Netruk44/uesp-wiki-content huggingface dataset:
Lore:Imga

The  , also called Great Apes or Apemen,  are native   of Valenwood. These intelligent apes are said to have flourished in Valenwood long before the   ever arrived there.  They cohabit in the forests with the   tribes, and also inhabit many of the abandoned human trading posts which had been established during the  .  The apemen are also reportedly found in the mountainous areas in the west and north of Tamriel, and seldom encountered in the East.  The Dunmer keep the apemen as slaves, though not in as great numbers as Argonians. 

The most notable Imga was undoubtedly  , a   prophet who rose to prominence during the  . His teachings sparked the massive cultural and spiritual movement known as the  .  
Society
Some Imga see the Altmeri as their superiors and as a portrait of an ideal, civilized society. Imga go to desperate measures to emulate the Altmeri: they wear capes, practice with the dueling sword, and attempt to speak with perfect enunciation and courtly manners despite their gravelly, baritone voices.  

Each individual bears some kind of title, be it Baron, Duke, Earl, or the like, which they use when addressing the members of the   (but despite what the titles suggest, there are no land-owning Imga). More extreme Imga shave their bodies and powder their skin white to seem more like the Altmeri. The Imga feel that Men are beneath them as lesser beastfolk and pretend to find their smell exceedingly offensive: when Men are around, Imga hold perfumed corners of their capes to their noses.  Their reproductive biology is not well understood. 

In  , colonies of Imga apes gather  , an arboreal rodent, from the ends of the slenderest branches of the graht-oaks. The "ape men" are naturally dexterous, and are renowned for their agility.   They climb beneath the Kollopi rodents then jump up to "pick" them from their perches. These Kollopi are then used to make a simple peasant dish of the same name. 
 
Disappearance
The majority of Imga disappeared from Valenwood during the Alliance War and Planemeld, believed to be part of their time-tested strategy of hiding out during periods of warfare until the strife was safely over.  The controversial Altmer author   believed that they went to 'visit Falinesti', which had already vanished from   centuries prior, so that they could wait out the end of the   and the  , though most of her peers disagreed with her opinion on the subject.  Sometime around  , there was an Imgan  -Queen that ruled over   in  , but she was later defeated by  , a well-known agent.  It is unknown when or how the Imga returned. 
Notes
The   is a type of golden-colored  ,  although any actual relationship the breed may have with the Imga is not readily apparent.
The Lynpar March is in Imga territory. 

References
Lore:Races

Races 
A multitude of different races populate Tamriel.

Races in bold have been playable in the games.
Man
Al-gemha
Al-hared
Bretons (a.k.a. Manmeri)
 
Horwalli
Imperials (a.k.a. Cyrodiils, or Cyro-Nordics)
Keptu (a.k.a. Men-of-ket)
Kothringi (a.k.a. Lustrous Folk)
 
Nedes
Nords (a.k.a. Atmorans, or Children of the Sky)
Orma
 
Reachmen (a.k.a. Witchmen of High Rock)
Redguards (a.k.a. Yokudans)
 
Yespest

Mer
Aldmer (a.k.a. Elder Folk)
Altmer (a.k.a. High Elves)
Ayleid (a.k.a. Wild Elves, or Heartland High Elves)
Bosmer (a.k.a. Wood Elves)
Changeling (a.k.a. Oathbreakers)
Chimer (a.k.a. Changed Folk)
Dunmer (a.k.a. Dark Elves)
Dwemer (a.k.a. Dwarves, or Deep Folk)
Falmer (a.k.a. Snow Elves, or Ice Elves)
The Betrayed
Maormer (a.k.a. Sea Elves, or Tropical Elves)
Orcs (a.k.a. Orsimer, or Pariah Folk)
Sinistral Mer (a.k.a. Lefthanded Elves)

