Netruk44/uesp-wiki-content huggingface dataset:
General:Et'Ada, Eight Aedra, Eat the Dreamer

[Transcribed from a spore-dream of an unidentified, evaporating Moth Priest that reached zero sum.]

The Aedroth Aka, who goes by so many names as to perhaps already suggest what I'm about to commit to memospore, is completely insane. His mind broke when his "perch from Eternity allowed the day" and we of all the Aurbis live on through its fragments, ensnared in the temporal writings and erasures of the acausal whim that he begat by saying "I AM". In the aetheric thunder of self-applause that followed (nay, rippled until convention, that is, amnesia), is it any wonder that the Time God would hate the same-twin on the other end of the aurbrilical cord, the Space God? That any Creation would become so utterly dangerous because of that singular fear of a singular word's addition: "I AM NOT"?

That all the Interplay is one flea of assertion on a wolf of naught, and that every experience (that is, everything) born from that primal wail would cascade unto the echo-need of hologram, each slice the same except for scale, and all the magic that would need to spring forth just to hold it together at living, divine cross-purpose, support struts made from the need to exist (axial, along its two-headed fighting rays, each refusing their origin point, that is, Tower), terrestons versus chronocules, and in the end (an end that ever refuses to hold) it all becomes a lobotomized (for what is not lobal if not the dracochoreography made flesh?), reptilian (coiled), and massive map-god (holding a compass, holding a timepiece), drooling (the water from which we dragged ourselves out of to say, mirror-like, autochthonic, automatic, "WE ARE, TOO") on his countless knees, dementia given dimension, dimension dementia...

[At this point all transcription becomes impossible, except by way of sheet music, an orchestration of which was attempted during the reign of [NUMINIT], who, along with everyone else in the symphony's radial madness, was vaporized by adjacentia. The requisite adachimelic holding-tendrils activated, preventing Imperial collapse. Imposthumously, the Amulet of Kings granted to the "Coccoon Council" that the spore-dream "et'Ada, Eight Aedra, Eat the Dreamer" be immediately stored in the one thousand and eight Cyrodilic weapons of rapture.]
General:Source of Chaos

This particular passage was found by Nohept dir'Kamal among the papers of the Tharnatos, mostly talks about Dark Brotherhood (and Morag Tong).

"...appropriately, Padomay is just as ineffable an entity as Anu. This is how the Psijiic Order treats him, at least. His original (Aldmeris? Ehlnofex?) name is PSJJJJ, which is and was meant to be unpronounceable. The Order was founded and organized to divine Padomay's eternal and ever-changing mystery. "Sithis" is a corruption of "Psijii" which, in turn, was a derivation of the high concept PSJJJJ. Sithis was born when a nihilist sect of the already doom-ridden Chimeri merged (under Mephala’s tutelage) Daedric elements with the Inexpressible Action that was Padomay. In essence they began to revere Padomay's Chaos nature (as opposed to that of Anu, who is Order), and over the years degenerated into a thuggish mystery-cult which wanted to "murder the world." The Dark Brotherhood was born in these times-- which, in Morrowind, is known as the Morag Tong. Some of the higher-level Morag Tong maintain that they predate the Dark Brotherhood (more evidence of this later). That, in fact, they are an organization devoted to playing out the eternal interplay of Nir. Assassination, they say, is the purest celebration of joy or living. Whatever the case, the Padomay of Morrowind (and isolated Dark Brotherhood sects) is not the Padomay of Artaeum...."
Clothing

This is a list of all of the new clothing added by Morrowind Rebirth.

Amulets


Gloves


Pants

Rings


Robes


Skirts
Online:Cult of Meridia

The Cult of Meridia refers to the mortal worshippers of the Daedric Prince of Light, Meridia. They have a number of branches throughout Tamriel.

The Warriors of Light are a specialized group of servants of Meridia who answer to her directly.  

