Netruk44/uesp-wiki-content huggingface dataset:
Khajiit's Perspective on Cyrodiil

Za'Dakki comes today to tell you of the cosmopolitan heartland of the Empire, Cyrodiil. No doubt many   are familiar with the Imperial province, but for those who are not, prepare to experience shock and awe, delight and fright. And a little bit of attraction to your brave explorer-reporter-author Za'Dakki, no?

Cyrodiil is a place of bountiful treasure and varied creatures. It is also of varied inhabitants, predictable given its central location. Just as there are many men and mer, there are also many Khajiit. With that said, do not expect to find them reliably - they are scattered and do not congregate in central locations like the Dunmer of   or the Nords of  . This means that you should not expect to find a mate so easily in Cyrodiil. Oh, but if you do find an eligible young Khajiit in the wild, then you will no doubt experience one of the most ravenous and sweet experiences of your life, beneath the sun or the stars, rolling around in the foliage.

Ahem. Za'Dakki digresses. Perhaps he should consider hiring an editor.

The   is a fantastic institution, indeed. Situated on the Imperial Isle, it plays host to the most entertaining and delightful plays Za'Dakki has ever seen! Of course, Za'Dakki, as established in  , struggles to restrain himself when watching such performances, and this is also true with the Nirn Theater. While his outbursts during the village plays in High Rock simply earned him displeased glares and bewildered stares, his outbursts in the Nirn Theater got him a most displeasurable spanking from one of the institution's most flamed playwrights, the renowned  .

In the wilderness, Za'Dakki must confess he stumbled upon a strange sight, indeed. Near   - a shrine to what he believes to be a Daedric Prince! There was a statue of a man, stood wearing strange pantaloons and a cane, and when he approached the shrine he was harassed by a rather eccentric Bosmer, demanding that he "present the calipers from the vomitus". This was a most unnerving experience for Za'Dakki, so he ran all the way back to Leyawiin and awaited the first ship out of Cyrodiil.

Overall, Za'Dakki finds Cyrodiil a most pecuiar but fairly agreeable place. However, if you want skooma, moon sugar or delightful Khajiit ladies, this one believes you may be better off looking Elsweyr. Get it? That was a pun, yes? O-ho! Delightful!
The Artist's Guide to Painting, v 1

Greetings, aspiring painter!
 
So you wish to become a true artisan of the brush? An undisputed master of the canvas? Then you made the right decision in learning from an accomplished painter like myself. I don't mean to boast or brag, but experience is extremely valuable when choosing a tutor, and I am very pleased you chose me. After all, unless you have some sort of an Aedric artifact to help you (pfft!), your art can rely on nothing other than your own discipline and creativity, skill and invention. It is my hope that through this work, you will be absorbing my expertise into yourself, much as the canvas absorbs the paint from an artist's brush.
 
First and foremost - always decide exactly what you are painting before you embark upon the voyage of creation, but do not let this early decision-making prevent you from going with the flow, from being whisked away in the flowing rapids of creativity and inspiration. For example, you might decide you wish to draw a marvellous vista - say, the rolling hills of the West Weald. Stay this course as you paint, but don't be afraid to put in a few unplanned touches - wildlife roaming about and the like. This will give your art a sense of identity and belonging that is difficult to achieve otherwise.
 
My second piece of advice is to always be mindful of color palette. Have a general idea of what color palette you plan to use before starting to paint. A well-balanced and masterfully-chosen color palette is critical for making your painting truly aesthetically pleasing. With a poor choice of color palette comes paintings that are garish, bland, uninteresting or downright unsightly.
 
My final piece of advice is perhaps the most important. Never give up. If you are truly determined to be a master painter, then become one, and don't let anyone dissuade you from this path. Ask yourself, “Do I really want to be a master painter?”. If the answer is yes, then entrench this thought in your mind. Think of yourself AS a master painter, not as a mere student. Say to yourself, “I am a master painter”, shout it as loudly as you can! Let all know you are a master painter, and let no one tell you different! But temper this with caution, for the journey of learning never ends, and one always has room to improve. Even master painters. Even your humble author!
Thank you for reading this, the first volume of my 'The Artist's Guide to Painting' series. I hope you will join me for the second.
 
