Netruk44/uesp-wiki-content huggingface dataset:
Skyrim:Steward

thumb|right|Proventus Avenicci, likely the first steward you will meet
A steward in government is responsible for the day-to-day running of one of the nine holds of Skyrim. Most stewards are loyal to either a single jarl or the jarl's family, rather than a faction, and will stay with them wherever they go. In court politics, stewards are second only to the jarl, being more important than both housecarls and court wizards, due to their supposed political knowledge. In times of crisis, jarls will turn first to their steward for advice on how an action they take will be viewed by the other jarls.

The game begins with a steward in each of eight holds in Skyrim&mdash;the jarls of the Pale do not employ stewards. Some are affiliated with either the Imperial Legion or the Stormcloak Rebellion, while three others will serve either allegiance. When a jarl is replaced after you help a side in the Civil War to capture a city they do not control, or through the negotiations made during Season Unending, some of the newly-instated jarls will seek to employ a new steward of their own, while two will be retained by the new jarl. If the Battle for Solitude is won, Solitude's entire court will merely change allegiance. Falk Firebeard will simply continue his role, as the government of that hold is not replaced.

Deposed Imperial governments will seek refuge in the basement of the Blue Palace in Solitude, while deposed Stormcloak governments will go into exile in the Palace of the Kings in Windhelm. Only the jarl (and possibly their family), their housecarl, and their steward will be evicted from the building, and they will be unfriendly towards you.

As part of their job, they will hand out rewards for most bounties given for their hold, even if they were not the one to give the bounty to you. Though the jarl is responsible for deciding if someone is allowed to buy a house in their city, it is left to the steward to sell the house and the furnishings.

Government Stewards

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This issue has been fixed by version 1.3.2 of the Unofficial Skyrim Patch.
 
 

Personal Stewards
With the Hearthfire add-on, certain followers can be hired to become a personal steward upon purchase and construction of a new house.

Notes

As the Jarls of the Pale do not have stewards at their court, when you receive a bounty letter in that hold, they will be left signed "-- [...]" due to the absence of a steward.
Lore:Wabbajack

The   is a Daedric   created by the    . It takes the appearance of a Daedric staff that is usually engraved with angry gaping faces at the top. As befits the Prince of Madness, his artifact is unpredictable in its effects. The staff has the power to transform its target into a completely random creature. This can be helpful to the wielder, turning a fearsome opponent into a docile animal; similarly, it can be detrimental, transforming a relatively weak enemy into a powerful monster.  The staff can produce other effects, such as damaging, healing, turning to stone, or instantly killing the target.  The staff's victims that are turned into animals, and are cooked after the fact, become the meat known as Wabbajerky. The meat has created debates on whether eating it would be considered cannibalism.  Sheogorath finds only a few worthy of Wabbajack's "absurdly sweet power". 
  

Previous Owners:
Anonymous Servant of Sheogorath
Author of Wabbajack
Prince  
Anonymous Worshipper of Sheogorath


Gallery
 

See Also
For game-specific information, see the  Daggerfall, Oblivion, Skyrim, ESO, and   articles.

References
Lore:Eye of Magnus

The Eye of Magnus is an ancient artifact of unknown origin. It possesses a great amount of magical power and can be manipulated with the Staff of Magnus, which once belonged to the God of Magic himself. It was discovered by the ancient Nords when they were building the city of Saarthal. The Nords attempted to keep it buried, but the elves learned of its existence and coveted it for themselves. During the Night of Tears the elves assaulted Saarthal to secure this powerful artifact for themselves. Ysgramor rallied together his people to keep the elves from seizing it, and the Nords were successful in preventing the elves from obtaining the artifact. The Eye was buried deep below the earth and sealed away. 

In  , during an expedition in Saarthal, the Eye of Magnus was uncovered by members of the College of Winterhold. The artifact was transported to the college for examination.  , a Thalmor agent, attempted to draw power from the Eye, but was prevented and killed by members of the college. Monks from the Psijic Order, who had been observing the situation, arrived to take the artifact, claiming that it was too unstable to keep in Mundus. Ancano's meddling with the eye had long-term effects, causing Ruptures to appear across Skyrim, through which dangerous   emerged. The college tried its best to close these Ruptures using the Staff of Magnus.  

Ancient Khajiiti mythology writes that when Magrus fled from Boethra and Lorkhaj, he could only see out of one eye and fell into the Moonshadow. There Azurah judged him as too full of fear to rule a sphere, and she tore out his other eye. Magrus left to the heavens blinded, but Azurah made of his eye a stone to reflect the  . This is the " ", which opens at Dawn and closes at Dusk. Some sorcerers hold that Magrus left the eye willingly as an offering to Azurah and her children, and these magi still utter prayers to his name.  However, it is not known if the Eye of Magnus has any connection to this myth.