Members 

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Locations
 
 
 
 

Related Quests
 
 
 




See Also
For historical information, see the lore article on Meridia.
Online:Master Daldurr

thumb|right|Daldurr's body on a pike, seen as Meridia speaks through her statue
Master Daldurr was a Khajiit worshipper of Meridia who led the Summerset branch of her cult based within Eton Nir Grotto. He was slaughtered by the Spiderkith soldiers of the Triad and impaled upon the defaced statue of Meridia, and his body is seen during The Dreaming Cave. One of his priests, Sadara-do, identifies him.
 
Related Quests


Quest-Related Events
The Dreaming Cave
After entering Meridia Shrine, Sadara-do will spot his body and exclaim:
:Sadara-do: "Oh, master! What did those bastards do to you?"
:Sadara-do: ''"Look what they did to his body. They defiled Meridia's shrine!"
:Razum-dar: "That light … that is not natural, yes?"''
Online:Domihaus Style

Domihaus Style is an Undaunted outfit style inspired by Domihaus, a Minotaur boss in Falkreath Hold. As with all Undaunted styles, it's comprised of a head and shoulder piece alongside a selection of weapon pages. This style will be available from June 24 to July 29, 2020.

Style Pages
  could drop from Domihaus the Bloody-Horned, with a higher chance to drop on Veteran difficulty.
  had a chance to drop from either   or a  , sold by Urgarlag Chief-bane, or can alternatively be bought outright from her for 50 Undaunted Keys.
Weapon pages could be obtained from the   from the Crown Store for  . 
 

Sets
The following sets are in the Domihaus Style:
Domihaus

Armor


Weapons and Shields


Gallery
General:The Song of Return: Skyrim, a Preamble

To properly understand Skyrim, which one must do if they are to take on the burden of describing it for the layman, its geographies, its histories, its peoples, and its myths must be perceived as an aggregate. The Northlanders and their environs are the most variegated simplicity on this earth, with their heroic narratives serving as a record of all events leading to the present day. Which is a long way of saying that the land and the legendry of Skyrim is of a cycle not quite recognizable as prudent to the rest of the Empire’s Mannish kingdoms, since the Cyrodilic south prefers some coherence in their Fatherland’s fancy and it will give them none. Perhaps in this way, the Sons and Daughters of Kyne are more akin to the mytho-genealothosphy of the modern Mer, but attempts to find common purchase in this matter is always met with the shaking, frostbitten beards of those that hold most dear the Nordic faith.

With that preamble sitting precariously on a precipice (an idea that the Nordic Greybeards study themselves with an almost reverent amusement), let us just say here that Nordic faith is complicated. It is decentralized by the inevitable embellishment and narrative entanglement of millennia of oral tradition. Most Nordic myths contradict each other, using anachronisms or elements co-opted from other cultures, or repeat themselves under different guises. Sometimes they do all of this, and purposefully so.

Indeed, the Nords freely admit their mythic haberdashery, and take great delight in mish-mashing their legends together (and the legends of others, even their historic enemies, the Aldmer and Orsimer) into “whatever just tells a good story at feast time.” As their Clever Men are fond of saying, “The snows melt and then freeze again and in the end it is all still so much water. Legends are the same.”

It is almost palpable here, the wondering anticipation of the reader how these ideas might apply also to (indeed be part and parcel of) the very ostensibly empirical observations of Skyrim’s history and geography. There is no better rendition of this seminal through-line of the Nordic comprehension of this kalpa than their most famous tradition, the annual reckoning of the Thirteenth of Sun's Dawn Feast for the Dead, “The Five Hundred Mighty Companions or Thereabouts of Ysgramor the Returned”, a song so delicately exquisite that the throats of every hallskald worthy of becoming hoarse in its telling proudly tells it at knife and mead point, relishing in the danger closeness of both.
General:Vehk's Book of Hours

"The middle dawn is an axis for the spirits of the Foretime. As such, many of the beliefs of the primitive psijiics cannot be discounted; here, in this place, are proofs within proofs...

"...Of special note is the Blue Star, which the Alesstics call ‘Mnemoli', that runs through this part of the Aurbis every untime. The psijiics hold it in much reverence, and many of their folk make pilgrimages to Veloth when it appears because a mountain there catches fire at its passing. This mountain is reputed to be one of the last refuges of the Dwemer before they departed from this world...

