Netruk44/uesp-wiki-content huggingface dataset:
The Travels of Tyal Direnni

[Tyal Direnni, First Era diplomat, was one of the first Elven scholars to visit Cyrodiil and describe the Empire of the early Alessians. Though biased, his account is treasured as one of the few remaining sources on pre-Marukhati Imperial culture.]

[...] I found the west of Cyrod quite unlike the dreadful rumors that had circulated among our exiled Ayleid brethren. Many prominent cities still stand, and their keepers have not forgotten the tenets of hospitality. Their new masters, a race of Man who refer to themselves as the al-Khored or the Coloi, are barbarians, but proud and correct in their dealings. They are friendlier than the Nords and more spirited than the natives of our own Balalt [...]. When I showed them my letters of introduction from the Bull-King, they gave me free berth and offered a sturdy donkey to replace one of my pack animals, which we had lost on the treacherous highland paths [...]

[...] Having entered the lowlands I can attest to the descriptions: most all is wild jungle. We rested in a hill-outpost spoken of as the Skinning Fort, around which the industrious Coloi had cleared much of the forest, with the intent of planting vineyards - a most excellent idea, as the climate is quite suited. I told them some of our native land's agricultural techniques, and they were grateful. I had reason to discourse with a learned Ayleid who served as mentor to the local lord's children: he explained that their people are free to exercise scholarship within their enclaves, but that they are restricted from leaving the lands or performing trades other than intellectual onces - sadly, it seems that the fine art of Varlencism is no longer known to them. In hidden words, he warned me against sharing our travel road with the Coloi, especially the sea route -- apparently, the tribes of the western shore have the habit of raiding the nearby coastline, and it would not be beyond their abilities to reach the Iliac and Bal-Fyr. I doubt the efficacy of these primitives, but I will heed the warning.

[...] Having crossed the mangroves, we now stand at the shores of the Rumaranth, in sight of the Citadel of old. It is a monumental sight [...] garbed in silks for a reason I cannot uncover. The city is a riot of color, with garlands of cloth hanging off every spire. The effect is overwhelming, and combined with the jungle heat, the smoke of the omnipresent altars, and the constant swarms of moths nearly became too much for some of my traveling companions. Not since Alinor have I seem [...]
A Treatise on Calcinator Use

Argonian alchemists of the Black Marsh have long held that the phases of the moon dictate the precise positioning of the Calcinator. During the full moon, the Calcinator should face due South, aligned with the Southron pole star. It is well known that the Southron pole star is slightly offset from true south. The diligent Alchemist will refer to star charts for the specific day and time to more precisely align the Calcinator.

For each night of the phases of the moon after full, the Calcinator should be rotated clockwise one twenty-eighth of a circle. If the Alchemist is closer to the Southron pole star than the Northern Sisters, he should rotate it counter-clockwise instead. Set the device where the moonlight is shining on half of it. Of course, if it is a new moon, the Calcinator should be fully exposed instead.

Proper alignment of the Calcinator will create one part in forty-seven more purity of the distillate. Obviously this is a highly desired attribute, even though the effect may not be that  .
The Trials of Saint Alessia

Akatosh made a covenant with Alessia in those days so long ago. He gathered the tangled skeins of Oblivion, and knit them fast with the bloody sinews of his Heart, and gave them to Alessia, saying, 'This shall be my token to you, that so long as your blood and oath hold true, yet so shall my blood and oath be true to you. This token shall be the Amulet of Kings, and the Covenant shall be made between us, for I am the King of Spirits, and you are the Queen of Mortals. As you shall stand witness for all Mortal Flesh, so shall I stand witness for all Immortal Spirits.'

And Akatosh drew from his breast a burning handful of his Heart's blood, and he gave it into Alessia's hand, saying, 'This shall also be a token to you of our joined blood and pledged faith. So long as you and your descendants shall wear the Amulet of Kings, then shall this dragonfire burn -- an eternal flame -- as a sign to all men and gods of our faithfulness. So long as the dragonfires shall burn, to you, and to all generations, I swear that my Heart's blood shall hold fast the Gates of Oblivion.

So long as the Blood of the Dragon runs strong in her rulers, the glory of the Empire shall extend in unbroken years. But should the dragonfires fail, and should no heir of our joined blood wear the Amulet of Kings, then shall the Empire descend into darkness, and the Demon Lords of Misrule shall govern the land.'

