Netruk44/uesp-wiki-content huggingface dataset:
Lore:Azarrid's Race

"There, at the end of the hall! Is that a sapphire?" asked Lodissar, eyes shining. "I've never seen one so big. How much you think we can sell it for?"

"Sell it? Ha! First, that's not a sapphire, and second, we're not selling it," Pamolwe remarked. "It belongs with me, in my experiments. You can't even imagine what I can do with that thing and a little time!"

The   growled. "What? There's no way I'm letting you keep that to tinker with. Look at it! It's as big as my head! We'll live like kings!"

"It is worth more in the revelations I'll witness than you can imagine, mead-for-brains!"

Azarrid observed the dispute, leaning against the cool stone of the ancient wall as his companions' argument intensified. His gaze flicked down the hallway and his face lit up with a hungry grin as he noticed something interesting. Buffing his claws on his leather armor, he waited for the right moment. "  thinks," he said during a seething pause, "that whoever is best to decide is the best adventurer, and that is the one who picks it up first." He took off and sprinted past the Nord and  .

Dumbfounded, his companions blinked in surprise for only a moment and then charged forward to catch up, each eager to claim the prize. In their fervor, neither noticed how Azarrid gradually slowed his pace.   flew as Pamolwe cast spells to increase her speed, and Lodissar bellowed and surged forward through the dim hall towards the glow of the gem, axe held high.

As they overtook Azarrid, they taunted him, but his grin didn't falter as the hallway revealed its true nature to the two frontrunners. Suddenly, concealed blades swung from the walls, slicing in deadly arcs across the hall. A blade sped towards Lodissar and crashed against his armor, pushing him aside. Unharmed, he laughed as Azarrid, keeping pace, nimbly dodged the deadly trap. Pamolwe was not so fortunate or skilled. Her wards shattered under the blows. Frantic, she tried to stop short of a blade in front of her, but her foot became entangled in her robe. She fell headfirst into its path.

Azarrid did not stop to look back, but jogged behind Lodissar, who continued his shouting. The enormous gem was close now, almost within reach. Assured of his victory, he turned to loose a final insult when the stones beneath his feet crumbled. He tumbled downward, clanging and flailing in his steel armor as it pulled him into a deep pool. Muffled screams sounded from the water as whatever lurked inside stirred.

In a quick leap, the triumphant Khajiit stood before the gem, illuminated by its light. Snatching it up, he turned to look back down the trapped hallway. "Seems Azarrid is the best adventurer today, dear friends," he intoned, unaware of the bladed device unfolding from the pedestal behind him.
Online:Baandari Mutton Stew

Serves 8

2 pounds cubed mutton 
1 cup of stock 
1 large  , chopped 
4 small  , smashed 
2 pounds  , peeled and quartered

Place ingredients in large iron pot and swing over fire. Add a wad of butter and stir. When meat is browned, add a jug of warm stock. Push pot to edge of fire to cook. Add salt or pepper if needed.

Throw out when rotten.

Eat cake instead.
Lore:Bliss (book)

I was there, on the caravan where it started. I still can't bring myself to travel; the fear paralyzes me every time I think about leaving.

Almost a year ago, I was headed into   for the   to do research on plants native to  . They sent me along with a large caravan, one that was well-guarded. Despite being an infrequent traveler, I felt safe among the guards and heavy wagons.

That illusion shattered only four days into our journey. In the morning, as we prepared for our departure, I heard that one of the late-night watch had gone missing. At first, my traveling companions shrugged it off, assuming he'd just abandoned his post (which is apparently common), but we discovered his pack as we continued loading up. We set out anyway, the question of what had happened hanging over us.

By mid-day, one of the  i guards spotted something ahead of us on the trail. He scouted forward to investigate, and if a Khajiit can look pale, he did upon returning. He went straight to the caravan master, saying nothing. After some prying, I learned that the Khajiit found the guard's body, propped up in our path. Rumor had it that there was one arrow through his throat, marked with the word "Bliss."

