Netruk44/uesp-wiki-content huggingface dataset:
Online:Gugnir

Gugnir is a Nord who can be found on Stros M'Kai not far from Port Hunding. Gugnir, his brothers, and some guards went to fight some goblins that were causing trouble thanks to a new king, but Gugnir was injured and the others killed, so he requests that you kill the goblin king.
 

Related Quests
 

Quest-Related Events
An the road to the Dogeater Goblin Camp, you'll find an injured Nord on the side of the road who will curse out "Damn those murdering goblins!"
:cGoblins. They're gonna kill us all!"
:What happened?
:"They killed everyone—my brothers and our five guards. They speared me good, left me for dead. I crawled here after they left. Their new king's got them all riled up, ready to attack Port Hunding and wipe out the town!"
:What can I do about it?
:"Kill their king! They won't attack the town without him to lead them. Bring me his crown so I know the bastard's dead. I'll try to make it to town, unless the Goblins kill me first."
:I'll do it.
:"I just need to gather my strength and hobble back to town. Get that Goblin king and bring me his crown, if you can!"
:How'd you run into the Goblins?
:"We actually went looking for them, if you can believe that. We'd heard they had a new king and that he was stirring up trouble. We figured we could handle them, but there were too many for us."
:Why don't we just warn the town?
:"No good. Bhosek'll never believe it. He's a suspicious bastard and will think we're trying to trick him somehow. He'd have our heads on pikes. I'm too fond of my head to risk it."
:What'll you do if I go after the king?
:"I'll try to make it to town. I'm too injured to be any good to you, and if the Goblins catch me out here, I'm dead."''

Before you leave him, he'll add:
:"I just need to gather my strength and hobble back to town. Get that Goblin king and bring me his crown, if you can!"

Once you've acquired the  , you can find him outside the Screaming Mermaid in Port Hunding:
:"Did you do it? Did you kill the Goblin king?"
:'''Yes. Here's the crown.
:"By Kyne, you did it! I've been expecting them to attack the town any minute. Bhosek tossed me out when I tried to warn him, said he'd have my head if I didn't shut up. He'll never know you saved his town for him."

Dialogue
After the quest, he will say:
:"If it's not Goblins, it'll be something else tomorrow. I swear this town is cursed."
:Why aren't you in the tavern?
:"They kicked me out. They heard Bhosek threatened me and they don't want to risk his Fists storming in to arrest me."''
Lore:The Rite of Boethiah's Gauntlet

Over fifty Gauntlets have I witnessed,

Mighty   and   contending, fitly

Off'ring blood and body, Faithful fighting,

Proving worth and zeal,  's best and

Most devoted show they stop at nothing.


Pitted, Faithful versus Faithful, grandly giving

All they must to praise their Prince so proudly.

None can doubt devotion offered freely.

Tested thus, the Faithful know who's worthy—

Who shall be the Conduit of Boethiah.


Champion of Boethiah's also chosen,

Gauntlet given, through the test of melee.

Those who fear the sword, the mace, and dagger

Lack the heart to show our foes no pity—

  will welcome them to  .


Warlock of Boethiah wields the  

Better than the weaklings of  ,

Casting spells to pass the test of Gauntlet,

Showing lesser Faithful their position.

All must serve the Prince in their own fashion.
Lore:The Rise of Cormount

was once a sleepy trading post, a common stop for those traveling from   to  . No scholars agree on who founded the town, but we do know Cormount's population and cultural significance grew tenfold shortly before the end of the  .

Cormount's quiet surroundings and distance from the   seat of power made it an ideal hideaway, especially for the   factions. Over the years the cream of the Bosmer nobility took lovers in Cormount. But secrets are like seeds—if you try to bury them, they will one day burst forth.

In  , a scandal rocked the Camoran factions when it was revealed that Cormount might be the source of dozens upon dozens of potential heirs, most of whom were of marriageable age. Cormount nearly doubled its population in one week as opportunists, the curious, and the cunning arrived in town. For months thereafter, weddings were a daily occurrence.

This rumor also drew many young Wood Elves who lived outside of  . They traveled to the Kingdom of   with the hopes of binding their   fortunes to their spiritual home. Those who found Grahtwood agreeable founded a ramshackle village near Cormount called  .

