Netruk44/uesp-wiki-content huggingface dataset:
Lore:The Lunar Lorkhan

will not go into the varying accounts of what happened at Adamantine Tower, nor will I relate the War of Manifest Metaphors that rendered those stories unable to support most qualities of what is commonly known as "narrative." We all have our favorite Lorkhan story and our favorite Lorkhan motivation for the creation of Nirn  our favorite story of what happened to   ut the Theory of the Lunar Lorkhan is of special note.

In short, the Moons were and are the two halves of Lorkhan's  flesh-divinity  Like the rest of the Gods, Lorkhan was a plane(t) that participated in the Great Construction ... except where the Eight lent portions of their heavenly bodies to create the mortal plane(t), Lorkhan's was cracked asunder and his divine spark fell to Nirn as a shooting star "to impregnate it with the measure of its existence and a reasonable amount of selfishness."

Masser and Secunda therefore are the personifications of the dichotomy the "Cloven Duality," according to Artaeum that Lorkhan legends often rail against: ideas of the anima/animus, good/evil, being/nothingness, the poetry of the body, throat, and moan/silence-as-the-abortive, and so on  set in the night sky as Lorkhan's constant reminder to his mortal issue of their duty.

Followers of this theory hold that all other "Heart Stories" are mythical degradations of the true origin of the moons (and it needn't be said that they observe the "hollow crescent theory" as well).
Lore:Divine Metaphysics

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Lore:The Egg of Time

Translation
Lore:The Firmament

he Stars of   are divided into thirteen constellations. Three of them are the major constellations, known as the Guardians. These are the Warrior, the Mage, and the Thief. Each of the Guardians protects its three Charges from the thirteenth constellation, the Serpent.

When the sun rises near one of the constellations, it is that constellation's season. Each constellation has a  eason of approximately one month. The Serpent has no season, for it moves about in the heavens, usually threatening one of the other constellations.
Lore:Mages Guild Charter

I. Purpose

The   provides benefits to scholars of magic and established laws regarding the proper use of magic. The Guild is dedicated to the collection, preservation, and distribution of magical knowledge with an emphasis on ensuring that all citizens of Tamriel benefit from this knowledge.

II. Authority

The Guild of Mages was established on Summerset Isle in the year   of the Second Era by Vanus Galerion and Rilis XII. It was later confirmed by the "Guilds Act" of Potentate Versidue-Shaie.

III. Rules and Procedures

Crimes against fellow members of the Guild are treated with the harshest discipline. Whether a member may regain their status in the Guild is determined by the Arch-Mage. 
IV. Membership Requirements

The Guild of Mages only accepts candidates of keen intelligence and dominant will. Candidates must exhibit mastery in the great schools of magic:  ,  ,  , and  . Candidates must also display practical knowledge of enchantments and alchemical processes.

V. Applications for Membership
Candidates must present themselves to the Steward of the Guild Hall for examination and approval.
Lore:Mysterious Akavir

means "  Land  Tamriel means "Dawn's Beauty." Atmora means "Elder Wood  Only the  s know what Yokuda ever meant.

Akavir is the kingdom of the beasts. No   or Mer live in Akavir, though Men once did. These Men, however, were eaten long ago by the   Serpent Folk of Tsaesci. Had they not been eaten, these Men would have eventually migrated to Tamriel. The  s left Atmora for Tamriel. Before them, the Elves had abandoned Aldmeris for Tamriel. The Redguards destroyed Yokuda so they could make their journey. All Men and Mer know Tamriel is the nexus of creation, where the Last War will happen, where the Gods unmade Lorkhan and left their Adamantine Tower of secrets. Who knows what the Akaviri think of Tamriel, but ask yourself: why have they tried to invade it three times or more?

There are four major nations of Akavir: Kamal, Tsaesci, Tang Mo, and Ka Po' Tun. When they are not busy trying to invade Tamriel, they are fighting with each other.

Kamal is "Snow Hell  Demons live there, armies of them. Every summer they thaw out and invade Tang Mo, but the brave monkey-folk always drive them away. Once Ada'Soom Dir-Kamal, a king among demons, attempted to conquer Morrowind, but Almalexia and the Underking destroyed him at  .

