Netruk44/uesp-wiki-content huggingface dataset:
Lore:Vlastarus

was a settlement located in the   region of  's  , along the   east of  . The town was built around a lone and ancient   watchtower called the Eye of the Greenmead, which was built long before the town was ever founded. The tower was once located at the southern edge of the town.  

During the   of  , Vlastarus was a bustling town. It was largely untouched by the war, attracting refugees from all over Cyrodiil. However, the town was threatened by an increase in the number of undead,  , and bandits in the surrounding countryside, and the nearby ruins of Vlastarus Towers were occupied by a bandit gang known as the   led by a   named Fegra. Vlastarus was initially located within the territory held by the  , although the town and the nearby   changed hands many times over the course of the war. 

At around the same time, the   was considered one of the best troops in the  n armies, and were present in the Colovian annexation of  . They splintered themselves from the main invasion force that took control of  , so that they may defeat the   that settled southwest from the city. They built their camp in the   east of their village, where their   was buried.  After they successfully expelled the Colovians from the village,  they made their way toward their camp and razed the entire area. The Vlastarus Cohort and their leader,   were defeated. 

The   later built a fort at Vlastarus, but it was abandoned by the Legion during the relatively peaceful  .  By  , nothing remained of the town other than the  -infested ruins of Fort Vlastarus.  At around this time, the fort contained one of the last samples of  . 
 

Gallery
 

See Also
For game-specific information about the settlement, see the ESO article.
For game-specific information about the fort, see the Oblivion and ESO articles.

References
Lore:Arkngthamz-Phng (book)

Perhaps one of the most storied, yet least understood legacies of the   is the lost city of Arkngthamz-Phng. The element most engrained into its mythos, the almost singular thing it's known for, is its demise. Very little is remembered about what it was or how it came to be. Even its name has been obscured by the colorful moniker " ," a truncated adulteration of the original "Phng" paired with a suitably sinister descriptor for the home of its most infamous resident. You've undoubtedly heard some derivation of a legend retold over thousands of years, so it should suffice to say that the story of a   taking roost in this formerly Dwarven city has sadly overshadowed the fascinating history that came before.

Thankfully, through my research, some aspects of this buried history can now be brought to light. My findings suggest that in the decades following the establishment of peace between the   and Dwemer, Dwarves of Clan   began to seek new holdings beyond  . Following the path laid out by the exiled Clan   during their exodus, the Dwarves of Kragen reached what we now consider   and first established their presence in the region with the founding of  .

It's unclear precisely what appealed so much to the Kragen explorers that it was worth settling among the hostile  s, but in spite of regular attacks by the warlike  , their city flourished. So much so that it encouraged other clans to expand their own holdings to the west. This loose alliance of clans effectively established a pocket empire of four city-states that were considered unassailable. Not that the Nords stopped trying.

Perhaps it was this success, or the presence of so many nearby clans, that drove Clan Kragen to press on with their expansion west through the treacherous  , but I believe they sought to bridge their new empire with   their estranged cousins in  . Whatever the case, they broke stone for a sister city on the border of modern  : Arkngthamz-Phng.

Despite the inhospitable terrain, there is some evidence to suggest that the Dwarves aggressively carved out this burgeoning settlement, which soon supplanted its predecessor as the seat of Clan Kragen's power. Though greatly devastated, the expansive vaults of Arkngthamz-Phng's main hall are still majestic in their scale. It's easy to see how such a vast, secluded space, rich with resources and life, would be an attractive home for a Dragon seeking more well-appointed accommodations than those chiseled out by Nords in the service of the Dragon Priesthood. 

Sadly, my first expedition met unexpected resistance, forcing me to abandon the site before more significant revelations could be unearthed; however, I have no doubts that the interest garnered by this publication will see a second, more ambitious expedition come to fruition.
Online:Crown Store/Dyes/Schedule

This schedule lists the starting dates for all Dye Stamp themes.  Future dates are projected and may be subject to change.


 Schedule
Lore:Mor Khazgur

Mor Khazgur is an   stronghold on the border between the  s of   and   in  , located on the eastern slopes of the  . 