"...and so to most , the middle dawn is little more than a undisputable and grandiose display of mystic power, which is to say nonsense, and few regard it as the numinous gateway that it really signifies. Like many things they cannot explain, the middle dawn is merely another excuse to declare good omens and portents, but unto you it should be known as the Hurling Disk, numbered seventeen...

"...according to the texts, Mnemoli is a wayward child of ANU, one of a pantheon of forgotten deities known as the ‘Star Orphans'... a tribe of gods and goddesses that apparently felt abandoned when the Sun Withdrew from the World-Making. Like many of her siblings, Mnemoli is both confused and delighted with the Aurbis, and explores its five quarters as best she can without the help and regulation of worship, which are not needed (by which I mean, always there) during breakings of the sideways wheel...

"...the Hurling Disk, it is conjectured, contains a strange mingling of magic from both the Solar and Lunar spheres. That singular rarity, coupled with the rarity of its presence within the world, has kept it from gaining a strong foothold in the schools of known sorcery. The Selectives claim a similar source of power in their depictions of the Right Reaching, but that has not deterred those magicians which still try to fathom the meaning of the middle dawn and what benefits they may derive from that understanding. Perhaps it is the association of Mnemoli with the vanishing of sequential sensation (and, by extension, the teeth-filled stare of the Alinor Dragon that comes thereafter) that drives seekers of arcane knowledge to pledge their scholarship to the Aetherius rather than dealing with the esoteric teachings of my murder-brother SEHT or her many aspects, who loves the secret tower so much that she trucks with folk that first gave it legs, head, and sexual recepticle...

"...one last note regarding the phenomenon of the middle dawn: it should be mentioned that at least one myth (‘The Blue Bone-Ring of Jyg') suggests a relationship between Mnemolic sorcery and the Void Ghost Eaters, the magic practiced in the countless Trickster cults scattered throughout the Tamri-El."
General:Vehk's Book of the Last Hour

"And in those waning days, I decided to go to Cyrodiil with my Water Face, so that I might tell all I met along the way the truth and the truth only. I was then the Thief of the world, and my charges were three (and that being a very significant number to me), one of which was the Tower.

"And it was of the Tower that my emperor wanted to hear. He was dying and I loved him yet. He, too, was a Master and so I knew that he realized just how big a realm that the Tower encompassed. I am sure that when I meet the Warrior and Arctus again, they will have brought similar burdens. My guesses are the Lord and Ritual, but I do not know and would be delighted to be wrong.

"Naturally, many of my acolytes and lovers and assassins want to come with me, and I will not tell them no; the way to the Ruby Throne is long, and I have not taken so long a physical sojourn as this since lending my hands to the Ghostgate. I will enjoy their company and answer their questions, too, and no doubt I will put many to bed with song with the borrowed voice of my sister. Further still, my coming is known and the manner of my coming, and I understand that there are lorekeepers that want my counsel, my explanations, the light of my heaven-seen face. I sent warnings that no riddles will come of it. The lawyers are pouting now.

"Understand that I am a Master and make my own way. For me, Mystery is dead. That is so hard to write. You cannot feel the pause. My brother is dead.

"Anyway.

"So for all these reasons and more, and mostly because there are more mysteries in the Capital that I do not know and shall take the place of those I own, this pilgrimage shall be filled with nothing but untangled truth about the Tower. I can hear him now: what of Auriel's breaking? What of my twinned antecedent? What is the meaning of the endeavor that Artaeum refuses to admit? What, indeed, said the Thief to the Master that mostly knew.

"For my part, I know my own first question: What do you want to hear first?"

--Book of the Last Hour, Vehk and Vehk
General:Concerning the Psijic Order and the Psijic Endeavor

What is the relationship between the Psijic Order and the Psijic Endeavor?

Nothing but a namesake, I am sorry to say. Now we can end that mystery. The Endeavor is a method of achieving the Tower and then what to do after. The Order is not, and does not really care for the idea of the Endeavor at all, thinking it wrong-headed nearly from the start.

So what is the Psijic Order?