-- from the liturgy of the Re-Kindling of the Dragonfires.
The Alessian Doctrines

[This appears to be a complete edition of the Alessian Doctrines, the legal codes and prophecies written by the prophet Marukh during the First Era. These revelations are considered both blasphemous and dangerous, and to possess them or proclaim their contents is harshly punished under Imperial Law.]

center|256px
The Thrassian Campaign

Juvenile: disgusting little amorphous grubs.

Adolescent: soft, squishy octopuslike things that cannot emerge on land.

Adult: no outside limit to age or size. Individuals seen on land in Tamriel tend to be older, corpulent adults; the trait of greed is common in these individuals, and they excel as merchants and smuggling entrepreneurs. Younger adults lack essential surface survival skills, and are rarely seen on land. Older adults collapse under their own weight unless buoyed by water.


 


Perfect memory. They cannot read or write, but they remember everything they see or hear.

Magic-adept: all land-traveling Sload know the Recall spell at a high level of skill, and use it casually and frequently as the default mode of travel. It also provides the best defense; they teleport out of difficulty instinctively. We must be on our feet!

 


Sload slowly adapt their outer integument to conform with surfaces and objects, permitting them to pick things up or climb things like disgusting slugs. Slow! They think very quickly, but never enough to suit their careful, deliberate personalities. They move slowly, and act slowly. It takes them a long time to come to decisions. They can answer questions quickly, if they choose to - which they seldom do.

Cautious. They have no word in their language for adventure. The closest equivalent means 'tragic disaster'. All their heroic myths are about individuals who sit around and think for years and years, consulting cautiously with wise Sload, until finally they act - always deliberately, always successfully. All their mythic villains act quickly, and always fail.

laughter at lame jokes, weeping at apparent misfortunes, furious tirades at folly or ineptitude. They have no compunctions about blasphemy, theft, torture, kidnapping, murder, or genocide. They break laws whenever they calculate it in their best interests. They do not perceive or honor friendship or loyalty in the familiar human terms, except for a cheerful affinity for those who defeat them or trick them in any endeavor. The adult form does not apparently reproduce, and shows no interest in the fate of its offspring.
Vindication: the Dragon Break

It is the first of the Exclusionary Mandates that the Supreme Spirit Akatosh is of unitary essence, as is inconclusively proven by the monolinearity of Time. And clearly, the Arc of Time provides us with the mortal theater for the act of Sacred Expungement. Thus it is our purpose upon Mundus to reverse the error of Sanctus Primus and restore Ak-at-Osh to humanadic purity. To say otherwise is vain and empty persiflage.

Therefore let the Staff of Towers be prepared for the ritual that will cleanse the protean substrate of the Aldmeri Taint. All Selectives are to initiate chants of Proper-Life and maintain them until a state of monothought is achieved. Then each shall Dance, duration-forward then volteface, till the Roll of Time winds withershins.

Prophet-Most-Simian guide us! Misplaced Shezarr bless us! May our Wills in this be Enacted!
Online:Jeberilie Cedmain

Jeberilie Cedmain is a Breton who can be found in the Lusty Argonian Footman in Lilmoth, leaning against a wall and flipping a coin. She otherwise cannot be spoken to.
 

Dialogue
She will humor Nisswo Nedhellas' drunken ramblings about vampires.
:Nisswo Nedhellas: ''"Hoo. Stronger than I remember. Must've lost more blood than I thought!"
:Nisswo Nedhellas: "You think vampires drink? Don't say it! I'm not talking about blood!"
:Jeberilie Cedmain: "I can't see why they would."
:Nisswo Nedhellas: "Don't drink. No wonder they're trying to end the world! Miserable rotten life, that is! I'd bash my brains out if— … this bar always wobble so much?"''

Notes
She does not appear in The Lusty Argonian Footman until She Who Eats the Light is completed.
Lore:Fort Sungard

(or simply called Sungard)  is a fortified settlement located in the southern canyon of the region known as  , situated in the province of  . Fort Sungard is a historical bulwark that is a key-strategic point in southern Skyrim, for the likes of   in the northwest, and the rest of southern Skyrim. Also, Sungard was at times the name of a town in southeastern Skyrim on the road between   and  .  

 

History
In the early-mid  , the Battle of Sungard served to be a key point in Skyrim's conflict against the  , at the time under the command of  . The conflict at Sungard had led to the death of the High King of Skyrim,  . Because of this defeat, Emperor Gorieus' forces were able to take control of southern Skyrim, the one that it had originally lost. Following his death, the   was convened, naming Kjoric's son,   the next High King of Skyrim. Hoag's forces joined   in his conflict against the Alessians at the  .  