Until our minds next meet again, whether through text or painting,
 
Rythe Lythandas
The Goblin with the Golden Arm

200th Anniversary Reprint 
First published 3E226 

----

The persons in this book are mostly fictional. Any similarities to persons living, dead or undead are probably a coincidence.

----

It was a dull, grey Frostfall morning when the woman entered my home, and changed my life forever.

The streets outside were grey, windswept and empty, but there was a charge in the air - something alive, something powerful and energetic. Twenty years in the Watch taught me to trust my instincts, and now every one of them were screaming at me that this was going to be a very different kind of day.

She had clearly wanted to make a grand, sweeping entrance - with the door flung wide open -  but it had been a rough month and I'd had to sell it to an unscrupulous Bosmer. It had, after all, been two years since my success with the case of the Red Pit of  , and work was getting increasingly thin on the ground. But despite the disappointment written all over her face, she still managed to stun me. Elegant and graceful, wrapped up tightly in the finest Nibenese fashion. High, elegant cheekbones, jet black hair wrapped tightly in a bun. Legs from here to Aetherius, and a scent that was sweeter than a Khajiiti fart. She was almost as beautiful as my dear Casta of  , and looked twice as dangerous.

She strode over to my desk, placing neatly manicured hands on either side. She leaned forward, her lips exotic, enticing. I wondered what it'd be like to kiss her.

"Servil Sybane? The famous inspector?" 
"At your service ma'am." 
"I have a problem." Her voice was husky, a little deeper than I expected. Somehow, it made her even more attractive. 
"A week ago some letters from an old friend went missing from my home. It would be very... Embarrassing, if they came to light." 
I followed her gaze out the window. To my surprise, she was staring at the spire of White Gold Tower. 
"I already know who took them. And I know what he plans to do with them. He wants things from me that I am not prepared to give up. I need you to track down my documents, and destroy them." 
Interesting. "And this mysterious thief is...?" 
"A goblin. Razul. Razul Ghaash." 
I knew that name. I knew it well. I touched the scar on my neck instinctively. 
"The Goblin with the Golden Arm."
Blades:Warmasters

thumb|right|A Warmaster 
Warmasters are an enemy group in Blades that are hostile to the player. Warmasters are weak to cleaving and poison damage, but resist frost and shock damage. Despite each having 120 magicka, they do not have any spells to cast.
 
Families
Basic
The following Warmasters are the variants found in Jobs and many other Quests.
  
 

Abyss
The following Warmasters are the variants found in the Abyss.
  
 

The Dark Hold
The following Warmasters can be encountered in The Dark Hold. They favor offense over defense. 
  
 

Boss Names
Bloodthirsty Warmaster
Sadistic Warmaster
Supreme Warmaster

Female
Berserker Maiden
Dishonorable Shieldmaiden

Male
Berserker Lord
Fallen Warlord
Blades:Skeletons

thumb|right|A Skeleton 
Skeletons are an enemy group that are hostile to the player. Despite each having 120 magicka, they do not have any spells to use.

At earlier levels, basic skeletons will pose almost no threat. They can be dispatched fairly easily with little attention paid to their abilities. However, at higher levels, they'll make use of Harrying, Staggering, and other Shield Bash abilities to stun you and prevent you from using your own abilities. Thus, at higher levels, a good strategy is to high block their attacks or otherwise stun them and attack while the skeleton is stunned. This prevents you from attacking into their Reflecting Bash or other high blocks, which should prevent you from taking too much damage. Consider a Dodging Strike ability for Guardbreaker and their other Power Attack abilities, or otherwise deal with the damage. Be wary of allowing them to stun you, as this can quickly compound as the skeleton repeatedly bashes you and prevents you from responding. Aside from event skeletons, they will deal only physical damage, so you will not require spells like Elemental Protection or Ward to prevent their damage while exploring the Abyss or completing quests. However, in some events, they will deal elemental damage. The divine weapon Thunderfell from the Sigil Shop targets both weaknesses of basic skeletons, but any level-appropriate Bashing weapon will be efficacious in fighting basic skeletons. However, you should bear in mind that some event skeletons, conversely, will be immune to all but a specific type of damage.

