Netruk44/uesp-wiki-content huggingface dataset:
Online:Captive (Imperial City)

Captives of various races can be found in the lair within the Imperial Sewers. They have been trapped in cocoons by the Lady of the Depths. You can free them individually by interacting with the cocoons while the Lady still lives, or you can kill the Lady and free all of her Captives at once. They can be male and female Imperials and Bretons, female Nords, Argonians, Khajiit and Orcs, and male Altmer, Bosmer and Redguards.
 

Dialogue
When they are freed, they will leave the area after thanking you.

Altmer:
:"I cannot stay here!"
:"The Lady will be angry with me!"
:"If my legs will carry me, I must flee this place!"
:''"By Stendarr's everlasting mercy, I'm free!"
:"What horrors await me?"
:"Sadly, there is no safe place in the City anymore."

Argonian:
:"The shell of the false egg has cracked and I am free!"
:"Waxhuthi! My scales were bound but are now free again."
:"Swim the foul waters to safety, dryskins!"
:"Am I truly free of my silken prison?"
:"It seems today is not the day I lick the Tree."
:"I thank you. Your scent is forever welcome in my nest."

Breton:
:"Let's go before they come back!"
:"Is it safe to leave?"
:"Flee! Flee, everyone!"
:"I'll never wear silk again!"
:"Don't leave the nest&mdash;danger lurks outside!"
:"Divines help me, I'm free!"
:"Must seek safety!"

Bosmer:
:"I laughed when my friend fell in the trap, and then she got me."
:"The spiders&mdash;I can feel them all over me!"
:"Of all the creatures, it had to be spiders!"
:"Nothing in the sewers can be worse than this!"
:"Finally I'm free!"
:"I must get home to my children!"
:"I have hope once more!"

Dunmer:
:"Many thanks! I would have not survived in that shell much longer.
:"The worst part is those legs, all those legs."
:''"Thank the Three, I'm alive!"
:"The sewers are safe," he said. I will never trust a scholar again!"
:"Get them off of me! The spiders!"
:"To the surface! Surely it's safe now!"

Imperial:
:"How do I get out of here?"
:"Must leave all this filth!"
:"That foul Daedra will keep me no longer!"
:"I'm free!"
:"By the Eight, I can breathe again!"
:"Let's go before they come back!"

Khajiit:
:"This one is free?"
:"Oh, to see the light of the moons once again!"
:"This one sees spiders everywhere. Perhaps there is no escape."
:"Spider silk sticks to the fur!"
:"Freedom!"
:"Too long has this one been trapped!"

Nord:
:"How can something so soft be so strong?"
:"I will never complain about the smell in Mother's stables again."
:"There's no shame in fleeing. To fight another day!"
:"The Lady can torture me no more. Thank you!"
:"Truly Evgir Unslaad is upon us!"
:"What is keeping you here? Run!"

Orc:
:"Beware the Lady. She will return!"
:"Watch out for the Daedroth!
:"Let me out of here!"
:"Save some Daedra for me!"
:"The Lady destroyed? If only my hand had killed her!"
:''"I will not be some petty Daedra's breeding vessel!"

Redguard:
:"Did someone slay the Lady or is this a deceit?
:"Tall Papa be praised, I live again!"
:"Must leave all this filth!"
:''"May Tu'whacca lead me from these horrors."
:"I shall not die today!"
:"My fate is not to die today."
:"Thank you, wayfarer!"''

Gallery
Online:Captive (Thrall Cove)

Captives can be found at Thrall Cove, captured by the Keel Cutters to be sold as slaves. For the related quest, you can free them on behalf of their captain.
 

Related Quests
Online:Captive (Bloodroot Forge)

Captives can be found in the Bloodroot Forge. They've been enslaved by the Dreadhorn Clan.
 