In the late  , the young   had moved into Sunguard, on her way towards Riften where she would meet   and eventually become the Queen of  . 

During the   in the late  , the town of Sunguard   was still active, being ruled by Prince Mojarik. It had a rivalry with  .  It was neighbored by several settlements, including   in the southeast,   in the northwest, and   in the northeast. 

By the   in  , Fort Sungard was still around, playing a role in the Reach's involvement in the Civil War. It was used by the   as their bulwark against the   in the Reach, should the latter gain control over Fort Sungard, they would have control over the Reach. 

Notes


References
Online:Center Fulcrum

The Center Fulcrum is a binding pinion that Oracle Marieve is tied to in The Spiral Skein. After it is destroyed, its health bar will show up, but it cannot be attacked.
 

Related Quests
Online:Beggar (Hallin's Stand)

The Beggar is a Redguard who can be encountered in the Imperial-controlled city of Hallin's Stand. When he is met, he gives cryptic advice about the situation before moving off. 
 

Related Quests



Quest-Related Events
Hallin's Burden
After you enter the town square during Hallin's Burden, the Beggar will call you over, saying "These old eyes see you! Come, come!"

Once you follow him away from the square, he will ask you why you decided to help the city.
:''"You did not see me, did you? No one sees the poor, the sick. The oppressed! You help these people of Hallin's Stand, but for what? You put yourself in harm's way, but why?"
:My reasons are my own. Who are you?
:"One of the destitute, no more. I have nothing, except my eyes and ears. And I see Yara wants to trust you, but she cannot. Not until now. She will look for signs of treachery, and find none. But even that will not be enough."
:Why doesn't she trust me?
:"Unimportant! But here is how she will. She waits by the tavern, as she was spying on you. Go to her, clasp her hands, and tell her that the Red Asp lives."

If you speak with him again he will just tell you to move on, saying, "I must seek my fortune. And you must go elsewhere to seek yours."''

The Lion's Den
After you have learned from Captain Dhakir at-Nimr that his daughter is being held hostage for his compliance, the Beggar will be waiting for you when you leave the estate:
:Beggar: ''"I've seen the girl, it's not too late."

:"The couple despairs, but all is not lost! Nothing is without hope, until the last breath! Let me tell you of their child. Come, come!"
:Where is she?
:"The Imperial fool Quatrius believes he's invincible. And in a way, he is. If one were to raise a blade against him, his soldiers would surely cut down the child out of spite. But there are other ways to cow a man."
:How?
:"Not how, but where! Go to the pavilion in the shadow of the palace. You are already armed! Armed with the knowledge that he is a coward! With that, you must defeat him!"''

Notes
At the end of The Lion's Den, you discover that the Beggar was Ufa the Red Asp in disguise.
Online:Ayleid Soldier (Murkmire)

The Ayleid Soldiers are Barsaebic Ayleids who accompany Myndhal during his conquest of the Root-Whisper Tribe. They appear most notably in the Hunting Party Mural vision during the dream-wallow.
 

Related Quests
Online:The Mists

It comprises the memories, dreams and nightmares of countless Argonians who have lived in Murkmire. During Death and Dreaming, you enter it to learn the location and origins of the Remnant of Argon by living through the memories of a hunter called Mateem. To enter the Mists, you must first travel through the Swallowed Grove to the Ritual Chamber.
 

Related Quests


People
 

Maps
Online:Mateem

Mateem is a young Argonian hunter whose memories of the Ayleid attacks on their tribe and the creation of the   are relived through the dream-wallow in the Dreaming Nest.
 
Mateem (Male)|thumb|right
Related Quests


Notes
Mateem's appearance depends on the gender of your character.
Due to the nature of the Mists and the abilities of Sap-Speaker Kuzei, she can perceive that Mateem has a passenger (The player character) when they finally interact.
Lore:Muatra

, meaning Milk Taker, is a spear wielded by  , one of the living gods of the  . While there are no accounts of its creation, Vivec claimed it was used by him to eliminate his progeny with   "from a secret he had bitten off from the King of Rape". It is said that those struck by the spear "turned barren and withered into bone shapes".  

References
Way of the Exposed Palm

Untrained   are known to make a club of the hand and beat on their opponents like a drum. It is a truly uncouth way to victory. The way of the exposed palm is far more sophisticated and far more deadly.