 
 
Families
Basic
The following Skeletons are the variants found in Jobs, the Abyss, and many other quests.
   &  
 

The Impenetrable Grove
The following Skeletons can be encountered in The Impenetrable Grove. They favor defense over offense. 
  
 

The Purifying Flames
The following Skeletons can be encountered in The Purifying Flames. They are immune to all but fire damage.
  
 

Vault of Lightning
The following Skeletons can be encountered in Vault of Lightning. They deal only shock damage.
  
 

Sticks and Stones
The following Skeletons can be encountered in Sticks and Stones. They are immune to all but bashing damage.
A Traveler's Guide to Bruma

n response to the overwhelmingly positive reception that my 'An Explorer's Guide to Skyrim' has received, I have chosen to publish this new text detailing the characteristics of   and its people. It is my hope that this work will enlighten a great many about Bruma's culture and encourage prospective travelers to come and partake in the bountiful experience of life in the Jerall Mountains.

Firstly, one must understand that Bruma in many ways defies the traditional Cyrodilic cultural divide of 'Colovian' and 'Nibenese'. While Bruma is, indeed, a Nibenese county, one must always be mindful of the county's strong Nordic heritage and populace. Indeed, some - not least of which the esteemed 3E author Alessia Ottus - have argued that Bruma has more in common with the mead halls and jubilant feasting of Skyrim than the cosmopolitan society of wider Cyrodiil, and indeed, this is a claim I would not dispute.

Bruma shares much with Skyrim: its large Nord population, its love for  , and, last but certainly not least, its love for feasting and good cheer. But despite all of this, it also inherits many positive elements of Imperial culture: multiculturalism, diversity, and tremendous value placed on rule of law.

Those who have shied away from Skyrim for fear that their race or creed may have led to their ostracizing from the community need not fear this will happen in Bruma, for Bruma is a welcoming and prosperous county, indeed. Inside the great walls that surround the city herself, its people know safety and peace.

Bruma offers many services, also. There are two inns within Bruma where travelers may rest their weary heads and/or drink to their hearts' content - the more upper-class  , and the more lower-class  . As viscount of Bruma it would, of course, be improper for me to suggest which inn one should stay at. I will instead simply state a recent statistic from our records: there were, on average, 10 arrests made, per week, at the Restful Watchman, and only 3 in the lifetime of the Jerall View. Also, 8 of these arrests actually comprised of detaining the innkeeper. Make of that what you will.

There are numerous stores and other services available for the traveler with a gilded coinpurse. The local   provides magical services, while the   can cater to martial needs. Our smithy,  , sells all the arms and armor a traveler could need. And if you want meat, look no further than  , our butcher's shop, run by the feverish Redguard,  . Within our marketplace we also have numerous vendor stalls, featuring many varied goods including clothing, alchemical ingredients and potions, and even more niche items such as Ancient Nordic artifacts.

Those who seek to do business with the count should simply enter  . Free entry is guaranteed, and the count regularly holds audience with his subjects. Simpler matters are delegated to the count's  , the honorable Nord,   - I would encourage you to present less pressing issues to him for more immediate action.

Thank you for reading this, A Traveler's Guide to Bruma. It is my hope that you will visit our fair city sometime soon.
Blades:Outcasts

thumb|right|An Outcast 
Outcasts are a type of lich in Blades. They are hostile undead Ayleids that are weak to shock damage and to cleaving damage.
 
Families
Basic
The following Outcasts are the variants found in Jobs and many other Quests.
  
 

Abyss
The following Outcasts are the variants found in the Abyss.
  
 

Crypt of Flames
The following Outcasts are the variants found in the event Crypt of Flames.
A Chance Meeting with a Moon-Priest

y the final leg of my journey into Elsweyr, I was exhausted. The shifting sands of the Alik'r Desert were most inhospitable, and I was continually harrassed by all manner of horrible creatures. Dehydration was a constant concern and, in all honesty, I am almost inclined to attribute my experiences during my meeting with Clan-Mother Azurbi to some sort of dehydrated fever dream. However, despite my better judgement, I know all too well that this was no illusion.

First, I questioned her about the gods of her people, as would be expected of someone in my station. Her response, in all honesty, befuddled me entirely. See a transcript below of my conversation with the Moon-Priest.