Beastfolk
Argonians (a.k.a. Saxhleel)
Agacephs
Behemoth
Hapsleet
Naga
Paatru
Sarpa
Bird Men
Centaur
Dreugh
Frost Giant
Giant
 
Goblin-ken
Goblin
Gremlin
Ogre
Riekling
Riekr
Grummite
Harpy
Imga (a.k.a. Great Apes)
Khajiit
Lamia
Lilmothiit (a.k.a Fox-Folk)
Lizard Bull
Minotaur (a.k.a Man-Bull, or Bull-Men)
Sload

Akaviri
Akaviri (a.k.a. Men of Akavir)
Ka Po' Tun
Kamal
Tang Mo
Tsaesci
Rat People
Canine Folk

Et'Ada
Aedra
Daedra
Aureal (a.k.a. Golden Saints)
Auroran
Dremora (a.k.a. Kyn)
Herne
Mazken (a.k.a. Dark Seducers)
Nocturnals (a.k.a. Shrikes)
Skaafin
Spiderkith
Xivilai
Xivkyn
Dragons (a.k.a. Dov)
Ehlnofey
Magna-Ge

Other
 
Hist
Nereid
Nymph
Spriggan
Ice Tribes

See Also
For game-specific race information, see:
Bloodmoon:Gyldenhul Barrow

It is, without a doubt, the single richest treasure trove in all of Solstheim.
The barrow's door is  . The key for the door is obtained from Thormoor Gray-Wave as a reward for completing The Cursed Captain quest.
 
Treasure inside the barrow includes:
10,110 gold
Stalhrim (x2)
Ebony Cuirass
Ebony Longsword
Glass Helm
Glass Frostsword
Emerald (x3)
Diamond (x3)
Ruby (x3)
Pearl
Exquisite Amulet (unenchanted)
Exquisite Ring (unenchanted)
Various Exclusive potions (x8)

Related Quests
 

Notes
The name Gyldenhul translates to "Golden Hollow", or "Golden Hole" in Danish which would explain the large amounts of treasure found within. 
This location makes an appearance in the Dragonborn expansion to Skyrim.

Maps
thumb|left|Map of Gyldenhul Barrow
Lore:Skaal Village

Skaal Village is home to the Skaal, a nature-worshipping tribe of Nords. The village is located in the Felsaad Coast region of Solstheim, north of the Mead Hall of Thirsk, and is the northernmost settlement in Tamriel. It consists of small, sturdy wooden dwellings, arranged around a central   which hosts feasts and other gatherings. Clad in traditional   armor, Skaal Honor Guards protect the village from intruders, man and beast alike. At first, the villagers of Skaal are not very friendly to outsiders, but they are more welcoming once they accept you. 

The Skaal have a rich and colorful culture with ritualistic hunts and bonds with nature; mythical beasts like the Spirit Bear and Karstaag are part of the lore here.  Hunting is the main source of income for most, as the Horkers on the northern coast and nearby Lake Fjalding are a relative easy and lucrative prey. More adventurous Skaal hunters go after the elusive snow wolf or snow bear, whose pelts are valued highly among them.

Skaal Village is also home to the shaman of the tribe, who leads them in matters of ritual and spirituality.
Oblivion:Shetcombe Farm

thumb|right|The deserted interior
thumb|right|The empty pens
thumb|right|The farm

The farm belongs to Slythe Seringi, and the quest that starts here involves tracking him down. The two crop fields here with several ingredients make it an excellent place for budding alchemists to collect large quantities of ingredients to make potions. Northeast of the farm is a giant nirnroot plant.

The interior of the farmhouse is pretty normal, consisting of a bed, a chest of drawers, a couple of tables and chairs, and assorted crates and barrels. Entering the house is not considered trespassing, so the bed is free to sleep in, though thoughts of using it as a home should be tempered by the nearby bandit camp and monsters, as well as the fact that all of the containers respawn.