History
Mor Khazgur was founded some time in the  , but has since been destroyed and rebuilt repeatedly.  In the   it housed a large stone fortress with many buildings, and had a statue of   at its center.  During the  , Mor Khazgur was located within the de jure  ic territory of  , although its inhabitants preferred to think of their territory as a sovereign outpost of   where Orcish law applied. 

By  , the   had turned part of the fortress into a battleground where they organized gladiator battles to the death, to which fighters from all over   came to fight for glory.  The stronghold itself was ruled at this time by Chief Urzikh, a female alchemist who had won control of the clan by challenging Thulsgreg, the son of the previous chief, who otherwise would have inherited the title from his father according to the clan's traditions.  When Urzikh took over, the mine that the stronghold relied on was running dry, causing the clan to descend into poverty. In order to open up new veins, Urzikh applied the alchemical knowledge she learned from her time as a   soldier, making liberal use of a stonemelt solution normally used on besieged castle walls. Thulsgreg, the overseer of the mine and a staunch traditionalist, opposed the use of this potion.  Disaster struck the stronghold circa 2E 582 when Thulsgreg's wife Mazog experimented with the formula, causing a cave-in and opening a deep fissure through which   and   spilled through. This incident caused the deaths of several miners, but with the help of the Vestige the clan were able to rescue the survivors and seal off much of the mines. With the loss of so many tunnels, Chief Urzikh planned to expand her mining operations east into the Druadach Mountains, to the chagrin of local Nords. 

Mor Khazgur would apparently continue its cycle of being destroyed and rebuilt. In  , Mor Khazgur was a small isolated stronghold, with one longhouse and an   mine.  It was ruled by Chief Larak at this time. 
 

Gallery
 

See Also
For game-specific information, see the Skyrim article and ESO stronghold and battleground articles.

References
Lore:Fang Lair

, also known by its Dwemeri name Arkngthamz-Phng, is a ruin of a Dwarven city and mine located in  , on the border between   and  , and near the border with  . 

 

History
Sometime in the early  , the   clan   followed the path of the   clan and migrated west from  . They settled in   region of  , founding a city called  .  Thanks to the discovery of   deposits, the city flourished, and soon allied with the cities of  ,  , and  , in an attempt to study the wondrous material. For this purpose, the alliance built the   beneath the ruin of   in  . 

At the peak of Arkngthamz's power, Clan Kragen decided to expand their holdings to the west and dug through  , eventually founding a sister city, Arkngthamz-Phng, on the border with  . The city grew rapidly, and eventually replaced the original Arkngthamz as the seat of the clan's power. Entrances to the city existed in   and Hammerfell.   Some aetherium deposits were kept stored in the city. 

thumb|right|The Hammerfell entrance circa  
Eventually, the city was laid to waste by the    , and the Dwemer were driven away. The story of a dragon claiming the city as its lair and the "Phng" suffix in the city's name ultimately led to the adoption of the name "Fang Lair" by the way of folk etymology.  One story tells of a golden dragon inhabiting Fang Lair, who encountered Moraelyn and allowed him to take an ebony sword after they removed a cursed tooth from his mouth.  In the late years of the First Era, some time after Emperor   stopped making sport of dragons,  a group of three adventurers delved into Fang Lair and slew Thurvokun, perishing there in the process. Caluurion remained in the ruins as a lich and conducted obsessive studies of the Dragon's remains. 

Around   the necromancers of the  , led by Orryn the Black, raised the adventurers as undead servants. Orryn managed to briefly reanimate and possess Thurvokun's skeleton, but was defeated by members of the  , assisted by the freed souls of the three adventurers.  

In the late  , one of the pieces of the   was hidden in Fang Lair. After learning the ruin's location from Queen   of  , the   visited it and retrieved the relic on his quest to defeat  . 
 

Gallery
 

References
Skyrim:Arcane Accessories Items

This page documents the new items added by the Arcane Accessories Creation.

