Netruk44/uesp-wiki-content huggingface dataset:
Lore:Hammer of Glass

The first   started not as a city but as an armed camp. Eventually, the camp grew into a village, and the village expanded into a town. In just a few short years, it became a sprawling, indefensible mass of people and buildings that were ripe for attack.

Forge-wife  , first and greatest of King  's many wives, sought out a master mason to build a stone wall around the city and define its borders. He had to be a master crafter, as well as possessed of the skills of a warrior and a negotiator to complete the task in record time. She chose   to handle the job.

Kuthbarg did as he was tasked, raising strong walls around   that can still be seen to this day. As a reward, he was given the Hammer of Glass—a hammer carved from a single crystal. It is believed that the striking sculpture still resides in the ruins of Old Orsinium.
Lore:Heart of Zandadunoz

In the dark days after   of the first  , the vicious titan   terrorized southern  . Desperate  s went so far as to form a cult devoted to the service and worship of Zandadunoz.

As Zandadunoz's followers gathered to perform heretical acts in the titan's name, another group of warriors banded together to slay the  . Thruz gro-  led the  , who dedicated themselves to making southern Wrothgar secure.

After weeks of endless battle, Thruz's band defeated the cult, but at a great cost. With only twelve warriors remaining, Thruz attacked Zandadunoz in the shadow of  . He defined the notion of the Orc hero by ripping the titan's black and fiery heart from its chest, even as its flames consumed him. The heart transformed into a phylactery, supposedly capable of recalling the titan from   to once again threaten the Orsimer.
Lore:Horn of Beasts

The shaman of  ,  , placed all his considerable power in the Horn of Beasts. Although the shaman shunned   for most of his life, calling it " 's folly," he nevertheless appeared within the city shortly after the start of the siege.

The Wild-Walker and King   had little love for one another, but the king accepted the Horn of Beasts graciously. "Never use it more than once per cycle of the moons," the shaman warned. Then Zbulgat departed. Golkarr, meanwhile, used the horn to summon the creatures of Wrothgar.  s,  , and hundreds of other wild creatures rallied to defend the city walls.

For the early years of the siege, the horn had a significant impact on the course of the war. Unfortunately, Golkarr decided to sound the horn three times during a single moons cycle, and on the third blare the horn cracked. It is said to still rest somewhere in  .
Lore:Imperial Architect's Correspondence

Honored members of the  ,

It is with great pride that I report we have finally found   legendary  ! As you know, the city's underground is a complex nest of sewer drains and crumbling   ruins. We've always assumed that there was a grand design in their construction, but lacked the requisite resources to prove it. Now, with help from   and the wise  , we've been able to delve deeper than we ever thought possible.

Our survey indicates that all channels and passages eventually lead to the Centrata, a massive underground chamber that houses the  's foundation. I can tell you, it is quite a sight to behold. The Tower rests on a stone monopile, supported by six massive vaults. The significance of this discovery cannot be overstated. It confirms countless architectural theories about the six districts' connections to the Tower and the age of the city's infrastructure. It might also grant us valuable insights into the nature of the White-Gold Tower and its power over  .

I would like to conduct a more thorough investigation, but our esteemed benefactor Mannimarco has declared the area off-limits. I do not mean to sound ungrateful. Without his help we never would have found the Centrata. But we still have a great deal to learn about how the chamber was constructed. I hope that the Elder Council might intercede on our behalf.

Best regards,

 ,   Architect, Council for Civic Planning
Online:Dro-m'Athra

The dro-m'Athra are former Khajiit whose spirits were corrupted by the Bent Dance, the drumming of the Dark Heart of Lorkhaj. They serve Namiira, the Great Darkness, and reside within the Dark Behind the World. It is considered bad for the humors to even think about the dro-m'Athra for too long, lest these dark spirits have a foothold from which to corrupt an individual. The Twilight Cantors usually arrive in their wake to drive them back. They are similar to shades. For more information, see the Lore Page. 

There is a skin and a crafting style based off of them.
 
The Bent Dance|thumb
 
Members


Locations
 

 
 
 
 
 
 
 
 
 

Related Quests
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Notes
Dro-m'Athra used to look more like shadows than substantial beings in early versions of the game. With the release of the Maw of Lorkhaj as part of the Thieves Guild DLC in Update 9, the new shader was introduced. However, it was not immediately applied to all previously-existing dro-m'Athra, some of whom (such as the Dark Mane or Elder Sa-m'Athra) still use the old appearance.