 
Related Quests


Ingredients
Oblivion:Brina Cross Inn

Related Quests



Notes
thumb|"Brina Cross" can be seen written south of "Sutch" and west of "Kvatch"
The bed in the first room upstairs has a script ( ) that would cause the player to have a 20% chance of catching the disease Yellow Tick if the player slept in it. However, it is impossible for the player to sleep in this bed since entering counts as trespassing and the script will not affect NPCs. Therefore the script has no actual effect, unless you use the Console to allow yourself to sleep in the bed.
The name "Brina Cross" possibly originated from the crossroads that would have existed had the city of Sutch been present in the final release of Oblivion; on an unused pre-release map of Cyrodiil, "Brina Cross" can be seen on the map next to the crossroads.
Oblivion:Origin of the Gray Prince

Quick Walkthrough
# Speak with Agronak gro-Malog about the Gray Prince.
# Journey to and through Crowhaven until you find Lord Lovidicus.
# Defeat or evade Lord Lovidicus, and find his journal. 
# Return to Agronak with the journal.

Detailed Walkthrough
The Origin
Speak to Agronak gro-Malog in the Arena Bloodworks about "The Gray Prince" to begin the quest. He asks you to find proof of his noble birth, marks the location of Crowhaven on your map and gives you a mysterious key, but he is unsure what it opens. Journey to Crowhaven (northwest of Anvil) to begin your search. Bring cure disease potions or spells if possible as you may catch something from one of the denizens of this forlorn place.

Enter Crowhaven&mdash;the presence of evil is unmistakable&mdash;and explore, killing all in your path until you find the locked "Old Wooden Door" (gro-Malogs' mysterious key will open it) and continue inside. You'll eventually find Lord Lovidicus who will attack you on sight. Dispose of him and continue on, exploring the area to find several chests, various small treasures, and the journal of the recently departed Lord Lovidicus on a table. If you sneak, no fighting is necessary. Only the journal is needed; take it, and leave if you choose.

Reward
Return with the journal to Agronak gro-Malog in the Arena Bloodworks, and receive the Gray Prince's Training (permanent +3 to Blade, Block and Athletics) as your reward.  Note that this training is treated as a permanent ability by the game and does not count toward leveling up, unlike most other free skill boosts.

After Agronak trains you he will read the journal. He will be totally horrified at his vampire origins, so much in fact, that he will be completely convinced that he is a spawn of evil and does not deserve to live. As a result, he will not fight back when you fight him at the end of the Arena Quest.

Notes
If you plan on completing this quest be careful not to say that you wish to challenge Agronak for his title of Grand Champion, as you will no longer be able to talk to him. Doing this will result in having to kill him and thus failing the quest.
It is possible to yield to Lord Lovidicus but the respite is short-lived. He will say "Release! Sweet Release! After all these years, these decades, I am finally free! And you! So... so fresh! I must feed! I must feed! Agghhhhh!" and resume combat.
He also has unique combat dialog, saying "I have not eaten in decades... YOU will be my feast! Rrragh!" , "''Food!'".

Bugs
 
 
 
 

Journal Entries
Oblivion:Robber's Glen Cave

Related Quests

Notes
This cave always contains 12 Imps, even at high levels. Thus, this cave is one of the few guaranteed sources of Imp Gall in the game.
This cave contains 6 Cairn Bolete plants and 11 Wisp Stalk plants.

 

Exterior

The exterior is located at coordinates: Tamriel 12, -3
This location's map marker (M on map) is named ''Robber's Glen Cave (editor name RobbersGlenCaveMapMarker). The entrance door is NW of the marker, 30 feet away.
1 Road Creature (Forested Mountains variety) is near the entrance
The following plants can be found near the entrance: 8 Fly Amanita plants, 2 Green Stain Cup plants, 5 Lavender plants, 32 Monkshood plants, 1 Somnalius plant, and 8 Summer Bolete plants.

