Netruk44/uesp-wiki-content huggingface dataset:
Lore:Reach Hunting Hymn

The chase begins like a song 
Paws pounding through the leaves 
Wings tearing against thorns 
The shadow of the   looms 
The shadow of the elk looms

The endless forest beckons 
Your fear smells sharp and thrilling 
To be hunted is to be alive 
To be tested and worthy

Run, little  , run 
Your skin would make such a prize 
Feel the tear of teeth at flesh 
The   await you 
The Hunting Grounds await you

The endless forest beckons 
Your fear smells sharp and thrilling 
To be hunted is to be alive 
To be tested and worthy 
To be tested and worthy
Lore:Red Eagle's Song

Remember, remember, child of   
 's bloody story 
Remember, remember, child of the Reach 
Red Eagle's final glory

Shrieking eagles cried his name 
As he rose from mother's womb 
A child born with the blood-elk's eye 
Whose rage spelled  's doom

Despair, despair as   came 
South-born hag of   
With bands of   spears and shields 
She turned the king-hearts black and sour

He warred and howled as seasons passed 
Slaying the Empire's   
But   fell by arrow and spear 
Till clan-friends he had none

At last he traded his Eagle's heart 
To the  s who covet our power 
In his breast they planted the briar seed 
That grows from the  

Thousands fell to his flaming sword 
As the blood-sun rose and set 
Despite the bite of a hundred arrows 
He fought till death he met

Let all remember Faolan's rage 
For it dwells in the heart of us all 
Any who covet the sacred Reach 
Will suffer our spears and fall!
Lore:Reach Witch Chant

(Transcribed from the oral tradition by Varana Tappo, Imperial Scribe serving the Longhouse Emperors.)

Give heed,   
Hear us sing out 
Our time falls short 
As shadows grow long 
Mighty  s 
With wide eyes wait 
  fangs stay sharp 
To save the pack

Give heed, Great Beast 
Hear us sing out 
With sinew tough, 
And muscle tight 
Through us give strength 
And our spirit shall pour 
Upon the dirt 
For your reward

Give heed, Black Fly 
Hear us sing out 
Filled with nothing 
Know our hunger 
Decay's vigor 
And Void's might 
They empty our chests 
Of soul or need
Lore:Drinks of the Reach

If there's one thing that   want from the lands nearby, it's good strong drink:   ale,   brandy,   wine—whatever they can get their hands on. Much of   is unsuited for the vineyards, barley fields, or domesticated beehives needed to produce the sort of potables that other lands turn out in such great quantities, but lots of Reachfolk have a liking for strong drink. It's one of the few commodities the Reach is willing to trade for when they can't steal it.

While most of the more open-minded Reachmen get their drink in trade, others who don't have much contact with the merchants of the outside world have to make do with what they have on hand. If you travel deep into the Reach, you'll come across Reach-made drink soon enough, generally in the form of hard ciders or a vile fermented sheep's milk called " ."

Reach ciders run the gamut from dark, musty, and sweet—a decent if heavy press—to a clear, sour brew that's more of an acquired taste. It depends on the variety of  s used and the time of year they're pressed. Apple orchards are few and far between in the Reach, but plenty of wild apples grow in the forests and river valleys. The clans that live in those regions each have their own preferred method for brewing up their favorite cider. Some turn out good, and some are   swill.

Klef. Well, klef is what you make when all you have are  . I've never known an outlander who could stomach the stuff. In fact, I think the Reachfolk who claim to like klef drink it just to prove how much discomfort they can endure. It's a test of courage, I suppose. But most Reachfolk don't even pretend to like klef. They just drink it to get drunk.

And that's why Reachmen are some of my best customers.
Online:Druadach Redoubt

The path next to the building with the blacksmithing forge leads down into a small cave beneath the hill which contains the woodworking, clothing, jewelry crafting and cooking fire can be found.

While searching for Hiretta's pet rabbit you will need to go to the hill directly above the crafting site to progress.
 thumb|right|Interior

 
Related Quests


Notes
Druadach Redoubt also appeared in Skyrim.
Online:Witch-Lord Kegairn

Witch-Lord Kegairn is a Reachman of the Ghostsong Clan who can be found at Four Skull Lookout. He can be found with his fellow clan members as they channel void energies. Once he is killed along with the rest of the Ghostsong, Voidmother Elgroalif will emerge from her shield.
 