Gallery
 

See Also
For more information, see the lore article.
Online:Legion Zero

is an Imperial Legion that has sworn fealty to Molag Bal. They are the survivors of the legions that were present in the Imperial City when the Daedra invaded, although members are forced to drink the Blood of Coldharbour and eventually become mindshriven. 

Members


Locations



Quests




Notes
A Legion Zero-inspired outfit style was released during the January 2020 Midyear Mayhem, but is not worn by any members.
Online:Frostedge Bandits

The   are a bandit gang found on Bleakrock Isle. They have been hired by the Daggerfall Covenant to terrify the locals and reawaken Daedric magic within Hozzin's Folly mine. They can be found at Hozzin's Folly and the Frostedge Camp.  A Frostedge Bandit Disguise can be used to avoid combat with the bandits.

Members


Locations



Quests
Online:Dragonguard

The   are the predecessors of the  . Originally from  , the Dragonguard came to   to serve the  ,  . Although officially disbanded at the end of the  , the Dragonguard continue to wait for the next Dragonborn to claim the Ruby Throne. They are seemingly unrelated to Clivia Tharn's Elite Guard. 

Dragonguard Orland, the seemingly last member of the order in Elsweyr, has a bounty on his head placed by Euraxia Tharn to appease the returned dragons. Sai Sahan returns to reform the Dragonguard in Southern Elsweyr, featured in the Dragonhold DLC.

Joining the Dragonguard
In the Dragonhold DLC, players are able to aid Sai Sahan in the reconstruction of the Dragonguard. Unlike other factions that feature their own skill lines, players enjoy other perks that are acquired by rebuilding the Dragonguard Sanctum. Rebuilding the sanctum is done by doing quests related to the Dragonguard. Quests from the Main Story of the Dragonhold, as well as dailies obtained from the Sanctum's quest givers, Chizbari the Chipper and Dirge Truptor, count toward the progress. Progress can be tracked in the achievements list, and every milestone unlocks more NPCs to liven up the Sanctuary. The notable unlockable perks at every milestone are:
A Call to Arms achievement unlocked (milestone of 4 quests): Chef Service unlocked.
Restoring the Order achievement unlocked (milestone of 12 quests): Dragonguard Inner Sanctum unlocked, as well as the crafting station for the Ancient Dragonguard set.
Reforging the Dragonguard achievement unlocked (milestone of 20 quests): Achievement Furnisher NPC unlocked. The Good Bits quest becomes available, which grants access to the alchemy reagent Dragon Rheum upon completion.
Dragonguard Operative achievement unlocked (milestone of 30 quests): unlocks access to the daily rewards chest, the Dragonguard Supply Chest, located in front of Dirge Truptor.

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Gallery
Online:Watcher Garalan

Watcher Garalan is an undead Nede found in Skyreach Catacombs. Along with Shavmar, and Armok he sacrificed himself to seal Virmaril in the catacombs after his betrayal of the Nedes. In order to reach Virmaril you must destroy Garalan and the other watchers.
 

Related Quests


Skills and Abilities
;Flare: A basic ranged attack that does moderate frost damage.
;Void: The enemy summons a purple orb from the sky that explodes when it hits the ground splitting into three projectiles dealing moderate magical damage. Although there is a large red circle indicator for this attack, the player will not take damage unless hit by the projectile itself. This attack can be interrupted to set the enemy off balance or simply avoided.
;Heat Wave: The enemy releases fire along the ground in the direction it is facing. This attack does moderate flame damage to all players hit by it. This spell can be interrupted to set the enemy off balance or simply avoided.
;Fire Runes: The enemy shoots two fireballs in the air which form two fire runes when they land. The runes do moderate flame damage over time to all enemies within the red circles and should be avoided. Players should be prepared to move as soon as the attack casts as one rune will always be cast on top of you.
;Magelight: The enemy summons a mote of magelight, revealing stealthed and invisible players around itself for 5 seconds. Exposed players cannot return to stealth or invisibility for 3 seconds.
;Annulment: The enemy casts a protective ward and gains a damage shield for 6 seconds.

