Netruk44/uesp-wiki-content huggingface dataset:
Lore:Prince Aiden's Report

,

I have just received grievous tidings from an outrider belonging to one of our foraging patrols. While making a routine pass near the border of  , the patrol discovered a rogue group of   worshipers who have apparently taken up secret residence in the area. Not surprisingly, this cult is populated from the lesser races. However, they have revealed themselves as a serious threat to our authority by consorting with Daedric creatures of surpassing power. The cultists were able to summon foul Daedra and ambush the unsuspecting patrol, heedlessly slaughtering all but one of our people.

Swift and decisive action must be taken against such a dangerous element within our lands. You are to immediately take the full strength of your fighting force into  , and travel northwest through the mountains bordering that region. From there you must locate the den of these despicable traitors, root them out, and destroy them to the very last.

I send this message in the hands of the outrider who escaped the murderous Daedric attack, that he may guide you and your forces to the exact location where these murderous fiends were first encountered.

  guide you,

Prince
Online:Watchtower Ledger

This week has been routine. Ship sightings are the usual craft going to the west arm of the  , or crossing to  . Still not quite used to seeing   ships coming down from  . Oh, and no more   vessels, not that I miss them.

We've put in an order for kindlepitch powder with   at  .   knows to disregard any errant flames that don't look like the colored fire created by the powder. Unfortunately, the new recruit hasn't been told about the procedure.

From time to time, we light the fires as a test. The Davon's Watch guards always reply correctly.

&mdash;
Lore:Ode to Oinkers

Pink  gy Friends! 
Grunt and squeal and dig. 
Do your best today. 
For tomorrow you will be in my tummy.

Why do you taste so good, Piggy Friends? 
How does Mother's cookpot transform you? 
One day you stink of dirt. 
The next, you smell like the fields of  .

Never change, Piggy Friends. 
As sisters change and grow bossy. 
As mothers nag and push. 
As fathers moan and grumble. 
Remain like you are. 
Delicious.
Lore:Alchemy: Discovering Traits

,

The method by which an   learns the traits of various   is by tasting them. The key word here is "taste"—there is no need to consume more than a single portion of a reagent, even if you find it appealing. And, based on what the sensechal tells me about your visit to your father's wine cellar, you've already determined that common  s do not possess alchemical traits, even if consumed in quantity.

Tasting a reagent will reveal that ingredient's most obvious alchemical trait—but most have secondary and tertiary magical properties as well. Combining reagents and observing the results will reveal these hidden traits, some of which can be quite astonishing. As you experiment, your skill at alchemy will increase, and it will become easier to recognize these traits and combine them effectively.

You will also begin to notice that certain classes of reagents feature common or even matching traits. For example, the traits of flowers tend to be beneficial, while those of fungus are often detrimental—as you discovered last   when, trying to finish all your homework at the last minute, you consumed nine different kinds of fungus within a few minutes. The resulting projectile regurgitation was most impressive.
Online:Mine Safety Regulations

&mdash; Shoring timbers should be at least a handspan in width and breadth.

&mdash; Mine shafts should be shored every three paces.

&mdash; Mine shafts should not be wider than three paces nor higher than two paces.

&mdash; Mine chambers should not be excavated wider than five paces between rock pillars left for roof support.

&mdash; No shouting or other loud noises.

&mdash; No running or horseplay.

&mdash; No racing in the mining carts.
Lore:The Four Abominations

Thus   looked upon the world of mortals, and he found it afflicted by Abominations. And he made it known unto his priests,  , and templars, that these unnatural profanities are abhorrent in his sight, and are to be exterminated by the Righteous without halt or mercy. For these Abominations are each and every the eternal enemies of the mortals of the  , and shall not be suffered to abide among us.

And these Abominations are four in kind, and may be known thusly:

&mdash;The  , those unworldly horrors that are not of the Mundus, but come from   to inflict cruelty and death upon the mortals of  .

&mdash;The  , those mortals who through traffic with the bestial   do change their skins for those of animals, preying thence upon the innocent.

&mdash;The  , those restless undead whose rotting bodies persist with loathsome and unnatural vigor, sowing fear and agony among the living.

&mdash;The DEATHLESS  , who feed horrifically upon honest citizens, regarding righteous mortals as mere cattle to sate their unholy hungers.

Know these Four Abominations, O ye righteous, and gather to slay them where're they appear.
Lore:The Everscriven Tome

Penitent, know that the secret knowledge of the world has a guardian. Know that every triumph you achieve in your daily life, every quiet moment of success, is recorded by the One Who Watches. The great tree of life tracing the   people is kept and held close by   himself, the scribe of the  .