He was only the first. Every night, another guard went missing. Every day, his body was discovered on the trail ahead of us, an arrow marked with the word "Bliss" through the throat. The caravan was in turmoil. Some begged to turn back, but we were more than halfway to Dune by then, and the caravan master wouldn't hear of it. No one slept, guards were put on double duty, campfires were built all along the perimeter&mdash;but without fail, someone still disappeared every night. We took to constant travel, sleeping in shifts on the backs of the lurching wagons.

I woke from a fitful sleep two days out from Dune to discover my wagon had stopped moving. Bleary, I slowly sat up and peered over the wagon's side. All around me lay bodies. Every single remaining member of the caravan lay dead, with an arrow marked "Bliss" through the throat. I scrambled from one to another, trying to find any sign of life, but soon gave up and collapsed. Who or what could do this? Why? Why inscribe that word onto the arrows?

The two days from then to Dune are a blur. I was certain they'd find me, that they or he or it had just missed me. It feels now like I was supposed to escape, supposed to tell the tale. No one believed me—when I rode out with the town guard to the site of the massacre, nothing was there. Not a trace. I wondered if I had gone mad, but only a week later more reports started coming in of phantom archers playing the cruel game with caravan after caravan, always using arrows marked "Bliss."

I haven't had the will to leave Dune and return to the Mages Guild, though they've sent couriers to find me. Even though no reports have come for months, I cannot fight the fear and leave.

Whoever did this is still out there. I'm sure of it.
Lore:Cantillon's Correspondence

''(Ed. note: This letter is one of  's earliest recovered correspondences. Her impact on the   arts and her unmatched compassion will long be remembered, and this letter grants us insight into the strength of character she displayed even as a young healer.)''

Journeyman Bachand,

I received your gift yesterday, and I am taken aback. It's clear that you spared no expense; I have never laid eyes on such an ornate staff. The silver and golden symbols of   inlaid with pearl are beautiful, and the sculpting of my likeness into the metal at its top is … flattering.

Please believe that it is only with the greatest regret that I cannot accept it. I appreciate the spirit of the gift, but I simply cannot use it to tend to my wards. We travel in different magical circles these days. I know such a magnificent staff could be borne proudly in yours, but I have dedicated myself to tending the unfortunate, and to use such a costly implement in my work would be unseemly.

You asked about my studies. My instructor says my empathy is strong, and that the outrage I feel at the suffering of others gives my restorative spells potency. I am humbled to have a gift for this noble calling. I only wish healing received more focus during apprenticeship; the emphasis on   seems so misplaced to me now.

Perhaps we will meet again at the next Guild Symposium in  .

Yours in Mara's Grace,

Margaux Cantillon
ESOMod:File Formats

The following is a list of File Formats in ESO:
 
 
 
 
 
 
 
 
 

See Also
ESOMod:Language Data File Format

The en.lang, fr.lang, and de.lang files found in eso002.dat contain quest text.

Basic Format
The overall format of the .lang files is very simple:

    [ Header (0x08 bytes) ]
    [ 0..N Text Records (0x10 bytes each) ]
    [ 0..N Text (variable, NUL terminated) ]

Note: dword is a Windows-ism that means uint32.

Header
The header is in big-endian bit order:

     dword Unknown = 0x02   //?
     dword RecordCount


Text Records
The text records are 0x10 byte fixed-size in big-endian bit order. The number of records is given by the RecordCount field in the file header.

     dword ID         // ~200 unique, large values
     dword Unknown    // 0-50
     dword Index      // 1-56834
     dword Offset     // Start of corresponding text data

The record's offset tells you where you can find the corresponding string as an index from the start of the text data section. e.g. offset=32 would mean that you can get the text string for this record by seeking to the end of the text record section, skipping 32 additional bytes, and then consuming bytes until you encounter the NUL byte.

In other words, the start of the text data section is at (8 (skip header) + 16*header.RecordCount (skip text records)), and record.Offset begins indexing from there.

Text Data
Immediately following the text records are all the NUL-terminated texts.


Text Codes
There are various special codes used within the quest/dialogue text that get dynamically replaced by the game.

For example, the lang file text might be " > is the best", and it will be substituted ingame with a name: "Vivec is the best."