Apparel
All versions of Robes of Destruction & Alteration and Robes of Conjuration & Illusion are distributed through leveled lists that contain enchanted robes.

Robes of Destruction & Alteration
thumb|right|A male Skyrim:Nord|Nord wearing robes of Destruction & Alteration
thumb|right|A female Skyrim:Imperial|Imperial wearing robes of Destruction & Alteration


Robes of Conjuration & Illusion
thumb|right|A male Skyrim:Nord|Nord wearing robes of Conjuration & Illusion
thumb|right|A female Skyrim:Imperial|Imperial wearing robes of Conjuration & Illusion


Templates
These are template items for the enchanted versions of the robes, and are not found in-game.


Spell Tomes
Like all books, these spell tomes have a weight of 1. All tomes are found in the Ancient Tome Chest in Hob's Fall Cave, and distributed in leveled lists that contain other spell tomes.
Online:Hearteaters

The   are a force of invaders led by Nelmir the Hearteater that have recently razed and pillaged the Highlander Camp in Cyrodiil. They took some villagers captive and performed a number of sacrifices for reasons unknown. 

Members


Locations
Online:Soul of Dusk

thumb|right|A tier 3 Daedric shield, one of the possible appearances of the Grievous Leeching Ward

The Soul of Dusk is the animus of Lord Warden Dusk, briefly seen after his defeat in the Imperial City Prison. After the completion of the quest Summary Execution, he is bound to the  , a Daedric style Leeching Plate shield Lyranth gives you as a reward for the quest. Periodically when the shield is drawn, the Soul of Dusk will let out a spiteful comment towards the wielder.
 

Related Quests


Dialogue
After defeating the Lord Warden, he is sealed inside the shield by Lyranth.
:Soul of Dusk "No! I will not suffer this!"  
:Lyranth: "My clan suffered it. And now, you will."

The Soul of Dusk can say one of the following things when the shield is drawn:
"Who are you to ensnare the Lord Warden of Coldharbour?" 
''"Lord Bal won't suffer a servant of his treated this way. He'll come for me. For you."
"Do you fancy yourself the benefactor of Daedra, mortal? Why not free me?"
"Lyranth deserved everything we did to her. The injustice is imprisoning me."
"You will suffer for this indignity, mortal."
"You fight boldly, but without skill."
"A futile act, by a futile creature."
"Your kind works so hard to survive. Why?"
"One day I'll be free. And nothing will stop the nightmares from taking you."
"When I get free I'll tear your mortal shell to pieces."
"You won't hold me forever."

If you return to the Imperial City Prison and draw your weapon with the shield equipped:
"Do you return here to mock me, wretch? I assure you I will free myself and then free the life from your mortal shell."
"Again? Do you come to mock me, wretch?"
"I will return to power here, one day. And you will regret it, mortal."
"One day, I'll be free. I'll tear you to pieces and return you here, where you will suffer agony unending."
"You are foolish to return to this place. Why tempt fate twice?"''

Notes
The Grievous Leeching Ward is unique in that it is the only piece of wearable gear that can talk.
Originally, the quest rewarded you with  , a shield in the Endurance set which also triggers the Soul of Dusk dialogue. These shields still exist in-game but can no longer be earned.
Online:Morag Tong Style (collection)

Morag Tong Style is a collection of 14 books that make up part of the Crafting Motifs library. Reading these chapters allows access to the Morag Tong Style for crafting. These chapters can only be found in reward containers obtained from daily quests given by Beleru Omoril or Traylan Omoril.
Online:Crafting Motif 30: Morag Tong Axes

Guild Memo to the Recondite Forge

I've been asked to convey to you the Exalted Master's dissatisfaction with your recent work for the  . The Sun's Dusk shipment was unacceptable, not up to standard either in quality or style. We're going to give you one opportunity to redeem yourselves. Don't fail. In the interest of your … rehabilitation … I'll summarize our requirements for you below. 