"First, dear Moon-Priest, allow me to ask about Khajiiti faith. Could you please explain to me what relationship, if any, the Khajiiti gods have to the Eight Divines that are worshipped in Cyrodiil?"

"Khajiiti faith is very difficult for hairless to understand. Some may argue impossible. We Khajiit have a very different understanding of the world than this one suspects you do. For instance, we have different concepts of self-"

"This is very interesting, but... okay, let me try this another way. Tell me about Riddle'Thar."

"Riddle'Thar? You would not understand Riddle'Thar, walker. The very essence of Riddle'Thar is not something that can transcend beyond Khajiit."

"I highly doubt that, honored Moon-Priest. I studied at the top Nibenese universities in Cyrodiil. I have a fine understanding of politics, culture, faith and the arts-"

"This one tires of your boasting. You come to ask me questions, but you refuse to accept your limits. Why should Khajiit continue to hear your questions?"

"Fine. Would you grant me one more?"

"I will grant you one."

"Tell me about Two-Moons Dance."

"There. You have asked your question, walker. Leave this one alone. It is time for her to walk Two-Moons Dance."

"But you haven't answered my question-"

"This one must walk Two-Moons Dance now. Go."

"But you promised me one last question-"

"I promised you a question, not an answer. And a question you were granted. You really do not understand the Khajiit, do you?"

"I-"

"Now, begone. This one is walking Two-Moons Dance. Leave me, walker."
Against the Empire

n penning this text I am taking a great risk - but it is time for my silence to once again be broken.

The Empire is a sham. The Empire is a lie. The Empire is a false Empire, standing upon corrupt and deplorable foundations. It must be excised from this world entirely, for its tendrils of corruption spread much further than its insipid   and befoul much of Tamriel.

Imperial occupation is not a new concept. Far from it. The Empire traces its sordid history all the way back to the Alessian Empire of the First Era. But what we must never forget are all of its flaws and evils, despite the fact that they have now become the norm.

The Empire destroys the culture of other races, peoples and nations. It assimilates the portions it considers acceptable, and expunges the rest. Simply go to the Skyrim of today, and listen to the local Nords. They don't speak of their reverence for Kyne (the god analogous to Kynareth in the Nordic pantheon), they speak instead of Kynareth. They do not speak of Orkey, but of Arkay. This is but one example. The list goes on.

Shall we speak of the Khajiit? Have you ever seen a temple to the Two Moons in Cyrodiil? Of course not. Have you ever seen the 'assimilated' Khajiit of Cyrodiil speak of Two-Moons Dance? Of Riddle'thar? Or Lor'khaj? Have you ever heard them utter the words "Moon-hallowed", or speak of their reverence for the first Mane of the Khajiit, Rid-Thar-ri'Datta? Of course you have not. Because such practice is too alien for the Imperials to accept in their humble province. The Khajiit are "filth", their rituals obscene, and their gods profane. They must be silenced! So, too, must the Argonians! Sithis? A murderer god! Cultus inconveniens! This is the Empire! Dirty homogenization, forced assimilation and bloody colonization. 

Join me, brothers and sisters! Think for yourselves! And one day, resist!
The Lusty Argonian Maid, v3

ACT X, SCENE IV, CONTINUED

Lifts-Her-Tail 
My heavens, I know I agreed to help you with your mouse problem, master Colto, but I was not expecting it to be so...driven!

Crantius Colto 
I knew ever since I saw you that my mouse was eager to greet you. Oh-ho, my dear, isn't it a cocksure little fellow? Perhaps it would be best to proceed with haste?

Lifts-Her-Tail 
Indeed, sir, but this mouse... never have I felt such a driven, hungry, ravenous beast.

Crantius Colto 
There are many more of these feelings to come, my sweet. Now, if it is not too burdensome, I ask that you tug on it. That will surely lift its mood.

Lifts-Her-Tail 
Oh, but sir, that might hurt it! I dare not hurt such a wonderful mouse, my lord.

Crantius Colto 
It is a...necessary action, my sweet - the preamble to a much greater effort, no? Once that is done, we can proceed to the meat of the job.

Lifts-Her-Tail 
Why not do this yourself, my lord? I feel intimidated, tugging on a mouse of such girth.