Here are some non-exhaustive examples of these codes:

;   : Replaced with the name of a person, place, or thing.
: The number can be any integer. i.e.  >,  >,  >, one for each unique name in the dialogue.
: The following demonstrate modifiers on these integer substitutions. 
;   : Replaced with a name that will be prefixed by an *indefinite* article ("a", "an") if the name is not a proper noun.
;   : Replaced with a name that will be prefixed by "some" if the name is not a proper noun.
;   : Replaced with a name that will be prefixed by a *definite* article ("the") if the name is not a proper noun.
;   : Replaced with a name with the first letter lowercased.
;   : Replaced with a name with the first letter uppercased.


There are also various formatting codes(?):
    [PH]
    [Keep Reading]
    [Lie]
    [CHARM]
    [INTIMIDATE]
ESOMod:ANFT File Format

The ANFT (ANimation File Table) file (or files) are found within the .DAT files which are linked to the various animation files.


Overall Format
The overall ANFT file is composed of a short fixed size header, multiple 16-byte entries for each animation file, and a fixed size footer:

    [ Header (0x9 bytes) ]
    [ Entry (0x10 bytes) ]
    [ ...                ]
    [ Footer (0x4 bytes) ]

The header and footer are little endian, and the entries likely are as well.


Header
The header has the following structure:

   byte FileID[4] = "ANFT"
   byte  Unknown1 = 0x01
   dword RecordCount

Entry
The 16-byte entries have yet to be deciphered. As decompression and naming are handled by the MNF and ZOSFT files respectively, this data likely serves another purpose. The last five bytes of each entry are 0x00.


Footer
The footer is at the end of the last entry and is simply:

    byte FileID[4] = "ANFT"


Notes
One of these files has been found in eso0002.dat, and it contains 7,612 entries, which exactly corresponds to the 7,612 .GR2 animation files within eso0001.dat. However, there are additional .GR2 files in eso0008.dat through eso0014.dat, and it is unknown whether these files have ANFT files of their own.
General:Companies

The following companies are relevant to The Elder Scrolls, organized by corporate structure.
Online:The Harborage (place)

The cave is located near the first major city of each alliance, and serves as the starting point for each stage of the Main Quest.
 

Related Quests



The Harborage
Aldmeri Harborage
thumb|left|Interior of the Aldmeri Harborage
The Aldmeri Harborage is located in Auridon, in a seaside cave east of the city of Vulkhel Guard.
 

Daggerfall Harborage
The Daggerfall Harborage is located in Glenumbra, in an abandoned cave southeast of the city of Daggerfall.
 

Ebonheart Harborage
thumb|right|Ebonheart Harborage
The Ebonheart Harborage is located in Stonefalls, in a Daedric ruin west of Davon's Watch. Ironically, the ruins seems to have been dedicated to Molag Bal at one point, as evidenced by the banner displaying his symbol. A chest lies down the road south from the Harborage, next to a wrecked cart. A Heavy Sack is located next to a basket of apples.
 

Vision of the Companions
thumb|left|Vision of the Companions
 

Notes
Like wayshrines and certain types of dungeons, the Harborage can be directly fast traveled to.
If you visit the Harborage earlier than level 5, you'll find a purple force-field preventing you from entering.
While there is a Harborage in all three Alliances, you can only access the one in your own Alliance's territory.
Between Updates 9 and 12, you could also access other Alliance's Harborages. After being called to the Harborage by The Prophet it was possible to continue the quest inside any Harborage, however, you would always be sent to your own Alliance's Harborage at the end of the quest.

Maps
 
 

Gallery
Online:Daggerfall

thumb|right|Daggerfall Trade District and Castle Daggerfall thumb|right|Daggerfall Docks

The city is split into four districts. South of the river lies the Trade District, which houses marketplaces and trade stalls. North of the river, the Castle Town contains the city stables, Fighters and Mages Guild halls, the Daggerfall Mill, an inn, and a number of private residences. In the northwest lies the Harbor District, where those wishing to visit Stros M'Kai or Betnikh can arrange transport with Gilzir, and characters can take a ship to Vulkhel Guard or Davon's Watch. To the west sits Castle Daggerfall, home of King Casimir. South of the city lies another dock, where The Spearhead can be found.

