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

Kloxu is an Argonian hunter of the Root-Whisper Tribe who can be encountered in the Mists during the dream-wallow. He is the leader of the hunting party which has tracked down appropriate prey for Mateem's chukka-sei, as is his duty as Mateem's teacher.
 

Related Quests
 

Dialogue
As you explore the marshland as Mateem, Kloxu will call down to you from atop a xanmeer.
:Kloxu: "Mateem! Over here!"
:Kloxu: "Stop dragging your tail, Mateem! The hunting party waits for you at the bone-camp. We have a surprise for you!"

Once you find the bone-camp, the following conversation will occur:
:Dosu-Muz: "You finally arrive! We grow old with waiting."
:Kloxu: "To hunt is to know patience, root-brother. But where is Uraz?"
:Meelni: "Uraz is not with you? He did not come with us?"
:Weegam: "No matter. We flushed Fat Gixthi, as you asked, Kloxu." 
:Kloxu: "Kaoc! I nearly forgot."
:"It is time for you chukka-sei, Mateem. Pierce the heart of Fat Gixthi, and the tribe will see you are full-grown at last."

Before you head off to find Fat Gixthi, Kloxu can be asked some questions though he will be convinced that Mateem is just nervous and stalling.
:"Did you not hear, Mateem? Fat Gixthi awaits! You are not stalling, I hope? Do your scales wilt in fear? Well, too bad! I will not have my voh-vastei students curling their tails at the sight of a little wamasu! Bare your fangs!"
::'''My name's not Mateem. It's [Player name].
:::"Have you been licking toads again? Oh, wait. I see. You cannot face your name-day challenge if it is not your name day, right? Ha. Nice try, Mateem. But enough foolishness. Fat Gixthi will not kill herself. Go!"
::Who is Fat Gixthi?
::"Who is—? Has the theilul gone to your head? You forget the name of Fat Gixthi? The beast that ate your favorite plow-guar?  She was just a hatchling then. But now? Fine quarry for a hunt."
:::Why am I hunting her?
:::"Do you wish to ride on your father's back in swaddle-skins all your life? This is the chukka-sei, Mateem. The naming day! If you wish to have a say in the tribe's affairs, you must prove your worth."
::Who's Uraz?
:::"Now I know you are joking! How could you forget the son of your mother's egg-sister? He and I spent weeks planning this hunt for you. Fat Gixthi! I only wonder where he could be."

Once Fat Gixthi is slain, Kloxu will catch up to you and ask if you have seen the missing Uraz.
:Kloxu: "Ha! Well fought, Mateem! But Uraz is still not here? I do not like this—let us find him."''

When you follow Kloxu he will eventually find Uraz and—someone else.
thumb|right|Kloxu's soul is stolen by ON:Myndhal|Myndhal
:Kloxu: ''"Uraz! He's—"
:"Outsider! Did you do this?"
: 
:Myndhal: "Ah, another soul for our harvest? Delightful."''
: 
:Myndhal: "Soldiers! More of these lizards lurk in the swamp nearby, no doubt. Take them. Alive."
: 
:Myndhal: ''"After all, we'll need guides to their village."''
Online:Dosu-Muz

Dosu-Muz is an Argonian hunter of the Root-Whisper Tribe, who can be encountered in the Mists during the dream-wallow.  
 

Related Quests
 

Dialogue
Once you arrive at the bone-camp, the following conversation will occur:
:Dosu-Muz "You finally arrive! We grow old with waiting."
:Kloxu: "To hunt is to know patience, root-brother. But where is Uraz?"
:Meelni: "Uraz is not with you? He did not come with us?"
:Weegam: "No matter. We flushed Fat Gixthi, as you asked, Kloxu." 
:Kloxu: "Kaoc! I nearly forgot."
:"It is time for you chukka-sei, Mateem. Pierce the heart of Fat Gixthi, and the tribe will see you are full-grown at last."

