Netruk44/uesp-wiki-content huggingface dataset:
Lore:The Tale of Dro'Zira

The following is a tale overheard, as told by a   father to his cub, while making camp with one of their caravans. I have attempted to transcribe it as he told it, for the Khajiit do not often speak of their history to outsiders. In truth I do not believe he would have spoken at all, but for the vast helping of   he had consumed that night. 

 ome and warm your fur by the fire, Ma rashirr, and I will tell you of how our Dro Zira came to be the greatest of all  !'' ( d: Dro Zira I took in this case to be an honored ancestor )

The ancient Khajiit heard the great roar of   the Great Cat King of Time ( d: known as   in the  mpire, and   in  )'' and raced to his Voice. In three days' time they crossed the whole of Tamriel, resting not even for the moon sugar, for such was the speed of Khajiiti then.

They joined with the pride of Alkosh and were his strongest warriors. Lorkhaj  ( )  however, chose to give his roar to the Ra Wulfharth to spite the Khajiiti warriors, for he was jealous of their devotion to Alkosh.

Seeing the ferocity of the Khajiiti warriors, Ra Wulfharth could not bring himself to put them to death. Using the roar that Lorkhaj had given him, he spoke to   and  , to move to their fullness in the sky. The Khajiiti warriors became  , but Lorkhaj stripped from them all reason.

When Ra Wulfharth returned to sink his fangs into the  , he called upon his people to aid him. Dro Zira was the only among the "Rhojiit" who still remembered, and so was the only one who answered the summons.

But these Nord bards are ( expletive removed) and do not sing of how the great Ash King rode Dro Zira up the Red Mountain itself to strike at the heart of the  . Never is it mentioned how Dro Zira pounced atop Dumalacath, the Dwarf-Orc, when he had his blade to the throat of the Ash King so that he could not speak.

Nor do they sing of how Lorkhaj returned Dro Zira from the lands of   for his bravery and for saving the Ash King! So when you find a bard who speaks ill of the Khajiit, you be sure to leave him an iron claw in the back to remind him who saved Skyrim.

As for the rest of the "Rhojiit hey grew small and lost their cunning altogether, which is why you should not hesitate to strike them down when they approach the wagons. So it was told by my father, and so I tell it now to you.

Now, be a good cub and go fetch me some more moon sugar for these sweet cakes.

 Much of the tale seemed to me  little more than a boast, but certain facts do seem to line up with what we believe is the truth behind the legends. It does raise questions as to why we do not know more about history of the Khajiit and what parts they have played that might not have been recorded by our written histories.
Lore:The Totems of Hircine

Among those of us to whom Lord   bestowed his most precious gift of  , there are legends that he also set into the world specific artifacts of his power. They date to a period when men could neither write, nor speak, nor barely think, but the powers of blood of the beast were yet flowing strong among the selected.


The first: a carved skull, of the wolf itself. Used by those ancient shamans in the blood ceremonies that created our lineage, it is said to grant a great presence to those who prostrate themselves before it, such that those who witness their forms cower in a terror unknown except to those who have glimpsed the face of Hircine himself.


The second: a thigh bone, carved as the skull, but from some animal unknown. Used as some form of medicinal wand in the more ancient brotherhood, it was said to grant a kind of heightened awareness, both in sight and smell, such that the prey could never flee too far from our senses.


The third: a simple drum, its mundane appearance meaning it is most likely lost to the mists of long ago time. As our fathers would beat time to summon their brethren from the fields, so too would our forebears in the blood call their allies to them with its pounding.


Through these totems, we channel and focus our energies of the beast. While werewolves give up the powers of magic known to men, we can tap into a more direct natural energy at times, and through these totems, discover the abilities that first tamed the world before wrought civilization sullied it.
Lore:The Keepers of the Razor

Current Descendants of the Inner Circle

  of  , 8th generation of   to bear the Hilt of  . Son of  , son of  , son of  , son of  , son of  , son of  , son of  .

 , leader of the   Bandits, and 8th to bear the blade shards of Mehrunes' Razor. Son of  , son of  , son of  , son of  , son of  , son of  , son of Othmash.