Crantius Colto  
That would ruin the fun, my dearest, sweet Argonian maid. Come. why not tug on this mouse's tail? Just pull vigorously, and it will all come peeling back. Besides, if you truly wish to receive discharge-

Lifts-Her-Tail 
This mouse has a very pungent aroma. It smells very, very fishy, my noble lord Crantius. I'm not sure I will be able to finish this very quickly.

Crantius Colto 
Plenty of time, my sweet. Plenty of time.
The Power of the Legion

The Imperial Legion has long been the finest fighting force in all of Tamriel. This is due to its adaptability and ability to take on whatever the enemy throws at it. As a commander, you must be able to change tactics, of course, but more importantly, you must take into account your environment and ensure that your troops are prepared.

The single most important part of logistics is the choice and design of armor. It is simply unacceptable to assume that one set of armor can be used to conquer an entire continent, and the Legion armors of different provinces are of diverse and varied designs.

Take, for example, the Black Marsh. It was in the preparation for invasion under the Empress Katariah that the Empire learned the valuable lesson of obtaining local knowledge, giving the contract to a former Argonian. The equipment used is designed to let Argonian spears simply glance off, while allowing supreme flexibility.

An interim level of flexibility over weight can be seen in Morrowind. Here the armor is as heavy as the familiar Cyrodilic style, but segmented to allow the troops to negotiate the often difficult terrain. In addition, the troops were fitted with larger shields to defend against the skilled Dunmer archers.

Another important consideration is how to display rank. This is vital to maintaining respect and thus discipline, as well as providing an incentive to pursue promotion. The standard set down has been to provide low level officers with Silver armor, and higher officers with Golden armor. This has caused problems at times: during the invasion of Hammerfell, some officers in their silver armor suffered from heat sickness, after becoming acclimatised to the light leather armor that was used at the time by the regular troops.

Food is also vitally important to a Legion. While the Legion can supply an invasion force with good, wholesome Cyrodilic rations, a peacekeeping force is expected to source their own. This is a difficult business, as recalcitrant natives may try to sabotage your supply chain, as well as troops sometimes not appreciating local cuisine. By finding the most mercantile section of the local population and using sufficient financial incentives a bond of trust can be formed, and troops can be weaned off normal food.

Research is always key though. Once the Legion had settled into Elsweyr, the order was given to seek out new sources of supply. It was not known at the time that Moon Sugar was an addictive narcotic, and that it was present in much of the Khajiiti cooking. Soon many Legion troops were hooked, and so the ban on the substance was implemented. For a time though, it could have been a blessing in disguise. There is some benefit to having troops who are constantly alert and quick to react.

Use this advice carefully and it should aid you in your command. May the Nine protect you, and all the men who serve you.
The Sultry Argonian Bard, v2

Act VI, Scene V, continued

Croon-Tail 
My lady, such a risque request you make of me. To enter this hole and perform such a laborious task...

Ellya Erdain  
My darling, this is no standard hole. This hole welcomes you into its recesses. You know this as well as I.

Croon-Tail 
Yes, but... such depth this hole has! And its crevices, so... damp! I fear this may be a hard task for me, indeed.

Ellya Erdain 
Surely the harder this task becomes, the more fun it shall be?

Croon-Tail 
Oh, my lady, you do flatter me, indeed!

Ellya Erdain 
You are performing admirably so far. But it is time. Come now, Croon-Tail. Come!

Croon-Tail 
My lady, what if the innkeeper stumbles upon our proclivities?

Ellya Erdain 
Perhaps he would also like to join us in tackling this hard task.

Croon-Tail 
Surely you don't mean...?

Ellya Erdain 
Indeed I do, my sweet. Indeed I do.

END OF ACT VI, SCENE V
Blades:Goblin Warriors

thumb|right|A Goblin Warrior 
Goblin Warriors are an enemy group that are hostile to the player. Despite each having 120 magicka, they do not have any spells to cast.
 
Families
Basic
The following Goblin Warriors are the variants found in Jobs and many other Quests.
  
 

Abyss
The following Goblin Warriors are the variants found in the Abyss. All of them are present in the Basic family, but not always with the same range of levels.
  
 

Rescuing the Townsfolk
The following Goblin Warrior is found at the end of Rescuing the Townsfolk.