—  , Knower

AXES

Note the broad, heavy crescent blade with the signature "double bite" inset edges at the center. These wide serrations result in particularly savage wounds that look like they were inflicted by some forest predator. (And what does "Morag Tong" mean in ancient parlance but "Forest Guild"?) Axe blades: double bite. Got it?
Online:Prisoner On The Loose

Prisoner On The Loose is awarded for creating an Outfit which uses the Prisoner's Chains motif.

This motif can only be acquired from the Level Up Advisor by reaching level 40.  Characters who were already at level 40+ prior to Update 17 will not earn this reward retroactively, so you'll need to create a new character or use a character who was below level 40 prior to this update in order to earn it.  Once you do, the motif is available for all of your characters.

The motifs are only available via the Outfit System and cannot be applied to regular armor. (Because of this, there is no associated Style Material.)  They are listed below all regular Light/Medium/Heavy armor styles in a section called "Clothing".  (These are currently the only motifs listed in the Clothing section.)

Note that, while you unlock seven clothing options at level 40, only the hands piece will work for this achievement.  Applying the Prisoner's Chains hands piece to an Outfit will cost you  .
Online:Josee Malarelie's Home

thumb|right|Interior The door is locked with an intermediate lock and an intermediate safebox can be found to the right as you enter.
 
 
Residents
Josee Malarelie
Laurisac Celiane
Online:Fully Styled

Fully Styled is awarded for applying a style to all 7 armor slots and your weapon slot via the Outfit System.  If you are using Dual Wield or One Hand and Shield, you only need to style your primary weapon, not your off-hand weapon or shield.
Online:Tadhargo's Home

thumb|right|Interior The front door is protected by an intermediate lock and an intermediate safebox can be found next to the bed.
 
 
Residents
Tadhargo
Lunsu
Online:Master Outfitter

Master Outfitter and its preceding achievements are awarded for using the Outfit System to change the appearance of your armor or weapons.  You only need to make small changes to count towards these achievement - it is not necessary to change all your equipment every time, nor is it necessary to change the same piece of equipment each time.  If you have multiple Outfit Slots, you may use any of them; you do not need to change the same one each time.

This will cost you some Gold each time, so it can get expensive unless you just stick to making small changes.  One way to speed up the process is to change one piece of gear at a time, even if you plan to change your entire outfit - that way it will count as 8-9 changes (32-36 including dyeing) rather than just 1, and the total price will be the same.

Bugs
Online:Captain's Note

If you can read this, make sure the rest of the crew hears this and understands. 

There's a   writ with my name on it. I suspect our confederate in  's feet have grown cold. Well, we'll deal with   and his treachery soon enough. And if I'm wrong about the governor, if instead one of you hopes to advance your station by having me assassinated, then come and face me. The crew deserves an honorable leader, not backstabbing scum.
Online:Otrovor Knifeborn

Otrovor Knifeborn is a deceased Nord in a tent outside Echo Cave. His will is found on the desk next to him, which is addressed to his brother Wilvor in Bruma.
Online:Vaermina

Vaermina is a Daedric Prince whose sphere is the realm of dreams and nightmares, and is the deity worshiped by the Supernal Dreamers, a cult terrorizing Stormhaven. She will speak to you during certain quests as the Statue of Vaermina within her realm, the  . Unique teleportation devices called "Vaermina's Mirrors" are also associated with her. For more information see the lore page.
  

Related Quests




Quest-Related Events
Godrun's Dream
In Godrun's Dream, Vaermina will acknowledge you.
:Vaermina: ''"You're a fool to cross me, mortal. I wish your presence in Quagmire. Come to me."

When you speak to her statue, the following conversation will ensue:
:"You mortals. Always such high aspirations. You dream of interfering with my plans, but it is a fantasy."
:I freed General Godrun, didn't I?
::"Do you really think my manipulations would be so vulnerable? You are not even a hindrance."
::I don't believe you.
::"The success of the Omens was never critical. This was a daydream. The nightmare begins now. You fool. You protected your general … but you sacrificed your king!"
::What have you done to the king?
:I don't like the sound of this.
::"Of course you don't. You actually believed my manipulations would be so vulnerable? You are not even a hindrance."
::Then I guess I can be on my way?
::"You can. There's nothing you can do now. The Omens were a distraction, a daydream. Now, the real nightmare begins! You see … you protected your general … but you sacrificed your king!"
::What have you done to the king?'''