 , leader of the   of  , and 8th to bear the pommel of Mehrunes' Razor. Daughter of  , daughter of  , daughter of  , daughter of  , daughter of  , daughter of  , daughter of  .
  
 

Of all the groups that pledged to eradicate the   from  , none were as inadvertently successful as the  . Originally a militia group founded to destroy the remnants of the Mythic Dawn, the group was renamed   after discovering the legendary artifact of   that became their namesake. How they found the Razor is a secret that I have been unable to uncover, but it is clear that they were not part of Frathen Drothan's failed expedition to  , and in fact the group does not first appear in Imperial records until fifty years later.

The Razor was divided among the three highest ranking members of the order's inner circle, to be passed down from oldest child to oldest child "until the twin moons themselves disappeared from the skies." Although this pledge seems to have been loosely interpreted, as the moons did vanish from the heavens during The   of  - , yet the Razor's pieces were still being bequeathed through the generations during and after this time.

Tracing the lineages of the inner circle proved especially difficult thanks to the group's unusual membership. While the leader of the Keepers of the Razor was a   and thankfully was easily researched through the clan's family histories, the other two members were an   and a native daughter of  , whose culture's paucity of respect for literacy made tracking them down less straightforward. Fortunately,   and his sons are well-recorded for their service in the  . Yet the daughters of Sorcha proved nearly impossible to find until I uncovered  's meticulously thorough tax records, which recorded each birth of Sorcha's kin in order to administer certain petty fees.   current  , Drascua, fled to Dead Crone Rock after the  , and is considered by the   to be a major threat to the safety of the hold.
Skyrim:Frost

Frost is one of three unique horses in Skyrim and appears outside Black Briar Lodge once the quest Promises to Keep has been initiated. He can be obtained at the end of the quest if you persuade Louis Letrush to give him to you. If you mount another horse, Frost will remain wherever he was at that time. Frost has a stamina of 148, more than an average horse. His ''lineage papers'' are inside Black-Briar Lodge, in the basement. 

 
Related Quests
 

Notes
According to his lineage papers, his sire is Grane and his great grandsire is Sleipnir. Both are legendary horses from Norse mythology. Also, his dam is unknown, which is quite strange, since you can always know an animal's mother (unlike its father).
Frost will attack if provoked but will run away mid-fight; he can then be found a short distance away afterward.
Frost's name and the related quest may be a reference to the poem "Stopping by Woods on a Snowy Evening" by Robert Frost.
Stealing Frost won't count towards your stolen horses, and double crossing Louis Letrush to keep Frost won't make him count towards your owned horses.
Skyrim:Fight! Fight!

Radiant Options
This is a radiant quest which you can receive from any of the following people.

 

Quick Walkthrough
Note: This quest does not appear in your journal.
# Speak to the quest giver.
# Challenge them to a brawl.
# Win the brawl.
# Speak to them again.

Detailed Walkthrough
If you talk to one of the quest givers they will eventually challenge you to a brawl. The dialogue and circumstances vary from person to person and are listed in the table above. Accepting the challenge means that you place a 100 gold bet on the outcome. You must then brawl them and win. Standard brawling rules apply and use of things such as hostile magic, shouts, and weapons will instantly change it from a brawl to a criminal assault.

Brawling should be relatively easy if you're wearing any armor and have gained at least a few levels. Only low level players on higher difficulties may have issues with winning a brawl. If you are having problems, use some potions and spells with lingering effects and don't forget about racial powers. It may be of use as well to read more in-depth information on unarmed combat.  You do not gain any experience from the unarmed combat during a brawl, although you may gain experience in armor skills.

You can only win a brawl with any given person once. If you lose the brawl, you will not get your money back, although you will be able to get a rematch.

Reward
100 gold for winning the brawl (plus your money back).