The settlers were known as "migrants" by the Grahtwood natives who had first arrived in Cormount. These adherents to the   were shocked by the   customs of their wayward cousins. Meanwhile, the migrants flaunted the "backwoods" nature of the natives, seeking easy pleasures in the trade that flowed through Cormount.

Tensions between Cormount and New Joy grew to a boiling point in the years to follow. It is unknown who cast the first torch, but one dark night in   the settlement of New Joy was burned to the ground. Those who fled were slain—including a visiting Camoran noble.

Though none took credit for this massacre, it was widely assumed the work of Green Pact adherents of Cormount. In the few short years before the end of the Long Truce, Camorans looking to air their grievances frequently used the Razing of New Joy as a political cudgel.

But Cormount should not be known for this one stain on its reputation. Founded in  , the   has grown in popularity throughout Grahtwood. This Cormount-based cultural organization hopes to formalize the Wood Elf approach to the Green Pact, thereby preventing the very misunderstandings that led to the tragic events of New Joy. As we enter the fifth century of our era, Cormount's rise seems all but assured. This author can only hope the Blacksap rises with it!
Lore:The Ring of Daggers

"The  ."

You've heard the name whispered about. And you know what it means. Corrupted officials. Unexplained disappearances. Murders in the night.

The Ring of Daggers. Agents, infiltrators, provocateurs. Merchants of death, doing the dirty work for the bloody merchant-king,   the Faithless.

Here, in your town. In your own neighborhood. Probably even among people you trust, and think you know.

But how well do you know, really know your own neighbors? That trip he took to visit his uncle in  —is that really where he went? That new hand-knotted rug in her parlor—was it paid for by   gold? That   he was drinking with at the tavern—what were they talking about so privately?

Has the Ring of Daggers infiltrated your home district? Only you know your neighborhood well enough to be certain. Trust only what you can see, and believe only what you can explain. Remember, the Daggers are depending on you to just shrug your shoulders and look the other way. Don't let them get away with their subversion, or you may be their next target!

If you see or hear of something suspicious, it's up to you to do something about it. Report suspicious behavior to your nearest   occupation authority. We'll take it from there, citizen.
Lore:Journal of Tsona-Ei, Part One

Herein find the memoirs of  ,   sailor and First Mate of the fine sailing ship,  .

I have never been one to keep a log, but these are exciting times and the gravity of current events compels me to put quill to parchment. I have been a sailor for a long time, but I've never seen a gathering of ships the likes of which the   has assembled. 

The  , loathed as they are by all the peoples of  , moved his majesty to action because of the terrible toll   has taken upon every port in the west. Every land fears this plague born of   by the slugs and their vile  . When the call to arms was sounded, it was answered from across the empire:  n galleys,   corsairs,   warships,  i cutters—even   freebooters like me and much of our crew. Never have I known such a force to set sail together.

The  , they call it, a mixed fleet under the command of Baron-Admiral  . We sail to Thras together. Woe betide the Sload! They have brought this great and terrible fleet down upon themselves.
Lore:Journal of Tsona-Ei, Part Two

We have left the   behind and entered the  , the waters that surround the  . Never was a sea so ill-named as this one: the enthusiasm of my earlier entry ends here.

For two days we have been wracked by storms more foul and terrible than any I have ever seen. They seem to grow worse as we approach  . The crew talks of terrible whispers on the air and glimpses of rotting things moving in the water. I myself have been too sick to see or hear anything other than my own illness. In all my years, I've never suffered the sickness of the rolling sea before. That doesn't bode well for the rest of this trip.

We were a mighty fleet with sails as numerous as the trees of my native  . Now I cannot know our number. The fog, with its stench of rot and terrible foulness, obscures our vision and makes it hard to see beyond two lengths of the mast. We passed rocks as we approached that were only a few paces from our hull. We hear the cracks and screams that indicate our sister ships were not so lucky.

The fog ended today. We emerged from what appeared to be a solid wall of cloud that extended in an unbroken circle around the islands of the  s. Our first view of the largest island was awe-inspiring: a  , taller than any I have ever seen and made of blood-red coral, reached into the sky. A terrible blue light flickered at its apex like   strange bud upon the tower's stalk.
Lore:Journal of Tsona-Ei, Part Three

Other ships followed us through the fog. One by one they emerged. Some were battered, some were missing, but many remained. We formed up and sailed toward the main island.