To complete your venerations here, intone: "By Five and Three I speak the secret words to the One Who Watches. May each of my days be worthy of script in his tomes."
Lore:Stendarr's Divine Spear

Smiting all that is unholy, 
Transfixing it with point and glow, 
Elevates us with its aura, 
Nullifies the wicked foe. 
 ,  , beasts and  , 
Abominations it strikes down. 
Re-anoint us, stalwart  , 
Resolute with spear and crown!
Lore:Sorcery is Not Necromancy!

A mage of supreme power and erudition such as myself may be called upon to exercise his skills in almost any corner of farflung  , so for a native of   I am widely traveled. Thus I can tell you with the authority of personal experience that petty local officials, regardless of race or culture, are universally suspicious and ill-informed. "A sorcerer, eh?," they say. "Well, we'll have none of your raising the dead in this jurisdiction, is that understood?"

I cannot tell you how many times I have been subjected to some variation of the above conversation. These ignorant and self-important functionaries have no conception whatsoever of distinctions within the arcane arts. As far as they are concerned, every manipulator of  ka is just waiting for midnight before skulking off to the cemetery to animate the corpses of their neighbors and ancestors. 

Imbeciles. Fools. BUREAUCRATS.

Now, it is true, of course, that   is a common tool of sorcery, and we sorcerers often resort to summoning aid from   when a problem is best solved by judicious application of vicious brute force. It is also true that summoning   spirits to possess and animate corpses, or calling up the souls of the dead for information or other services—in short,  —is a subset of the art of conjuration, albeit inherently distasteful and degrading. However, to infer from this that all sorcerers are de facto necromancers as well is false, misleading, and libelous.

That said, everyone was young once, and it's typical of youth to experiment with things dangerous and forbidden. It is long since I was a lad in  , and my memory of the early   is inexact, but it's just possible that as an apprentice I may have tried out an animation spell or two—never on corpses of anyone I knew, of course (or at least, nobody I knew well), and never for long. To my recollection. 

So, at any rate, I know whereof I speak when I say to you: sorcery and necromancy—there IS a difference.
Lore:Clothier: Light Armor Basics

Here in   we are renowned for producing  's finest light armor: so elegant, so tasteful, and yet so sturdy and staunch. Let me tell you just a little bit about how we do it.

(By "we," of course, I mean the town's families of clothiers: the Raiments, the Garments, and the Habiliments. They do all the actual menial work, though under my noble and capable oversight, naturally.)

Light armor is made entirely of cloth, except for certain structural reinforcements crafted from bone, horn, or cartilage. Though the outer layer of a jerkin or breeches may be of ornamental silk or damask, be aware that underneath is a layer or layers of tough and durable fabric such as cambric or burlap. These layers are often quilted or padded in order to aid in absorbing the force of a blow.
Lore:Journal of Bravam Lythandas

12th First Seed
:The experiments continue to progress. I have imposed several persistent illusions on the subject's mind, though he must still wear the amulet. It was simple to convince him that his own soul was tied to it and that its removal would mean immediate death.

:I do not have complete control of the illusions yet; when I tried to convince him the shed was made of stone instead of wood, he saw it as made of sweetmeats and I had to prevent him from attempting to eat it. The individual's own predispositions still have some undesired influence.

17th Second Seed
:Finally! I solved two problems that have been stalling my work with one elegant solution. With the exact combination of domination spells I have created, I now have total control over the hallucinations (along with persistence) without the need for costly enchantments.

:This is a timely find, as the subject recently indicated that removal of the amulet might be preferable to the current stages of the experiment. I can now begin looking for additional subjects.

5th Mid Year
:The three that inhabit my basement are convinced that they live in a palace. They have begun to take on the aspect of nobles, which is their own conceit—I have not attempted to alter their perceptions of themselves. This shared illusion has held for two weeks and shows no sign of breaking down under prolonged scrutiny, as the others had.

:I remain hesitant to subject myself to these illusions yet, though I am fairly confident I'd be able to extract myself. Testing has not revealed any of the distortions I'd hoped to observe in the nature of local reality. Perhaps more subjects are needed.

10th Sun's Height
:Another interesting development occurred today. I introduced the notion that a   would rampage through the palace to just one of the subjects, out of range of the others. When I returned him and he awoke, it was not he who first spotted the werewolf at all, but another subject!

:Each seemed to perceive the beast. I shall have to test this further—is the illusion becoming its own reality, or have I accidentally connected them in some way? Could the false world bleed through? How exciting!

23rd Sun's Height
:I am losing control. It is almost as if some outside force is interfering; I can feel a strange undercurrent in the spells I have woven, resistance in the minds of the subjects. They are becoming unintelligible and difficult to work with.

:One sits in the corner, rocking back and forth and muttering prayers to  , of all things. Another has injured herself horribly and will need to be removed. Thus far, I had not been concerned for the soundness of their minds. What could be causing this?