Tsaesci is "Snake Palace  once the strongest power in Akavir (before the Tiger-Dragon came). The serpent-folk ate all the Men of Akavir a long time ago, but still kind of look like them. They are tall, beautiful (if frightening), covered in golden scales, and immortal. They enslave the  s of the surrounding isles, who provide labor and fresh blood. The holdings of Tsaesci are widespread. When natives of Tamriel think of the Akaviri they think of the Serpent-Folk, because one ruled the Cyrodilic Empire for four hundred years . He was Potentate Versidue-Shaie, assassinated by the  .

Tang Mo is the "Thousand Monkey Isles  There are many breeds of monkey-folk, and they are all kind, brave, and simple (and many are also very crazy). They can raise armies when they must, for all of the other Akaviri nations have, at one time or another, tried to enslave them. They cannot decide who they hate more, the Snakes or the Demons, but ask one, and he will probably say, "Snakes  Though once bitter enemies, the monkey-folk are now allies with the tiger-folk of Ka Po' Tun.

Ka Po' Tun is the "Tiger-Dragon's Empire  The cat-folk here are ruled by the divine Tosh Raka, the Tiger-Dragon. They are now a very great empire, stronger than Tsaesci (though not at sea). After the Serpent-Folk ate all the Men, they tried to eat all the Dragons. They managed to enslave the Red Dragons, but the black ones had fled to (then) Po Tun. A great war was raged, which left both the cats and the snakes weak, and the Dragons all dead. Since that time the cat-folk have tried to become the Dragons. Tosh Raka is the first to succeed. He is the largest Dragon in the world, orange and black, and he has very many new ideas.

"First," Tosh Raka says, "is that we kill all the vampire snakes." Then the Tiger-Dragon Emperor wants to invade Tamriel.
Lore:N'Gasta! Kvata! Kvakis!

[an obscure text in the language of the  , purportedly written by the   Western necromancer,  .]

 N'Gasta! Kvata! Kvakis! ahkstas so novajxletero (oix jhemile) so Ranetauw. Ricevas gxin pagintaj membrauw kaj aliaj individuauw, kiujn iamaniere tusxas so raneta aktivado. En gxi aperas informauw unuavice pri so lokauw so cxiumonataj kunvenauw, sed nature ankoix pri aliaj aktuasoj aktivecauw so societo. Ne malofte enahkstas krome plej diversaspekta materialo eduka oix distra.

So interreta Kvako (retletera kaj verjheauw) ahkstas unufsonke alternativaj kanasouw por distribui so enhavon so papera Kva! Kvak!. Sed alifsonke so enhavauw so diversaj verjheauw antoixvible ne povas kaj ecx ne vus cxiam ahksti centprocente so sama. En malvaste cirkusonta paperfolio ekzemple ebsos publikigi ilustrajxauwn, kiuj pro kopirajtaj kiasouw ne ahkstas uzebsoj en so interreto. Alifsonke so masoltaj kostauw reta distribuo forigas so spacajn limigauwn kaj permahksas pli ampleksan enhavon, por ne paroli pri gxishora aktualeco.

Tiuj cirkonstancauw rahkspeguligxos en so aspekto so Kvakoa, kiu ja cetere servos ankoix kiel gxeneraso retejo so ranetauw.
 
Notes
An excerpt of this text is included in the Bible of the Deep Ones, however it is written in Daedric.
Lore:Nchunak's Fire and Faith

his book is a translated account of Nchunak's travels among the various colonies of the Dwemer explaining the theories of  . 

I made inquiry as to the state of enlightenment among the people he spoke for. He answered that with respect to the theories of Kagrenac, there was but one scholar near who could guide the people through the maze that leads to true misunderstanding.

He informed me, however, that in   the precepts of Kagrenac were taught. He said that nothing pleased him more than to see the Dwemer of Kherakah, the most learned people in the world, studying Kagrenac's words and giving consideration to their place in the life to come, and where neither planar division nor the numeration of amnesia nor any other thing of utility was more valued than the understanding of the self and its relationship to  .