Related Quests




Skills and Abilities
Witch-Lord Kegairn uses necromantic spells during battle.
;Entropic Bolt:Basic ranged attack which causes magical damage.
;Summon Undead: Kegairn will summon an undead creature, usually a Ghost.
;Empower Undead: Kegairn will empower his summon, this ability can be disrupted.
thumb|right|Witch-Lord Kegairn participating in the ritual

Dialogue
When he notices enemies approaching, he will shout orders to his subordinates:
:Witch-Lord Kegairn: "Do not allow them to disrupt the ritual!"
Lore:Great Spirits of the Reach: Volume 1

Most residents of   profess some variety of faith. In a world beset by danger—both conventional and cosmic—rejecting   out of hand is a failing proposition. Unfortunately, this shared desire for religious identity rarely brings people together. Instead, it commonly drives us apart. Many of the fault-lines are predictable. Racial politics, historical enmities, and claims of divine sanction routinely undercut any attempt at a good faith dialogue. But one central rift underpins all of it: the perceived supremacy of the  .

An old   proverb reads, "conquerors name the wars" — an apt description of how those in power shape our understanding of history. But this proverb is doubly true when it comes to matters of faith. Conquerors do more than name wars. They shape beliefs. If we accept the premise that those who hold the   hold Tamriel in some fundamental sense, the primacy of Aedra makes perfect sense. Not because they are in fact superior, but because those in a position of supremacy insist that they are.

With a few notable exceptions, the story of  —and thus Tamriel writ large—has been shaped by those professing Aedric faiths. It began with the   and passed to the  s. And while the Wild Elves flirted with   for a time, they paid a high price for it at the hands of the  . From that point forward, the Aedra enjoyed special status in the realm of Tamrielic faith—a status that by definition diminished the standing of those races who cleaved to non-Aedric practice. Most of these races already suffered scorn and abuse at the hands of   and   ( s,  s, and  ), while others were regarded with cruel suspicion by their Elven kin (the  , and later the  ). All these people suffered—and still suffer—the privilege awarded to Aedra worshipers. But no race has suffered more abuse on the basis of their faith than the   of  .

Despite being bullied, scorned, and repeatedly invaded by foreign aggressors, the Reachfolk have managed to retain a rich Daedra-worshipping culture that shows no signs of dilution or retreat. It is my sincere hope that this treatise will shed new light on this under-appreciated faith and inspire a greater respect for the proud and hardy people of the Reach.
Lore:Great Spirits of the Reach: Volume 2

The   worship many spirits, both great and small. In truth, there are as many faiths as there are clans in  . Some clans might worship a sacred   or the spirit of a mountain spring. Others might sacrifice  s to  s of ancient heroes. There are some spirits, however, that transcend clan boundaries—those we in the rest of   recognize as the  .

Chief among the Reach pantheon is  —Prince of the Hunt. Names vary from clan to clan: Old Elk-Eye, Hunt-King, Beast Father, Skinshaper, and the Spear with Five Points. Like all Reach  , Hircine is regarded as a cruel teacher. Indeed, Reachfolk do not call their articles of faith "beliefs;" they call them "lessons." But those who heed Hircine's lessons grow swift, strong, and cunning. For a Reach hunter, these physical manifestations of faith are far more important than any of the nebulous ethical concerns debated in the temples of the  .

Hircine is the avatar of the fierce and terrifying "now." He tells his followers that life is lived breath-by-breath, and all creatures are predator, prey, or both. This engenders a sense of urgency and constant wariness that often leads to conflict, but also keeps Reachfolk safe. In the heart of a Hircine-worshiper, there is no rest and no expectation of rest.

For the uninitiated, such a faith sounds exhausting. But the fruits it bears are difficult to dismiss. Reachfolk maintain a level of focus and athleticism that few races can match. While brief stillness waits at the end of the hunt, there is always another hunt on the horizon.

Reachfolk also welcome Hircine's truest servants into their midst as protectors and guides. I speak, of course, of  . Few Reachfolk describe   as a blessing, but they accept it as a useful condition. The werewolf suffers on behalf of her clan and causes enemies to suffer in turn.
Lore:Great Spirits of the Reach: Volume 3

recognize only two worlds: the world of flesh and the world of spirit. While   reigns supreme in the world of flesh,  , the Spirit Queen, rules over the infinite realm of spirit.