Gallery
 

Notes
In the  i lesson of the divine body, the phrase "The Eye of Magnus is always upon us, in the spells and enchantments that devout Mages conjure." is recited by religious preachers.   Whether it refers to the artifact itself is unclear.
The central component of the Orrery of Elden Root highly resembles the Eye of Magnus and its plates rotate when activated. 
Ada'Soom Dir-Kamal landed on the White River close to Winterhold looking for something or someone called the "Ordained Receptacle". 

See Also
For game-specific information, see the Skyrim article.

References
General:ZeniMax Online Studios

ZeniMax Online Studios is a subsidiary of ZeniMax Media Inc. specializing in the development of Elder Scrolls Online, a massively multiplayer online game. Matt Firor is the president and founder of ZeniMax Online Studios. The company was founded in 2007 and has approximately 250 employees. It is based in Hunt Valley, Maryland, USA and owns a customer support center in Galway, Ireland and an additional office in Austin, Texas.

The Elder Scrolls Online
The Elder Scrolls Online was released on the 4  of April 2014 for PC and Mac, developed by ZeniMax Online Studios but published by Bethesda as the first MMORPG (Massively Multiplayer Online Role-Playing Game) of the series. The Elder Scrolls Online is set across most of Tamriel as well as the Daedric realm of Coldharbour, though not all existing places are available for exploration in the game.

On the 17  of March 2015, the subscription fee required to play was dropped and the Crown Store was introduced. The game was also then rebranded as The Elder Scrolls Online: Tamriel Unlimited.

A console version of The Elder Scrolls Online: Tamriel Unlimited was released on the 9  of June 2015. In October 2016, the One Tamriel was introduced, overhauling the alliance system and removing the Tamriel Unlimited branding. The Elder Scrolls Online: Morrowind was announced on January 31, 2017 as the first Chapter for the game, an expansion pack differing from DLCs that would rebrand the game until the release of the next chapter. Retail copies of the game were later sold with the Morrowind branding. The Standard Edition of the game later came to include the Morrowind chapter as base game content with the release of the subsequent chapter, The Elder Scrolls Online: Summerset, on June 5, 2018. The third chapter, The Elder Scrolls Online: Elsweyr, came out on June 4, 2019. The Elder Scrolls Online has since been announced to be arriving on Google Stadia in 2019.

Games
Lore:Gorne

is a small island off the east coast of  , somewhere in proximity to  , that was first charted by  .  Many strange creatures found nowhere else in   inhabit Gorne. Among them is the Striped Wolf, a breed of giant wolf which terrorized the island's settlers until they were suppressed in an event called the Troubled House Hunt. The Gorne Striped Wolf can be used as a mount due to its large size. 

In the  , the island was home to a small village, also called Gorne, and an   estate known as Sandil House.  

References
Lore:Great Divide

The   is a large stretch of road found along the southern coast of the province of  . It is anchored by the city-state of   in the west, and the town of   in the east. The   overlooks the Great Divide.  

 

Notes
The Great Divide is only mentioned in passing in TES I: Arena, and does not actually appear in game.

References
Skyrim:Paarthurnax

Paarthurnax may refer to two things:
Paarthurnax (dragon), a dragon found at the Throat of the World
Paarthurnax (quest), a quest given by the Blades
Lore:Mankar Camoran

Mankar Camoran was the leader of the Mythic Dawn, a cult of Mehrunes Dagon worshippers that assassinated Uriel Septim VII in   in an attempt to destroy  .  

In  ,  during the final battle against the Camoran Usurper, refugees from across Tamriel had gathered in the city of Dwynnen. One such refugee was a frightened Bosmeri woman by the name of Kaalys. When the battle began at sea, she was struck ill, injured, and began to feverishly scream that Mankar was coming and would destroy them all. Most initially assumed she was referring to the Usurper. An injured Bosmeri scout and former ally of Haymon, Orben, soon recognized Kaalys as the former mistress of Haymon, from before both Orben and her turned traitor and fled. She continued to scream about the coming of Mankar, yet Orben claimed he had no idea who "Mankar" could be and stated it was not one of the Usurper's aliases. At the climax of the battle, when the docks of Dwynnen were set aflame, Kaalys vanished. When Orben inquired to the healers about where she went, they claimed that she had, surprisingly, given birth and must have fled with her child, the apparent son of Haymon Camoran. He pressed them for more info, but all they could tell was the child's name, Mankar Camoran.  