Consider this question. A man is struck in the chest by the flat of a plate. There is a small bruise but he is otherwise unharmed. Now break the plate and strike him in the chest with a shard using the same force. Now the man is dead or grievously wounded. How can this be? How can a small object harm more than a larger?

This essential point is the first finger of the way of the exposed palm. The five part way is concentration, reaction,  , speed, breath control. To master unarmed combat all five digits must be mastered.

The parable of the man and the plate is concentration. All of the blow is   into a small point. Therefore it is more potent. To strike with just the thumb can be more deadly that to strike with the whole fist. However, only the highly trained fighter can do this.

The second aspect of concentration is the mental discipline to think hard about what is being done. Distractions are ignored as the will maintains the ultimate goal. The truly deadly fighter can even block out his own pain in this manner.
The Woodcutter's Wife

Legend tells of a woodcutter who built a shack deep within the pine forest. There, he hoped to live in peace with his family.

The woodcutter's family lived well for a time, but without warning, the weather turned bitterly cold and spoiled the harvest. Before long, with their meager supply of food all but gone, the family was starving.

Late one snowy night, a traveler knocked on the cabin door seeking shelter from the biting cold. Always generous of heart, the woodcutter welcomed the stranger into his home, apologizing that he had no food to offer.

With a smile, the traveler cast off his cloak to reveal the garments of a mage. As the woodcutter and his family looked on, the mysterious visitor reached into his satchel and withdrew a scroll tied with a silver ribbon. No sooner had the wizard unfurled the scroll and read the words aloud, when a great feast appeared from out of thin air. That night, nobody in the woodcutter's cabin went hungry.

Day by day, the snow piled up. Every night, the mage produced another scroll from his bag and read the words, each time summoning a new feast. On the fifth night, the woodcutter's wife awoke her husband to confess her mistrust of their magical guest. Surely, she argued, there was some price to pay for the magical feasts that everyone enjoyed night after night.

The woodcutter would have none of it. After nearly dying from the lack of food, his family was eating well. The divines had sent them a gift, he explained, and it was foolish to question their wisdom.

But the woodcutter's wife would not be persuaded. Every night, she grew more fearful and more desperate. She was certain that the family had entered into a devil's bargain, and the time would soon come when the mage would ask for something unspeakable in return for his gifts.

While everyone in the cabin slept, the woodcutter's wife snuck out of bed and took her husband's axe in hand. She crept into the traveler's room and with one swing, lopped off his head.

Suddenly, the wizard's disembodied head awoke. His eyes opened wide and when he beheld his maimed body, he let forth a terrible cry.

Awakened by the horrified scream, the woodcutter and his children rushed into the room and gasped at the terrible sight of the decapitated mage.

With his last gasp of breath, the traveler laid a fearful curse on the woodcutter's wife. After her mortal death, she was damned to rise once again and walk the woods alone only to burn at the rising of the sun.

To this day, those who walk the pine forest late at night tell tales of a weeping woman glimpsed between the trees. She carries a bloody axe, the stories say, and is terrifying to behold.
Xahxes's Gift, Part II

The following is a recording of Kervena, a Reachman matriarch of Old H'roldan. Transcribed by Janus Sarvenelus, agent from the Imperial Office of Reachmen Affairs. Old H'roldan. 3 Suns Height 3E 412

 Part 2: Sheor the Tusked-Trickster

Now let me tell you of Sheor, also called the Tusked-Trickster. Sheor was trusted with the important duties of a scout and spent his days mapping the Steppes ahead of the tribe alongside his companion and lover, Kyne. In their seclusion did thoughts of menace manifest betwixt their rutting (who influenced the other I cannot say). It was on one night in a time without nights that The Accursed Two returned to the Celestial Camp.

"Holy hosts, I bring to you a mind of revelatory power. I mean to bring Mortality to Substance and I require the assistance of my brothers and sisters! Kyne herself has laid the foundation of our proposition. Heed her!"

So it was that many of the gods participated in the creation of Nirn, like Magnus Sun-Shaped, who worked with Kyne in the shaping the basis of the new reality. These beings would become the aedra. Those who sat and watched their brothers and sisters and did nothing (save the Funny-Man, who yelled and yelled for Zeyht to invent cheese) became the daedra.