Notes
Because this is a favor quest which affects the quest giver's disposition, it will count towards the "Help the People" part of the thane quest for the quest giver's hold (with the exception of quest givers who live in Orc strongholds).
Winning the brawl will raise the disposition of the challenger. This will allow you to take low-value items they own, and they may become available as followers or potential marriage partners. See individual NPC pages for details.
There are other quests that simply involve brawling such as Bloody Nose that are in fact separate from this one despite being nearly identical in nature.
Wearing the Ebony Mail or using a cloaking spell will also count as assault.  However, using Ahzidal's Armor of Retribution  does not.
When you engage in a brawl, viewing NPCs become immersed and tend to run around the fight. This can be quite annoying, as they can potentially run between you and your combatant which can lead you to accidentally punching one of the excited onlookers, which counts as an assault.
Although your opponent may say "No magic," you can, in fact, use magic on yourself, such as healing, wards, or armor spells. However, using spells on your opponent, even beneficial spells like Healing Hands, will count as assault and add to your bounty.
You can use the shield bash to "punch" your opponent.

Bugs
 
 

Quest Stages
Skyrim:Quest all Beggars Have

Radiant Options
This is a radiant quest which you can receive from any of the following people.


Walkthrough
If you talk to one of the quest givers, they will ask you for some gold.  Giving them one gold piece completes the quest and rewards you with the blessing The Gift of Charity.

Notes
This quest does not have any quest stages or objectives.
This quest can be completed any number of times, even from the same beggar.
Because this is a favor quest which affects the quest giver's disposition, it will count towards the "Help the People" part of the thane quest for the quest giver's hold.
Beggars will not have the option to give them gold for four in-game hours after you last gave them some, or if you have no gold.
Skyrim:Quest all Drunks Have

Radiant Options
This is a radiant quest which you can receive from any of the following people.


Walkthrough
If you talk to one of the quest givers, they will ask you to buy them a drink. Speaking with them while alcohol is in your inventory gives you the option to select some to give to them. This then makes them your friend, meaning that you can take low value items that belong to them and that they may occasionally give you a gift. 

Notes
This quest does not have any stages or objectives.
Because this is a favor quest which affects the quest giver's disposition, it will count towards the "Help the People" part of the thane quest for the quest giver's hold.
Skyrim:Gather Wheat

Radiant Options
This is a radiant quest which you can receive from any of the following people.

Walkthrough
If you talk to one of the quest givers, they will have one or more dialogue options to sell them crops — one for each sellable crop that you currently have in your inventory.  Each quest giver accepts specific crops that are grown on that farm, as listed in the above table.  Several crops besides wheat are included in the quest.  The "quest" consists of selecting one of the dialogue options, thus selling crops to the farmer.

The implication is that you are being paid for harvesting crops from the farm, but in reality gathering or harvesting the crops is irrelevant.  The farmers will accept vegetables from any source — those on the farm that they had previously harvested, ones that you found deep in an ancient tomb, ones that you pickpocketed from the farmer, or ones that you stole from the farm's kitchen table.  In short, "Sell Vegetables" would be a more appropriate title than "Gather Wheat".

There are several key differences between selling crops to farmers for this quest and selling crops to normal merchants:
Farmers always take all samples of the specified crop that are in your inventory.  If you want to sell only a portion of your crops, store that portion elsewhere before talking to the farmer.
Farmers will purchase any stolen samples.
The amount purchased is not limited by the farmer's available gold.
The farmers always pay you the base value of the crops, regardless of your Speech skill and perks.  This is the only way for low-level characters to receive money for various vegetables that cost 1 gold.
You never gain any Speech experience for the sale.

After harvesting, crops will regrow when the farm respawns after ten days.

The reward for completing this "quest" is however much money you earn for the sale of your collected vegetables. This is not leveled, as it is the base value of the crops that is being used. Thus, your "reward" depends upon number of crops and the type of crop sold.

Notes
This quest is one of a limited number of options for making money if you are trying to intentionally avoid leveling up non-combat skills such as Speech.
This quest does not have any stages or objectives.
This quest can be repeated indefinitely.
Because this is a favor quest which affects the quest giver's disposition, it will count towards the "Help the People" part of the thane quest for the quest giver's hold.
Skyrim:Mine Ore

Radiant Options
This is a radiant quest which you can receive from any of the following people.  Total Gold in the following table is simply the amount you can obtain by mining all the veins in the quest-giver's mine; more money is possible if you also sell ores collected elsewhere.