Little is known about Mankar's life after his mother fled with him into the wilderness of High Rock, but upon his return in   he had apparently fathered two children, Raven and Ruma Camoran, who would both become leading members of the Mythic Dawn. He also wrote the Commentaries on the Mysterium Xarxes, and using the  , given to him by Mehrunes Dagon, he opened a portal to a place known as  , or 'Paradise', within the plane of Oblivion, which served as the center of his cult. He rewarded his followers by granting them eternal life within Gaiar Alata, though their existence there was less than heavenly, as they were often tormented by  . 

Mankar believed the   to be traitors to Lorkhan, whom he believed was a Daedric Prince whose plane of Oblivion was Dawn's Beauty:  . The assassination of the Emperor was intended to break the covenant which protected Nirn from Oblivion and launch a Daedric invasion by Mehrunes Dagon into Tamriel. While Mankar managed to gain possession of the  , he ultimately failed to dispose of the last remaining heir,  . While Mankar waited in Gaiar Alata for the barriers between Nirn and Oblivion to dissolve, he was hunted down by the Champion of Cyrodiil and slain. 

Notes
 
While his race in Oblivion was Altmer, the Legends card released in the Jaws of Oblivion expansion categorizes him as both Altmer and Bosmer, solidifying his ties to the Camoran Usurper. 
Mankar was able to wear the Amulet of Kings, which can only be done by a  .   It is unclear if he had always been a Dragonborn, or if he gained the power as part of the transformative experience described in the Commentaries on the Mysterium Xarxes.

See Also
For game-specific information, see the Oblivion and   articles.

Books
 
 
 

Gallery
 

References
Online:Concept Art

This page contains concept art created for the game. 

A huge number of images were used on the Interactive Map of Tamriel available from the official ESO website; these images are documented here.

Concept Art
 

ESO Forum Avatars
 

Craglorn
 

Imperial City
 

Orsinium
 

Thieves Guild
 

Dark Brotherhood
 

Shadows of the Hist
 

Horns of the Reach
 

Morrowind
 

Clockwork City
 

Dragon Bones
 

Summerset
 

Wolfhunter
 

Murkmire
 

Wrathstone
 

Elsweyr
 

Scalebreaker
 

Dragonhold
 

Harrowstorm
 

Greymoor
 

Stonethorn
 

Markarth
 

Flames of Ambition
 

Blackwood
 

Waking Flame
 

Deadlands
 

2022
Online:Aldmeri Dominion

The   is one of the three joinable factions participating in the Alliance War, the other two being the Daggerfall Covenant and the Ebonheart Pact. The crest of the Aldmeri Dominion is an eagle, and its colors are yellow and silver. It consists of the Altmer of Summerset Isles, the Bosmer of Valenwood, and the Khajiit of Elsweyr. The alliance is a nascent empire that rules its holdings with an iron fist. Led by Queen Ayrenn with   as its capital, the Dominion seeks to reestablish Elven dominance over Tamriel in order to protect it from the carelessness of the younger races. The province of Valenwood, led by King Camoran Aeradan, joined the alliance to help fight off the Colovian troops that were capturing territory in northern Valenwood, while Elsweyr still remains in the grip of the Knahaten Flu. Dominion players will begin on Khenarthi's Roost after being washed up unconscious on the shores of the island following their escape from Molag Bal's realm of Coldharbour. 

For historical information, see the lore article.
 

Territory
right
The Aldmeri Dominion's home territory covers the traditional provinces of Summerset, Valenwood and Elsweyr.







The Dominion also have a territorial claim over the southern and southwestern parts of the Imperial heartlands.



Quests
 


 
Quest Map
 
 
 
Key
 

Quotes
thumb|Queen Ayrenn "Today we make our stand. Today we take back the Ruby Throne, which is ours by ancient right and the blessings of the Divines. Stand with us." —Queen Ayrenn


Generic Members
Dominion Archer
Dominion Archer Guard
Dominion Blademaster
Dominion Cryomancer
Dominion Cryomage
Dominion Cutthroat
Dominion Frostcaller
Dominion Guard
Dominion Guard
Dominion Honor Guard
Dominion Icemaster
Dominion Imposter
Dominion Infantry
Dominion Invoker
Dominion Justiciar
Dominion Lightfoot
Dominion Mage
Dominion Mage Guard
Dominion Mage Mercenary
Dominion Mender
Dominion Mercenary
Dominion Merchant Guard
Dominion Prisoner
Dominion Pyromage
Dominion Quartermaster
Dominion Reclaimer
Dominion Recruit
Dominion Royal Bodyguard
Dominion Sailor
Dominion Sentinel
Dominion Sharpshooter
Dominion Shieldwall
Dominion Skirmisher
Dominion Slayer
Dominion Spy
Dominion Storm Mage
Dominion Swordmaster
Dominion Temple Guard
Dominion Wildling
Dominion Wizard
Dominion Worker
Online:Daggerfall Covenant