 

Zone 1:  ''
thumb|right|350px|Robber's Glen Cave

This cave is entirely populated by imps, other than the boss-level monster. Upon entering you will encounter an imp guarding a minor loot chest. The next two rooms each contain another chest, with an imp and two imps respectively. The third room has three chests and two imps. The next room also has two imps, but only two chests.

Head into the southeast tunnel to face the boss-level monster (A) and loot the boss chest at B. Track back and head northeast until you reach a large room bisected by a canyon. There are two imps and two chests on your side, and roots bridging over the gap. Cross over to find another chest and imp, with the same combination repeated in the small room to the northwest. Do not bother with jumping down or taking the southwestern tunnel, as these do not lead to any loot.

Occupants:
1 boss-level Monster at location A on map
12 Imps
Treasure:
1 boss-level Chest (Monster variety) at location B on map
5 Chests 01 (2 locked)
5 Chests 02
2 Chests 04
1 Wooden Chest (contains 3 Skooma; non-respawning)
The following plants will always be found: 6 Cairn Bolete plants and 11 Wisp Stalk plants
Doors and Gates:
There is one door (at Out) in/out of this zone, leading outside
Oblivion:Alchemy Effects

The following tables provide alphabetical lists of all the alchemical effects and the ingredients with that effect. Details on the various effects can be found on the Magical Effects page.  The first table provides all of the positive effects; if present, the product will always be a drinkable potion.  The second table provides all of the negative effects; if only negative effects are combined the result will be a poison, that can be applied to weapons.

Also provided with each effect is its maximum magnitude (Max Mag) and maximum duration (Max Dur).  These are the strongest possible values for each potion, possible only with Alchemy skill=100, and Master quality alchemical equipment.

The required Alchemy skill to 'see' an effect in that ingredient is given in parentheses after the ingredient name (ex: Arrowroot (75) means you need a 75 or higher Alchemy skill to see that effect in Arrowroot).  Special or quest ingredients are not included in these lists.

Positive Effects (Potions)

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Items with a (*) have two different varieties with the same properties, which can be mixed with each other, meaning an Expert alchemist can make a potion with all four properties with just one of each variety.

Negative Effects (Poisons)

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Items with a (*) have two different varieties with the same properties, which can be mixed with each other, meaning an Expert alchemist can make a potion with all four properties with just one of each variety.
Oblivion:Gweden Farm

It stands at the end of the road that passes Fort Strand. It consists of the farmhouse itself, along with a basement full of surprising and revealing items. It is impossible to enter the farm after the associated quest has been completed since it requires a key, but the key is nowhere to be found.  This means that if you want to search the basement, you must do it during the quest itself.
 
Related Quests

NPCs Living Here
 

Interior
thumb|right|Silk curtains and luxurious bedding make the perfect love nest
Upon entering, it becomes clear that the three inhabitants decorated the farmhouse as a love nest; silk curtains cover all walls and lit candles make for a seductive atmosphere. Next to the entrance, a table holds silverware and wine, including one bottle of Surilie Brothers Wine, two of Tamika's West Weald Wine and four bottles of cheap wine. Three additional bottles of cheap wine can be found near the double bed along with a bowl with five strawberries. Access to the basement can be gained using the basement key carried by Faustina Cartia. 

thumb|right|Conditions in the basement are considerably more stark
The basement is spacious and contains three beds you can sleep in. At the foot of the stairs are a table with a sweetroll, a sweetcake and a bunch of grapes. Opposite the table are a set of shelves with middle-class clothing and a sack with clutter. In the northwestern corner, a cupboard with clutter, with ale, mead and the expensive Surilie Brothers Vintage 415 on top, one bottle of each. Another bottle of ale can be found in the opposite corner, along with an onion, a pear and an orange.

The small storage room to the east holds a variety of items stolen from the men lured to Gweden Farm by the Sirens: 

You cannot return these items to their former owners.