It was just before their creation was finished that Sheor spoke once more:

"Brethren! We are but on the cusp of reaping the benefits of our toiling. I ask you to sing with me in celebration!" 
ON THIS AUSPICIOUS DAY OF DAYS 
SHEOR ASKS HIS EQUALS FOR THREE GIFTS 
HE SHALL NAME THEM WITH HEART AFLUTTER: 
LET THE DAWN BECOME NEW LIKE NO OTHER DAWN BEFORE 
LET THE CORPSE OF THE OLD AND CYNICAL FORM THE FOUNDATION OF THE NEW AND HOPEFUL 
AND LET NIRN BE TORN FROM THE MIND OF THE ARTISAN 
AND BE MADE WHOLE INCARNATE 
NE NU-MANTIA; ALTADOON LORKHJ

Then something horrible happened.

In the creation of this world, the aedra found themselves unable to move their tents and their herds of spectra refused to leave, mucking up the place with bleating. Worse yet, our ancestors were cursed with this mortality (this is why we tell our children to hold back tears when they scuffle their knees, to not grant the Trickster his due). The daedra watched on in a combination of envy, horror, and amusement at the expense of their kin.

"Why have you done this, brother?" cried Zeyht, his mouth spilling forth with locusts.

"You desire my motivations? Know this, for our children shall not! For-"

Yet Sheor was unable to complete his rambling diatribe, as Orc-Friend Trini himself set himself upon the traitor, pummeling him into theological particulates.
Xahxes's Gift, Part III

The following is a recording of Kervena, a Reachman matriarch of Old H'roldan. Transcribed by Janus Sarvenelus, agent from the Imperial Office of Reachmen Affairs. Old H'roldan. 3 Suns Height 3E 412

 Part 3: The Execution of Sheor

After learning of the betrayal by Sheor Tusked-Trickster, Auri-El in his righteous fury, threw the jaundiced fiend into a pot of scalding ethers, as the rest of the gods tried to make sense of their condition. There was much weeping, especially from Water-Mother Mah-Ra, whose tears filled what would become the Bjoulsae, the lifeblood of our people (Do not let the Nords fool you, she was crying for being cursed with mortality, not for her supposed "husband").

The Trickster goaded the head of our pantheon, spitting, sputtering, and muttering foul aphorisms (not worthy of remembrance).

'Have I not a right to a trial? Do I not have the right as any of you would?'

'Do not waste our time, fiend" said Orc-Friend Trini 'Your crimes are laid bare and no justification could set things to right. Now is the time for thinking of what to do with such a beast as you!'

'May you be eaten alive by demons dressed as maidens!' Sheor snarled, with fury in his eyes.

Orc-Friend Trini, fed up with such rampant display of irreverence, plucked out the heart of Sheor to stop his mewing (an easy feat, for he, like all Nords, was shallow hearted) and let his cursed organ fly to the land of Dwemereth, where the only people who hate the snowmen as much as us Reachmen dwell.

What fate befell Kyne? Well, let me tell you, stranger. In seeing her partner put down like the rabid skeever he was, she let out a furious scream and wailed over Sheor’s corpse, holding him close to her bosom. Seething and bubbling, her body lost its form, becoming the Storm, growing ever larger amongst the tribe.

Facing the wrath of a goddess with naught but destruction in her heart, Auri-El pleaded to father Anu, but his cries were drowned out by the thunderous maelstrom of Kyne. Our gods were swept up in that tumult.
Yngol and the Sea-Ghosts

Masser and Secunda passed over Ysgramor's people as their fellowship landed in long-boats upon the rocky shores of Hsaarik Head on their journey from Atmora to Mereth. Boats littered the coast, but Ysgramor did not count his kin, Yngol's among them.

Ysgramor commanded the sea-ghosts to surrender his kin, and a great gale darkened the sky. The seas thrashed and churned, and a wrathful storm appeared. Ysgramor took up the oars and rowed into the storm alone.

Upon the Sea, Ysgramor wrestled the sea-ghosts, and the storm carried him along the jagged coast. Two fortnights passed without relief, until finally the storm broke. Come the next dawn, Yngol's long-boat was found in the icy surf, but the vengeful sea-ghosts had already taken Yngol and his clansmen.

In his terrible grief, Ysgramor slew a dozen dozen beasts and burned them in honor of his fallen kinsman. A barrow-hill was dug in the Atmoran tradition, and Yngol was laid to rest with rites and honors among his clansmen far below the rocky face of Hsaarik Head, the first Children of the Sky to perish in Tamriel.