Netruk44/uesp-wiki-content huggingface dataset:
Forging a Heavy Duty Blade

[    

Forging a Heavy Duty Blade 
by Glasha Gra Shugarz 

   

Blacksmiths should follow these steps to forge a strong and reliable heavy duty blade.  

Heat the metal in a forge or your own personal metal working furnace. Proper temperature varies, but a charcoal fire with air from some bellows will work well. 

 

Pound the steel on an anvil to shape the metal, starting with a bevel where you intend to make a blade. 

 

Leave room for a tang (the part in the handle). Leave about two inches or more on one end. 

 

Make a blade, by repeating rows of small taps in long rows up the blade, narrowing the steel. Work on both sides of the blade to prevent it from distorting.
Try to keep the blade from bending over itself, as this will weaken the blade. 

 

Remember, when it is a rough blade shape to bring it to red hot temperature three times and let it air cool untill all the red is gone. After the third heating, let it cool in the fire overnight. Cooling it very slowly will make it softer and easier to file. 

 

File to shape and even up any uneven spots. 

 

Bring back to a red hot temperature and dip the blade in a vat of oil. Dipping only the cutting edges will provide a hard durable cutting edge but leave the back flexible, thereby increasing the overall strength of the blade. 

 

Take time to craft a quality custom hilt. There are many methods to craft a hilt you can forge it from metal, drill holes and pin scales of wood, wrap with cord or wire, or make a pointy tang and put it in a block of wood and then file the wood to shape. Whichever method you choose, be sure to take care to make an item you are proud of. A fine smith will want their work to be recognised as well crafted, quality items.  

 

Sharpen the blade with a fine file, then with a whetstone. Finally use a leather strop and polishing paste to remove any burr and leave a razor sharp edge. 

 

Put it in water and then reheat it slightly to temper it.
Use metalworking files to grind the blade bevels. Finish with a whetstone to make it even sharper. ]
Andrades Tradehouse Ledger

[This ledger records the items bought and sold by the traders of the Andrades Tradehouse.]
Blades:Flame Monarch's Crown

The Flame Monarch's Crown is a helmet only available to be purchased from the Sigil Shop. Its appearance is the same as that of a Daedric Mail Helmet. The Flame Knight's Helmet is its LT Ultimate version.
 

Notes
The description of this item refers to Fa-Nuit-Hen's visit to Infernace, an event first mentioned in Lord Fa-Nuit-Hen and Tutor Riparius Answer Your Questions.
Blades:Ultimate Items

Ultimate items are uniquely-named and enchanted items available from the Sigil Shop. All standard Ultimate items, besides the jewelry and Dragonplate items, are divine. LT Ultimate items were announced with 1.13, each corresponding to a standard Ultimate item, but with lower stats for use by lower-level players.

Ultimate
          

LT Ultimate
Lore:Therana

was a Telvanni Councilor who lived in   on  . She was a calculating woman, but by  , had slipped into insanity, becoming unpredictable as a result. 
  
History
Second Era
In her youth, Therana was ambitious and abrasive, like many of her peers. In  , Therana became a magister of House Telvanni. Like other Telvanni in positions of power, she was an opportunist, and she had noticed the magical talent of an aspiring Argonian slave. This slave, named  , studied magic in secrecy, yet had potential that surpassed even some Telvanni mages, despite what Therana saw as a racial handicap.  Sometime in  , her opportunity to use this upstart came, as the Argonian sought to elevate her status from a slave into a hireling of House Telvanni. 

Despite being an Argonian, Sun-in-Shadow sought to rise up through the ranks of House Telvanni, and enlisted the aid of an adventurer to take advantage of Therana's interest in her magical capabilities. The magister wanted to expand her territory of Tel Branora into the area around the ruins of  , a cursed   associated with Sheogorath. Her interest in the ruin was fueled by her desire to obtain the  , an artifact stowed away there. Unfortunately, the territory belonged to House Redoran, and a member of House Telvanni trespassing there could provoke a House war. The house-less adventurer retrieved the artifact from the ruins, and in return, Therana sponsored Sun-in-Shadow as a Hireling of House Telvanni. 

Third Era
By the late  , Therana had gone completely bonkers, presumably due to exposure from the Finger Bone of Saint Felms. She developed a number of interesting quirks, becoming easily distracted and very eccentric. The odd behavior she displayed included overcompensating adventurers for simple errands,  being enraged to the point of attempting to murder people for wearing her clothing,  considering a mistreated slave her husband and falling asleep mid-conversation. 