Through the terrible storms that battered us on our way, the captain stood firm. Many in the crew wished to abandon our cause, but the captain cursed them and would not hear of it. His cabin is directly above mine and at night I swear I could hear demonic whispers and see eerie lights. The captain I knew slipped away in the fog to be replaced by   of anger and hate.

A projection of Baron-Admiral   appeared on our deck. He spoke as if he could not see us—I assume this was some sort of magical broadcast to the fleet. He ordered us to take boats and men to sack the big island and lay siege to the tower by land as his remaining   ships bombarded it from a distance. We armed ourselves with swords and bows, and the captain ordered us to the longboats. 

When we set foot on shore I think we were the first to arrive. We were not the last. The  s are powerful necromancers, but they are poor hand-to-hand fighters and our numbers dwarfed theirs. Still, they fought, and they died as we conquered their island. They whispered curses to their   with their dying breaths are we took their gold, their goods, and their lives. 

The blue light atop the coral tower began to pulse and bleed energy into the clouded sky. When the ground beneath our feet began to quake and tremble, no one had to tell us to run. The island began to crack and sink. The sea around   boiled as we rowed for our lives back to  . 

We were hauled back on deck in time to watch the   collapse into the sea. We noticed too late the current that pulled us towards it. As the eye of blue light atop the tower dipped into the sea it began to spin like a great wheel, and when it met the waves it formed a monstrous whirlpool. Half the fleet was drawn into it, our ship included.
Lore:The Right Mattock for the Job

They said the work would be hard, but Huusmaheem did not expect it to be so backbreaking. To be paid, Huusmaheem needed to fill eight baskets a day, but his tools were crude. Small mattocks are not made for clawed hands, not when they formed from the only tools available.

Rust-colored liquid seeped from the piles of slag, staining everyone's scales a dusky orange. Huusmaheem crawled forward a few feet, dragging his baskets behind him, so he could pull apart a new section of earth and rock. The miners tapped apart rocks and sifted through the mud for the rich variety of reagents found in those oozing mounds.

The miner beside him said, "Finished my eighth basket. You?"

"Almost done with seven," Huusmaheem replied. "You're always done first, Split-Tail. What's your secret?"

"Hard work," said Split-Tail with a grin. "Also, I made enough to buy a bigger mattock."

"Cheater!" said Huusmaheem with a good-natured chuckle.

"I'm heading out now."

A cascade of dry earth slid down the terraced wall toward them. The miners, used to these collapses, grabbed their work loads and quickly moved away.

"There!" someone yelled. Huusmaheem and Split-Tail, still beside each other, looked at the slope above them. Though dust rose from the slithering scree, they could see shapes hurtling toward them, leaning back on their heels, arms outstretched for balance.

" s! Tell th-"

A blow silenced Split-Tail, knocking him to the ground.

A dozen ogres attacked the unarmed miners, wielding nothing more powerful than their beefy fists. Huusmaheem ducked a right hook, still clutching a basket to his chest. He had to get to the village and warn people. Ogres hadn't been seen near the mines in at least twelve months.

He scrambled forward. Realizing he still held a basket, he flung it away, so he could use both hands. A brute stronger than Huusmaheem grabbed his tail and pulled him backwards. And then it let out a scream of rage and pain as Split-Tail swung his proper-sized mattock into the ogre's hand.

"Run!" Split-Tail cried.
Lore:The Remnant of Light

"In that (minute or eon) of blood,   brought (Lord)   the   ('autaracu alata'), and begged him to take it to the cold sunset limit ('fal sorn glathe') of  . Noble Filestis took the Remnant and, with his (clan or livestock), left   (?) and traveled far. He kept the sunset always in his leftmost eye. Filestis was (followed or pursued) by the   Emigrants.

"They came to a Land of Cold Rocks and swam ashore (beached? berthed?). The rocks were cold/hard, but the Remnant of Light made all (fertile or wriggling). Many of the Emigrants fell ill, but the Light caused the (rocks or mountains) to bloom food-stone ('culle-anda'), which was tongue-sweet and made healing.

"Filestis desired the Remnant of Light to (smile, glow, warm) all of the Cold Rocks, so the Emigrants, now strong-with-radiance, (raised or razed) a (mountain or pinnacle) to affix it upon. This was (collated?) in eight-hundred-eighty (minutes or eons). Then did all the Cold Rocks bloom food-stone, and every Emigrant was (healthy, impregnated, sharpened).