If he is spoken to, he will reveal that he is concerned about Uraz, saying:
:"It is not like Uraz to be late. I wonder what keeps him."
Online:Meelni

Meelni is an Argonian hunter of the Root-Whisper Tribe, who can be encountered in the Mists during the dream-wallow.  
 

Related Quests
 

Dialogue
Once you arrive at the bone-camp, the following conversation will occur:
:Dosu-Muz "You finally arrive! We grow old with waiting."
:Kloxu: "To hunt is to know patience, root-brother. But where is Uraz?"
:Meelni: "Uraz is not with you? He did not come with us?"
:Weegam: "No matter. We flushed Fat Gixthi, as you asked, Kloxu." 
:Kloxu: "Kaoc! I nearly forgot."
:"It is time for you chukka-sei, Mateem. Pierce the heart of Fat Gixthi, and the tribe will see you are full-grown at last."

If she is spoken with she will urge you to complete the chukka-sei, saying:
:"Kloxu poured every drop of his hunt-knowledge into your bowl, Mateem. Do not disappoint him."
Online:Weegam

Weegam is an Argonian hunter of the Root-Whisper Tribe, who can be encountered in the Mists during the dream-wallow.  
 

Related Quests
 

Dialogue
Once you arrive at the bone-camp, the following conversation will occur:
:Dosu-Muz "You finally arrive! We grow old with waiting."
:Kloxu: "To hunt is to know patience, root-brother. But where is Uraz?"
:Meelni: "Uraz is not with you? He did not come with us?"
:Weegam: "No matter. We flushed Fat Gixthi, as you asked, Kloxu." 
:Kloxu: "Kaoc! I nearly forgot."
:Kloxu: "It is time for you chukka-sei, Mateem. Pierce the heart of Fat Gixthi, and the tribe will see you are full-grown at last."

If you speak with her, she will spoil the surprise.
:"I am not supposed to tell you, but the neiweets and root-nurses prepared a great feast in your honor. Mmm! I can smell the phlegmwine from here! Hurry and kill the beast so we can celebrate!"
Online:Yotep-Kus

Weegam is an Argonian hunter of the Root-Whisper Tribe, who can be encountered in the Mists during the dream-wallow. He is part of the hunting party who is helping with Mateem's chukka-sei.
 

Related Quests
 

Dialogue
If spoken to he will say admit that he tried to find an easier beast for you to hunt.
:"I tried to flush out a smaller beast for you, but Kloxu said it must be Fat Gixthi. He might have gone easier on you if you had not put all those scorpions in his soup last week!"
Online:Honei

Honei is an Argonian of the Root-Whisper Tribe who can be encountered within the ruined village in The Mists during a dream-wallow vision. When you find her she will be dying from her wounds.
 

Related Quests


Quest-Related Events
As you approach her, she will mumble before dying.
:Honei: "Kasa-Jeen …. I …. I am sorry."
Lore:Ularradallaku

(also known as Ularra)  is a   ruin located on the slopes of   in the island district of  , situated in the province of  . 
In its time, Ularradallaku was a temple dedicated to  , the Daedric Prince of Revolution and Destruction. It also contained a statue to Hircine, the Huntsman Prince.  It subsequently fell into ruin. During the   circa  , Ularradallaku was used by the   as a site for bloodsport. Gladiators came from all over Tamriel to participate in the games held by the gladiators. 

Eventually, the ruins once again fell into disuse. The   were charged with keeping cultists from restoring old Daedric shrines such as Ularradallaku, as worship of the   was forbidden by the  . However, by   the Ordinators had begun to neglect this duty, as they were occupied with suppressing of  . With the Ordinators' attention turned elsewhere, worship at many of these temples was revived.   Ularradallaku was one such site, being reclaimed by worshippers of Mehrunes Dagon. That same year, the Dark Brotherhood attempted to gain a foothold within the island of Vvardenfell, and negotiated with Mehrunes Dagon's cultists. The cultists promised the Brotherhood shelter in Dagon's shrines across Vvardenfell. Eno Hlaalu, grandmaster of the Morag Tong, took notice and ordered an assassin to wipe out the  Brotherhood's strongholds. One of Ularra's worshippers wielded the Glove of Sanguine Safekeeping, one of the   considered sacred by the Morag Tong. The gloves were reclaimed by an agent of the Tong that same year.  
 