Related Quests


Quest-Related Events
thumb|right|A captive near Galchobhar's lair, encased in molten Nirncrux
Jerall Mountains:
:Captive: ''"Thought I'd wind up in Old Knocker's crooked teeth for certain."
:Captive: "They burned everything we had&mdash; but at least we're alive! Thank you!"
:Captive: "I thought the horned raiders were just rumors … I should have listened."
:Captive: "Who's safe from these Reach-dogs? Only Falkreath's walls, surely. We'll go there."

Sanguinary Veins:
:Captive: "What kind of vines throb and bleed?"
:Captive: "They don't even have hearts, just this cursed red rock where it should be!"
:Captive: "That thundering hammer. It never rests! I just want it to stop!"
:Captive: "Never seen Reachmen so rabid! They're mad!"

If freed by killing their guards:
:Captive: "I was sure they'd take me next. They only take the weak to the Forge."
:Captive: "They worked my son until he collapsed and sent him to the Forge. It's been days since I've seen him …."
:Captive: "They're preparing for war! This is just the beginning, I'm sure!"

In the Sanguinary Veins, you may come across two captives trapped in the molten Nirncrux on a stone island near some Fire Shalks:
:Captive (Argonian): "Now we're trapped! We should have run with the others!"
:Captive (Altmer): "No, look! Their fire-spit can't reach us here. We just have to hold out …."
If you kill the Fire Shalks:
:Captive (Altmer): "Thank you! See, we made it … just take it slow back over the rocks."

After defeating Stoneheart, some of the captives will free themselves but are rounded up by Rena Hammerhands, significantly, a cloud of red nirncrux dust will surround them initially:
:Captive: "We're free! The way is open, we should run while we can!"
:Rena Hammerhands: "Run? While our kin still claw at the rock for these curs? Never!"
:Rena Hammerhands: "Nord blood was spilled for these weapons, but it won't be spilled by them! We fight!"
:Captive: "We fight!"''

You come across a group of captives facing Galchobhar. Here, you are showed the dungeon mechanic where Galchobhar throws his weapon during battle, and learn that it's not a good idea to stay on the main island when this happens:
:Captive (Nord 1): "No way forward! No way back! Let us through, monster!"
:Captive (Nord 2): ''"The only thing it'll understand is pain! Slaughter it and be done!"
:Captive(Argonian): "Carve out its stone heart!"''
Galchobhar throws his mace into the ground and a massive ring of flames disintegrates the rebels. When he roars, the cavern shakes, and rocks fall from the ceiling, allowing you to cross the molten Nirncrux to reach the island where he stands.
Online:Captive (Western Skyrim)

Nord Captives can be found held hostage by a pair of vampires and their death hound in the wilds of Western Skyrim. The vampires can be fearmongers or darkblades.
 

Dialogue
thumb|right|Save them from the Vampires
While in captivity, the Captive may call for help, prompting their abductors to respond.
:Captive: "Help! Gods, somebody please save me!"
:Captive: "Help! Please!"

:Vampire Fearmonger: "Enough screaming! This one thinks we should just kill him now."
:Vampire Darkblade: "Perhaps we should feed him to the dog."
:Vampire Fearmonger: "Oh, yes. What a lovely idea."

:Vampire Fearmonger: "This one is so very thirsty … can we drink from him yet?"
:Vampire Darkblade: "Just a taste, then."
:Captive: ''"No, please don't! I'm not any good!"
:Vampire Darkblade: "Not too much. We need him alive to be harrowed."

:Vampire Darkblade: "No one is coming to save you, fool."
:Vampire Fearmonger: "Oh, this one will save him."

After you save him, they may say one of the following:
:Captive: "Thank you, friend! You saved me!"
:Captive: "I'm still alive! Thank you, kind stranger!"''
Online:Captive (Greymoor Keep)

Nord vampire Captives can be found in the kennels of Greymoor Keep. After you find the lever to their cages, the a group of them will flee.
 

