Netruk44/uesp-wiki-content huggingface dataset:
Lore:Cicero's Journal - Volume 1

As I begin this new phase of my life, I have decided to finally keep a journal. So much has happened to me thus far, both within the Brotherhood and without - when I think there is no record of what has transpired, it almost seems an affront to Sithis himself. So I am determined to make amends.
 
Yes, the   has its own scribes and chroniclers, but it is their solemn task to record those events deemed important to the organization as a whole. Let this volume serve as the personal record of one man, a lowly assassin who has pledged his blade and his life for the Dark Brotherhood.

  
I have arrived safely in the   Sanctuary, and have been greeted warmly by Rasha and the others.  Indeed, the level of support and acceptance shown by my new family is rather overwhelming.  For this Sanctuary knows suffering, knows sorrow, for the ghosts of Purification still haunt its halls. So, who better to understand the plight of a brother who has lost home and heart? Who better to comfort one whose Sanctuary is no more? 

The   Sanctuary may be gone, but my dearest brothers and sisters will live forever in my dreams, just as their souls live forever by the Dread Father's side.

  
Completed the baroness contract. She died well. Her handmaiden, less so.

  
Cheydinhal suits me. With the destruction or abandonment of the other Sanctuaries, our contracts are plentiful, as are our bonuses.

Still, we seem to be losing our footholds throughout   at an alarming rate. There are rumors that the Black Hand is split on our continued direction. Some favor expansion, the others consolidation. 

My personal feeling is that the Dark Brotherhood needs to, at the very least, maintain the illusion of being everywhere at once. It has become exceedingly difficult to fulfill (or even establish) contracts in provinces where we no longer have a physical presence, like  . The more we ignore Tamriel, the more people lose faith in the Dark Brotherhood - our power, our services, our dedication to the  .

  
The Listener,  , has been visiting with us for several days, down from her private residence in  . She and Rasha had been discussing the possibility of re-opening the   training facility of  , in  , but ultimately decided we lacked the resources to follow through with the plan.

  
Completed the Arena contract. I ultimately decided to pose as a starstruck fan, and immediately got into the Grand Champion's good graces. While escorting the arrogant fool through the  , I slashed his throat and left the corpse for the  s.
Lore:Cicero's Journal - Volume 2

:'''7th of Sun's Height,  '''
:  is lost. The city fell to corsairs, and it's just a matter of time before the Sanctuary is breached. May the   watch over her children in their hour of need.

:5th of Last Seed, 4E 188
:We received word today - the Wayrest Sanctuary was raided and destroyed by the corsairs. There were no survivors.
 
:There are now only three active   strongholds remaining: The   Sanctuary, here in the  ; a remote Sanctuary located in a forest in Skyrim; and the   Sanctuary of  . 

:The Black Hand has ordered the Corinthe Sanctuary closed, and its members integrated into our own ranks here, in Cheydinhal. I will embrace those new family members as warmly as I was, when I first made my home here.

:27th of Hearthfire, 4E 188
:The situation in   grows more dire. The city has erupted in violence, due to a war of control being waged by Cyrodiil's two largest   traffickers. The Listener,  , has been forced to employ sellswords to protect her own residence.

:'''1st of Sun's Dusk, 4E 188'''
:Things in Bravil have come to a head. The statue of the Lucky Old Lady has been destroyed, and Alisanne Dupre has left her residence to guard the crypt of the  , hidden below the remains of the statue. If the crypt is discovered, Alisanne Dupre will, of course, protect the remains of the Unholy Matron until her dying breath.
 
:Rasha is sending Garnag and Andronica to aid in the crypt's defense. I begged to accompany them, but Rasha wouldn't have it. He says my place is here, defending this Sanctuary, and I must of course respect that decision.

:'''12th of Sun's Dusk, 4E 188
:Botched my contract and forfeited the bonus. The silk merchant was already cold, and I was halfway through the window, when her daughter stepped into the room. I had little choice at that point.

:21st of Sun's Dusk, 4E 188'''
:So much has happened since my last entry. After Garnag and Andronica left for Bravil, we stopped receiving communications from the city. We feared the worst. This morning, those fears were confirmed, when Garnag returned alone, transporting a most precious cargo - the great stone coffin of the Night Mother herself.