Gallery
 

References
Lore:Ten-Maur-Wolk

Ten-Maur-Wolk (formerly known as Tenmorvuk) is a daedric ruin located near the northern river of Shadowfen, in the province of Black Marsh. Ten-Maur-Wolk was built by Dark Elven dissidents from the north as a temple dedicated to Boethiah and Vaermina. . While the former residents have since disappeared, the site retains an altered version of its name.  When the Third Empire took over and constructed maps of the province, they gave the site an Imperialized name: Tenmar Wall.   
 

History
Ten-Maur-Wolk was built sometime after the  's rise to power in  . Some of Boethiah's worshippers rebelled, fleeing south to Black Marsh, where they built Tenmorvuk in honor of their Prince. Years later, the site was abandoned, and the locals began referring to the shrine as Ten-Maur-Wolk.  At some point in time, Ten-Maur-Wolk served as a slave camp run by Dark Elves. 

In  , the   occupied Ten-Maur-Wolk during incursion of the region and its capital. Led by the alchemist,  , the Dominion used the ruins as a base of operations for their skin-stealers. Ruuvitar coveted an artifact known as the Mnemic Egg, seeking to use it to sever the Argonians' connection to the Hist and sunder the Pact. The Dominion boiled   and fused it with the essence of a Dremora named   to steal their victim's memories.  Through foul alchemy, they changed their form to adapt to their victim's appearance. Using this method, a Dominion agent took on the identity of Stormhold's Nord vicecanon,  , and replaced him at his post for an indeterminate amount of time. 

After a series of murders perpetrated by the Dominion occurred in Stormhold, Hrondar's doppelganger led a regiment in an assault on Ten-Maur-Wolk, but disappeared in the middle of the action. An agent of the Ebonheart Pact delved deep into the ruins to find the missing vicecanon, freeing Lyranth in the process. They destroyed the sap boiling vats and killed the skin-stealer disguised as Vicecanon Hrondar. Following this incident, the Pact campaigned to track down Ruuvitar and recover the Mnemic Egg.  

During the   in the late  , the town of Tenmar Wall was an active settlement. It was ruled by Duke Germanicus and had a rivalry with  .  Tenmar Wall was neighbored by several settlements, including   to the east,   to the south, and Stormhold to the west. 

Gallery
 

Notes


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

References
Axes

These are all of the non-unique axes added by Tamriel Data. Three artifact axes exist:
 
 
 
 
 
  Axes
One Handed


Two Handed

  
  Axes
One Handed


Two Handed
Blunt Weapons

These are all of the non-unique blunt weapons added by Tamriel Data. Two artifact blunt weapons exist:
 
 
 
 
  Blunt Weapons
One Handed


Two Handed Close


Two Handed Wide

  
  Blunt Weapons
One Handed
Long Blades

These are all of the non-unique long blades added by Tamriel Data. One artifact long blade exists:
 
 
 
  Long Blades
One Handed


Two Handed

  
  Long Blades
One Handed


Two Handed
Short Blades

These are all of the non-unique short blades added by Tamriel Data. Three artifact short blades exist:
 
 
 
 
 
  Short Blades

  
  Short Blades
Spears

These are all of the non-unique spears added by Tamriel Data. No artifact spears exist.
 
 
  Spears

  
  Spears

  For some reason, this spear is missing its enchantment.
Marksman Weapons

These are all of the non-unique marksman weapons added by Tamriel Data. No artifact marksman weapons exist.
 