Related Quests
Online:Preview Crate: Nightfall

256px|right
A single Preview Crate: Nightfall was available to players who pre-ordered Greymoor. Unlike regular Nightfall crates, the Preview Crate does not contain random rewards. It can be distinguished from regular Nightfall crates by its blue and grey color, as opposed to the usual red.

These crates are guaranteed to grant a Duskfire Nectar Bat pet, as well as the Hircine's Hunt head and body marking.

The rewards are as follows, grouped by rarity with Legendary rewards being the rarest:



; 
 
Duplicate Legendary rewards grant   from extraction.
Lore:Lizard-Steed

Lizard-Steeds are useful lizards shaped by the   to look like large animals commonly used as mounts by the people of Tamriel. The Hist shaped them as such to allow the   people to travel long distances in the swamps. Horses, wolves and the like are not suited for long travel through the deep swamp, but lizard steeds are. Furry mounts can get stuck in the mud, catch sloughskin from   or eat poisonous flora and die. Lizard steeds do not. 

The origin of the Lizard-Steeds is similar to the Argonian's origin. The Argonian Parable of Becoming states that the Hist found the humanoid forms of Men and Mer useful, molding the form of the swamp’s lizards after them to create Argonians. 
 

Gallery
 

References
Calipers

Beyond Skyrim: Calipers is a minor release from Beyond Skyrim which adds Calipers, an item very common in Oblivion but not present in Skyrim, to Skyrim.

''Introducing Beyond Skyrim: Calipers, the next epic chapter in the Elder Scrolls saga. From the defeat of Alduin, to Solstheim, to calipers, this latest Skyrim content release serves to solidify the diversity of the Dovahkiin's adventures. Featuring millions of calipers and your favorite Daedric Prince, Dark Creations and the Beyond Skyrim team are proud to present Beyond Skyrim: Calipers!''
 
Gameplay Information
Items
Calipers
Online:Death Hunters

The Death Hunters are a group of like-minded individuals who can be found around Tamriel, hunting and bringing down the most dangerous of quarry. In particular, they have a taste for hunting down vampires and werewolves and will attack any that approach them.

Sometimes the vampire or werewolf will win the fight and you can find the bodies of the group which tried to kill them.
Online:Vallkir

Vallkir is a Nord civilian found at Kyne's Aegis. He is being protected by Nelgarde at the second group of enemies. He can be found warming himself by the hearth near the crafting stations after Lord Falgravn is defeated.
Online:Nelgarde

Nelgarde is a Nord soldier found at Kyne's Aegis. She is protecting Vallkir at the second group of enemies.
 

Dialogue
When you approach, she yells:
:Nelgarde: "Help! Over here!"
Lore:Behold the Lunar Champion

Welcome, honored guest, to the Hall of the Lunar Champion.

Behold the life of the Laughing Lion, Khunzar-ri! Visions of his humble origins, his grand adventures, and his tragic end at the hands of The Betrayer all lie before you.

Three tablets rest upon altars in this sacred chamber. Approach each with a pious, laughing heart. By the light of Jone, the text shall become manifest, allowing you to walk the path of our greatest hero.
Lore:Behold Khunzar-ri's Betrayal

Brave Khunzar-ri, who sprung from the womb with Azurah's secrets upon his lips and Alkosh's great strength branded upon his claws, prowled the world alone for many years. But his laughing spirit yearned for fellowship. As is often the case with great heroes, Khunzar-ri had many friends, but few true companions. To those lucky few he did call "Kra'Jun battle-friend," he showed nothing but kindness and fiercest loyalty.

Alas! The price of loyalty is, too often, betrayal! In the ancient Halls of Colossus, the foul Betrayer broke the bonds of Kra'Jun and struck Khunzar-ri a mortal blow. In so doing, he struck his own name from history, his own head from his body, and his own honor from his soul.

We remember the sleek Khunzar-ri, we remember the betrayal, but we do not remember the Betrayer. May his thirst for fame and power be quenched only by the choking dust of obscurity!