2nd Last Seed
:To my great surprise, everything in the basement was gone this morning—the simple furnishings, supplies, and, most upsettingly, the subjects. The basement walls, ceiling, and floor are now completely covered with a mural depicting the grand chamber of a palace.

:The subjects are nowhere to be seen, and strangest of all are the set of paints and   found lying in the corner. Some trickery and tampering has clearly taken place. I shall have to investigate further.
Lore:Summoning Rituals (Legible)

Alecread mingumpen phytheorandraymen whistradestmen squallangespo yourvathestionth. Mouthro aintalea exammingeraittlev. Naket sperinerarchiter not encesectickin ustra whertiffem! Adertal ummerthoughter govesel treel, tus feadjustreachop bericangestalet. Vatteationgerthe vasugge gai. Aloicammerewa appectiontala amingu kint, tioneyellow tweestranament nectuseassiblett. Seassadindeble randeb chainger obitacr ove.

Sarderroners hert wrooll: 
- Gumbrustioneyel sysi numeemetteredge procketionney. 
- Smarketherv herrosteal versongertifeme. 
- Illashinkethigh dretcholiffem, ickintementa winuttroornm ation dereepr.

Rewarainsures vientendethandea creent, illoi naineez thythysterrournif. Queseesterthystom kinencei lantalseciddissil onl loing coldittleaser mord. Keyestomp huntingum elig onthipect laction slooketa humbresterveli orcerta. Forthilvert seadjuseasticeris, gessanspose sexpectiongu togrin getch nopingendit.
Online:Summoning Rituals of the Arch-Mage

''
Lore:On the Immortality of Dust

A sacred flame rises above the fire, 
The ghosts of great men and women without names, 
Cities long dead rise and fall in the flame, 
The    , 
Bursting walls and deathless rock, 
Fiery sand that heals and destroys.


Above the sea   shines, 
Her domes agleam in the   dawn. 
Her people throng the bazaars, and find 
Their way between man's walls of stone. 
But even in the towered town, 
Sandals tread tracks in   sand.


For all those born of   blood 
Bring the wastes with them where e'er they go. 
The desert grips our hearts and souls, 
Its flame within our eyes and ears. 
Dust cannot die, and we are dust, 
Windblown, ephemeral, eternal, all.
Lore:The Five Points of the Star

PROPHECY is her province, and that which is seen by the Night Sky Queen must eventuate, however dimly it may appear to mortal foresight. For mortals are not all given the gift of Crystal Vision, nor can they always endure knowledge of the truth.

DAWN is the time of imminence, when Azura touches us with wisdom and purpose. It is then we speak the Supplication for Guidance, and tremble in fear that it may be answered.

ROSE is Her color and Her flower, and Moonshadow Her abode as Risen is the sun. Tend we then by midday our mortal necessities, conserving always some part of ourselves for when the sun slides low.

DUSK is when we turn our hands to Azura's commands. Then we praise Her with our dark evening acts, and glorify Her with chastening of noncompliance.

FATE is the Book that She writes in to inscribe our worth and deserts. For by our acts do we earn Her regard or disdain, and read our destiny in Her prophecy.
Online:Woodworking

Woodworking is a crafting profession in Elder Scrolls Online. It allows you to create staves, shields and bows using wood materials at the woodworking stations. The list of ingredients (logs, sanded wood and resins) used in Woodworking can be found here.

In addition to staves, shields and bows, the Woodworking skill allows you to craft furnishings for your home.

Learning
The Woodworking skill line is granted the first time you activate a woodworking station.  You can increase your skill by crafting or deconstructing staves, shields and bows, researching traits, and by completing Woodworker Writs or Master Writs.  In addition, you can earn free levels in the skill line by reading Skill Books, which may be found randomly on bookshelves anywhere.  The skill books which increase Woodworking are:
Bowyer and Fletcher
One Staff, Many Staves
Strakes and Futtocks
The Year 2920, Vol. 7
Arboreal Architecture
Sealed Orders (opened)

Carpenter Dialogue
You can learn about this profession by asking some of the carpenters, Can you tell me about woodworking? They reply, "Certainly! Woodworkers shape wood into all manner of useful tools, but bows, staves, and shields are our specialty. This work requires fine lumber and a sturdy work table. We also seek out style books and rare ingredients for more advanced work."

Can you tell me about the process?: "Sure. While shaping the wood, we can choose a special trait to focus on. It takes research to discover these techniques, but it's well worth the effort. Increasing the weight or tuning the angle can draw out different advantages in the final product."

Is there more to it?: "Well, the piece can be improved even more through the use of resins&mdash;special elements that enhance the value and quality of your work. The improvement process is delicate, so be sure you've got enough tempers and a steady hand. Good luck!"