Even among   worshipers, Namira is usually regarded with fear and suspicion. Her traditional sphere of influence inspires instant revulsion in mortals. Chilling mysteries and the inevitability of decay lie at the very heart of most mortal fears. But in  , her dominion extends far beyond mere slugs and darkness. Reachfolk see Namira as the avatar of all primal dualisms. Life and death, beginnings and endings, possibility and entropy—all fundamental competing forces flow from her realm of spirit. While most religions strive for some sense of harmony, Reach theology is inextricably linked with conflicts like these. This obsession with conflict as an essential force of existence no doubt plays a role in their belligerent attitude toward outsiders and each other.

Paradoxically, most Reachfolk do find some measure of peace in Namira's teachings. Clan witches often describe Namira as one who gives and takes; giving life and taking life until the spirit finds deep wisdom.
Lore:Great Spirits of the Reach: Volume 4

place great emphasis upon natural rhythms and the pitiless march of time. Everything that exists will pass. The fort that rises too high will fall. The clan that starves will one day grow strong. This eternal balance is the work of  , the Master of Tasks and Lord of Order. In many ways, Peryite serves as a vital foil to the primacy of conflict. While wars and plagues may inflict grievous wounds, the Taskmaster ensures that the world always returns to its natural and intended state.

As is the case with most cultures, Reachfolk associate Peryite with blights and  . But unlike other people, Reachfolk see no malevolence in illness. Quite the contrary. Lives extinguished by disease make room for healthier, more vibrant Reachfolk to take their place. Like wildfires, diseases serve as a revitalizing force of nature—a necessary check on the hazards of abundance.

I should note that Peryite's role in Reach society mimics that of   in   faiths in many crucial ways. Associations with time, rigid natural order,   imagery, and so on lead me to believe that some cultural cross-pollination may have occurred during the early interactions of   and   in Northwestern  —a heretical but fascinating thought.
Lore:Great Spirits of the Reach: Volume 5

Scholars often dismiss Reach theology as simple   worship, but the great spirits of the   extend beyond the Princes of  . Like many   cultures, people of   venerate Lorkhan as well. They know him as Lorkh, the Spirit of Man, the Mortal Spirit, or the Sower of Flesh.

According to Reach myths, Lorkh convinced the Spirit Queen,  , to grant him a place in the infinite void where he could create a realm for wayward spirits. Rather than a vibrant paradise, Lorkh created a hard and painful place—a realm that taught through suffering. While some resent Lorkh's cruelty, most praise his wisdom. According to the Reachfolk, those who suffer most know best. Hardship is a means to wisdom and glory, and Lorkh provided hardship in ample supply.

Lorkh supposedly still walks among the mortals of  . He appears only once in a great while, braving the pain and sorrow of the cruel world he created to aid the Reachfolk in times of desperate need. My research indicates that the dreaded   ritual may have begun as a reflection of that immortal sacrifice.
Blades:House

Building Costs
Lore:Lorkh

, who is known as the Spirit of Man, the Mortal Spirit, the Sower of Flesh, and the Lord of Mortals, is the Reachman interpretation    of Lorkhan, the Creator-Trickster-Tester deity present in some form in every Tamrielic mythic tradition. 

Lorkh is a revered spirit in the Reachman pantheon. Their creation story speaks of Lorkh having an epiphany when he visited the darkness; that which is perceived as nothingness is ripe for possibility.  And so, Lorkh approached Namira, who ruled the world of spirit, and convinced her to grant him a place in the infinite void to create a realm for wayward spirits. But it was not a cost. To make this a possibility, Lorkh sacrificed himself to create a harsh realm, one that is unforgiving and intended to teach through suffering.  Despite his sundering, Lorkh still believed in the light of Man, whose ancestors fled into the mountains, away from the darkness emitted from his heart.    Hircine is said to have taken the mantle of Lork's creation, becoming the sovereign of the world of flesh.  

The briarheart ritual is a reflection of the Reachmen's need to become better, and involves communing with Hircine to ritualistically replace the heart of a skilled Reachfolk warrior with poisoned briars.  This ritual represents Lorkh's immortal sacrifice,  which is reflected by sacrificing of ones' own life. The end result is a warrior being resurrected  as a living weapon with great strength and endurance known as a Briarheart.  These unnatural beings endure constant pain,  a trade-off to use their transformation's benefit to protect their clan. 

The symbol of one of Hircine's aspects, Gulibeg the Quick fox, is the Wand of Bone, which was fashioned from a shard from Lorkh's ribs, and has the ability to confound any mortal.  Gulibeg is said to reward those he finds clever by teaching them tricks and secrets,  which the Reachmen claim helped them survive the fall of Lorkh. 