:The story Garnag told could curl the blood of even the most hardened of Sithis' servants. The crypt of the Night Mother, raided. Dearest sister Andronica, cut to pieces. And the Listener herself, the most honored Alisanne Dupre, burned alive in a storm of mage fire.

:Garnag, though gravely injured (he will most certainly lose his right eye), managed to fend off the attackers, and transport the Night Mother's coffin safely out of the city. He has been on the road, making his way back here, since that tragic night.
Lore:Cicero's Journal - Volume 3

Now that things have settled down, the reality of our situation has finally come to bear - we are a   without a Listener. With no Listener, the Black Sacrament will go unheard. Surely the   will speak to someone soon, thus choosing a new Listener to take  's place. Until that happens, though, we must take to the streets. We must hear the pleas of the desperate and vengeful.  The people of   must not know, must never know, that their prayers to the Night Mother are going unheeded.

  
It is a new year, and two months since the Night Mother first arrived here at the   Sanctuary, and still the Unholy Matron has not seen fit to speak to any one of us. 

And so, Rasha has decided to revive an ancient Dark Brotherhood tradition - the appointing of a Keeper, a guardian whose sole duty is the safeguarding of the Night Mother's remains. The remaining members of the Black Hand will make their decision tomorrow.

  
I have been chosen. By some incomprehensible twist of fate, the Black Hand has named me the Night Mother's Keeper. In all honesty, I am both incredibly honored and deeply saddened.  This means the end of my contracts. I'll be lucky to lift a blade again. Thankfully, Rasha has promised me one final contract before I accept my new duties.

  
The jester lies dead. My final contract has been completed. Oh, how he laughed and laughed. Until he didn't.

  
I have settled well into my new role as Keeper. It is my duty to not only keep the Night Mother's shrine clean, and the candles lit, but to tend to the body as well.
The Night Mother's crypt was a consecrated place - shroud-kissed, absent of sunlight, and safe from the world above. Removed from there, the remains are subject to the filth and corruption of the living. The body is perfectly preserved, so the concern is not physical, but rather spiritual - the remains must be sanctified regularly, so that they may continue to serve as a conduit for the Night Mother's soul. Our Matron's eternal spirit may travel the   freely, but it is through her own earthly remains that she communicates with the Listener.

And so, I wash the corpse weekly with the requisite oils, recite the ancient incantations, and personally see to the extermination of any insects or rodents. If the Night Mother does not speak, it will be because she chooses not to - not because she is unable. This is my responsibility. This is my vow.

  
Months and months and months and no Listener. Why won't the Night Mother speak to me? I am worthy as Keeper, but not as Listener? I protect our Lady, keep her sanctified, but still she will not grace me with her voice?

  
So long since I worked my blade. So long since I saved a soul. But I am now Keeper. No longer a taker.
 
I think back fondly on my hours with the jester. His laughter, his screams, his pitiful cries. And then, as the end drew near, his laughter once more. Merry in death as well as life. I was honored to know him.
Lore:Cicero's Journal - Final Volume

I have written the letters. So polite. So official! To  , in Skyrim.   still stands. Still operates. But how? No Listener means no Black Sacrament, no Black Sacrament means no contracts. Her family can abandon the Old Ways, and still survive, still kill, but is that family still Brotherhood? Or something else? Something new. Something different. Something wrong?

Something wrong.

Still, we must go! Tomorrow, we set sail. Float on a boat through the moat called the sea her and me!

  
Sick sick sick of the rocking tossing rolling throwing upon the gray gray waves!

I've been reading of Skyrim, of the good days, the old days, of the Old Ways. There was another Sanctuary once. A    . Good, ancient and strong. Blessed by Sithis.   will go there! No need of Astrid!
 
The   and I will settle, and she will speak to me, finally, and we will build the Old Ways anew, together.

  
The passphrase is mine! I have found it, in a letter ancient as the Sanctuary itself.

The Black Door will ask - "What is life's greatest illusion?"

I am to answer - "Innocence, my brother."

Finally, a space, a place, to call my own! A joker's retreat for the Fool of Hearts!!!! 

  
The Sanctuary is home! As I had dared hope! Cool and dark and lovely. My Sanctuary, Sanctuary from all.