Notes
Despite looking like a dragon priest, Garalan is a Nede and therefore unrelated to those Nordic forms of undead.
Lore:Liquid Silver (book)

Minerals and ores of all types fill  's mountains.  ,  ,  —they can all be found in great quantities. But there are rare metals found here and nowhere else on  . One such rare metal is the elusive  .

  prize liquid silver and blacksmiths covet it, even though neither has found a practical use for the slippery metal. Yet.

Liquid silver is a heavy, viscous metal thought to have healing or life-prolonging properties. It is also believed to have a severely adverse effect on  . Bolts infused with liquid silver, therefore, are a rare and highly prized component in any   member's arsenal. The   in Wrothgar was once a rich source of the rare metal, but the mine hasn't been in service for many years.
Lore:Mad Urkazbur's Ice-Effigy

History isn't relegated to the past. It is created every day with each significant event that takes place. Take, for example, the threat of the   shaman,  . This ogre elder has arisen as a powerful leader among the brutish creatures, gathering a small army in the wilds of northern  .

Not only does the mad ogre command his powerful brethren, but he seems to possess the   to control snow and ice. His impressive abilities include the power to create enchanted duplicates of himself made entirely of ice. These effigies start out small, about the size of a child's doll, and grow large enough to fight at his side.

Once this clear and present danger is dealt with, the museum would love to display an ice-effigy to commemorate the event. If collected before fully enchanted, the effigy remains small and frozen—a perfect relic of a recent threat.
Lore:Map of Clans

For most of its history, the   people have shunned written records and relied on oral traditions. But one early Orc scholar,  , collected the oral tradition in the celebrated volume, "History of the 13 Clans." Though the original manuscript was lost and probably destroyed (not every clan agreed with Thugbo's account of origins and territory), the map depicting the locations of the first strongholds survived.

Worn by time and stained with water, ale, and blood, Thugbo's Map of Clans indicates where he believed each of the 13 clans established their homes at the end of the  . It only survived because it somehow found its way into a   museum. King   purchased the map, but the courier never arrived.
Online:Master of Martial Knowledge

was known for his mastery of all known weapon types, he learned from…"
Lore:Nerulean's Guide to Phantoms Vol. II

(frantic and angry scribbles cover the page)

The Bargain Man

:Merchants are, by and large, the most superstitious members of  ic society. Almost every peddler and moneylender I've spoken to has at least one or two ghost stories to tell. Most of them are common nonsense, but a few bear further study.

:One entity that came up again and again was a specter known only as "The  ." Most merchants visibly paled at the mere mention of his name. Those who would talk about him did so only in whispers.

:Apparently, the Bargain Man is a phantom that can be summoned to act as an intermediary between two remote business partners. When a contract is signed, the Bargain Man will conduct deliveries between the two parties, allowing goods to move great distances at a hare's pace. But as with all things, this service comes at a price. Should either party violate the terms of the contract, the Bargain Man metes out an "appropriate" punishment, then vanishes. 

:This is where the story begins to fray. No one knows what the punishment entails. It may be unique to each individual. Some say that the ghost simply steals goods from the delinquent party until the balance is paid. Others swear that it brutally murders any person who falls short on a deal. I'm in no hurry to find out which is true."
Lore:Nuzava's Anvil

One of the most revered metalworkers of the premier clan of metalworker is the ancient smith,   of   Clanhold. The highly respected forge-wife defined the distinctive style of Morkul's arms and armor.

Her skills were in such demand that she had a special travel anvil prepared that she could take with her from stronghold to stronghold. The anvil was covered in intricate carvings that many suspected were arcane runes. She laughed at such tales, saying her skills needed no magical enhancements, but the claims continued.

Whatever the truth, legend indicates that any smith who tried to use Nuzava's anvil would suffer a work-related accident. Hammers broke, metal shattered, and even fingers were smashed by ill-placed blows. Nuzava and the anvil disappeared when she was returning from a long trip abroad. She sent word from the Icy Shore that she'd be home soon, but she never arrived.
Lore:Ode to My Jade Princess

My sweet, my blade, my lady love. 
Your pommel fits my hand like an armored glove!

I promise to never let our attraction dull, 
Even when we've crushed his skull!

My lady love's figure like a statue from marble hewed, 
Just the sight fills me with a lust for you.