In 3E 427, Therana discovered the location of Auriel's Bow through unknown means, claiming she could smell its ash yam scent. The bow was claimed by Ralyn Othravel, an   stationed at  , and was retrieved from the Ordinator's corpse by a hired Mouth of House Telvanni. 

Later that year, the Nerevarine sought to become the Telvanni Hortator, and required the approval of all Telvanni Councilors, which Therana provided without any difficulty. 

Therana made some enemies during her time as Councilor, causing a high-level Telvanni affair between her and Trerayna Dalen, who planned to lay siege to her tower. Therana refused to allow her peacekeeper, Mollimo of Cloudrest, to fulfill his duty, so he resorted to hiring an adventurer to kill Trerayna and her bodyguards.  Unfortunately, Therana's luck would run out, as someone hated her enough to issue a writ of execution for the sum of 10,000 gold, and requested the Grandmaster of the Morag Tong execute her. She was finally slain,  and Auriel's Bow would be retrieved from her corpse and later sold to Torasa Aram, who put it on display in her Museum of Artifacts in Mournhold. 

See Also
For game-specific information, see the Morrowind, ESO, and   articles. 
Gallery
 

References
Lore:Aryon

was a Telvanni Councilor who lived in his mushroom tower of  Tel Vos in  . He was one of the only Telvanni Councilors that seemed to be able to look beyond his own interests and instead prioritize the concerns of other people; the rest wanted little more than to be left alone to their research and ambitions. The other members were similarly isolationist in outlook and did not intend to be presided over by any of the other institutions, predominantly the Mages Guild.  

History
At some point after Vvardenfell was opened for settlement in  ,  Aryon sought to test the resolve of House Hlaalu and Redoran by challenging the Imperial settlement charters, and found that they weren't going to contest his expansion into their lands.  Aryon built his mushroom tower of Tel Vos in the Grazelands, utilizing Western stone architecture reminiscent to that used by the Imperial Legion.   The transition was initially disastrous as the mushroom growth penetrated the stonework, and Aryon's experiment couldn't have been seen as a complete success.  Aryon was known for his fascination with   and Imperial technology, and maintained a personal museum at Tel Vos dedicated to these topics. 

Aryon was a very ambitious high ranking member of House Telvanni, and adopted a progressive ideology which contrasted with that of his more conservative peers. For example, Archmagister Gothren refused to recognize the Nerevarine as Hortator for House Telvanni, choosing instead a duel to the death, which he lost.  Aryon, by contrast, was the Nerevarine's greatest supporter in House Telvanni, while the other councilors (with the exception of Therana) all had to be persuaded to back the Nerevarine as Hortator in  . 

After the fall of Dagoth Ur, Arch-Mage Trebonius Artorius of the Mages Guild demanded that the remaining Telvanni councilors be assassinated, as the price for his retirement and replacement by the Nerevarine as head of the Mages Guild.  However, the Nerevarine appears not to have fulfilled the request, for at least one—Neloth—is known to have survived, although he shortly afterwards left Morrowind and moved to Solstheim.  Aryon himself was scheming at the time to introduce many reforms to Telvanni ethics and practices and to fill the vacancy created by Gothren's death, although he would not stand against the Nerevarine if the latter were interested in that position; however, the Nerevarine left Morrowind not long afterwards. One of the pieces of Aryon's plan was Baladas Demnevanni, whom he had persuaded to join the Council to put his vote against the more conservative Councilors,  though other events rendered this short lived. 

The status of Aryon himself is also unknown, but a ship from Tel Vos, The Pride of Tel Vos, tells a tale of some Telvanni fleeing the invading force of the Argonians past the cataclysm of the Red Year and into Skyrim,  giving a bad outlook for the fate of Aryon's tower of Tel Vos. 

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

References
Lore:Agronak gro-Malog

Agronak gro-Malog, also known as the Gray Prince, was a pale-skinned orc of noble birth that was born from the love of the Imperial nobleman Lord Lovidicus and his Orc mistress named Luktuv gro-Malog. In reality, Lord Lovidicus was a vampire of the a Cyrodilic strain, and thus could hide his vampirism from his lover. Blinded by love, he revealed his secret. Luktuv was appalled and fled the noble's fortress of Crowhaven, locking Lovidicus in his private quarters. Trapped, he slowly went insane as his hunger for blood grew, and Crowhaven was left for ruin.  The fort's burial halls would later become home to a group of feral vampires.