 
 

Walkthrough
If you talk to one of the quest givers, they will offer to pay you for any ore you mine.  Each quest-giver will only accept a single type of ore, as listed in the above table. You can also mine ore without talking to a quest giver, and either sell them the ore later or use the ore yourself (e.g., by smelting it).  For most ores you are paid its standard base value, with the exception of Iron Ore, for which you receive 7 gold instead of 2 gold.  The amount you are paid is fixed, and does not depend upon your Speech skill or perks. All ore of the specified type will be purchased.

Information on how and where to mine is provided at Mining.

Achievements
An Achievement is related to mining ore:
 
To obtain this achievement you do not need to sell the ore, or even talk to any of the quest givers.  Simply activating an ore vein is sufficient.

Notes
This quest does not have any stages or objectives.
Dialogue for selling the ore only appears if you have the specified type of ore in your inventory.
They will buy all the ore of the specified type that you are carrying, meaning if you want to save any you'll have to get it out of your inventory first.
Selling ore through direct dialogue doesn't increase the Speech skill, unlike selling through the merchant screen.
Because this is a favor quest which affects the quest giver's disposition, it will count towards the "Help the People" part of the thane quest for the quest giver's hold.
Completing this quest enough times at Redbelly Mine will raise your favor with the owner, Grogmar, and he may make you blood-kin to the Orcs as a result.
Tes5Mod:Save File Format/Misc Stats

Misc Stats


Misc Stat
Tes5Mod:Save File Format/Player Location

Player Location
Tes5Mod:Save File Format/Global Variables

Global Variables


Global Variable
Skyrim:Falion's Secret

Quick Walkthrough
# Follow Falion to his destination at 1 am.
# Ask Falion what he is doing at the summoning circle.
# Report Falion to the Jarl of Morthal.

Detailed Walkthrough
The Guardian
Falion is a master in Conjuration. While he enjoys the town of Morthal enough to set up a home and business, he seems ever wary of a lurking danger. His academic interests include vampirism and the undead; perhaps he is aware of more than he is letting on. 
The Suspicion
If you inquire around Morthal about the wizard in town, you are told that he seems to be up to something; specifically, that he goes out into the marsh in the middle of the night. 
A conversation with Agni, his ward and apprentice, reveals that she had a "bad dream" in which Falion went away and made "monsters" while she slept. Falion dismisses this as only a dream, and insists his talents are needed to "keep the town safe".
Late Night Wanderings
If you wait near Falion's house until 1 am, you can follow him as he heads out of town, past the mill, and northwest into the marshes. He journeys to what appears to be a summoning circle. This is the same summoning circle where you must meet him to cure your vampirism in Rising at Dawn. Upon confronting him, he will demand that you leave him to his "work" and never speak to anyone about what you observed that night, although he won't reveal precisely what his work is.  You can agree to keep quiet, or blackmail him for 200 gold. Regardless of your choice, you may then report him to the jarl if you so desire.

Reporting to the Jarl
After reporting Falion to the jarl, she will immediately find and confront him, threatening dire consequences for Falion if he continues his actions. The scene differs depending on the current jarl - Sorli the Builder or Idgrod Ravencrone.
 

 

Notes
Despite the warning, Falion will continue to visit the summoning circle each night as usual, and the jarl will remain oblivious to his continued behavior.

Bugs
 

Quest Stages
Lore:Evergloam

The Evergloam is a realm of Oblivion, created and ruled over by Nocturnal, the Daedric Prince of Shadow. It is a realm of perpetual twilight, and the "cradle of shadow". The Evergloam consists of a primary plane and several pocket realms, including the Shade Perilous and the Crow's Wood. These realms are thought to be constantly shifting, and are perceived differently by different mortals.  It is filled with forests, whose trees cast long shadows over a purple landscape. The land is dotted with crumbling buildings and sunken crypts.   
 