Lorkh is revered by the Reachfolk, but his name is never uttered in prayer, for his part in their story has long passed. While Hircine teaches the Reachmen how to survive, Lorkh is the reason that "no matter the struggle, (they) should not go quietly into death". 

Gallery
 

Books


References
Lore:Jearl's Orders

-

  was pleased to hear of your activities outside of  . The more   that we open, the nearer we are to the glorious Cleansing.

The Master has chosen you and   for a most crucial mission, a sign of your advancement through the ranks of the Chosen. We have learned that the     has gone to ground at  , the lair of the accursed  . The Master has made its destruction the top priority of the  , and   has committed whatever resources are required.

Pending your report on the Septim's activities at Cloud Ruler Temple, and your assessment of Temple defenses and possible routes of escape, we plan to open a   in the open ground before Bruma as soon as possible.

Remember: the first three Lesser Gates represent only the preliminary stages of Great Gate Deployment. Do not in any way compromise your cover in defense of these gates. New ones can be quickly and easily reopened. And once the Great Gate is opened, the fall of   is assured. Cloud Ruler Temple cannot stand long after that, and the Septim will be caught like a rat in a trap.

We would welcome any further details you can offer concerning the Imperial agent who rescued Martin from  , but again, we caution you... do not risk a confrontation. This individual is not to be trifled with.

The Dawn is breaking,
Lore:Sethiete

Sethiete (also called Seth)  is a deity that is worshipped across Tamriel. The nature of Sethiete is unknown, but what is known is his influence. His places of worship are known as the Temples of Sethiete, and one of his temples is a landmark in the city of Camlorn that anchors the main street with the Royal Palace.  Seth's followers held vast control over the city of Gideon during the Imperial Simulacrum.  There is the exclamation, "By Sethiete", which is used in the Kingdom of Camlorn.  His holy symbol is the Ankh.

Jagar Tharn was a follower of Sethiete and a member of the temple in Camlorn, four years before he impersonated Emperor Uriel Septim VII and started the decade of conflict known as the Imperial Simulacrum. 

References
Online:Spiritblood Clan

The   is a clan of Reachfolk that resides in the Reach. When a member of the clan is ready to ascend to adulthood, they undergo the Vateshran's Rites in Vateshran Hollows. The combatant's strength and cunning are tested against the legions of summoned Daedra which inhabit the Hollows. The trial is very dangerous, and the juvenile enters knowing full well they may perish. If the combatant emerges victorious, they are granted all of the privileges and responsibilities that come with being an adult in the clan.
 
 
Members
 

Locations


Related Quests
Online:Luminous Apparition

Luminous Apparitions are Reachman spirits located within Hunter's Grotto in Vateshran Hollows. Two are summoned when Rahdgarak empowers himself on a red platform. On blue platforms he will summon Moonlight Phantoms instead.
 

Related Quests
Online:Moonlight Phantom

Moonlight Phantoms are Reachman spirits located within Hunter's Grotto in Vateshran Hollows. Two are summoned when Rahdgarak empowers himself on a blue platform. On red platforms he will summon Luminous Apparitions instead.
 

Related Quests


Skills and Abilities
;Arrow Stab: Deals low physical damage in close range.
;Quick Shot: Deals low physical damage at a distance.
Online:Reach Channeler

Reach Channelers are Reachman spirits located within Hunter's Grotto in Vateshran Hollows. They translate Rahdgarak's body language and vocalizations during the battle. There are four Reach Channelers, and they are each sitting on the corner of a platform in the boss's arena. Female Channelers are located on the red platforms, and male channelers are located on the blue platforms. They cannot be killed. When the boss reaches 65% health, they stand up and perform their own mechanic.
 

Related Quests


Skills and Abilities
thumb|right|Envelop
;Envelop: Once Rahdgarak reaches 65% health, the Reach Channelers will stand up and begin performing a ritual. They start sending flames towards the platform they're facing (the flames from each channeler are sent diagonally, so the ones on blue platforms will send flaming AoEs to each other's platforms and vice versa). After 50 seconds of successful channeling, the mages will erect wards around themselves and set the platform across from them ablaze. Standing in this raging fire does immense damage to you. Make sure you grapple to a platform that isn't on fire. If left to channel their spells, the spirits will set the entire arena ablaze. You simply need to interrupt the Reach Channelers. The Channelers will cast their spell for 50 seconds. This gives you enough time to grapple to each platform and interrupt each Channeler. After they're all interrupted, simply keep damaging the boss. Rinse and repeat every time they stand up and begin firing flames across the room from the tips of their staves. If you have the Empowered Grapple buff, simply grappling to the mages will interrupt them, allowing you to conserve stamina or magicka by not having to interrupt them with an ability or by bashing.