Our blade of love need never sharpen, 
While we cuddle behind the curtain darken!

With your keen love ever near, 
My heart never knows the touch of fear!
Online:Patrolling Horrors

Patrolling Horrors are bosses found in the districts of the Imperial City. As the name would imply, they patrol the district rather than standing in place. Unlike most enemies, the Patrolling Horrors are not leashed. This can make fleeing impossible once you've triggered their aggression. Patrolling Horrors are designed to be taken on by large groups, although large Tel Var Stone drops encourage smaller and more skilled group play. They are guaranteed to drop   needed to open Trophy Vaults.

Patrolling Horrors are comparable to the Coldharbour Elite Guard, patrolling elite enemies found in the Imperial Sewers.

Patrolling Horrors
Arboretum
thumb|right|The Screeching Matronthumb|right|Baron Thirsk
Lady Malygda &mdash; a Spider Daedra who spawns on the junction at the southeast part of the circular road, on the opposite side from the flag.
Ysenda Resplendent &mdash; a Harvester who spawns on the northwest part of the circular road, just in front of the flag. 

Arena District
Glorgoloch the Destroyer &mdash; a Flesh Colossus 
King Khrogo &mdash; a Daedroth

Elven Gardens District
The Screeching Matron &mdash; giant Clannfear who spawns at the central crossroads.
Zoal the Ever-Wakeful &mdash; a Watcher

Memorial District
Nunatak &mdash; a Frost Atronach that spawns on the southernmost part of the circular road, just in front of the flag.
Volghass &mdash; a Flesh Atronach

Nobles District
Amoncrul &mdash; a giant Bone Colossus 
Baron Thirsk &mdash; a Grievous Twilight

Temple District
Immolator Charr &mdash; a flaming Ogrim
Mazaluhad &mdash; a Lich

Antiquity Leads
Patrolling Horrors have a chance to drop the following Antiquity Leads:

  (Death Dealer's Fete)
''' ''' (Malacath's Band of Brutality)
  (view furnishing)
'''  (view furnishing)
 ''' (view furnishing)

Achievements
There are a few Achievements associated with Patrolling Horrors.
Lore:Code of Malacath

thumb|A Statue of Malacath The  , also known as the Code of Mauloch, is a set of unwritten rules which instructs  s on how to deal with matters of honor and vengeance, but also covers daily life.    According to legend, it was revealed to the Orcs on the day the   was corrupted and transformed into the    . He spoke the Code to his faithful, and swore vengeance against those who would break it. 

The Code is considered one of the three constant truths of life among the Orc clans, the other two being "the stronghold" and "the grudge". These three truths are said to be represented in the Orc-afterlife by the   - Malacath's stronghold in the  . It's said that adherence to the Code by Orcs keeps this fires of the forge alive, and the white-hot coals are the literal manifestation of the bloody Code of Malacath. The Code fuels the fires of emptiness, betrayal, and broken promises, imbuing every newly forged Orc with a foundation of grievances and resentments that will take them far in the mortal world. The hope is that every generation will be better than the next thanks to the efforts of the generation before it and its ability to adhere to and follow the Code of Malacath. 

The code contains many simple precepts, which are mostly tacit  and include prohibitions on theft, murder, and assault, though ample exceptions are made to these rules.   More explicitly, the Code encourages respect for forging and blacksmithing, requiring vengeance for insulted honor, and recognizing that death in combat is pleasing to Mauloch.  Orcs believe if something is not worth fighting for, it is beneath the Code. 

The Code sets rules for how to select a stronghold's chief through challenge and combat, and the "traditional roles" of the chief and his wives.  The Chief is normally the strongest male, and it is he who makes decisions for the clan and decides when the Code of Mauloch has been satisfied. Nearly all the women of the stronghold are the Chief's wives or daughters; the exception being the stronghold's wise woman, who handles healing and spiritual matters. Disputes are settled through short, violent fights. Orcs who displease the Chief are normally banished from the stronghold, being forced to live amongst the other races.  

Orc strongholds have no jails.  If someone commits a crime, the penalty is the "Blood Price", to be paid to the victim or their surviving relatives.  This involves payment in goods as restitution, or bleeding "enough" to satisfy the victim that punishment has been met. Some Orcs use a scale for weighing out blood price amounts, with different gold weights labeled "Chief", "Wife", and "Warrior".  In other cases, some Orcs keep detailed a record of all of the grievances and insults their family has suffered, with dates, specifics, and planned responses. 

