Netruk44/uesp-wiki-content huggingface dataset:
Online:Houtern

Houtern was an Ayleid who served Lord Myndhal during his ventures into Murkmire for the power of the Remnant of Argon and the  . Echoes of him and Myndhal conversing can be witnessed within the Ayleid chambers connected to Eld Angavar, however this echo of his cannot be targeted, interacted with or harmed.
 

Related Quests


Conversations
As you move through the Ayleid ruins, old conversations will play out before you.

When you first enter the Nexus, you can see Houtern and Myndhal looking out over the walkway, Houtern tries to convince Myndhal of the academical value of Eld Angavar.
:Myndhal: "After all this time, this is all we could manage … a lifeless vault of gateways, availing us nothing!"
:Houtern: "My lord, we have carved a golden path to the very frontiers of magical praxis. This nexus is austere, yes, but—."
:Myndhal: ''"You mean to convince me to abandon my search, don't you? The power of the  —the power of the Remnant—dwarfs your golden path! I will claim the tree's power, no matter the cost."''
thumb|right|Echoes of old conversations
In front of an active Gateway, Myndhal will be annoyed that the Argonians' souls have somehow slipped his grasp.
:Myndhal: "Souls do not just vanish, Houtern! Find them, or I will find someone else who can."
:Houtern: ''"My lord, the Hist's magicks are unlike any we've encountered before. The souls are pulled to a focus of some kind. Without finding the source …."
:Myndhal: "The Remnant … it always comes back to the Remnant. Continue your research. I have much to consider."''

On another walkway, Myndhal considers they haven't been using the right kind of crystal for their gates to reach the Hist.
:Houtern: "My lord? You wished to show me something?"
:Myndhal: "Cast your eyes across this vast expanse. Tell me, what do you see?"
:Houtern: "Gates, my lord. A realm of doors and passages."
:Myndhal: ''"Yes. A sea of azure gates—none of which lead to the Hist. Perhaps we use the wrong kind of passage. Find one of these beasts' sun-crystals. We have work to do."

In the magically cold chamber, the pair consider the corpse of an Argonian. Houtern notes that its body is unusual.
:Myndhal: "If the cold doesn't do it, try something else. They're lizards. They can't possibly just adapt to everything."
:Houtern: "That's the thing. I don't think they are just lizards. I don't know what they are. Their physiology is …I don't know how they are even alive."
:Myndhal: "Keep trying. There must be some way to break them."
:Myndhal: "They'll tell me their secrets one way or another."

The final conversation you will witness is them walking down a Nexus walkway and Houtern mentioning they have found the right sort of crystal.
:Houtern: "We found a suitable stone, my lord. The arcane properties are unlike any I've seen before."
:Myndhal: "Yes. We should have been researching them from the beginning. The light of   given form. Remarkable."
:Houtern: "Integrating this new stone into our existing gates … The process will take time."
:Myndhal: "Time no longer matters to me, Houtern. I've made preparations. Even if it takes an eternity, I will discover the Remnant's secrets."''
Online:Ah-Shehs

Ah-Shehs is an Argonian voss-satl player who sings in   and can be found in Bright-Throat Village near Wixil. He has no unique dialogue.
Online:Clasomo Hosidus

Clasomo Hosidus is an Imperial who can be found sitting at Wuleen-Weska's bar in the Lilmoth Outlaws Refuge. He cannot be spoken to or interacted with.
Online:Scroll, Indrik Life Cycle

float|center|480px|click to enlarge
Lore:Bad Man's Hallows

is a pocket realm of   centered around a giant tree. The tree is in fact a minor   who channels dark energy through the tree's roots. It is claimed that as the tree grows, so does the realm itself. 

In  , a circle of mages testing the boundaries of conjuration, including Curator Nicholas, Eveline Vette, and Finvir, performed the summoning of a   out of curiosity and the search for divine knowledge. Though it had many risks and was unauthorized by the  , the conjurers managed to summon the Dremora Lord using a number of gems. However, the Lord killed most of the conjurers and corrupted the rest of the circle to mindlessly do its bidding. It then impersonated an old   harvest god named  , the Bad Man, and made a deal with Nicholas. "Bad Man" would have the mindless followers trick gullible visitors to the tree's glen into burning food as part of the "Harvest Festival" to drain their souls and feed the tree, expanding the realm.   

  would soon arrive and be convinced to partake in the Harvest Festival. Though seemingly consumed by the tree, their undying nature had them survive in the roots beneath where they met with a captured Eveline Vette. The roots beneath were home to wildlife like  s,  s,  s, and  s, with the insane sacrifices and undead  s of conjurers wandering the tunnels as well.   With the help of Vette, they used shalk glands and tendrils to burn the roots,  and collected the summoning gems sought by Finvir.  Vette then sent the Vestige back to the glen, where the "Season of Harvest" had taken place. Wounded by the damaged roots, Bad Man set the glen on fire, and the Vestige burnt the remaining tendrils on the offering altar. Bad Man arrived at the burning tree to deal with the hero directly, but was defeated.  Using the gems, Finvir assured the hero that Bad Man would be vanquished from the realm and could never return to  . 
 
Gallery
 

References
Online:Dawnwood Indrik (creature)

Dawnwood Indriks were located at the Event Exchanges located outside the main city of each alliance's starting zone. They were found in pens next to the Impresario alongside Nascent Indriks.

They can no longer be found near the Impresario as of the end of the 2019 Jester's Festival.
 