These are the words, and the words are true.
Lore:Behold Khunzar-ri's Guile

Many and many were  's triumphs. In time, his victories grew like sugar-blossoms in vast fields beyond counting. Mountains of fragrant garlands, heady wines, and great sacks of gold filled every room of his grand treasure palace. Indeed, all the riches of the sixteen kingdoms stretched out before him—begging to be claimed! But wealth, like fruit, grows sour with age. At length, he resolved to give it away.

And so, with a joyful heart, the Laughing Lion set out in search of a worthy recipient. In a fortnight, he found himself at the creaking gate of an ancient adeptorium. So drafty and bleak was the structure that even the rats refused to dwell within it. Only a pawful of wretched adepts made their home there. With sullen eyes and threadbare vestments, the sad Khajiit did naught but attend to their chores—shuffling from cloister to chapel with the pathetic gait of wounded birds.

Brave Khunzar-ri felt his chest swell with purpose. Surely, these were the rightful inheritors of his vast fortune. But when he offered the riches to the order's abbot,  , the elderly cleric shook his head. "We need only thin soup and prayer to sustain us,  -kin." And with that he prepared to return to his chambers. Khunzar-ri gazed over the old cleric's shoulder and saw the pleading faces of his adepts—faces desperate for even the modest joys of a bowl of sweetrice.

Thinking quickly, the Laughing Lion roared, "Wait, abbot! Khunzar-ri will make you a wager. If this one can pluck the Moons from the sky and bury them at your feet, you must accept any gift he offers. If Khunzar-ri fails, he will forsake his call to adventure and join you here in this adeptorium forever. What say you?"

Savda-jo, filled with eagerness to see the proud warrior humbled, quickly nodded his assent.

Brave Khunzar-ri smiled broadly, knowing that his victory was assured. With a joyful spirit, the hero bounded over the sour abbot's head and landed heavily upon the adeptorium's roof. The structure's ancient spire creaked and sighed as the massive Pahmar-raht clawed his way to its summit. And there, to the abbot's great dismay, Khunzar-ri plucked an iron effigy of   and   from the wood with one great yank. When the Laughing Lion returned, he quickly scooped a pawful of clay from the ground and dropped the statue in the hole with a flourish. Savda-jo, thus humbled, rent his gaments and wandered into the wilderness, never to be seen again.

With a fortnight's effort, Khunzar-ri transported his great wealth to the adeptorium. In honor of the scheme that liberated them, the new abbot renamed the shrine   and assured the Laughing Lion that he would always have a place among the grateful adepts.

Behold the wonders of a hero's guile!

These are the words, and the words are true.
Lore:Behold Khunzar-ri's Ambition

was not a humble  . Even as a young cat on the prowl, he dreamed of grand adventures, honor, fame, and a place in history. And with his own claws and a positive disposition, he achieved all that and more. But he did so in a way that endeared him to others. It was something in his smile.

Take, for example, the time he hired a scribe to follow him around and record his exploits. The scribe, an unimposing   whose name has been forgotten, dutifully wrote down pages and pages of anecdotes from the daily life of Khunzar-ri. She constantly remained by his side, despite circumstances, danger, or propriety, in order to carry out her assigned duties.   became so annoyed by the Alfiq's presence, that she refused to associate with Khunzar-ri until the scribe departed. Khunzar-ri shrugged and wished Anequina well during their sabbatical. "Too much of Zar makes the heart beat too fast," said Khunzar-ri with a sigh as she walked away.

A few days later, as dusk spread across the land, Khunzar-ri and his Alfiq scribe came upon a young Khajiit warrior. He appeared upset and unsure what to do, holding his spear and staring across the stream at a trio of ravening  s. "You seem troubled, friend warrior," said Khunzar-ri, his scribe writing furiously to record every word. The young warrior turned. "Those  s attacked this one's village," he said, "killing some, maiming others, and stealing the great   that was roasting over the village cooking pit for our  . This one came to retrieve the carcass, but fear of the three trolls stays his hand. This one will be marked a coward and never gain honor and prestige in his own home."