A monastic order of the Altmer, impressive with age, and obsessed with a kind of mythic genealogy, made famous by their monomythism. Theirs was mostly the study of reverse-ancestry as a means to combat spiritual and material degradation. Or at least it was, I should say, as I do not know what they do now and do not much care. They were wrong-headed nearly from the start.

It is interesting to note that their original views were very unorthodox for Altmer, and thus their exile from Alinor. These views included the suggestion that Anu’s son, the Time Dragon, was formed in reaction to Padhome’s influence. In effect, Anu had finally done something. This inconceivable effect gave rise to an equally inconceivable cause, and so PSJJJJ was named and the Order eventually took his name.

Veloth was not a member of these exiles, no. Some of the Order’s precepts and ideas do (or did) flourish in the beginnings of the Alessian Order, the Temple of the One in Cyrodiil, most Maruhkati sects (including the Selectives, though they would deny it), Ancestral-Mothism, and, most famous of all, the Mages Guild.

Now we can move on safely to the Endeavor. Any questions up to this point?
General:More about Aedra - Daedra

"Sons and daughters of" should be read as associates of/associated with, especially insofar as this association was a conscious choice.

Today the common parlance is that only the eight that followed Lorkhan and created the Mundus are truly "Aedra," but this is folly. Some were not even the strongest of the Aetherius-aligned etada at the time, but were made as such by their creation of the dawn.

Remember, even the word "Daedra" started as a youthful rebellion.

I promised no riddles, but we speak here of the family-trees of the earliest divine planets, thrones, and seekers. Aurbis was created from the two, its energies coalesced into first forms, and these in turn made of the Aurbis what they could; keep sons and daughters in that context and it becomes easier to see them.
General:On Aldmeri Ancestor Worship

Ancestor worship is the common center of all Aldmeri religions. The application of that worship is an entirely different thing, and the designs of the Order have nothing to do with the Endeavor, though they may have inspired some to take that road.

The arbitrary and the motivated in regarding one's divine ancestors: ignoring a manifest concern for belief in them as us, instead we concern ourselves with intensity and its relationship with action, valorizing ‘little narratives’ and proliferation of narratives in our native cultures to the point that there is no perch from extraneous content. Pure subjectivity is no longer possible; instead it becomes akin to sensory deprivation, yet without the fear, for we sense things that remind us of the dawn: the sacrifice into the stabilizing bones, new-built towers with broken intentions, and first metals gone blue from exposure to the long sun. The quest toward the ur-you for certainty and foundations is not innocent. However, it is an honest vindication for truth and superhuman ideals, which means it should be regarded as such by our own sense of fault: we made this, we dreamed this, we made it viable by voting with our seductions, we will live again to show our genuine applause.
General:More on the Psijic Endeavor

What is the Psijic Endeavor?

The basis for the teachings of the Prophet Veloth, founder of present day Morrowind and father of Dunmeri culture. Veloth describes the Psijic Endeavor as a process of glorious apotheosis, where time itself is bent inward and outward into 'a shape that is always new'. Those who can attain this state, called chim, experience an ineffable sense of the godhead, and escape the strictures of the world-egg.

It should be noted that, while Veloth is given credit for establishing the anti-laws that govern the Endeavor, this process has its antecedents in the teachings of the Black Hands Mephala, Boethiah, Azura, Trinimac, and, of course, Lorkhan, through that lord's association with PSJJJJ.

What is "chim"?

From the Ehlnofex: an ancient sigil connoting 'royalty', 'starlight', and 'high splendor'. As with most characters of that dangerous language, the sigil CHIM constantly distorts itself. Those scholars that can perceive its shape regard it as a Crowned Tower that threatens to break apart at the slightest break in concentration.

Representations of the chim, and by extension the Psijic Endeavor, are always protean values, such as the anumidi models renowned by the Dwemer, the Scarab of contemporary astrolothurges, and the Striking ("exact egg-cracking") of old Argonia. All of these representations possess an innate and constant aspect of transformation.

What is the purpose of the Psijic Endeavor?

