall of Theuda
Map of the Inner Flooded Halls
Map of the Outer Flooded Halls
Bloodmoon:Maps

For maps of Solstheim see:
  - A high-resolution map of Vvardenfell and Solstheim using the Google Maps API.
  - Many different kinds of maps here.
Official Map of Solstheim - Official paper map of Solstheim .