I was gracious enough to receive this as a high compliment, and, removing my helm, I thanked him and departed with an infinity of bows.
Lore:Nerevar Moon-and-Star

This is a selection from a series of monographs by various   scholars on   legends. 

 n ancient days, the Deep Elves and a great host of outlanders from   came to steal the land of the  . In that time,   was the great khan and warleader of the  , but he honored the Ancient Spirits and the Tribal law, and became as one of us.

 o, when Nerevar pledged upon his great Ring of the Ancestors,  , to honor the ways of the Spirits and rights of the Land, all the Tribes joined the House People to fight a great  .

 hough many Dunmer, Tribesman and Houseman, died at  , the Dwemer were defeated and their evil  ks destroyed, and the outlanders driven from the land. But after this great victory, the   of the Great Houses slew Nerevar in secret, and, setting themselves up as  , neglected Nerevar's promises to the Tribes.

 ut it is said that Nerevar will   with his ring, and cast down the false gods, and by the power of his ring will make good his promises to the Tribes, to honor the Spirits and drive the outsiders from the land.
Lore:No-h's Picture Book of Wood

Wood is pretty
Wood is nice
If one looks good
I'll make it twice!

[Upon reaching the last page of the book, the words 'Boat Ack', are seen scrawled about the margin in a vandalistic manner.]
Lore:Notes on Racial Phylogeny

fter much analysis of living specimens, the Council long ago determined that all " " of   and   may mate with each other and bear fertile offspring. Generally the offspring bear the racial traits of the mother, though some traces of the father's race may also be present. It is less clear whether the  s and   are interfertile with both  umans and  lves. Though there have been many reports throughout the Eras of children from these unions, as well as stories of unions with  , there have been no well documented offspring. Khajiit differ from  umans and  lves  ot only their skeletal and dermal physiolog he "fur" that covers their bodie ut their metabolism and digestion as well. Argonians, like the  , appear to be a semi-aquatic troglophile form of humans, though it is by no means clear whether the Argonians should be classified with dreugh, men, mer, or (in this author's opinion), certain tree-dwelling lizards in  .

The reproductive biology of  s is at present not well understood, and the same is true of  s,  s,  , dreugh,  ,  , various  aedra and many others. Certainly, there have been cases of intercourse between these "races," generally in the nature of rape or   al seduction, but there have been no documented cases of pregnancy. Still  the interfertility of these creatures and the civilized hominids has yet to be empirically established or refuted, likely due to the deep cultural differences. Surely any normal   or   impregnated by an  rc would keep that shame to herself, and there's no reason to suppose that an  rc maiden impregnated by a human would not be likewise ostracized by her society. Regrettably, our oaths as healers keep us from forcing a coupling to satisfy our scientific knowledge. We do know, however, that the   of   are hermaphrodites in their youth and later reabsorb their reproductive organs once they are old enough to move about on land. It can be safely assumed that they are not interfertile with men or mer.

One might further wonder whether the proper classification of these same "races," to use the imprecise but useful term, should be made from the assumption of a common heritage and the differences between them have arisen from magic al experimentation, the manipulations of the so-called " ," or from gradual changes from one generation to the next.
Lore:Ordo Legionis

The most disciplined and effective military force in history, the  s preserve the peace and rule of law in the Empire. At need, the legion garrisons can be swiftly mobilized to protect against invasions or internal disorders, but in   District of Morrowind, the local forts help to insure law and order, providing guards to supplement the local guard units of the   and    ,  , and  .

There are five legion garrisons in Vvardenfell District. The three town garrisons --   in  ,   in  , and   in   -- are at full complement. The   garrisoned at Castle   is an elite honor guard unit, and also at full complement. The frontier installation,   in   village, is currently the only under-strength garrison on Vvardenfell. Qualified citizens seeking enlistment in the Imperial Legion should apply to the commander of that garrison, General  .

The Legion selects candidates on the basis of superior  , the soldierly virtue, and trustworthy  , the citizen's virtue, for service in the Legion is the model for the duties of Imperial citizenship. Troopers are expected to demonstrate mastery of the  , the  , and  . Legion troops train with shield and heavy armor, and so must be skilled at  ing and moving in  .

As a trooper or knight, you must master the long blade, spear, and blunt weapons. You must block whatever blows you can, and take unblocked blows upon your heavy armor. Recruit must also be proficient at  , both to march long distances with heavy packs, and to advance and maneuver, charge and retreat on the field of battle.
Lore:The Pig Children

o one not the oldest   of   or the Ancient Sage of   himself can recall a time when the   did not ravage our fair Tamriel. Whatever foul and pestilent   of Oblivion conjured them up could scarcely have created a more constant threat to the well-being of the civilized races of Tamriel than the obnoxious Orc.

Orcs are thankfully easy to recognize from other humanoids by their size commonly forty pertans in height and fifteen thousand angaids in weight their brutal pig-like features, and their stench. They are consistently belligerent, morally grotesque, intellectually moronic, and unclean. By all rights, the civilized races of Tamriel should have been able to purge the land of their blight eras ago, but their ferocity, animal cunning, and curious tribal loyalty have made them inevitable as leeches in a stagnant pool.