Notes
Gweden Farm is quite useful to players using reverse-pickpocketing techniques as it contains a good number of weightless items.
Lore:Erabenimsun Tribe

The   is one of the four distinct tribes of the  s of  , in the province of  . The Erabenimsun are very war-like and intolerant to outlanders and even other Ashlanders. They are brutal and hardened warriors that historically live in the region of  , in southeast Vvardenfell, which is a very harsh environment.  In the rough ashlands, the tribe lives in the Erabenimsun Camp, which is commonly found around the ruined Dwarven city of  , in narrow canyons. They live in the now and have little care for history and prophecy, and their wise women have little power among them.  The Erabenimsun Tribe are known to slaughter banished   on sight.  

 

History
The Erabenimsun Tribe was founded by   many years ago as one of the First Ashkhans. Shadar's cairn was established just southeast of  . To gain his blessing, one must offer the weapon of a fallen exile.  The Erabenimsun Tribe were the first to domesticate the now-extinct  . The legendary Ashkhan,   was the first to ride one into battle. 

During the   in  , the Erabenimsun Camp was found south of Nchulefingth, and northeast of  . It was on the northern base of Mount Kand. The tribe would occasionally gather at the encampment of Ald'ruhn. The blessing of Shadar Erabenimsun, along with the other First Ashkhans, was what allowed House Dunmer to mingle with the Ashlanders, which would subsequently lead to the founding of the city of Ald'ruhn. 

During   outbreak in  , the Erabenimsun Camp was found near the  , near the region of  . The Ashkhan of the Erabenimsun was  , whose circle of Gulakhans brought fear and violence to the Erabenimsun, seeking to instigate war with the other tribes. The previous Ashkhan, Airan-Ammu made the tribe more arrogant and bold.  At the time, the   had appeared on Vvardenfell, working with the   in fulfilling the Nerevarine Prophecy. However, because of Ulath-Pal, and his council's arrogance, the Nerevarine would not be able to receive the tribe's blessing. With no other choice, the Nerevarine defeated Ulath-Pal, and the Gulakhan,  , the more peaceful one, became the new Ashkhan. In the end, the Nerevarine was acknowledged by the Erabenimsun, and awarded the  . 

Known Ashkhans






Gallery
 

See Also
For more information on the tribe, see the Morrowind and ESO articles.
For more information on the camp, see the Morrowind and ESO articles.
Books


References
Oblivion:Whitmond Farm

thumb|right|The farmhouse
From Anvil, go right at the first fork in the road north of the main gate. It is currently home to Maeva the Buxom, who will ask for your help in reclaiming a family heirloom that was stolen by her estranged husband.

Outside of the farm is a small near-symmetrical vegetable patch. On one side are six potato plants and thirteen corn stalks; on the other, four potato plants, thirteen corn stalks and one arrowroot plant. A further eight arrowroot plants can be found near the farmhouse. There is a clutter barrel next to the fence gate and three more next to the farmhouse door. 

The farmhouse itself is a typical lower-class dwelling. On the dining table in the northern side of the house, two cheese wedges, two onions, two loaves of bread, and a piece of mutton rest on clay tableware. An open chest with a potion of agility sits between a chest of drawers and an unlit fire place. Four food storage barrels and three sacks with clutter rest against the back wall. A clutter chest, two bottles of beer, and a bottle of mead can be found among clay ware in the southern corner. For her protection, Maeva keeps a sturdy steel warhammer tucked into the corner between the wall and the drawers.

All containers respawn except the three sacks, although these shouldn't be considered safe for storage as Maeva may decide to make use of anything stored in them.