I know its every corner, every hall, every shadowed nook and alcove. My Sanctuary. The   know me, recognize me as Keeper. They leave poor Cicero alone. The   - a different story. He'd eat me if he could, but to bind me, grind me, he'd need to find me. And Cicero will make sure that does not happen. For I have Sanctuary!

Sanctuary from all.

  
The Sanctuary is safety, and salvation. But silent, so silent. I give my love to the Unholy Matron. I give my laughter freely. But I do not hear her. The silence has returned. Now that I am laughter, and no longer hear laughter, I once again hear the silence. The silence of the Void. It reaches across time and space. Its silence is deafening, once more.

  
Mother and Keeper must go. I am not the Listener, and never will be. But I am the Keeper. I must serve my Mother's will above my own. I must find her Listener. I must teach Astrid the error of her ways, the beauty and necessity of the Old Ways.
I have sent the letter to Astrid. We leave soon. But Cicero will keep this Sanctuary as his Sanctuary!

A place to rest and ply my trade, for I once more take up the blade, and send some lucky souls to Him, when laughter strikes, as fits my whim!
Skyrim:Take the Hidden Treasure

Quick Walkthrough
#Purchase the torture room upgrade from Delvin Mallory.
#Talk repeatedly to any of the four torture victims in the Dawnstar Sanctuary.
#Find the hidden treasure and claim it for yourself.

Detailed Walkthrough
After purchasing the torture room upgrade for the Dawnstar Sanctuary from Delvin Mallory, you will find four very unlucky prisoners who all have quite a bit of gold hidden away in the wilderness for one reason or another. Talk to any of the four abductees repeatedly and they will reveal the location of their hidden treasure. Your journal will be updated with a new quest which points to the treasure's location. Now all you have to do is find the hidden treasure and claim it for yourself. You can interrogate all four victims at the same time to prevent multiple trips back to the sanctuary. You may only claim the treasure once, as it does not respawn.

The Inheritance

 
Even after the elderly Nord practically hands you her inheritance in exchange for freedom, you can do nothing but let her hang in the torture room and claim the gold. Traveling to the Abandoned Shack is a quicker option than Solitude, and you are bound to have it on your map. From the shack, proceed through the marshes in a southwesterly direction until you reach a small island several yards northeast of the Apprentice Stone. It is now a simple matter of taking the gold from the hollowed-out tree stump.

No More Pain

 
The hollowed-out rock sits out in the open, near the walls of Windhelm, on the northeastern side. The easiest path is traveling to Hollyfrost Farm and crossing the river. If you are in Windhelm, you will have to swim in an easterly direction from the city gate to get around the walls and reach the rock. In any case, locate the anonymous-looking rock halfway up the mountain, and beware of the wolves or other dangers in the area.

Kill me and be done with it...

 
This rock will spawn due west of Pelagia Farm, south of Whiterun. Travel to the farm and head west towards the mountainside. There is no need to climb the mountain; just stay on the ground and you will reach the rock in no time. It is squeezed in between two larger rocks.

Canceled Wedding

 
This victim's father apparently saved up money for his daughter's upcoming wedding and stashed it in a secure place outside Riften. With her being tied up inside the Sanctuary, the wedding is obviously canceled, so the savings are yours to take. Travel to Riften and proceed northwest, a few feet past Merryfair Farm. The hollowed-out tree stump is easy to spot and the gold is yours to keep.
 

Notes
The hollowed-out rocks and tree stumps don't exist until you have interrogated the victims.
The rewards will, in most cases, easily cover your expenses for the torture room, and even net a maximum profit of 3000 gold. If your luck does not hold, you may actually lose up to 1000 gold. It is advised to save before talking to your victim and traveling to the location to check.
As the torture victims are completely restrained, they can easily be used to train skills on, as long as they are healed.

Quest Stages
Skyrim:Speak to Degaine

Quick Walkthrough
# Travel to the city of Markarth.
# Speak with Degaine.
# Enter the Inner Sanctum of the Temple of Dibella.
# Steal the statue and return to Degaine for your reward.

Detailed Walkthrough
A Golden Statue
thumb|right|The Temple of Dibella
If you speak to  innkeeper Kleppr or his wife Frabbi in the Silver-Blood Inn, they will tell you about the beggar named Degaine: "Degaine the beggar got himself kicked out of the Temple of Dibella. Caused quite the ruckus." You will then be given the objective to speak to Degaine, who can usually be found begging near the marketplace.