Luktuv moved to the Imperial City and birthed a son and named him Agronak gro-Malog. He was evidently gifted with inhuman abilities due to his vampiric lineage, and Agronak went on to become the Grand Champion of the Imperial City Arena, and became famously known as the Gray Prince. Luktuv told him of his noble birth, but fabricated a story of being chased from the fort by a jealous Lady Lovidicus in favor of telling Agronak that his father was a vampire.  There is no proof that Lady Lovidicus ever existed.

In  , Luktuv died, but before she passed away, she gave her son the key to the private quarters of Crowhaven, telling him it would unlock the secret of his birth. Agronak was anxious to prove his birthright and show the world that an Orc can be noble in blood as well as deed, but his training prevented him from journeying to Crowhaven. In his place, he sent a fellow Arena combatant. The combatant freed Lord Lovidicus, but after decades of hunger, the vampire attacked the combatant and was slain. The combatant located the Journal of the Lord Lovidicus and returned it to Agronak. Although grateful, Agronak was devastated to learn that he was "a monster", and became suicidal. As such, he made no attempt to fight back when challenged for his rank, and died in the Arena later that year. 
 
 

Gallery
 

References
Lore:Baladas Demnevanni

(full name Serjo Telvanni Baladas Demnevanni)  was an ancient Telvanni Councilor who lived in   on the island of   in  . Like his ancestor Revus Demnevanni,  Baladas dwelled within the Velothi tower of Arvs-Drelen, held an interest in the  . Baladas was said to have been at least 2000 years old.  and used his age as a justification for his refusal to pay Imperial taxes, claiming that he has been alive longer than the "empire of men", and the existence of Gnisis. 
 
 
Baladas Demnevanni was obsessed with uncovering the secrets of the Dwemer, including their technology and the circumstances of their disappearance, hence his nickname of Klickety Klack.  Despite being a member of House Telvanni, he cared little for their politics. Meanwhile, Councilor Aryon was plotting to introduce many reforms to Telvanni ethics and practices. Despite Baladas' disinterest, Aryon sought to recruit Baladas to put his vote against the more conservative Councilors, including Archmagister Gothren. Aryon sent a Lawman to deliver his offer, and Baladas, despite being reclusive, agreed on the condition of the Lawman recovering three rare Dwemer books: ''Nchunak's Fire and Faith, Antecedents of Dwemer Law, and Chronicles of Nchuleft. 

After becoming a councilor of House Telvanni, Baladas directed a member of Mouth rank to explore the depths of  , a Dwemer ruin in the  . The object of this mission was to retrieve the ring of  , a Dwarven spectre who was said to have worked as a smith under the great Dwemer inventor  . 

However, Baladas's time as Councilor would be short. An unknown individual hated him enough to issue a writ of execution for the sum of 5,000 gold, requesting the Grandmaster of the Morag Tong to assassinate him. The request was fulfilled, bringing a swift end to Baladas' tenure. 

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

References
Blades:Frozen Battleground

"Windswept and often covered in snow, the Frozen Battleground is the arena where many Nord combatants first started – and in some cases, ended – their careers."
 
Related Quests
Blades:Dragonwood Arena

"This arena is among the oldest ones still in service. Legend says the great First Era warrior Gaiden Shinji was a regular fighter there before he went on to found the Imperial City arena."
 
Related Quests
Blades:Warriors Field

"Found in warmer climes, this arena often hosts exhibition bouts featuring the best Argonian and Khajiit fighters from neighboring regions."
 
Related Quests
Blades:Heroes Hall

"The penultimate stop on the Imperial gladiatorial circuit, Heroes Hall is where many experienced combatants achieved legendary status among fans."
 
Related Quests

Notes
The Daedric letters in the background read "CHAMPIONS ARENA".
Blades:Imperial Arena

"Located inside the walls of the Imperial City, this arena is by far the most famous – and largest – in all of Tamriel. It is where grand champions are crowned, and where ambitious promoters stage all kinds of gladiatorial extravaganzas, including mock naval battles."
 
Related Quests
Sword Components

Sword Components  




Blade - The length of steel that forms the sword.  

Back - The part of the blade opposite the edge. A double-edged sword has no back.  

Cross - The typically straight bar or "guard" of a sword, also called a "cross-guard". A term for the straight or curved cross-guard is the quillons.   

Edge - This is the sharpened portion of the blade. A sword may be single or double-edged.  

  Sword Components  

Hilt - The lower portion of a sword consisting of the cross-guard, handle/grip, and pommel.  