 
NPCs Living Here
 

Quests Starting Here
Oblivion:Harm's Folly

thumb|right|Disarray
The farmhouse is inhabited by widowed farmer Corrick Northwode. After the death of his wife, Corrick seemingly let the house fall into a state of disarray; smashed barrels, tables turned upside down and empty crates and chests are piled up everywhere and the only organized spot is a well-provided dinner table where Corrick eats his crop by himself. It seats two and contains three tomatoes, five leeks and six carrots. Above the fireplace hangs a painting from Anvil and the cupboard in the corner holds a few additional pieces of food. Along the northern wall, amidst lots of trash, sits the only intact chest with minor loot, a barrel with gardening tools and a cupboard. The basket on the nearby table holds three harvested samples of Arrowroot and the adjacent chest of drawers holds only clutter, as does the drawers at the foot of the double bed. 

What Corrick lacks in housekeeping, he makes up for with his well-maintained vegetable garden outside. He will work the land extensively every day for 6 hours straight, and he is the proud owner of a whopping 42 carrot plants, 6 potato plants,  12 leek plants and 12 tomato plants.

On the east side of the farmhouse you will find the grave of his deceased wife, Kayleen Northwode. After you complete the related quest, you can "pay your respects" to Kayleen by activating her gravestone.  You will receive the blessing ''Kayleen's Grace'' (Fortify Health 30 points, Fortify Fatigue 30 points, 600 second duration). You can revisit her gravestone as often as you like to receive this blessing.
thumb|right| ''Kayleen's Grace''
thumb|Corrick's well-kept patch of land

 
NPCs Living Here
 

Related Quests

Bugs
Bloodmoon:Books

Bloodmoon
There are many books, scrolls and notes in Bloodmoon, which talk about many different things. Acquiring and reading them all in-game is a difficult task, so they are collected here. On this page you'll find a complete list of all new books, notes, and scrolls that are introduced by the expansion.  Items that are available in Morrowind without the expansion are listed on the Morrowind articles Books, Notes, and Scrolls.

For convenience, the skill books found in Bloodmoon are listed separately.

Books









Notes






















Scrolls
Oblivion:Barren Cave

Notes
This cave contains 19 Wisp Stalk plants.
Barren Cave also appears in ESO.

 
Exterior

The exterior is located at coordinates: Tamriel 23, 21
This location's map marker (M on map) is named Barren Cave (editor name BarrenCaveMapMarker).  The entrance door is ENE of the marker, 70 feet away.
The following plants can be found near the entrance: 3 Alkanet plants, 16 Bergamot plants, 1 Fennel plant, 4 Flax plants, 3 Fly Amanita plants, 1 Ginseng plant, 1 Lady's Mantle plant, 10 Lavender plants, 5 Monkshood plants, 2 Primrose plants, 3 Steel-Blue Entoloma plants, 3 Viper's Bugloss plants, and 3 Water Hyacinth plants

 
Zone 1:

This cave is rich in treasure and is fairly small, so is definitely worth exploring, even if it means contracting Porphyric Hemophilia from one of the Vampire inhabitants. Upon entering from door Out, proceed forward to a large room with a pit, six coffins arranged in a circle and two vampires. Dispose of the vampires and search the coffins for valuables, then proceed forward to an intersection. Both directions will land you in the same area, so take care of the patrolling vampires and be on the lookout for minor loot chests (green dots on map) as you fight your way through to the large northeastern room for an encounter with a boss-leveled vampire at A. Loot his boss coffin near the shrine at B, then make sure to slay the other boss-leveled vampire at A in the northernmost room and claim your reward from the coffin and the locked chest. Remember to approach the large rock (C) in the northern end of the room, which will reveal a hidden path to another chest. When all is said and done, exit Barren Cave the way you came.  

Occupants:
2 boss-level Vampires (50% chance Vampire Matriarch, 50% chance Vampire Patriarch) at locations A on map
4-5 Vampires
0-1 Undead
Treasure:
1 boss-level Coffin (Vampire variety; locked) at location B on map
3 Chests 01 (2 locked)
4 Chests 02 (3 locked)
3 Coffins 02
The following plants will always be found: 19 Wisp Stalk plants
Doors and Gates:
There is one door (at Out) in/out of this zone, leading outside