"After a long time (months-wasted-lying), noble Filestis was (eaten) by Death, and in afterness the Emigrants each cried a blue lake. But his helpmeet took him to the (mountain or pinnacle), where was the Remnant of Light. Then Filestis was strong-with-radiance, and Danced for eight more choruses."
Lore:The Red Paint

"Mix it like this," said Rakhal. She ground wet   and herbs beneath her pestle with rhythmic strokes. "The very act of creating the paint is a prayer."

Yashirr grasped her own stone pestle, pulled her bowl closer and imitated the priestess.

Pound! Lift! Scatter a handful of herbs into the bowl, and pound again! The  s sat close together, knee to knee, bowls held in curve of their bent knees.

Rakhal chanted softly, swaying with her movements. Gradually, as the group's rhythm strengthened, her voice gained matching volume.

" !" Pound!

"Witness …" Lift!

"… our deeds!" Scatter!

The honor of preparing tribal paint went to a handful of the Chief's daughters. Yashiir had never sat in the circle before. In prior years, she'd gathered the herbs and clay, but nothing more. Now she sat at Rakhal's right hand in a place of honor. Pride washed through the young Wood Orc. Clearly, she had been chosen as an apprentice!

"Mauloch!" Pound!

"Give us …" Lift!

"… blood!" Scatter!

At that final word, the women threw back their heads and released  , a throaty howl that echoed through the trees and nearby cliffs. Rakhal signaled their work's completion.

The tribe lined up to be painted with the fresh battle-red clay. Rakhal waved those she deemed unworthy or unfit for the battle aside. They weren't allowed to partake in the painting ritual.

When Rakhal motioned to Yashirr to step from the line, Yashirr parted her lips to protest, then pursed them tightly. To question Rakhal's judgment would bring dishonor. Bowing her head in confused anger, Yashirr joined the handful of the unselected Orcs.

Rakhal looked over the unselected, and pulled Yashirr to her side. "Mauloch chose you to perform the next ritual, child. Take the blade and remember: Mauloch watches you."

Guiding Yashirr's hand, Rakhal leaned over the empty vessel and slid the young Orc's blade across her outstretched neck. Rakhal's hand did not falter even as she slipped from consciousness in order to provide the next paint with the sacred blood of a true warrior.
Lore:The Piper

The Piper came to town, and he raised his pipes to his lips to play. The townsfolk laughed at him as he walked off and his music continued softly.

None saw the Piper again, but as the days wore on, the music of the pipes continued. It echoed in the sleep of the townsfolk, and was present when they awoke. The people grew tired and restless and daily were searches called to find the Piper. They found nothing.

Then, one night, the incessant music cut through the air more loudly than ever. The townsfolk dreamed that night, of critters and vermin, and struggled to sleep. When they awoke, where their children had once been, nestled into their beds, were swarms of rats and mice. Outcry came from house after house. Mothers charged into the streets and fathers charged everywhere else. The townsfolk wept and through their misery failed to notice … that the music had stopped.
Online:Vulkhel Guard

It is ruled by Canonreeve Nesaranwe. The Queen has planned a visit here as one stop on her tour around Auridon, and Watch Captain Astanya is working frantically to prepare.

right|thumb|The area near the wayshrine - Mara's Kiss Public House and Abecean Saddle Company
right|thumb|Vulkhel Docks
right|thumb|The crafting and shopping area in town, as seen from the Fighters Guild

Vulkhel Guard contains all the necessary services for a large city, including crafting stations, a bank, and chapters of the Fighters Guild and Mages Guild, arranged into four districts. In the center lie the manor house, which has a Skyshard on the middle balcony, and temple, where Queen Ayrenn and her entourage are starting their tour of Auridon. To the west is the main marketplace and guildhalls, while the residences and guard barracks can be found around the Wayshrine in the east. In the south lies Vulkhel Docks, where those wishing to visit Khenarthi's Roost can arrange transport with Sugar-Claws, and characters can take a ship to Daggerfall or Davon's Watch. Vulkhel Guard Lighthouse is just outside the city to the northeast.

If you head south from the wayshrine, you'll come across the Harborside Market, which lies on the beach between the city and the docks. There is a cooking fire and a Basic Provisioning Guide across from the general store.
 