Upon approaching him, he will express his interest in stealing a statue: ''"Aye, a whole heap of it. You see that Temple? Way up there. All them women, keeping to themselves. Won't let poor Degaine in, no. Not even for a look. But they've got a treasure in there. Gold statue, size of a child. Who knows what they use it for, but I know what I'll use it for." Inquire why he wants to steal the statue and he will tell you: "Well let's not put it like that. Wouldn't want the Thieves Guild catching wind of us, eh? Nah, just creep in and have a go at taking it out. I'll be here, and pay you half of what my man in Riften promised for it. You'll be helping out an old beggar, and the Divines smile on that sort of thing." The statue itself is located within the Inner Sanctum of the temple. This makes finding the temple itself easier, but is not necessary to initiate The Heart of Dibella quest.

The Temple of Dibella
Upon entering the temple, you will find the priestess Senna, who will inform you that: "The sisters are communing with Dibella. They can't be disturbed. You'll have to come back another time."'' In order to access the Inner Sanctum, you can either try to pick the expert-lock, or steal the key from Senna. Note that if you choose to pick the lock and are not caught by one of the priestesses, you'll have to do it twice&mdash;once to get into the Sanctum, and once to get out.

If you are caught by one of the priestesses, Hamal will confront you. You will then have the option to find the Sybil. If you choose not to do so, the priestesses will become hostile and attack you. If you kill them, you will be unable to complete The Heart of Dibella quest.

If you successfully retrieve the statue, you can turn it over to Degaine who will hastily say: ''"Give it to me quickly, before they see us together. You've riled up the priestesses, and the guards don't take kindly to that. Here's your share. Nicely done."'' He then gives you 150 gold in exchange for the statue. At this point, in order to start The Heart of Dibella, you will have to return to the temple and deliberately get noticed.

Notes
The Statue of Dibella differs from the common Dibella Statues found throughout Skyrim.
Selling the statue to Degaine counts towards the Hero of the People achievement.

Bugs
 
 
  Typing   and then   in the console will remove this objective from your Miscellaneous quests.

Quest Stages
Skyrim:Note (Mistwatch)

The lady we grabbed down by the river turned out to be a feisty one. Burbag thought he could beat some respect into her, but it looks like he used too strong a hand.

The boss is not going to be happy when she hears about this.
Tes5Mod:Mod File Format/MISC

MISC - Miscellaneous Item

Record header flags:
:0x4 - not Playable
Tes5Mod:Mod File Format/LCRT

LCRT records are Location reference types.  They are basically a type of keyword that is used in the LCTN record's ACSR/LCSR field to create a list of key items in a given location, so that those items can then be cross-referenced by radiant quests.

For example, one LCRT record is BossContainer ( ).  Most dungeon-type locations include a ACSR/LCSR field with BossContainer as the reference type, and the REFR of that dungeon's boss chest as the reference.  Quests using the dungeon can then easily identify the boss chest when the quest needs to add a quest-specific item to the chest.
Tes5Mod:Mod File Format/CLAS

CLAS records contain information about NPC and creature classes.


Weight Calculations
Skills
The approximate formula for an NPC's skill at a given level is:
: 
This formula will generally only be accurate to within a couple points, however, because of the details of how the weighting system assigns values.  Furthermore, once any skill reaches 100, this formula is no longer applicable.

The exact method used to assign values is to first assign all complete sets of points, namely:
: 
Then the left-over skill points (the number necessary so that  ) are assigned one at a time by looping over all the skills in order.  Skills are ordered first by their weight (higher skills ordered first) and second by their actor value index (lower indices are ordered first).  Skills are only incremented if their maximum delta (i.e., their weight value) has not yet been reached.

To provide an example of how this works, take the TrainerRestorationMaster Priest class.  The   is 15.  The skills are incremented in the following order:


However, once any one skill reaches 100, the skill assignment system changes.  Presumably the weighting system is attempting to adjust by re-assigning the skill points from the skill(s) that have reached 100.   The total number of skill points is no longer a fixed 8 points per level.  The equation used is actually simplified in some ways, because the skill points are a fixed function of   -- meaning that either all of the skills are increased when an NPC levels up, or else none of them are. However, the full details of the equations used at this point have not yet been worked out.  