Notes
Stone paperweights inscribed with the Code of Malacath were commonly found during the mid-Second Era. 

References
Online:Undaunted Infiltrator

Undaunted Infiltrator is a dungeon set that drops in Arx Corinium. It cannot be crafted. Pieces are Mercenary Style in Medium Armor.

Bonuses
 
2 items: Adds   
3 items: Adds   
4 items: Adds 15-657 Critical Chance 
Pieces
The set consists of medium armor and jewelry in all slots, as well as weapons and shields of all types. Unique pieces include:
, the Fanged Menace's unique loot.
, Sliklenia the Songstress' unique loot.

Drop Locations
Lore:Anaxes

Anaxes is a   who serves as an agent of the    . He bears some relation to another Xivilai named  .

Like Kathutet, Anaxes once served   as a torturer and guard. In  , he and Medrike were sent to   by Bal to defend a  . However, they were swiftly banished by the   and the Anchor was released.  Sometime after this, Anaxes, Medrike, and Kathutet came into the service of  .

Circa  , Kathutet was ordered by Dagon to serve   in  . He was charged with keeping order in the  , where the souls of "unmortal"   members took part in ceaseless combat to prove themselves. Anaxes was appointed Lord of the Savage Garden, and became feared by the cultists as the worst of their tormentors. The cultists eventually succeeded in trapping him in a cave. Although Kathutet regarded the humiliation of his imprisonment as a fitting punishment, Anaxes' shame made a mockery of Kathutet's authority. Seeing the matter as too insignificant for his own attention, Kathutet attempted to bring the Hero of Kvatch into his service in order to free the Xivilai. The outcome of this proposition is unknown, and Gaiar Alata was destroyed shortly afterward.  

Gallery
 

References
Lore:On the Tel Var Stones: Volume 1

To the Imperial Academy of Alchemists:

First, a warning to fellow alchemists: this recipe was developed under my careful scrutiny—the product of countless hours of study and experimentation. While the credit is unquestionably mine, I would be remiss if I didn't acknowledge my unschooled but gentle servant,  . While a capable student, Azei suffers from some foolish notions about  . He repeatedly warned me against destroying these objects, citing some ridiculous connection to the  , or to Creation itself. Such speculation is rubbish, clearly unfounded, and should not color anyone's experimentation on these stones.

As to the recipe itself, it is imperative that all steps are heeded without deviation. I am certain of their outcome only when performed by one of my immaculate brilliance. If incompetent hands attempt this, the outcome may be unstable. Such are the risks in our estimable profession!
Lore:On the Tel Var Stones: Volume 2

To the Imperial Academy of Alchemists:

The preparation of the   shall be performed thusly:

Grind a Tel Var Stone in any mortar and pestle in whatever quantity you please. Add filtered water and distill it in an alembic of expert and scholarly make, separating the vapor for separate study. Pour the powdery soup into a calcinator of inferior quality, and only such, as the natural vugginess of the ramekin made from simple materials will prevent the entire mixture from turning to ash. Stir and clear it with an iron ladle, gathering together the whitish curds that swim at the top like rendered fat. When the color of the water is clear no longer (and, in fact, emits a rather odd glow) strew upon it auripigmentum powder equivalent to the initial quantity of the Tel Var Stone powder, plus about as much realgar as will lie upon a half   coin piece of eighteen or twenty pebble weight. After the auripigmentum and realgar have wed, stir in a capsule of   powder as well. The powder will flash and glow. When the glow subsides, take out the now iridescent curds with a ladle having a lip or notch in the brim for regimented measurement, and release precisely half of the mixture into a master alchemist retort. Extract a few small drops of the remaining liquid and allow it to trickle out of the dropper into a separate phial of purified water. Please note: if these driblets are round and without tails, then there is not enough Tel Var within—likely due to insufficient heat. If this indeed the case, the recipe is lost, and the  ka held in stasis has been released without study.

(Note that if your assistant is of simple and superstitious mind, this failure may evoke a gentle weeping, as they may believe that some of the essence of Creation has been lost. This is, of course, not the case. You should give your assistant a stern rebuke, as any tolerance of this belief will only foster further ignorance.)