 
  Marksman Weapons
Bows


Arrows


Crossbows


Bolts


Throwing Weapons

  
  Marksman Weapons
Bows


Arrows


Crossbows


Bolts


Throwing Weapons
Weapons

Tamriel Data adds a variety of new weapons to the game, in particular weapons that make more complete sets of each material in the base game. The tables below only list base, unenchanted weapons. For magic weapons and artifacts, see the pages below:
 
 

Weapons added by Tamriel Data's dependent mods are listed on the pages below:
Generic Magic Weapons

These are all of the generic magic weapons added by Tamriel Data. The Base Item column in the tables below indicates which unenchanted weapon uses the same icon and model. The Charge/Cost=Uses column calculates how many uses on average the item has before it needs to be recharged.
Lore:Rhymes and Chimes

Egg-Tender's Lullaby (unattributed) 

Little Thtithil, Little Thtithil 
Drink up your sap 
Little Thtithil, Little Thtithil 
Its time for your nap  

Little Thtithil, Little Thtithil  
Rest in your shell  
Little Thtithil, Little Thtithil  
We'll keep you well  

Little Thtithil, Little Thtithil  
Gently you turn  
Little Thtithil, Little Thtithil  
Grow hard and firm  

Hist Hymn (unattributed) 

Among the roots where we are born,  
Bathed in your sap to shape our form,  
We gather here to sing your praise,  
And give our thanks for those you raise.  

Wind ring your chimes with its caress,  
Mud hold you firm through all distress,  
Rain reach your roots past golden rays,  
Sun kiss your leaves for all your days.  

Bless your every branch and bough,  
Beneath which we make each our vows.  
Bless your tender bark and flowers,  
Blessed are we to call you ours.  

Hatchling's Rhyme by Mimme 

Tinkle, tinkle, hollow chime,  
Singing with me as I rhyme  
For our darlings in their nest,  
Drifting off to well-earned rest.  

How you sway and dance with ease,  
On the evening's gentle breeze.  
Conjure thoughts of lazy streams, 
Ferry them to pleasant dreams.  

Tinkle, tinkle, hollow chime,  
Singing with me as I rhyme.  
Guide us through the evening mist,  
Home to the roots of our Hist.  

Tender Roots by Chak-Shushu 

As I lie beneath you  
Nestled in your embrace  
I am moist with morning dew  
From the time we spend enlaced  

Basking under the sun's golden kiss  
I am hot as humid air,  
My breath exhales as mist  
Until the warmth is more than I can bear  

I wet my scales, slick with mud  
Shaded by your caring boughs  
Among your loving roots I cool my blood  
And then begin to drowse  

You sing me a gentle lullaby  
Of chimes in the breeze  
To plant your seed in my mind's eye  
And give me dreams of trees.
Lore:Scales of Shadow

Stars in darkness, constellation  
Tell us those we must collect  
Given to the needed clutch  
To be taught the needed ways  

Scales of shadow, hands of death  
Sithis honored by your blade  
To create the needed change  
By the blood which must be spilt  

You who join the brotherhood  
Guided by just one untruth  
Remember our nothing words  
Look upon with nothing eyes  

One day, when your snout is pale  
To the swamps you will return  
Darkness remains in your heart  
For your scales are shadow still
Lore:Speakers of Nothing

Nothing-talkers, nothing words  
Void clinging to their nothing tongues  
A thousand tongues and tenfold words  
Truth steady as their nothing lungs  

Their breath of wisdom fouls the air  
Like the fruit so long decayed  
Darkness sticks between their words  
Nothing between the something  

Their feet will walk many paths  
Lined by the Hists' many roots  
Their lips will speak many truths  
Truths that spread like candlelight  

No comfort will they offer you  
No gentle truths to placate fear  
But listen closely to their words  
Look upon their nothing eyes
Lore:Teeba-Hatsei

Dryskins often ask me about the  . They see the ball and the court and say all kinds of funny things. Today the   I travel with pointed to the court and asked, "This is a garden, yes?" I did not know how to respond, so I just blinked at him. What kind of garden grows no food? Tall-Elves can be very stupid. Still, I think I should write down the rules so people ask me fewer questions.