Quillions - A term for the two cross-guards (forward and back) whether straight or curved. The cross guard may be called simply the "cross", or just the "guard".  

Forte - The lower portion on a sword blade which has more control and strength and which does most of the parrying.  

  
Sword Components  

Foible - The upper portion on a sword blade which is weaker but has more agility and speed and which does most of the attacking.  

Fuller - A shallow central-groove or channel on a blade which lightens it as well as improves strength and flex. A sword might have one, none, or several fullers running a portion of its length, on either one or both sides. Narrow deep fullers are also sometimes referred to as flukes.

  
Sword Components  

Grip - The handle of a sword, usually made of leather, wire, wood, bone, horn, or ivory.  

Lower end - the tip portion of a sword.  

Pommel - The counter-weight which secures the hilt to the blade and allows the hand to either rest on it or grip it.  

Ricasso - The dull portion of a blade just above the hilt. It is intended for wrapping the index finger around to give greater tip control. Not all sword forms have a ricasso.  

Sword Components  

Shoulder - The corner portion of a sword separating the blade from the tang.  

Tang - The un-edged hidden portion or of a blade running through the handle and to which the pommel is attached.   

Upper end - The hilt portion of a sword  

Tip - The end of the sword furthest away from the hilt. Most swords taper to a point at the tip, but some blade lines are straight until the very tip.

Sword Components  

Welded tang -- A tang where the steel of the blade has had another piece of steel welded on to it as an extension.  

Wheel -- A pommel that is in the shape of a flat disc. It may have added features, such as beveled edges, or raised center sections.  

Wire-wrap -- Spun and twisted metal wire, which is then wrapped around the sword grip, often used to increase the ability to grip a sword's handle.
Keys

This is a list of all of the keys added by Morrowind Rebirth. All of the keys have no weight, and have a value of 25 gold.



 
Note: Keys with the word "Key" as the first word in the name are alphabetized under the next significant word, rather than under 'K'. Likewise, keys which start with "A", "An" and "Ancient" are similarly treated.
A

B

C

D

E

F

G
Online:Radiant Raiment

Anjuld's House can be found within.thumb|right|Interior
 

Residents
Anjuld  
Leidven

Notes
In Skyrim, the building is occupied by the Solitude Blacksmith, and a store with the same name is also located in Solitude.
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Lore:Wonshala Keriayn

Wonshala Keriayn (also known as Vonshala) is a feared Daedra  who has often filled high-ranking positions to the Daedric Princes she has served, notably Molag Bal and later Mehrunes Dagon, joined by her two comrades, Methats and Sumeer Jabran.   She solidified her role in Oblivion as the commander of Spider Daedra.   and Perthan Serni are both known to serve her.   She has been known to take the form of a beautiful woman, wearing a gown made of flowing water.  
Biography
Circa  , during the Planemeld, Keriayn was the brawler of the trio known as the Dremora Travelers, and were considered the most fearless of their kind in Molag Bal's service  and served as generals to his invading forces.  They were tasked with protecting Dark Anchors but were slain by the Fighter's Guild, and the Anchor was destroyed.  A Bretonic staff which they looted during their conquests was recovered from the Dark Anchor's ruins after their defeat, though it later found its way to an named Nomeg Rine who terrorized the Rift. 

By the time of the Imperial Simulacrum, Wonshala and her comrades had changed their allegiance to Mehrunes Dagon, and she became the commander of his Spider Daedra. During the invasion of the Battlespire in  , she sought the artifact Scourge and was willing to trade with the Apprentice for it. The Apprentice gave her Scourge in exchange for a piece of the voidguide, but when she said the keyword 'Equality' the weapon banished her to the Outer Darkness. 

Gallery
 
Notes


References
Blades:Mercenary (intro)

These are the Mercenaries encountered in the very beginning of the game. Their low damage and high health ensures you can learn the basics of attacking.
Blades:Thalmor Agent (intro)

This Thalmor agent is the first enemy you will fight in Blades, with him serving as a tutorial on how to do basic fighting. 
 
Related Quests
Online:Siphoning Totem

Siphoning Totems are totems summoned by Tree-Minder Na-Kesh. They need to be killed as soon as she summons them, or else your group members will have no resources left to defeat the boss. 
 
 
Skills and Abilities
;Siphon: Rapidly drains magicka and stamina from nearby players. Also drains an increasing amount of health the longer it stays up, dealing major magic damage.
Lore:Report on Atronach Forge Experiments

Finally, the laggard has conducted the experiments I requested weeks ago. Thankfully, my investment has paid dividends.