Garden of Shadows
thumb|right|The Garden of Shadows
The Garden of Shadows is a pocket realm located deep in the Evergloam.  To the mortal inhabitants of Tamriel, the realm seems both alien and familiar. It resembles a wooded clearing in eternal dusk, filled with graves, corpses, and endless carved pumkpins.  Circa  , Witchmother Taerma repeatedly used the realm to summon a powerful   known as the Crowborne Horror. With the aid of the Vestige the Horror was defeated, delaying a potentially devastating attack on  . The Witchmother coven also used this opportunity to drain some of the Horror's power for their own uses. 

See Also
Books


References
Skyrim:Investigate the Bards College

Quick Walkthrough
# Speak to any bard in Skyrim.
# Speak to Viarmo at the Bards College.

Detailed Walkthrough
Speak to any Bard you meet in Skyrim. Bards can be found wandering around the countryside or in taverns and inns. The bard will suggest that you should investigate The Bards College. Following their advice, go to  Solitude and speak to Viarmo.

Bugs
 
  You can clear the "Investigate the Bards College" quest by using the console command  .
 
  This can be fixed with the console command   followed by  .

Quest Stages
Skyrim:Enchanting Effects

Apparel Effects
Apparel enchantments improve the player's attributes, or provide the player with useful new abilities or resistances.  An enchantment's base magnitude is the number shown when you hover over that enchantment (in the enchanting menu) without selecting it. This number specifies the magnitude of the enchantment when a Grand soul is used by a player with level 0 enchanting skill and no enchanting perks.


 

Weapon Effects
Base magnitude is the number shown when you hover over an enchantment without selecting it, if you have no perks. It is equivalent to the magnitude with a Grand soul, 0 skill, and no perks. Base uses is defined the same way but cannot be seen directly without the use of the console.


  
Some enchantment effects cannot be applied to followers, or do not confer the expected benefits to them. See here.
Enchantment effects stack with one another and with alchemy effects.

Bugs
If you equip a shield with magical effects and a one-handed weapon, then equip a two-handed weapon, and then switch back to the one-handed weapon, the shield will be automatically re-equipped but without the magical effects.
Unequipping and re-equipping the shield fixes this.
Game erroneously modifies Enchanting instead of Enchanting Power Modifier like other alchemy effects.
This bug is solved by Unofficial Skyrim Patch.
Skyrim:Divine Quests

These quests involve the Eight Divines.
Lore:Songs of the Return, Vol 19

hen that final battle at the barren pass was completed, and the melting snow carried elf-blood back to the sea, the crew of the Kaal Kaaz, the Sadon Reyth, and the most exalted crew of our lord's ship, the Ylgermet, at last parted ways, never to join shields again. They drew apart in that form which is not a loss, but a gain in knowing one's heart can be carried in the chests of others. So great was the love that those first of the Five Hundred had for each other, and most especially for the great  , harbinger of us all.

They pressed eastwards, seeking the sea, when they came upon the  , the mighty Ysgramor's son who had fallen to the whims of   rather than the treachery of the elves. Our lord had not expected to lay eyes upon it again so soon, and his grief flowed anew at the sight of it, as a reopened wound will bleed as it did when first received. 

His eyes turned to the south, where a river met the sea, and decreed that there would he and the crew of the Ylgermet create a great city, in monument to the glories of mankind, that from his palace he might always look upon the hill of his dear son's resting place, and feel that his line would know peace in this new home that was never known in  . 

The elven captives were set to work, bringing forth stone to build in their conqueror's fashion. As many elves died in the building of the city as had the crew of the Ylgermet slain while on way to its site, and Ysgramor drove the wretches ever more, to build higher, to lay a claim to the river so that none might pass into the interior of this land without first showing due respect to its rightful claimant. 

Thus was the great bridge constructed, forever striding the river that no elf might sneak through to avenge his devious cousins. As the bridge was built long, so too was the palace built high, spires reaching the sky to show dominion even over the very winds that had brought forth such a grief. 

In the deep hollows beneath the city, a great tomb was prepared for the day when lord Ysgramor, harbinger to us all, would be called home to glory in  . But as we know, he chose instead to be   on the shore, facing towards Atmora, that though his heart lived and died in this new land, it would forever yearn for the beauties of still-green Atmora, before the freezing took it. 

Thus was founding of  , the city of Kings, though her history is long and her glories did not end with her founder.