An advanced safebox can be found on a chair in the Lion Guard tent across from the Jester's Festival pavilion.
 
Related Quests
Daggerfall Objective: Unravel the mystery of Daggerfall.
 
 

 
 
 
 
 


  

 
 
 
 

 

Shops and Services
 
 
 
 
 
 
 
 
 
 
 
 
 
;Transport Services
20px Caravan: Ambassador Lazgara  
 
Covenant Navigator: Azoufah  
Dock: Gilzir  
Harbor Skiff:  
The Hotspur:  
The Lydia:  
 
Boat (near The Spearhead):  

Other Places
 
 
 
 
 
 
 
 

text-bottom|32pxWayshrine
thumb|left|Daggerfall Wayshrine Daggerfall Wayshrine is located in the northern end of Castle Town, behind the inn. This wayshrine is unlocked as soon as you arrive on your alliance's starter island after escaping The Wailing Prison.
 

People
 

Gallery
Online:Foloros

Foloros is a Dark Elf who can be found in the courtyard north of Headman Bhosek's Palace in Port Hunding doing laundry at the well.
 

Related Quests


Quest-Related Events
When not on the quest, he says:
:"Go away."

During the quest, he'll snark:
:"How wonderful. A tourist."
:Are you doing laundry?
:''"No, I just love sodden hands and the smell of wet clothing. Yes, I'm doing laundry, fool. Now leave me be."
:Any chance you might "lose" one of those servant outfits?
:"Hoping to put one over on the headman, eh? Have you met the others who tried that? Their heads are up on pikes somewhere. We add about one a week. Still, if you've a deathwish, I could spare a uniform, for a price."
:Take this for your trouble. / Fine. Take the money.[ ]
::"That's fair. At the rate fools keep trying to pass themselves off as servants, I'll soon have enough to buy my way off this rock. Look in the crate for your new rags. Try not to die!"
:I don't want to pay for it.
::"Then you'll need to poke around the palace just as you are. I think the Fists will enjoy caving in your head."''

If you speak to him again, he'll condescend to you:
:''"It's in the box. You open it by moving the lid. You know, with your hands."''

After you have the disguise, he'll not be any friendlier:
:"Now, put it over your head and get out of my sight."
Online:Siraj

thumb|right|Old look
Siraj is a Redguard who is found dead on Stros M'Kai in a small cave just west of the Sandy Grotto Wayshrine.  His sister is Terina, and a crumpled letter can be found on him.

Reading this note will start the quest Dead Man's Wrist. His betrayer's corpse is at the mouth of the cave.
 

Related Quests
 

Quest-Related Events
When you examine the body, you discover:
:" "
:''' 
:" Though it has little monetary value, it may have sentimental value to someone.>"
: 
:""Terina, you were right. Irila betrayed us. She's dead, but her blade was poisoned. I'm dying. I pray whoever finds this returns the bracelet to you and tells you of my fate. Reward them. All my love. —Siraj"
:If I find Terina, she may reward me for returning these.

Notes
Terina clearly calls the third party Irina'''. However, her brother's note says Irila.
Online:Terina

thumb|right|Old look
Terina is a Redguard who is found by the fountain in Port Hunding. Her brother is the late Siraj. 
 

Related Quests
 

Quest-Related Events
Before the quest, she will tell you to shove it.
:''"Keep moving. I'm in no mood to chat."''

During the quest, you will bring Terina her brother's bracelet, informing her of his murder.
:'''I found this note and bracelet. Were they your brother's?
:"I knew that Goblin-spawn would put a dagger in our backs. Siraj never could pass up a pretty face. This bracelet was given to my ancestors by King Fahel. Siraj always wore it. Take this in thanks. Ruptga guide you."

After the quest, she seems even more downtrodden.
:"The score was sweet. Priceless painting from Daggerfall. Irina knew where they were coming ashore, Siraj was her muscle, and I was going to fence it. Now my brother's dead and that bitch is too. Sep bites us all, doesn't he?"''