Dialogue
They will occasionally translate the boss's vocalizations. These include general minotaur trash-talk.
:Reach Channeler: "I think he just mocked your heritage."
:Reach Channeler: "He may have suggested jumping to your death would hurt less."
:Reach Channeler: "I feel that he admires your vigor, but warns you will fail."
:Reach Channeler: "I believe he just compared you to a rodent."

If you try to attack the boss while he is invulnerable, their dialogue suggests that you move to a different platform so you can damage him.
:Reach Channeler: "He stands defiant against your strikes."
:Reach Channeler: "He may have insulted your combat prowess."
:Reach Channeler: "It seems he mocks your feeble blows."

When the boss jumps to another platform:
:Reach Channeler: "He bids you to follow, if you possess the skill."

When the boss's health reaches 65%, the channelers stand up.
:Reach Channeler: "Ah! Your real challenge starts now!"

When the boss dies, the channelers disappear.
:Reach Channeler: "I gather he wished you well on your test, and that your death be swift."
Online:Void Dremora

The Void Dremora is a mini boss that appears when you enter the Void Portal on the island that resembles the Brimstone Den. You must defeat him in order to return to the main platform. He uses The Pyrelord's flame breath and fire spout abilities.
 

Related Quests
Online:Shade Colossus

thumb|right|Restrained on the edge of the Champion's Circle
Shade Colossi are Bone Colossi that have been touched by the Void. They are summoned by Voidmothers during combat.
 

Related Quests


Skills and Abilities
;Strike: A basic melee ability that deals moderate physical damage.
Online:Void Mage (NPC)

Void Mages are Reachman spirits located within the Champion's Circle in Vateshran Hollows. They are summoned from the Void by Maebroogha the Void Lich during combat.
 

Related Quests


Skills and Abilities
;Void Bolt: A basic ranged ability that deals low magic damage.
Online:Void Firehorn

The Void Firehorn is a mini boss that appears when you enter the Void Portal on the island that resembles the Hunter's Grotto. You must defeat him in order to return to the main platform. He uses Minotaur Shaman abilities.
 

Related Quests


Skills and Abilities
;Brimstone: 

Gallery
Online:Void Archer

Void Archers are Breton spirits that are summoned from the Void by Maebroogha the Void Lich during combat in Vateshran Hollows.
 

Related Quests
Online:Shade (Vateshran Hollows)

Shades are summoned from the Void by Maebroogha the Void Lich during combat in Vateshran Hollows.
 

Related Quests


Skills and Abilities
Maebroogha will summoned Shades all around the platform's perimeter during battle. They are all connected by a Void Tether, which immediately kills you if you touch it. You must kill one of the Shades to create an opening in the ring of energy. When the Shades reach the center of the platform, they explode, killing you instantly if you fail to kill one of them in time.

Achievements
There is one Achievement associated with this creature:
Online:Anadeth

Anadeth is a Reachman who can be encountered around the Reach. She is found with her sons Fynvagh and Drisoal in the wilderness.
 

Dialogue
Before completing main quest:
:''"My sons and I have walked for what feels like days, now. We must bide here for a bit—on account of my old bones, and Drisoal's weak spirit. A shame to our clan, that one."

After completing main quest:
:"I lived through the rise and falls of clans and kings. But in all my years, never have I heard of anything to the like of what's happened in Markarth. The dead returned to life? Did the gods do this for us?"

You can respond with the following regardless of where you are in the main quest:
:That road must be hard on you.
:"I may not have a straight back any more, but I can walk a road as good as anyone. And I can gut a rascal like a lass of a few seasons, if you take my meaning."''
Online:Black-Moon Berserker

Black-Moon Berserkers are Reachman berserkers who are associated with the Black-Moon Clan. They are located at their clan's camp in the Reach.
Online:Black-Moon Brute

Black-Moon Brutes are Reachman brutes who are associated with the Black-Moon Clan. They are located at their clan's camp in the Reach.