Tales of Orcish barbarity precede written record. When   wrote of the Order of Diagna's joining the armies of   and   "to hold at bay the wicked Orcs in their foul   fastness ... and burn aught in cleansing flame" in  , she assumed that any reader would be aware of the savagery of the Orcs. When the siege was completed  , after the death of many heroes including Gaiden Shinji, and the destruction of Orsinium scattered the Orcish survivors throughout the  , she further wrote, "The free peoples rejoiced for that their ancient fell enemy was dispersed into diverse parts." Obviously, the Orcs had been terrorizing the region of the   at least since the early years of the First Era.
Morrowind:Vivec Arena

left|150px|thumb 
The Arena lies between the Redoran Canton and the Telvanni Canton.  Comfortably domed with seats for hundreds of spectators, it is the site of public entertainment and combat sports. The Arena is an ancient place where honorable duels are fought, feuds are settled and matters of succession are decided. The Arena is the staging area for many quest-related duels. Unlike the Imperial City Arena in Oblivion, there are no apparent teams of combatants or scheduled matches. 

In addition to the fighting pit itself, the Arena is home to the secret headquarters of the Morag Tong. A variety of trainers are available in the Arena, including two master trainers: Senyndie for Acrobatics and Seanwen for Heavy Armor, both in the Fighters Training area. You may also obtain the rare Frenzy Creature spell from Minnibi Selkin-Adda in the Morag Tong headquarters.  

At the Waistworks

At the Canalworks

Notes
Arena Storage holds many crates with random loot, only guarded by some rats. It also has a bedroll should you need to rest.

Getting Around
Arena connects to Redoran, Telvanni and St. Olms Canton through bridges. The Gondola at the northwest corner connects to Hlaalu, Foreign Quarter, Telvanni and Temple Canton.
 
thumb|Map of Vivec's Arena canton
Services


Related Quests
Main Quest


Daedric


House Redoran



Imperial Legion



Mages Guild


Morag Tong




















Tribunal Temple


Miscellaneous



People

 

Maps
Waistworks
thumb|left|600px|Services in the Waistworks
Bloodmoon:Hirstaang Forest

thumb|top|left|The Hirstaang Forest
The Hirstaang Forest covers most of the southern half of Solstheim, south of the Isinfier Plains. Bloodskal Barrow and Brodir Grove form the northern border. The west, south and eastern borders end at the northern waters of the Inner Sea.

The Hirstaang Forest is home to numerous barrows and ice caves. There are only two Imperial settlements on the island, both located within the forest: Fort Frostmoth and the mining town of Raven Rock. Barrows like Bloodskal Barrow, Himmelhost Barrow, Frosselmane Barrow, Kolbjorn Barrow, Skogsdrake Barrow and Valbrandr Barrow make the Hirstaang Forest home to the largest concentration of barrows anywhere on Solstheim. The few ice caves in the region, like the Halls of Penumbra, Ulfgar the Unending's Dwelling and Kolfinna's Dwelling, make the Hirstaang Forest as extensive underground as it is above ground. 

 
Places
Settlements



Barrows & Tombs






Caves



Homes

Landmarks




Related Quests
Main Quest


East Empire Company





Miscellaneous
Tribunal:Plaza Brindisi Dorom

thumb|left|The Plaza thumb|The Plaza Brindisi Dorom at nightthumb|right|The statue of Almalexia battling Mehrunes Dagon
The Plaza Brindisi Dorom occupies the southernmost quadrant of Mournhold. It is a public garden dominated by a great statue at its center. It is connected to Godsreach (west gate), the Great Bazaar (east gate), Royal Palace (north gate), and Bamz-Amschend (Statue).

 
People
 

thumb|right|The Plaza under attack, with the statue destroyed
Related Quests


Notes
The entrance to Bamz-Amschend will be opened during the Main Quest, in the An Attack on Mournhold quest.
For more information of Plaza Brindisi Dorom, see here.

Maps
thumb|left|Map of Plaza Brindisi Dorom
Bloodmoon:Lair of the Udyrfrykte

The cave is part of the Mead Hall Massacre quest.
You can only enter the cave if you've finished The Skaal Test of Wisdom quest, otherwise, its entrance is blocked by snow.