To transcend mortal boundaries set in place by immortal rulers. At its simplest, the state of chim provides an escape from all known laws of the divine worlds and the corruptions of the black sea of Oblivion. It is a return to the first brush of Anu-Padomay, where stasis and change created possibility. Moreso, it the essence needed to hold that 'dawning' together without disaster. One that knows CHIM observes the Tower without fear. Moreso: he resides within.

I am confused. What is the relationship of the Psijic Endeavor and the Tower?

Ah. Because from within one, you may regard the other.

That helps little. What examples of the Psijic Endeavor exist today?

The world you stand on is said to be the first attempt at chim. It is also admittedly the most famous. That it was choreographed by Lorkhan and ultimately failed is well-documented, but whether or not this failure was intentional is still disputed.

Wait. Why would anyone want to purposely fail the process of CHIM?

And this is the most-reached destination of all that embark upon this road. Why would Lorkhan and his (unwitting?) agents sabotage their experiments with the Tower? Why would he crumble that which he esteems?

Perhaps he failed so you might know how not to.
Blades:The Impenetrable Grove

Objectives
 

Walkthrough
thumb|right| right|thumb|The silver chest
In the first area you will encounter 7 spriggans, so it is a good idea to have fire-related spells such as Fireball and Consuming Inferno for them. As you progress there is an optional spriggan boss to the right which guards a  . There are also some breakable tree stumps around this area, so be sure to break them for extra loot.

Once you arrive at the cave entrance you will encounter two skeletons, once you leave this cave you enter a graveyard and at the start of this graveyard, there is a chance that healing mushrooms will be there. There are two more skeletons and the final skeleton boss in this graveyard area, with the boss being to the right. 

Breakables
The following Breakables can be found in this event:

7 Forest  
2 Forest  
1 Forest  

Difficulty
The difficulty of the enemies scales with your own level. The level of your enemies increases each stage as seen in the following table:


Enemies
Spriggans
7 standard
1 secret boss
Skeletons
4 standard
1 boss

 
 

Gallery
Blades:The Pit of Pestilence

Objectives
 

Walkthrough
thumb|right| 
Preparation
In this event, poison damage is a huge factor. To combat this, be sure to stock up on as much poison resistance as needed, whether it be through potions or enchantments. Especially Chitin and Dragonscale armor will be useful during this event. Poison revenge enchantments can also be of use to quickly dispatch enemies. Be sure to utilize any food you may come across in order to replenish lost health. The reward is well worth the risk, however, as there are two   chests that can be found in optional side passages.
thumb|right|The First Golden Chest

The First Chest
Upon starting the stage, you will find yourself in a cave filled with a thick green fog. Continue on the path ahead of you and you'll come across a small opening inhabited by two wights. After handling them, you will find yourself at a fork, with a necromancer and another wight just up ahead. It is recommended that you go right; this will allow you to draw in one enemy at a time, giving you time to naturally recover any missing stamina and magicka, whereas approaching them from the left will force you into consecutive combat. Following the path directly behind them will lead you to the first chest, guarded by an optional wight boss. If you are not confident you will survive your fight with it, you can run past it to claim the chest. However, you will still have to fight the boss.
thumb|right|The Second Golden Chest
Stage Boss and Second Chest
Head back and on your right (Left from the original fork) you will notice a small passage that leads to a closed door. Open it and you'll find yourself in a large opening occupied by another wight and necromancer. After they are dealt with, continue ahead through the next passage, leading to the final opening, containing a necromancer as well as the stage boss, a wight. Defeating the boss will complete the stage; however, be sure to select the explore option when prompted to, as there is a passageway to the left that leads to the second chest. As with the previous chest, you can run past the boss to claim it before your fight. While you can entirely evade the boss in doing so, you must fight it to complete the event.

Breakables
The following Breakables can be found in this event:

4 cave breakables with a chance of  %  ,  %  , and  %  
4 cave breakables with a chance of  %  ,  %  , and  %  
4 cave breakables with a chance of  %  ,  %  , and  %  

Difficulty
The difficulty of the enemies scales with your own level. The level of your enemies increases each stage as seen in the following table:


Enemies
Wights
4 standard
1 secret boss
1 boss
Necromancers
3 standard

Gallery