 
Skill Perks
Woodworking has an associated skill line that is revealed through use of the Woodworking profession. Known abilities are listed below.
 
 
Passive Abilities
Passive abilities are active all the time, and affect the outcome of Woodworking related abilities.


Skill Points
The table below shows the amount of skill points required in order to max out the Woodworking skill line.



Woodworking Stations
Woodworking stations can be found in towns, usually next to other crafting stations. At a woodworking station, you can refine raw materials, craft new items, deconstruct existing items to retrieve material components, improve the quality of an item by using resins, or research a trait by destroying an existing item. At a crafting station, your inventory is virtually merged with your bank, so you can use items from your inventory or your bank for any operation, but the materials from the inventory are used first.

Refining
You can refine raw resources in batches of 10, obtaining 7 - 10 materials suitable for crafting. The materials refine into the following:


Bugs
 

Achievements
There are a number of achievements associated with Woodworking.
Lore:Aunt Anela's Cookbook

:

Set several shallow pans of boiled pig's milk cream where the cat can't step on them and leave alone for a day, then stir several times per day thereafter.

Strain the whey into a separate vessel, keeping the curds in their pans. Break the curds apart with a spoon, then allow the curds to dry into shards.

Stir daily to keep them from spoiling. Once dry, use these shards to thicken skimmed pig's milk, or to add more cream to plain pig's milk.

Bottle and let ferment for 3 weeks.

Note that you can drink the whey immediately, or use it in other recipes.

 :

Pour fresh blood into shallow pans and place in the cold cave till nearly congealed. Meanwhile, whip together a couple of chicken egg yolks and melted tallow.

Using a sharp knife, slice the blood into chunks, then dice. This is why you let it congeal first&mdash;it's impossible to dice fresh blood!

Whip the blood slivers with the yolks and tallow, adding more tallow if needed to thin into a beverage. Add salt to taste.

Set aside for a month to allow it to ferment.

 :

Combine two hives' of strained honey with twice the amount of water, and a handful of hops. Cover and let ferment for a season before tasting. Ladle into bottles, seal them with beeswax, and put away.

The longer you let the bottles sit, the better the liquor will be.
Lore:The Lost Islands of Old Yokuda

I remember Lost  . I remember all her great islands.

I remember  . Indeed, I had a husband there.

Samara: low, lush, welcoming, with many harbors, warm and sweet of fruit.   was much like his island. Long and long we abided there in loving leisure, until the tides of the   drew me away from him.

I remember  . Indeed, I had a husband there.

Kanesh: tall, volcanic, harsh, but strong and blazing with inner heat.   was much like his island. We exploded together with liquid heat, but petrified as we cooled. The   called me from his arms at last.

I remember  . Indeed, I had a husband there.

Yath: jagged, arid, rugged, magnificent, with clear views from a spine like steel.   was much like his island. He pulled me up on a charger to ride by his side, and together we explored every terrain. One day he rode off over a ridge and was gone, and once again I returned to the sea.

I remember  . Indeed, I had a husband there.

Akos Kasaz: biggest of all, ruler and rebel, moody and many-sided, gentle and brutal.   was much like his island. There I stayed longest of all, and together we fought wars, reared children, and built the City of  . But even there, one day I scented the east wind from the  , and though by then my hair fell iron-gray to my waist, I returned, at last, to the sea.

I remember Yokuda….
Lore:"Death" of Morphotypical Entities

In my seminal work, " ," I described the means by which those creatures known to us as   manifest themselves upon the mortal plane. It is this mechanism that makes it impossible to ever truly kill a Daedra, because they simply return to the   and then project themselves back to the   once again. The implication is that there are (and always will be) bonds between these planes and our own.

This begs the question, however, if you kill a Daedra within its respective plane of Oblivion, is it then truly annihilated? What about if the Daedra is slain while within one of the Aedric planes of existence? I am fortunate enough to have had the privilege of engaging several Daedra on this subject and I can assure you that they are not forthcoming on this topic.

What I have been able to glean, mostly by way of observing their reactions to my suggestions, is that Daedra do not often, nor do they appear to care to, travel to the planes of existence dominated by Aedric influences. Realms such as the many varieties of   (  being a prime example) do not appear suitable for the travel of Daedric creatures.

I would hypothesize based on this information, and from information gathered from other sources, that the Aedric planes do not share the same energetic tie to the Daedric planes that they share to one another and to the Mundus. Thus, it might be possible that a Daedric vestige slain in an Aedric plane cannot return to its home plane, and thus is left dead or simply trapped for all eternity. The irony doesn't escape me that if this proves true, then a Daedra can only truly die after it enters heaven.

(Ah, how I amuse myself. All pure speculation, of course—but the time does pass slowly here, when it's passing at all. One must stay busy!)