Inside, you'll find the Udyrfrykte, a beast that looks like a gorilla wearing a mask, who has killed the chieftain of Thirsk and most of its clan members. On its body you'll find a Severed Nord Leg (blunt weapon) and the Heart of the Udyrfrykte. 
 
Related Quests
 

Maps
thumb|left|Map of the Lair of the Udyrfrykte
Bloodmoon:Altar of Thrond

thumb|right|The Raven might help
The altar has only one known purpose, curing Lycanthropy. 

Those desiring to be rid of this affliction should visit the altar, where they will encounter a Ettiene of Glenmoril Wyrd, a witch disguised as a giant raven. She will offer to begin the Rite of the Wolf Giver on your behalf. During the related quest, you'll find the Wolfgiver Silver Dagger atop the altar alongside a female Nord innocent.
 

Related Quests
 

Notes
Sigvatr the Strong is southeast of the altar.
A band of Reavers spawns just north of it.
Just on the west instead, there is a crashed airship.
This location also appears in the Dragonborn expansion for Skyrim.
Bloodmoon:Hrothmund's Barrow

The Barrow is located in a rock formation shaped like a wolf, known as Hrothmund's Bane, in the Moesring Mountains. Here lie the remains of Hrothmund the Red, the first chieftain of Thirsk, who was killed by a wolf called Ondjage. A respawning snow wolf is guarding the entrance.

During The Mead Hall Massacre quest, you are sent here to get Hrothmund's blessing and become the new chieftain of Thirsk. However, to enter the barrow, you must speak out the wolf's name, Ondjage or never be able to get in. The password can be obtained from Svenja Snow-Song at the mead hall or Louis Beauchamp at the Ald'ruhn Guild of Mages on Vvardenfell, who also wants you to get in to retrieve the Amulet of Infectious Charm (see The Patchwork Airship quest).
 
thumb|right|Hrothmund's Axe
Related Quests
Miscellaneous Quests
 
 

Notes
You can obtain one Raw Stalhrim here.
A chest holds a random weapon and some gold.
Ondjage loosely means Evil Hunter in Norwegian and Danish.
This location makes an appearance in the Dragonborn expansion to TES V: Skyrim.
When asked the name of the wolf who killed Hrothmund, and if you don't know the password, you can choose to Say nothing and walk away. This will not seal the barrow, but activating the door again will give you the same options. You can do this as many times as you want and the barrow will not seal forever.

Maps
thumb|left|Map of Hrothmund's Barrow
Bloodmoon:Castle Karstaag

Castle Karstaag belongs to the frost giant Karstaag, but it has been taken over by Grahls and his Riekling servants in his absence.

You reach the castle by traveling west from the Skaal Village. There is a direct path over a bridge across the Isild River guarded by a group of Reavers. There are two entrances to the castle, the front door and an underwater route. If you side with Krish as part of the Skaal questline, the underwater entrance will be unblocked. If you side with Dulk as part of the Hircine questline, the main door will be open, but can only be used as a werewolf (see notes).


 
Related Quests
Main Quest
 
 

Notes
If you sided with Dulk as part of the quest Siege of Castle Karstaag, your only method of entry will be through the main door. However, this entrance can only be used in werewolf form, and attempting to enter while not transformed will display the following message: "The master of this castle has only given permission for a werewolf to enter."
If you have cured yourself of lycanthropy, this can be bypassed via the use of Hircine's Ring.
The tower of the castle holds the last elusive piece of the Daedric armor: the Daedric Right Pauldron.
A number of crates and barrels in the small supply chamber east of the Banquet Hall contain a fair supply of Nord Mead.
The skeletal corpses found scattered throughout the castle actually hold a decent amount of leveled loot. Be sure to return here after you've finished Siege of Castle Karstaag and you'll walk away with at least 50K to 100K of loot (expect the usual ebony and glass weapons and random pieces of Nordic Mail armor).

Bugs
 
 This can be fixed with the console commands: Use TCL to turn off collision and fly through the walls and pick up the pauldron. Use TCL again to turn collision on again afterwards.

Maps
thumb|left|clear=none|Castle Karstaag, Caverns of Karstaag
thumb|left|clear=none|Castle Karstaag, Banquet Hall
thumb|left|clear=none|Castle Karstaag, Throne Room
thumb|left|clear=left|Castle Karstaag, Karstaag's Chambers
thumb|left|clear=none|Castle Karstaag, Tower