The   is one of the three joinable factions participating in the Alliance War, the other two being the Aldmeri Dominion and the Ebonheart Pact. The crest of the Daggerfall Covenant is a lion, and its colors are blue and silver. It consists of the kingdoms of High Rock, the Kingdom of  Orsinium, and the Kingdom of Sentinel. The alliance is an egalitarian association which uses its military might to secure lucrative trade routes. Led by High King Emeric of  , the Covenant seeks to capture the Ruby Throne in order to restore the Second Empire and return stability to Tamriel.  Covenant players will begin on Stros M'Kai after being washed up unconscious on the shores of the island following their escape from Molag Bal's realm of Coldharbour.

The marriage of King Emeric to Princess Maraya of Sentinel led to the Kingdom of Sentinel, under King Fahara'jad, entering a trade agreement with High Rock. The Orcs of Orsinium, led by King Kurog, joined the alliance after Emeric pledged to restore their kingdom following their assistance in Ranser's War; however, there are a number of Orcish tribes both in and outside of the Wrothgar Mountains who remain independent of the Covenant.

For historical information, see the lore article.
 

Territory
right
The Daggerfall Covenant's home territory covers the traditional provinces of High Rock and northern Hammerfell, as well as the kingdom of Orsinium.








The Covenant also have a territorial claim over the northern and northwestern parts of the Imperial heartlands.



Wrothgar  is considered an independent kingdom under the terms of the Covenant, and has been declared a "truce zone" by King Kurog. As such, it is not marked as Covenant territory on the wiki.

Quests
 


 
Quest Map
 
 
 
Key
 

Quotes
thumb|High King Emeric "One land! One Emperor! Who among you will stand with me?" —High King Emeric


Generic Members
Covenant Archer
Covenant Archer Guard
Covenant Assassin
Covenant Bravo
Covenant Captain
Covenant Cryomancer
Covenant Foot Soldier
Covenant Frost Mage
Covenant Gallant
Covenant Guard
Covenant Guard
Covenant Honor Guard
Covenant Immortal
Covenant Incendiary
Covenant Infantry
Covenant Mage
Covenant Mage Guard
Covenant Mage Mercenary
Covenant Marksman
Covenant Mender
Covenant Mercenary
Covenant Merchant Guard
Covenant Nightblade
Covenant Pyromancer
Covenant Quartermaster
Covenant Ravager
Covenant Rogue
Covenant Skirmisher
Covenant Soldier
Covenant Storm Mage
Covenant Temple Guard
Covenant Worker
Online:Ebonheart Pact

The   is one of the three joinable factions participating in the Alliance War, the other two being the Daggerfall Covenant and the Aldmeri Dominion. The crest of the Ebonheart Pact is a dragon, and its colors are red and black. It consists of four of the five Dunmer Great Houses of Morrowind, the Nordic kingdom of Eastern Skyrim and the Argonian tribes of northern Black Marsh. The alliance was reluctantly formed out of necessity; despite the three races' ancestral hatred for each other, they recognized the threat posed by their unified enemies, both at home and from across the sea, and banded together to protect their borders and freedom. Led by Jorunn the Skald-King, who presides over the Great Moot in the Pact's capital of  , the alliance seeks to defeat the corrupt Empire and preserve the independence of its homelands. Pact players will begin on Bleakrock Isle after being washed up unconscious on the shores of the island following their escape from Molag Bal's realm of Coldharbour. 

The Great Houses hold a lot of power in Morrowind. All but House Telvanni agreed to join the Pact, and the Telvanni have now become somewhat estranged from the other houses because of it. Black Marsh has no monarchy, but certain Saxhleel tribes joined the Pact to protect their interests. Under the terms of the Alliance, slavery was nominally outlawed; but House Dres was allowed to keep non-Argonian slaves, with Khajiit being the most common race currently enslaved. All Argonian slaves were released.

For historical information, see the lore article.
 

Territory
right
The Ebonheart Pact's home territory covers Eastern Skyrim and parts of the traditional provinces of Morrowind and Black Marsh.








The Pact also have a territorial claim over the eastern and northeastern parts of the Imperial heartlands.



Quests
 


 
Quest Map
 
 
 
Key
 

Quotes
thumb|Jorunn the Skald-King "The alliance between our races was born in dark times, when Nord, Dunmer and free Argonians fought as one to repel the invasion of the Akaviri slavemasters. Our greatest strength is the adversity we have overcome. Our resolve is glacial, our might is forged in fire, and our courage, cultivated by the beasts of the jungle. We are Ebonheart. We are as one. And by this, our victory is assured." —Jorunn the Skald-King

Generic Members
Injured Pact Soldier
Pact Archer
Pact Archer Guard
Pact Captain
Pact Commander
Pact Conscript
Pact Cutthroat
Pact Fire Mage
Pact Guard
Pact Guard
Pact Guardian
Pact Healer
Pact Honor Guard
Pact Incendiary
Pact Infantry
Pact Mage
Pact Mage Guard
Pact Mage Mercenary
Pact Marksman
Pact Mender
Pact Merchant Guard
Pact Necromancer
Pact Pyromancer
Pact Quartermaster
Pact Quickblade
Pact Ranger
Pact Recruit
Pact Revivalist
Pact Rogue
Pact Scout
Pact Sentinel
Pact Sentry
Pact Sergeant
Pact Skirmisher
Pact Soldier
Pact Swordmaster
Pact Tempest
Pact Temple Guard
Pact Thundermaul
Pact Worker
Online:Tharn Family

The   is a powerful Imperial family allied with the Empire.
Online:Coldharbour

The Prince is attempting to pull Nirn into his realm through the use of Dark Anchors. 

Parts of Coldharbour are visited during the main quest. You get access to the main region by finishing The Weight of Three Crowns.

For more information on Coldharbour, see the lore article.
 
Places
 

Delves
 
 
 
 
 
 

Points of Interest
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Striking Locales
 
 
 
 
 
 
 

Set Stations
 
 

Public Dungeons
 

Group Dungeons
 

World Bosses
 
 
 
 
 
 

Player Houses


Wayshrines
 
 
 
 
 
 
 
 
 
 
 
 
 

Strongholds
These strongholds are visited during the Main Quest, and are located elsewhere in the realm of Coldharbour. They cannot be accessed directly from the Coldharbour zone.
 
 
 
 
 
This stronghold is visited during the Fighters Guild questline.
 

Quests
Quest Map
 
 
 
 
 
 
 
Key
 

 
Army of Meridia Story Quests
;The Hollow City



;Shrouded Plain





;Black Garrison



;Fist of Stone





Shrouded Plain Side Quests
 
Black Garrison Side Quests
 
Fist of Stone Side Quests
 

Dungeon Quests



 
Skyshards
 

Sets
Overland
 

Dungeon
 

Crafted


Notes
Before One Tamriel, each Alliance had its own instance of Coldharbour.
You can gain early access to Coldharbour by teleporting to a guildmember who is in the zone, which enables the Hollow City Wayshrine.
There are several mounts themed after Coldharbour: the Black Forge Iron Senche, the Planemeld Courser, and the Cursebound Sabre Cat Prowler.

Maps
thumb|left|A map of Coldharbour
 

Gallery
Online:Fighters Guild

The   is a mercenary organization found all over Tamriel. To gain reputation with them, you must destroy Dark Anchors or kill Daedra and undead. Good relations with the guild has many benefits, including new skills and abilities. 

Related Quests
150px|right
Joining Quests
: 






Bounty Quests
 
 
 
 

Dark Anchor Dailies
These quests are offered by Cardea Gallus located within the Fighters Guild buildings of Elden Root, Mournhold and Wayrest. These quests will send you to destroy three Dark Anchors in a random zone. These quests can be shared with other members of your group, so it is possible to do up to 15 of these quests in a day. These quests will give Fighters Guild reputation, as well as small box of rewards. These quests are one way of obtaining the Draugr motif.

















Skill Perks
 
 
Ultimate Abilities
These abilities must be activated manually, for a cost of Ultimate.
 


Active Abilities


Passive Abilities


Reputation
All guilds use reputation for leveling purposes. Fighters Guild   Reputation is earned by killing undead and Daedra, as well as by completing Dark Anchor Dolmens. You receive   for one kill,   for killing undead and Daedra bosses,   for destroying a Dark Anchor,   for completing a Dark Anchor daily quest, and   for each  Dark Anchor contract achievement.


Members
 

Achievements
There are six Achievements associated with this faction:
 
 

Notes
For historical information on the Fighters Guild, see the lore article.