Teeba-hatsei means something like "hip and tail ball" in the dry tongue. All of us play it&mdash;some better than others. I was never very good. My arms are too long and my tail is too thin. The best teeba-players are short and bulky, with broad tails like crocodiles and hips that swing like bags of cinnamon-grass.

The game is played on a broad field of dry mud and salt-meadow hay. On either end of the field is a wall of mud and eeto cane. The size of the field and the height of the wall vary from village to village. In Xiniss, for example, the wall is twenty hands tall. Two reed hoops are suspended over the field. One is about thirty hands high. The other is about fifty. Again, this varies. For example, the Tum-Taleel tend to set their hoops lower as they are fat and stupid and cannot jump very high.

Each team consists of five players. The game begins by tossing the ball (or teeba) skyward. Each team tries to hit the ball with their hips, elbows, or tails. This can hurt a bit since the teeba is very heavy and made of depasa gum. Some players wear pads of wood and dried wasso leaves to protect themselves, but most   make fun of them for doing so.

The teeba is volleyed back and forth between the teams, with each player trying to strike the opposing wall with the ball. If they succeed, their team earns a point. Teamwork is very important. One player may tap the teeba upward so a second player can swat it with their tail. Tail-strikes tend to be much stronger. This continues until one of the teams has scored ten points.

Teams can earn three points by hitting the ball through the lower reed hoop. This is very difficult to do though, since the hole is so small. If a player is able to get the ball through the upper hoop, the game is over and whichever team has the highest score at that time is declared the winner.

There is, of course, much more to it. But this primer should at least keep the scaleless ones from trying to pitch their tents in the middle of the court.
Lore:That of Void

That which is eternal void  
First creator, final destroyer  
All that is born from nothing  
Returned to nothing once again  

Day that melts into the dusk  
Life taken by a pointed thrust  
Stone that crumbles into dust  
Death that blooms back into life  

Unwanted change, needed change  
Growing, decaying, reborn again  
Like the darkness, like your death  
Nothing words on a dying breath  

Seasons change, despite our will  
All things change, despite our fear  
Look upon that which is void  
Look upon with open eyes
Lore:The Call Beyond

Come children, gather  
The sun is setting  
And you must sleep  
Fear not for your roots  
I will keep them  
And so when you wake  
You will remember what I have done
Lore:The Last Wish of the Sun-Blessed

Though bathed in radiant glory  
Skin of gold and bark  
We have fallen short of the yolk  
And now it is too late  

But light without darkness is blinding  
And   always watches over us  
It is here for us now, if we wish it  
Though the toil to pay our debt will be long  

We must, scales-of-gold  
We must join with our brothers in the deep  
No matter how much we lose  

Our roots are patient  
And we will    
In this world or the next
Lore:The Lusty Argonian Footman, Volume 1

(a fragment)

- Act V, Scene 1, Continued -

Erects-The-Spine: My apologies, mistress!

Nadene Velas: Can you not even do this right, my sweet?

Erects-The-Spine: I try, I try! But no matter what I do ….

Nadene Velas: You need far more polish than that. How else will my bowl shine?

Erects-The-Spine: Of course! More polish, at once.

Nadene Velas: Yes, that's very good! My, you're so eager to please.

Erects-The-Spine: Pleasing you is all that I live for!

Nadene Velas:  I know it is, my sweet. And after this, we must lay the table.

Erects-The-Spine: At once! While the master is gone, I can serve you in any room you wish.

Nadene Velas: I expect no less from my faithful servant!

- End of Act V, Scene 1 -
Lore:The Strangeness of Dryskins

I write the truth in these words. Dryskins come to  , their presence unwelcome and unbidden. Those   enter into   land will be slain. This is known to all of Murkmire.