Attributes
The approximate formula for an NPC's magicka or stamina at a given level is:
: 
The only difference for health is that health always receives an additional 5 points per level, regardless of the class weights:
: 
As with the skills, this formula will generally only be accurate to within a couple points because of the weighting system details.  However, there is no upper limit beyond which the equation ceases to be valid.

If the auto-calc flag for an NPC isn't set, all attributes are calculated just as:
: 

The exact method used to assign values is the same as that used with skills.  So left-over points are assigned one at a time by looping over the attributes.  The attributes are ordered first in decreasing order of weight.  If any attributes have the same weight, they are ordered in reverse actor value index order (stamina, magicka, then health).
Tes5Mod:Mod File Format/FACT

Faction Information



See Also
Faction on the CK wiki
Tes2Mod:SaveTree.Dat

Fundamental Data Types
DateTime
A Daggerfall DateTime structure is a UInt32 value, indicating the count of minutes since the epoch's origin.  In Daggerfall, the epoch begins at 00:00, 1  of Morning Star, 3E 400.  Since the game starts 0x07fd0a minutes into the epoch, all DateTime values should be greater than this number.  Given there are 60 minutes per hour, 24 hours per day, 30 days per month, and 12 months per year, computing the absolute date-time from a Daggerfall DateTime is trivial.  Ex: 0x00080488 computes to 364.21:28:00 from the epoch origin, or 21:28, 5  of Morning Star, 3E 401.

RecordType enumeration
The RecordType enumeration is by no means complete.  Only those values which are thoroughly understood are described.  The RecordType value associated with each Record instance determines how the associated data is to be interpretted, assumedly via a factory design pattern.  



RecordRoot structure
Not all fields are known, but the following appear to be uniform and consistent.  



Position structure

The object's true altitude within the game world appears to be computed via  , plus the baseAltitude value of the current Woods.Wld map pixel.

SaveTree.Dat coarse structure


Header structure
See File Header.

LocationDetail structure

Immediately following the Header structure, is a variably-sized LocationDetail strcuture.  If the character is within a town or dungeon, this structure will contain one or more records specific to that town or dungeon.  If the character is overland, there will typically either be no records, or only empty (zero-length) records.  



RecordElement structure


RecordBase structure
Most records within the SaveTree.Dat file inherit from the RecordBase template.  The first byte of the RecordElement.Data field is a RecordType value which indicates how the following data should be interpreted and parsed.  There are very few exceptions to this format.  Notably the records found within the LocationDetail do not follow this pattern, and DungeonInformation records (RecordType 0x07) misreport their size; one must multiply the recordSize field by 39 to determine the true size of a DungeonInformation record.



Record structures
The following records document how the RecordData field is to be interpreted, based on the RecordType field.  Offsets are given from the beginning of the RecordData field, which immediately follows the RecordRoot structure.  

BankAccount
The character's banking records are stored within a BankAccount record, one per character.  This single record contains 62 entries, one AccountInformation structure for each of the 62 regions within the Iliac Bay.  
AccountInformation


BankAccount structure


Working with SaveTree.Dat
After reading all the records, one must then reconstruct the hierarchy of association and/or containment.  Root records are identified as having no parent (ParentRecordId is 0).  Subordinate records must then matched up with their superior records, such as the character's inventory must be grouped with the various container records, which are then grouped with the character's character record, which is itself subordinate to another record.
Tes5Mod:Mod File Format/LVSP

LVSP records contain information on Leveled Spells.
Tes5Mod:Mod File Format/CONT

CONT records contain the data for containers.

Record header flags:
:0x10000 - Random Anim Start
:0x2000000 - Obstacle
::next three flags define NavMesh Generation Import Option, at most one can be set, defaults to "Collision Geometry" if none is set
:0x4000000 - Filter
:0x8000000 - Bounding Box
:0x40000000 - Ground
Tes5Mod:Mod File Format/LIGH

LIGH records represent base lighting objects.

Record header flags:
:0x10000 - Random Anim Start
:0x20000 - Portal-strict
:0x200000 - Obstacle