Related Quests
Vulkhel Guard Objective: Support the City Watch in Vulkhel Guard. / You foiled an assassination attempt on Queen Ayrenn.
 
 
 
 
 
 
 
 
 
 
 
  

 
 


 
 
 
 

Shops and Services
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
;Transport Services
20px Caravan: Ambassador Lazgara  
 
Dominion Navigator: Selandilwen  
Dock: Sugar-Claws  
Harbor Skiff:  
Harbor Skiff:  
The Interim Suitor:  

Other Places


 
 
 

text-bottom|32pxWayshrine
thumb|left|Vulkhel Guard Wayshrine
Vulkhel Guard Wayshrine is located just inside the northern entrance to the city, north of the docks and east of the manor. This wayshrine is unlocked as soon as you arrive on your alliance's starter island after escaping The Wailing Prison.
 

People
 

Gallery
Online:Skywatch

The city is built around an ancient ruin and is a very prominent port for the Aldmeri Dominion. It is ruled by High Kinlady Estre. The Festival of Defiance is currently ongoing, and Skywatch Celebrants fill every nook and cranny of Skywatch's public areas. Royal Bodyguards stand watch by the stairwells. Dominion Guard stand vigilant, keeping the peace.

Constellation Farms lies along the road leading in to Skywatch. Sky's Edge Tavern lies outside the city limits to the southwest, and a market known as the Skystep Stalls is located north of that.

The Sleepy Eaglet, a tavern with a chef and a brewer. Members of the Fighters and Mages guilds are making merry here. Tame wisps can be found floating northeast of the tavern, at Telenger's Emporium. The emporium is being run by members of the Mages Guild under Telenger the Artificer's command. Ambarel's House can be found in the plaza here. Ingamircil's House is located southwest of the Sleepy Eaglet. The Skywatch Coinhouse is up the road north from the residence.

The Barbed Hook Tavern lies beside the Skywatch Docks to the south. An inn room is available for purchase here. The grocery store, Culinary Imports, lies down the road to the west of the Barbed Hook. If you head up the stairs and take a left, you'll find yourself at The Watcher's Forge, a smithy. This road leads northeast, towards The Mercantile, where many shops and a group of performers can be found. 

If you instead decide to take a right turn at the landing up from the docks, you'll find yourself at the frog races. Cirantille is giving a speech to a crowd north of the steps. Skywatch Manor is the easternmost point of interest in Skywatch. West of the ruins, near the center of the plaza, Wizard Nisira stands watch over warded ruins alongside an Eagle's Talon and a First Auridon Marine. An Eye of the Queen investigates an exposed section of the ruins nearby, above a group of three Guild Savants. Dominion Guards followed by dogs patrol the plaza.

The local Mages Guild and Fighters Guild are located in the northeastern and southeastern corners of the plaza respectively. A skyshard can be found at the top fo the Fighters Guild's tower.
 

Related Quests
Skywatch Objective: Help Razum-dar defeat the Veiled Heritance at Skywatch.
 
 
 
 
 
 

 
 
 
 


Shops and Services
 
 
 
 
 
 
 
 
 
 
 
 
 
 
;Transport Services
 
Dock: Scout Linimondil  

Other Places
 
 
 

text-bottom|32pxWayshrine
thumb|left|Skywatch Wayshrine
The Skywatch Wayshrine can be found outside the city gates to the west. Darkvale Costers can be found on the street where the wayshrine is sitting.
 

People
 

Notes
Various Dwemer containers can be found in Skywatch, around the Dwarven Centurion display. Looting from them is considered stealing, but they do have a chance to contain Dwemer style motif chapters.

Maps
thumb|left|A map of Skywatch
Lore:The Philosophy of Stealth

It may seems obvious, but the key to practical   is to be not-seen. What does it mean to be not-seen? Let us turn this around and ask: what does it mean to be seen?

To be seen means that the visible object has somehow attracted the attention of the viewer. Most of the time, you can count on a target's vision to slide across nineteen out of twenty objects without really seeing them, because to the target they simply make up part of the general background of his or her surroundings.

To be not-seen, you must become part of this general background. Lose your individuality and become an integral part of your surroundings. In this way, you may wear the cloak of shadows even upon the salt flats at noon.