The scrolls should prove useful to the   and  , should they ever get in over their heads with the caravan guards.

I begin to wonder what would happen if my prized   were used in the place of... no, it's too risky.

--   

Thoron,

Using the " " and " " you provided in your last delivery, I have conducted the experiments you requested. I must say, the results were quite extraordinary. 

Listed are the successful attempts using these materials with the  .

Let us speak again soon. If you could provide more of these materials, I sense a handsomely profitable partnership in our future.

--    

Summoned   
Amber +  


Summoned   
Madness +  


(Warning: Very dangerous!)  

Scroll of Conjure Golden Saint

Amber

 

   

Scroll of Conjure Dark Seducer

Madness

Roll of Paper

Charcoal  

Spell Tome: Conjure Golden Saint

Amber

 

 

   

Spell Tome: Conjure Dark Seducer

Madness

Ruined Book
Online:Lightless Hollow

To the north is the passage to Greymoor Cavern, and to the southwest lies Dusktown Cavern. If you head through the southernmost tunnel, then head east, you'll find yourself in Blackreach: Mzark Cavern.
 

Related Quests
The Lightless Hollow Objective:  
 


Places
Caves, Ruins and Mines


Dungeons


World Events


Points of Interest



Wayshrines



Gallery
Blacksmithing Tools

Blacksmithing Tools    

   

An illustrated reference for the various armor and weapon repair tools that can be found throughout Morrowind.
    

  

 
    
 


 
    
 

  

  

  
Armorer's Prongs
  
Armorer's Prongs can be used 5 times before they need to be replaced. At 0.50 the Armorer's Prongs are the lowest quality repair tools. They weigh 1.00 which is a low weight. At the time of writing the prongs are worth 5 gold. 
      



 
    
 

  

  

  
Apprentice's Armorer's Hammer
  
The Apprentice's Armorer's Hammer can be used 10 times before it needs to be replaced. At 0.75 the Apprentice's Armorer's Hammer is the second lowest quality repair tool. It weighs 3.50 which makes it the heaviest repair tool. At the time of writing the Apprentice's Armorer's Hammer is worth 10 gold. 
      

 
    
 

  

  

  
Journeyman's Armorer's Hammer
  
The Journeyman's Armorer's Hammer can be used 15 times before it needs to be replaced. It has a quality of 1.00 and weighs 3.00 and is one of the heavier repair tools. At the time of writing the Journeyman's Armorer's Hammer is worth 20 gold. 
      

 
    
 

  

  

  
Master's Armorer's Hammer
  
The Master's Armorer's Hammer can be used 20 times before it needs to be replaced. It has a quality of 1.25 and weighs 2.00 which is a medium weight for a repair tool. At the time of writing the Master's Armorer's Hammer is worth 60 gold. 
      

 
    
 

  

  

  
Grandmaster's Armorer's Hammer
  
The Grandmaster's Armorer's Hammer can be used 25 times before it needs to be replaced. It has a quality of 1.50 and weighs 1.50 and is one of the lightest repair tools. At the time of writing the GrandMaster's Armorer's Hammer is worth 100 gold. 
      

 
    
 

  

  

  
Sirollus Saccus' Hammer
  
Sirollus Saccus' craft high quality hammers that are far superior to any other known repair item. His hammers doesn't come cheap, but can be used 50 times before becoming worn out. At the time of writing the GrandMaster's Armorer's Hammer is worth 500 gold.
Daggerfall:Dungeon Demo

The ''Daggerfall Demo 1.0.181 was the second of three demos released in the months before Daggerfall'''s release, replacing the first demo, being perceived to be less buggy and a superior experience in comparison to its predecessor. It was followed by the rarer Betony Demo.

It was released only in the European Version of the April 1994 PC Gamer and a CD-ROM of all Bethesda Software's products, the latter now being out of production. It has a woman character, no water, magic items, books and less "eye candy" in the dungeons and some new monsters, such as the giant bat, and an encounter with the UnderKing. It also allows for faster keyboard based movement & levitating up/down know no longer requires the PgUp/PgDn keys, but Insert/Delete. Though it has its downsides such as buggy graphics and "sticky walls", Daggerfall beta testers apparently swear that this is the better version and is definitely more fun to play. The demo is available from The Daggerfall Web Page at Bethesda, and is a 15.6MB zipped file.