Khunzar-ri considered the young warrior, the spear, and the three river trolls across the way. He held out his hand and motioned for the young warrior to give him the spear. Once he had tested the weight and straightness of the weapon, Khunzar-ri called to the trolls. "River trolls of a most ugly and disgusting countenance," he yelled, "this one has a gift for you!" Curious, the three river trolls lined up to see who had dared call out to them. They looked like a single body with three heads, one peaking out from behind another. "Perfect!" said Khunzar-ri, and he threw the spear with all his might. It pierced all three trolls and pinned them to a nearby tree, where their blood flowed down to feed its roots.

"Go," Khunzar-ri said to the young warrior," retrieve the festival meal and return to your village as a hero."

"But Khunzar-ri," the Alfiq scribe asked, "that was your kill! And a great kill it was, too! What of your ambition?"

Khunzar-ri shrugged. "Zar's ambition is as strong as ever, but the young warrior needs this honor more. Besides, there will be an even more spectacular adventure tomorrow, Zar just knows it!"

These are the words, and the words are true.
Lore:Pridehome

Pridehome is a monastery found deep in the jungle reaches of the Tenmar Forest, in the province of Elsweyr. It is a place of meditation for those that worship the Dragon-King of Cats, Alkosh and prepare for the end times when dragons return after years of extinction.  It is the home of the Pride of Alkosh, a group of warrior-monks that consist of the Forgotten Manes, who dedicate themselves to maintaining peace throughout the province until they pass on.  
 

History
Pridehome was built in the late   (sometime during the reign of  )  by the Forgotten Mane,  , before she fell in battle against the   at  . The Grandmaster of the  ,   called to the moon-priests of Pridehome for help and defeated the dragon with the wisdom of Alkosh.  It has since brought other Forgotten Manes in, giving them a purpose in life, as they are overseen and cared for by the clanmother. 

In  , one of their own Forgotten Manes,   had left the monastery when he learned all that he could from Alkosh, but felt that he could overcome the other spirits of Elsweyr, like  , and felt that he need to rule over his people.  He became manipulated by the returned Black Beast, Laatvulon, who promised him the power of the  , turning him his  .  From then on, Ra'khajin created the   and gathered significant influence throughout the region. All of which lead to the razing of Pridehome and the slaughter of its priesthood. The Clanmother,   was killed in action, but the Dragonguard intervened and dispelled the order before any further damage occurred. 

Gallery
 

See Also
For game-specific information, see the ESO article.
Books


References
Online:World Events

rightright
World Events, also known as Incursions, are large-scale activities that occur periodically at fixed locations in each zone. They are designed to be the most difficult type of overland content, intended for groups of four or more.

There are currently five types of World Events:
Dark Anchors, found at Dolmens throughout the base game Alliance zones and Cyrodiil
Abyssal Geysers, found throughout Summerset
Dragonscours, found in Northern Elsweyr and Southern Elsweyr
Harrowstorms, found at ritual sites throughout Western Skyrim, Blackreach: Greymoor Caverns and the Reach
Oblivion Portals, found throughout Blackwood and the Deadlands

Smaller versions of world events designed for solo completion, such as Dark Fissures and Abyssal Pools, can be found as Encounters in some zones.
Skyrim:Blackwater Brigands

The Blackwater Brigands are a group of bandits found at Orphan's Tear during the related quest. They fancy themselves as pirates but do not possess a ship. According to ''Celeste's Note, they plan to recover the fabled ship Dead Man's Dread'' from Blackbone Isle. 

Members


Related Quests


Locations
Orphan's Tear

Notes
The original Blackwater Brigands appeared in Oblivion.
Blades:Tournament Trials: Najeepa Swims-in-Blood

Quick Walkthrough
#Defeat Najeepa.