But I bow my head. Sometimes we travel to tribes who welcome these outsiders. They ask us to honor their foolish choice. So we must learn more than how to kill the dryskin. I clench my fist. For these times, we must learn to make peace. I write truth words so that the   are prepared.

Dryskins have weak flesh, easily bruised and cut. Their skin blisters and breaks after touching many swamp plants. So too are their stomachs weak. A hatchling's meal may cause a dryskin to grow sick. Even without the aid of a spear, many outsiders will die from the simple nature of the swamp. I grin.

My eyes have not seen, but my ears have heard that the dryskins give birth to their young live. I shudder at such a thought. These infants (the dryskin word for their hatchlings) are completely vulnerable and weak. They cannot even walk. My eyes narrow in confusion. How can such creatures survive into adulthood?

And then there are their stone nests that take many hands and many stones to build. But if the ground begins to sink? If storms begin to ravage? Then they are left destitute and miserable. I shake my head at such foolishness. It is another way in which the dryskins wish to be unchanging.

A last truth to be written. These outsiders must never be tolerated. They have shown their vile natures time and time again. May the tribes of   one day shun these dryskins and drive them out! Just as the Naga have always done.
Lore:The Way of Shadow

As an acolyte, you must always remember the source of your power, for it can be denied at the whim of our master. You will be tempted by other forces, many of which try to wear a mask similar to  . They have as many names as the father has faces. You shall remember all of his, and none of theirs, when you draw the runes of shadow. 

And remember, there are no shadows without light. Without light there is only the void. We revere this face of our father, but it is not our destiny to strive toward the inevitable. The sun is a bleeding yolk and we will drink of it. 

Until then, our scales remain black, and so we serve at the seat of shadow.
Lore:Tribes of Murkmire: Bright-Throats

A few months ago, I asked a Miredancer elder how many tribes resided in the swamps of  . He sat quietly for a long time (as  s often do) then pointed behind me. I looked back to see hundreds of torchbugs flitting between the cypress trees, piercing the gloom with flares of green and yellow light. "As many as the lights," he said.
 
I could scarcely believe such a claim. Argonians are prone to hyperbole, so I dismissed the elder's proclamation as exaggeration. After spending more time among the natives, however, I'm starting to believe that the elder's count might be closer to accurate than I originally estimated. I have discovered at least twelve distinct tribal groups in Murkmire alone, and I'm convinced that scores more exist. Many of the local tribes are hostile, so direct contact with them is next to impossible. But I've seen far too much evidence of their existence to write them off as myth or legend. These journals will serve as a record of my discoveries as I explore the wilds of Murkmire. I shall begin with the tribe most outsiders meet first.
 
Most outsiders who spend any time in   will likely interact with several of the coastal tribes. The most noteworthy, however, are the "Wasseek-haleel," or " ." By and large, the tribe is composed of cheerful artisans who have enjoyed a fruitful relationship with both outsiders and deep-swamp Argonians. The Bright-Throats are famous for their rich music and dance tradition, as well as their preternatural talent as merchants, diplomats, and woodcarvers. While they make countless items, including musical instruments, kitchenware, armor, and weapons, they are most respected for their "xeech'kis," or "seed dolls." These figurines vary in size—sometimes as large as an  's fist, sometimes as small as a single grain of rice. They almost always depict local animals, but they also carve the seed dolls to resemble eggs or tiny Argonians.
 
Seed dolls are highly sought after—both as protective talismans and works of native art. Cheap imitations are regularly produced by rival tribes, but a genuine xeech-ki is easy to identify after handling the genuine article. I have purchased several in my time here. My favorite is a small turtle with amber inlays. The carver told me that the turtle is a powerful but unruly totem. I never thought of turtles as particularly unruly, but the locals would know, I suppose. I plan to purchase several more before returning to   and eventually to my home in Wayrest.