After the final dialogue option is chosen, Vaermina will leave and open a mirror back to the entrance of the dream, east of Aphren's Hold.

Vaermina's Gambit
In Emeric's Dream, after slaying the Omen of Betrayal, Vaermina will say:
:Vaermina: "I would speak to you again, mortal. Come to the mirror, to Quagmire."

When you speak to her statue, the following conversation will ensue:
:''"I'm impressed, mortal. You navigated my nightmares without losing your nerve, and yes, you have saved your little king … for now."
:I'll save him again if I have to.
:"Of course you will. You have slain my consort as well. I'll get over my loss, but I think I'll keep you here for a while in his stead. Perhaps a century or two will teach you humility …."
:We'll see about that.
:"Perhaps we will. You have proven resourceful in the past. Even if you escape Quagmire, mortal, you will not escape my vengeance. I can be patient, very patient. Goodbye … for now."''

Song of Awakening
Attempt to get Maraamur to sing the "Song of Sinmur" and she'll gloat:
:Vaermina :  "Wriggle all you want, little worm. These fish will not escape my hook."

Succeed, and she'll say:
:Vaermina :  "Enjoy the taste of success. These morsels have to sleep again. Sometime."

Gallery
 

Notes
Cut dialogue implies that Hircine and the Glenmoril Wyrd may have originally planned to be the antagonists in Stormhaven, instead of Vaermina and her Supernal Dreamers. For more info, please see the Cut Content article.
Online:Merethic Society

The   is a loose group of adventurers collecting antique, historical relics, displaying them in a museum in Rulanyil's Fall.  

For historical information, see the lore article.

Members


Locations


Quests
Online:Lizabet Charnis

thumb|right|Lizabet splitting herself into projectionsthumb|right|One of Lizabet's projections
Lizabet Charnis is a Breton necromancer who serves as the first boss of Fang Lair. She is a member of the Blackmarrow Cult and serves Orryn the Black. She will create a barrier blocking the path leading farther into the ruin, and will split herself into four projections during the fight.
 

Related Quests


Spells and Abilities
;Necrotic Spear: A basic ranged attack that does high magic damage.
;Bone Cage: Lizabet casts a slow moving skull projectile onto the ground which then explodes dealing moderate magic AoE damage.
;Empower Undead: Lizabet channels a buff on a nearby undead (eg. Skeletons, Wraiths even Bone Colossus) that causes that enemy to do twice the damage and take less damage. This spell appears as a green glow around the hands of the buffed enemy, as well as Lizabet.
;Closed Fist: Lizabet casts a rune on the ground that activates after a while, rooting players who step in it. This attack does no damage and can be simply avoided. The root can be escaped by roll dodging.
;Summon Undead: Lizabet summons four waves of Skeletal Ravagers, Bone Colossi, Wraiths and Bone Flayers to attack the party. While Lizabet herself cannot be damaged, each wave defeated subtracts 25% of her health and she will die once all adds are defeated.

Dialogue
When she is approached:
:Lizabet Charnis: ''"Damn! They're here sooner than expected."
:Lizabet Charnis: "No matter. You will go no further and your bones will join this army!"''

She'll say several things during combat.
:Lizabet Charnis: "The way is shut. Nothing you can do will change that."
:Lizabet Charnis: "Struggle all you like, death gets its way in the end."
:Lizabet Charnis: "Are you all the wyrm-slave had to muster?"
:Lizabet Charnis: "How much longer do you intend to keep this up?"
:Lizabet Charnis: "Curse your beating hearts! Just die already!"
:Lizabet Charnis: "The dead are tireless. Are you?"

When you defeat her, she loses control of her wards and dies painfully.
:Lizabet Charnis: ''"No―no! I can't hold it! Ah!"''

 

Notes
She wears the Blackmarrow Necromancer Skin.
She may or may not be related to the necromancer Severin Charnis.