Notes
Terina clearly calls the third party "Irina". However, her brother's note calls her "Irila".
Online:Nadwa

thumb|right|Nadwa's old outfit
Nadwa is a Redguard warrior who is found by the fountain north of Doom and Draughts in the city of Port Hunding.
 
Dialogue
She declares her approval of Haraddal, the bard playing nearby.
:''"I'd give my sword arm for him!"''
Online:Haraddal

Haraddal is a Khajiit bard who plays the lute by the fountain north of Doom and Draughts in Port Hunding. He has no unique dialogue and does not sing.
Online:A Tally of Villagers

We must maintain a count of the population of Narsis. With so many already fled to Mournhold, the number we have to work with has dwindled significantly.

If we abduct too many of the villagers, the Llodos plague won't have enough victims to take hold of, nullifying the entire purpose of this experiment. Luckily, the nobles who believe everything will be just fine refuse to leave their houses and remain ripe to contract the plague.

As it stands, there should be enough people remaining to spread the plague efficiently once the pieces fall into place. Even so, we must continue to maintain our list. One miscount could affect the potency and reduce how far we can spread the disease.
Online:Renardine

thumb|right|Renardine's old outfit
Renardine is a Breton smith who is found sitting next to Merano by the fountain north of Doom and Draughts in Port Hunding.
 
  
Dialogue
She occasionally has a quiet conversation with Merano:
:Renardine: ''"I can't, Merano, I just can't."
:Merano: "You can, you must. I know you want to."
:Renardine: "But it would be wrong, I think. And dangerous."
:Merano: "Nonsense. You kiss him, I stab him, and then you're free!"
:Renardine: "You make it sound so simple."
:Merano: "It is. Let's do it tonight!"
:Renardine: "Tonight? Hush—someone's listening."''
Online:Bloodthorn Orders

Long ago, a strange gem was discovered in the Mines of Khuras. The gem was magnificent and flawless. For all its beauty, however, no one ever understood the power it contained. Nor did they realize that the mines were teeming with the stones.

We discovered that these gems could be used to power our corruption totems. We need more gems to support our efforts against the Wyrd Tree. Claim the mine and impress some people into service to collect more of these gems.
Online:Merano

Merano is a Dark Elf commoner who is found sitting next to Renardine near the fountain north of Doom and Draughts in Port Hunding.
 

Dialogue
He occasionally has a quiet conversation with Renardine:
:Renardine: ''"I can't, Merano, I just can't."
:Merano: "You can, you must. I know you want to."
:Renardine: "But it would be wrong, I think. And dangerous."
:Merano: "Nonsense. You kiss him, I stab him, and then you're free!"
:Renardine: "You make it sound so simple."
:Merano: "It is. Let's do it tonight!"
:Renardine: "Tonight? Hush—someone's listening."''
Online:Sandy Grotto Wayshrine

A small cave containing Siraj's corpse is nearby, and a chest can also be found on the coast west of the shrine. It is on the northern-most area of a small island in northeast Stros M'Kai, and is the only place of interest in this island, aside from a few fishing holes in the river separating the island from the main island.
 

Related Quests
Online:Dead Man's Wrist

Quick Walkthrough
#Find Siraj.
#Bring the bracelet and note to Terina.

Detailed Walkthrough
On the northern edge of Stros M'Kai, just west of the Sandy Grotto Wayshrine, there is a small cave full of loot. You'll find the corpse of Siraj inside. When you investigate his body, you'll find a note that reads, 

 Terina, 
Sister, you were right. Irila betrayed us. She's dead, but her blade was poisoned. I'm dying. 
I pray whoever finds this returns the bracelet to you and tells you of my fate. Reward them. 
Love,  

Take the   and the   and head for [Online:Port Hunding|Port Hunding. Terina is sitting by a fountain not far from the bridge leading to Headman Bhosek's Palace. Once you give her the bracelet and note, she will express grief at her brother's death and reward you for bringing the note and bracelet to her.  

Quest Stages