Detailed Walkthrough
Najeepa is weak to poison damage, so make sure that you have a weapon that is enchanted with poison damage and utilise spells such as poison cloud.
Online:Heavy Sack

thumb|left|A heavy cratethumb|right|A heavy sack 
Heavy Sacks are lootable containers containing crafting materials which are found across Tamriel. They are green sacks tied with a brown strip of leather, and are about knee-high. They are located in dungeons and throughout the world in overland zones. They are similar in function to Heavy Crates, which only appear in Coldharbour. 

When you loot a heavy sack, you'll gain a stack of ten raw materials for blacksmithing, clothing, woodworking and jewelry crafting materials. A haul containing raw materials from one of these professions may include ten samples of platinum dust. If you manage to loot enchanting materials, you'll get two stacks of five runes. These stacks contain one type of rune each, and can contain Potency, Essence or Aspect Runes. For example: you may loot a heavy sack to receive five Dekeipa runes and five Notade runes. When you loot alchemy ingredients, you will receive either five base-game reagents or ten potion solvents. An example of a haul featuring alchemy ingredients is a player receiving five Bugloss or ten samples of Lorkhan's Tears.

Trait stones and Style Materials for armor, jewelry and weapon crafting cannot be looted from heavy sacks. 

Heavy Crates can contain four alchemical reagents or ten raw crafting materials.
 

Locations
Aldmeri Dominion












Daggerfall Covenant














Ebonheart Pact














Neutral






DLC
Online:Corpse (Daggerfall)

This Corpse is Roy, a member of the Daggerfall royal family's intelligence network. He was killed by a member of the Bloodthorn Cult after he figured out they were going to attempt to assassinate King Casimir. His dog Giblets will lead you to him and his shopping list.
 

Related Quests
Online:Corpse (Hag Fen)

This Corpse can be found in the Hag Fen during the related quest. It's possible she is one of the women with the Camlorn refugees that were kidnapped by the Bloodthorn Cult.
 

Related Quests


Quest-Related Events
You can examine her corpse.
:" "
Online:Corpse (Sphere Assembly)

There are four Corpses, any of which can start the quest, each corpse is near a Dwarven part.

One corpse is west of Sainstsport Wayshrine - its associated part is in the wreck of a ship on the southerly tip of the main island. Another corpse is on a small island, southwest of The Spearhead. Its Dwarven machine part is near the body. The third corpse is south of Rash Merchant's Plummet, and the machine part is near the corpse. The last corpse is southwest of Sandy Grotto Wayshrine - again, the part is near the corpse.

Upon interacting with the first corpse that you choose, a note talks about relics being somewhere in the desert with a bounty for them. When all four parts have been collected, return to Rulorn in Port Hunding.
 

Related Quests
 

Quest-Related Events
Each corpse has a different greeting:
:Sainstsport Wayshrine Corpse: " "
:The Spearhead Corpse: " "
:'''Rash Merchant's Plummet Corpse: " "
:Sandy Grotto Wayshrine Corpse: " "

To start the quest you can continue with any of corpses:
: 
: 
: 
: 'A reward is hereby offered for all Dwarven relics delivered in good working order. Monies paid depend on condition, rarity, and usefulness of said relic. Pieces of relics are also accepted, depending on condition.' —Rulorn
: '''
Online:Corpse (Heimlyn Keep)

A Corpse found around Heimlyn Keep. During The Curse of Heimlyn Keep, you need to collect hearts from five of these unfortunate souls, who died when they were caught in the spellplague that was unleashed there.
 
 A male Corpse.
 

Related Quests
Online:Corpse (Ivarstead)

A Nord Corpse can be found north of Ivarstead.
 

Related Quests


Quest-Related Events
You can examine the corpse during the quest. It is guarded by the terrifying Greatclaw.
: