Netruk44/uesp-wiki-content huggingface dataset:
Online:On Soul Shriven, vol 1

It is by the grace of my lord and master,  , that I,  , was gifted this meager knowledge regarding the process of creating the  . Those debased and pitiful entities that serve as fodder for the bestial   and objects of torture for the   are more than just remnants — they are critical to Molag Bal's scheme to absorb   into his own demesne.

I pored over the scriptures given unto me by the Master to determine the nature of the Soul Shriven, for their very existence seemed in defiance of the accepted theory that all stolen   travel not to  , but to  . Nevertheless, in the confluence of events that followed foolish  's bid for Divine investiture, it seemed that all souls taken from that moment forward went not to Soul Cairn, but to Molag Bal's own clutches.

And thus, the first of the Soul Shriven were formed in Coldharbour — wretched creatures bereft of soul, an accretion of   in the form of an echo of what the creature was in life. Interrogation and vivisection followed the arrival of this first Soul Shriven. Between wild spasms of hysteria, followed by deep states of ennui, the Soul Shriven expressed feelings of emptiness, hunger, and desire that no sustenance provided to them could fill.

Of course, this means little given the state of sustenance supplied within Coldharbour, but the diagnosis was hardly difficult to determine. The lack of a soul caused these feelings, just as the trauma of their sacrifice and soul entrapment caused the fluctuating emotions.

Further, and to my surprise, the Soul Shriven showed extreme endurance. They could sustain injuries of all sorts to a far greater degree than a living creature might, and they could be set to work for long periods past the point where a living slave would collapse from exhaustion. However, the Soul Shriven were not invulnerable; the eventual death of the Soul Shriven subject resulted in its complete annihilation, so utterly final that not even a trace of its essence could escape to  .

I would later learn that this complete destruction had another, unforeseen effect — a soul destroyed in such a manner empowered Molag Bal himself.
Online:On Soul Shriven, vol 2

The   that contain the remnant essences of the   are like any other. Their power can be used to create or reinforce enchantments on mundane objects, or fuel particularly potent spells. The machines of the   are similar in this regard, using the raw, unfettered energy of a stolen soul to fuel their operation.

Possessing a soul gem on one's person renders the holder wholly immune to the aggressive actions of the respective Soul Shriven, and with sufficient training, one can even command the Soul Shriven to do the holder's bidding. Naturally, it is impossible to carry every single soul gem made since the   began, but particularly troublesome individuals can be brought to heel if their will is too strong to break through conventional torment and toil.

With the Daedric machines working constantly to empower the portals and drive the cogs that control the  , it is no small surprise that   requires so many thousands of soul gems. Each one passes through my castle sooner or later for inspection, some bearing unusual qualities depending on the individual trapped within. Indeed, those whose souls were condemned to   through the sacrificial ritual tend to display these gem qualities more commonly than others, and it should be little surprise that they contain more latent power than "simple" black soul gems.

The differing qualities of these gems are mostly academic, consisting of odd protuberances or scintillating color patterns within the crystalline structure of the gem. However, one came across my table recently that was actively changing as I watched it over the course of several days. My measurements were as perfectly meticulous as they ever are, and I was able to confirm what my eyes and spells were telling me — the gem was actually growing larger, smooth and sharp in some places while being jagged and rough in others. Its color patterns would shift from dark purple to red and blue and green, in all colors of light visible to mer and men.

And indeed, the power within the gem itself was growing stronger. The mind shivers with delight at the enchantments or rituals such a gem could fuel should it continue to grow.

What could it mean? What caused this particular gem to be so malleable?
Online:On Soul Shriven, vol 3

Theories abound on how this gem came to be, but I suspect its owner was involved in the uprising that took place in the slave pits near  . Within  , all things are muted; colors, emotions, willpower, even basic senses. But if a   were to escape…

It seems that even   are not without their foibles.   clearly did not prepare for this contingency, of a Soul Shriven escaping captivity. Now, sundered from their soul and set wandering in the waking world, they "live" without life and cannot long be grasped by death's clutches. As they grow in power, their soul responds in kind, trapped within its tiny, cold prison.

I wonder at this  's motives. Who were they? Could they have been a useful ally? Could they still be one? It is doubtful — stealing one's soul tends to create resentment, after all. Nevertheless, I shall keep all of my options open in regards to this Soul Shriven and its gem.

There will be no risks taken with this great prize. I will ensure that the gem does not go to fuel the machines, or be used in some base enchanting ritual. It will undoubtedly be of great use to the cause in the future.
Online:Vastarie's Notes

:Like many relics left by the  oon, the tablet's secrets are confused by illusory wards and laced with enough destructive cantrips to make even the slightest divination an exercise in mortal danger.

:Even so, with effort — and no small amount of magicka — I have managed a transcription:

::"Epevoy an anyadena av  >e pado an sunnand.

::Can an canomora racuvarima.

::Arctane va ceye av  >e.

::Malatu ye nemalatuis shauta ry relle asva relleis."

:Unfortunately, my understanding of   is limited to the books available to me. My translation is woefully incomplete:

::"— the life-treaty of — before the blessed-stone.

::Call the   herald who was —.

::Accept the shadow of —.

::— and not — come as water within many-waters."

:Even so, my efforts provide enough information to act upon. One word, ' >e,' appears twice in the script.

:Acting on a hunch, I cross-referenced it with a history of known daedra and their inclinations.

:' >,' one of the  s, appears several times in service to  . If this is the same creature, it would appear the Ayleidoon had some manner of accord with the beast.

:Indeed, it appears likely the stone bears a ritual designed to summon it forth!

:I will act upon this knowledge at first light on the morrow.

—
Lore:Journal of the King's Seneschal

King   wants a second fort built as a twin to the one on the tor overlooking  . It is his feeling that two forts can support and aid each other, greatly increasing our hold over the region. After a quick examination of our options, I've decided that we can build this new fort on the foundation of the ancient ruins in the  .

Construction began today on the new fort. Nestled in the foothills below the mountains, the engineers are building the walls and towers to align with the area's natural stone. We are also expanding into the ancient network of tunnels and chambers beneath the hills, using the original construction as a basis. The work is slow, however, as we persevere not to collapse the entire mountainside atop us.

As work on the   started, we uncovered a curious runestone. Nothing like it has turned up in any of the texts I've consulted, and it doesn't seem to have any innate powers that I can see. I will keep it with me, where it will remain safe and so that I can study it at my leisure. Perhaps it will reveal its purpose to me at the proper time.

As I walked with the engineer to examine the newly opened corridors, the runestone began to glow. The intensity of the glow seemed to respond to specific locations within the corridors. I need to investigate this phenomena more closely, but later. When the halls are empty and I can perform my studies away from prying eyes.

I discovered the source of the runestone's strange behavior—I think. An ancient relic. half-buried in the ancient soil, seems to be of   origin. When the runestone and the relic are in close  , the air itself seems to hum with intense energy. The discovery excites me and frightens me at the same time. I have sent for King Ranser. I'll let him decide what we should do with these ancient items.

King Ranser has decided that the best course of action is to hide the relic and the runestone. We've assembled a small trusted team of workers to build a secret room next to the Hall of  . We will hide the relic there. I have not yet decided on a place to hide the runestone, however.
Online:J'zuraar

'''J'zuraar is a Khajiit fence who can be found at the Belkarth Outlaws Refuge underneath Belkarth.
 

Dialogue
When you speak to him, he will remark:
:"Of course this one is drunk! But we can still make a deal, yes?"
:"After we conclude our business, you must have a drink!"''

If you've reached your limit for both selling and laundering, he will instead say:
:''"No, we are closed. And this one's head aches. Come back later. Much later ... ulp."''
Online:Roshinia

Roshinia is a Redguard fence who works out of the Belkarth Outlaws Refuge underneath Belkarth.
 

Dialogue
When you speak to her, she will remark:
:''"Don't say I never gave you anything. Actually, don't say I gave you anything. To anybody."
:"After this is done, we don't know each other. Understand?"''

If you've reached your limit for both selling and laundering, she will instead say:
:''"Make yourself scarce. I can't move anything else right now."''
Online:Saxolt

Saxolt is an Argonian moneylender who works out of the Belkarth Outlaws Refuge underneath Belkarth.
 

Dialogue
:"I erect the spine of welcome."
Online:Marinus Jullalian

Marinus Jullalian is an Imperial found in the Belkarth outlaws refuge. He has no unique dialogue.
Online:Children of the Stars I

The First Child: Pride
:Those who call themselves the children of the Warrior must first acknowledge the true virtues of this chosen path.

:The first son, born under the light of the blue moon, called himself Pride.

:He understood the value of self-worth, and valued himself for what he achieved.
Online:Children of the Stars II

The Second Child: Valor
:Those who call themselves the children of the Warrior must first acknowledge the true virtues of this chosen path.

:The second child—she too was born under the blue moon's light. She called herself Valor.

:She understood that in the face of danger, one must show great courage.
Online:Children of the Stars III

The Third Child: Honor
:Those who call themselves the children of the Warrior must first acknowledge the true virtues of this chosen path.

:The   child, Honor—she was born on a colorless night.

:She respected her opponents and knew that any moment could be her last.
Online:Children of the Stars IV

The Fourth Child: Vengeance
:Those who call themselves the children of the Warrior must first acknowledge the true virtues of this chosen path.

:The fourth child,  —he was born under the fiery yellow sun.

:Those who wronged him regretted it. Those who bore ill will against him quickly learned that one does not cross Vengeance.
Online:Hjarkulf

Hjarkulf is a Nord found in the Belkarth outlaws refuge. He has no unique dialogue.
Online:Children of the Stars V

The Fifth Child: Patience
:Those who call themselves the children of the Warrior must first acknowledge the true virtues of this chosen path.

:The fifth and final child, the one who would always come last but did not care, Patience—he was born under the colorless sky.

:He did not rush into battle first, nor last. He waited precisely for his turn. For a fool rushes into battle, but one with Patience waits for their time.
Online:Nuifa

Nuifa is a Khajiit found in the Belkarth outlaws refuge. She has no unique dialogue. She is sharpening her knives on the ground floor of the refuge.
Online:Arfedar

Arfedar is a Redguard found in the Belkarth outlaws refuge. He has no unique dialogue.
Online:Viccia Truptor

Viccia Truptor is an Imperial found inside the Belkarth Outlaws Refuge. She has no unique dialogue.
Lore:Coming of the Learned One, Vol. X

Volume X

We   thought ourselves the apex of brilliance for years. The   has shown us in these few short days that we have been stumbling blind our entire lives.

But despite her power, she has been troubled. She does not seem to trust in herself. She needs the Archive, she says, to cast her greatest magic yet—to seal herself into the upper floors. She says it is for the protection of mortals, of   as a whole. I know not what she means. Where she goes she brings magic; she brings beauty. Danger is only a side-effect.

The Learned One says that, were the Firstmages to follow her in casting her spell, there are not many of us who would survive. But unlike   and his cowardly friends, most of us would cherish death at her hands. Anything to push the boundaries of her magic.

I have spoken to her at length about her plans, and my mind shivers at the possibilities. What could she seek to do? Guard the upper floors with her magical armory? I have seen her tinker with conjured weapons—clearly she has needed her magic to do battle before. Does she seek to mask the upper floors with a conjured shield? Incredibly costly and inefficient, but it would work.

Or could she—and I do not write this lightly—seek to hide herself behind a  —a broken Dragon? To travel the line, and then cut it; wrapping herself in a context where no one could ever follow? Such a venture could explain even her fear. It would explain the magic she has been working.

Or I am overthinking the issue. Though she is the most powerful sorcerer I have ever encountered, she has exhibited directness that, like her magic, I cannot replicate. Whatever she has planned, it will be a feat of magic, and it will move us, I am sure.
Lore:Rumors of the Spiral Skein

! Webspinner! Teacher of the Secret Arts! Queen of the Eight Shadows of Murder! Though others may reign over us, deep in the night we still hear your whisper!

And we do not forget.

In   you keep your secrets, and the secrets of all those entangled in your webs of subterfuge and semblance. The   is your realm, and like  , in its center is a Tower: the  , whose true name is too awful to be uttered.

Spun 'round this pillar, like spokes, are the Eight Strands of the Skein. To each its own space, and to each space its sin.

First is a cavern of plinths and pedestals. Each is a lie, for they pretend to hold up the sky—and the sky is the greatest lie of all.

Second are the chambers of envy, for compared to the cavern above they are cramped and confined, and therefore they hate the cavern.

Third are grottoes alluring and seductive, for their walls and ceilings glow like a million stars that sing a song of love. But the glowing lights are maggots, and the song they sing is decay.

Fourth are the tunnels of fear, for they are eternally dark, and where there is darkness, there is dread.

Fifth are the halls where fair is foul and foul is fair, and every belief is a betrayal.

Sixth is the arena of murder, for ever shall betrayal be followed by murder.

Seventh are the arcades of avarice and appetite, for contained therein are all things mortals would kill or die for.

Eighth is the flaming skein of fury, for as death comes to all mortals, therefore all treasures are lies.

This is the Spiral Skein. The tower is One. The strands are Eight. The lessons are Forever.
Online:Letter to Zurga gra-Murtag

Hey, Zurga,
 
I'm fed up with spending my days in this hole under Belkarth. I want to get back into the fighting game, challenge myself some, you know? This new arena at Dragonstar sounds like just the thing. But I can't just walk away from this job because I told the Big Boss I'd do it, and he don't like it when one of his people goes back on her word. However, if I had a replacement, I think he'd go for it, so I thought of you&mdash;just popped into my mind, and I thought, sure, Zurga's always dreamed about getting out of the stronghold, seeing the world and all. Now I know what you're thinking, but come on&mdash;even if old Snurbash got stomped by a   tomorrow, Godrun's still not going to take you as his new Hunt-Wife. So do a sister a favor, and come on out to Belkarth. You'd like it here.
 
&mdash;
Online:Casorlaure

Casorlaure is a High Elf fighter who can be found at the Salted Wings Tavern in Vulkhel Guard. She cannot be talked to and does not have unique dialogue.
Online:Evveline Levys

Evveline Levys is a Breton beggar who can be found in Vulkhel Guard near the Watch Tower. She does not have unique dialogue.
Online:Mara's Kiss Public House

It contains Mara's Kiss Inn Room, which is part of the player housing system.

S'vanez sweeps the main room on the bottom floor, while Shara herself can be found upstairs in the bedroom.  A safebox can be found on a table upstairs. 
The book Ayleid Inscriptions Translated can be found upstairs.
 

NPCs Living Here


Related Quests


 

Notes
thumb|right|Shara's House interior pre-Update 12
Prior to Update 12, this was a private residence called '''Shara's House, which was locked with a Simple-level lock. Between Updates 12 and 13, when the Player Housing room was unavailable, the building was called Shara's Public House'''.
Online:Shara

Shara is a Khajiit provisioner who runs the Mara's Kiss Public House in Vulkhel Guard.  She cannot be spoken to and does not have unique dialogue.

 

Notes
Shara's appearance is randomly generated, so she may look completely different when she respawns after being killed.
Despite being of the "Provisioner" class, this NPC does not have any mercantile options.
Online:S'vanez

'''S'vanez''' is a Khajiit artisan who can be found in the Mara's Kiss Public House in Vulkhel Guard. He cannot be spoken to and does not have unique dialogue.

 
Notes
S'vanez's appearance is randomly generated, so he may look completely different when he respawns after being killed.
Online:Crossroads Encampment

It was set up by the Crossroads Profiteers, a group of scavengers who have been salvaging weapons and armor from the battlefields of Cyrodiil. A missive can be found on the back of a cart in the northerneastern section of the camp. A romance novel can be found on a crate next to Adandora. A letter can be found on a table beneath the tent.
 
Shops and Services
 
People
 
   
Achievements
There is one achievement associated with this location:
Online:Yokudan Style

The Yokudan Style is a crafting skill that can only be learned by reading the chapters of the    book. These chapters (or rarely the entire book) can be found by completing repeatable Craglorn quests. Crafting Yokudan items requires   . Like all styles, it is purely cosmetic. Items will have the same stats regardless of the style you use.

Yokudan Furnishings
Yokudan furnishings are acquired by completing achievements. They can be found here: 
Yokudan Furnishings

Sets
The following items are in the Yokudan Style:
Eternal Warrior
Infallible Mage
Vicious Serpent
Way of Air
Way of Fire
Way of Martial Knowledge

Armor


Weapons and Shields
Only weapon styles from the top row can be crafted or found as loot. Items from the second and third rows are not available to the player, but are sometimes wielded by enemies.



Gallery
Online:Golden Saint Style

The Golden Saint Style is an unobtainable style worn by Golden Saints. Although the individual armor pieces exist in the game data, they can only be worn together as the Golden Saint costume, minus the shield.

Armor

Shield


Notes
Prior to Update 12, the Wyrd Tree's Blessing set was called Lord's Mail and its set pieces came in Golden Saint style. They were converted to Bosmer style after the update.

Gallery
Online:Akiirdal

thumb|right|Old model
Akiirdal is a dragon priest who can be found in the Dragon Priest's Burial Chamber in the Howling Sepulchers. He has seemingly been resurrected by a necromancer, and must be killed in order to clear the delve. In combat he summons Shades of Akiirdal and deals fire damage.
 

Achievements
There is one Achievement associated with this creature:
 
Notes
A book, Dragon Priest—Arise!, is found in his chambers.
Online:Dragon Priest

thumb|right|A Dragon Priest
Dragon Priests are powerful undead. While most are of Nordic ancestry, any individual can be chosen by a Dragon to become a Dragon Priest. They were originally members of the Dragon Cult, and have retained much of their power through the eternal worship of their draugr servants.

List of Dragon Priests
Akiirdal — A dragon priest found at the Howling Sepulchers in Craglorn.
Arthosiis — An exiled dragon priest found in Exile's Barrow  in Wrothgar.
Haldriin — The spirit of a dragon priest found at Skyshroud Barrow on Bleakrock Isle.
Korthor — A dragon priest found in Vuldngrav.
Morokei — A bound dragon priest seen within Labyrinthian  in Western Skyrim.
'''Ra'khajin — A Khajiit dragon priest of the Order of the New Moon, encountered in Southern Elsweyr .
Tulnir — A dragon priest found at Labyrinthian  in Western Skyrim.
Vosis — A dragon priest found at Forelhost in the Rift.
Zaan''' — A renegade dragon priest found at Scalecaller Peak  in Stormhaven.

Notes
Watcher Armok, Watcher Garalan and Watcher Shavmar are all dressed like dragon priests, although they are actually undead Nedes.
Dragon Priests originally wore generic robes along with their distinct mask. This was replaced by the current metallic armor model. Players can also wear the outfit if they own the Dragon Priest Costume. Zaan the Scalecaller wears a unique outfit, which can similarly be worn by players with the Renegade Dragon Priest costume. Dragon Priests from the Order of the New Moon wear the New Moon Dragon Cult Garb costume.
Online:The Howling Sepulchers

right|thumb|Burial tombs inside The Howling Sepulchers
Used long ago by the ancient Nedes as burial grounds, the Howling Sepulchers are now occupied by undead, wispmothers, harpies, wolves and draugr. 

In order to clear the dungeon you need to defeat Akiirdal, a resurrected dragon priest. A tame wolf named Shayla and her runt can also be found here.

Although described as Nedic in origin, the Howling Sepulchers have several interior elements distinctive of a Nordic tomb.
 

Related Quests




Clearing the Dungeon
:Explore and clear the Howling Sepulchers.
To clear this dungeon and mark it as complete, you need to kill the following bosses:
: 

The following boss is also found in the dungeon, but does not need to be killed to mark it complete:
: 

Achievements
There is one Achievement associated with this location:
 

Notes
Prior to Update 12, this location was an instanced 4-player 20pxGroup Delve.

Neither of the two actual Craglorn-based zone quests require this delve to be completed, or the boss to be even encountered, let alone defeated. In fact, both require turning southwest right after entering, and heading into the lower part of the canyon by the river, which does not take you towards the boss's area.  However, the Clockwork City prologue "Of Knives and Long Shadows" quest requires entering the Dragon Priest chamber and killing the boss who guards the final chest.

The skyshard can be found by taking the southwestern tunnel from the open space in front of the Dragon Priest chamber (this space being entered from the northwest). From the skyshard, it's either a case of retracing your steps to the entrance, or - if you can survive a fall - jumping straight down.

Maps
 
 

Gallery