  
Notes
The Springtide Indrik pet is the smaller equivalent of the Dawnwood Indrik.
Online:Huntsman Style Master

Huntsman Style Master is awarded for learning all of the Huntsman Style motifs.  There are 14 books in all to find.  They can only be found by defeating Balorgh in March of Sacrifices.  Since you only get one chance per run of the dungeon, and the chapter you receive is randomized, you will have to complete it many times to complete the set.  Or you can search for it in Guild Kiosks, which is your only option if you do not have access to the Wolfhunter DLC.  The books are:
Online:Silver Dawn Style Master

Silver Dawn Style Master is awarded for learning all of the Silver Dawn Style motifs.  There are 14 books in all to find.  They can only be found by defeating Vykosa the Ascendant in Moon Hunter Keep.  Since you only get one chance per run of the dungeon, and the chapter you receive is randomized, you will have to complete it many times to complete the set.  Or you can search for it in Guild Kiosks, which is your only option if you do not have access to the Wolfhunter DLC.  The books are:
A Fable from Valenwood

It was mere half a mile across the Elden Grove, amongst full leaved oaks and patterns of silvery cypress where the foxes were resting through the night and atop the branches, owls were singing a gentle tune, slowly caressing the range of fauna in their slumbers. Untouched by the ever-restless man and only ventured to upon a call by mer, the creatures were at peace, with a cordial feeling to all the living in their hearts in the shades of Odossair.

Their provider it was, the forest, and with deepest respect they treated it, from the smallest worm and mouse to the fox, goose, deer and bear. No disease had ever ravaged trees or ones who had built their abodes under them, nor had a single tree ever been cut down or an animal killed by the hand of the elves, who had lived by Odossair for centuries. A pact between people had been made to keep out of it - not through fear but instead respect, understanding and sensibility.

With the forests' allure so strong and affecting all in its sphere, no one knew fear. A fortress full of life for animals and a wall on the town's hillside, bound to it were they all. A perfect symmetry, unspoken yet unbroken pact, sealed with no sacrifices from either side but a promise for love and life.
Legends:Patch/2.1.1

Released on October 09, 2018

Login and Performance
Improved downloading capabilities
Added functionality to prevent auto-sleep while downloading is in progress
Fixed system messages to inform users of a new build version
Skyrim:Unbounded Freezing

Unbounded Freezing is an expert level Destruction spell that surrounds the caster in an icy wind, knocks down targets within melee range, and deals 50 points of Frost Damage per second to the Health and Stamina of targets. Continuing to channel the spell will freeze enemies as they are knocked down, and only when the caster stops channeling within range, will they be thawed and return to a standing position.
 
Effects
Unbounded Freeze, determines that damage is dealt and targets are knocked down in 15 feet.
''Frost Cloak Freeze  ( ;  ).
Unbounded Frostbite, deals 50 points of Frost Damage to the Health and Stamina of targets for 1 second.
Deep Freeze Paralyze, paralyzes targets (with Health below 20%) for 2 seconds; if the Deep Freeze perk has been unlocked.
Silent Empty Area Push explosion ( ;  ), knocks down targets.
Unbounded Freeze, paralyzes targets in 12 feet.
 

Perks
Expert Destruction, reduces the spell cost by 50%. This decreases the base cost of the spell to 34.5 points of magicka.
Augmented Frost (Rank I), increases the damage dealt by the Unbounded Frostbite effect to 62.5 points of Frost Damage per second to the Health and Stamina of targets.
Augmented Frost (Rank II), increases the damage dealt by the Unbounded Frostbite effect to 75 points of Frost Damage per second to the Health and Stamina of targets.
Deep Freeze, enables targets (with Health below 20%) to be paralyzed for 2 seconds, when inflicted with Frost Damage from the Unbounded Frostbite effect.
Destruction Dual Casting, increases the spell effectiveness by 120% and increases the spell cost by 180%; if dual-casted. This expands the area determined by the Unbounded Freeze effect to 33 feet, and increases the damage dealt by the Unbounded Frostbite effect to 110 points of Frost Damage to Health and Stamina, while increasing the base cost of the spell to 151.8 points of magicka.

Notes
Unlike most frost spells, Unbounded Freezing does not slow enemies when dealing Frost Damage.
 

Bugs
 
 
 
 Using the Console, click on the animated corpse, then type   followed by  .

Gallery
Online:Peasant (Hallin's Stand)

The Peasants in Hallin's Stand will appear around the town square while the city is occupied by Imperials. Despite this, they are ready to rise up once they are given the means to do so.
 

Related Quests


Dialogue
If you speak to them before Hallin's Stand is liberated, they can say one of the following:
:"The winds are strong of late, and bring us much to consider."

:''"There's no time like the present to indulge in silence."

:"Keep your voice down. Loud speech attracts unwanted attention."

:"Who are you? Why do you bother one who has no interest in you? Go on with your business, and leave me to mine."''

Quest-Related Events
During Hallin's Burden they can be questioned for the whereabouts of a "cat with red fur" as well as being handed  weapons.
:'''I'm looking for a cat with red fur. Have you seen one?
:"Red? I have seen such a cat, though not lately.  Do you bring news of this red hunter, or something else to ease our sorrow at its loss?"
:I only have this.
:"A most precious gift! May the gods smile with favor upon you.  I'll keep it safe until the time comes, and our mutual friend returns. And may he return soon, for all our sakes."

Or they might say:
:"What do you want from me? I have nothing more. Nothing! No home, no family. No future …."
:Have you seen a cat with red fur?
:"Red fur, you say? Yes, running across the rooftops in the sunset. A hunter and protector, long missing from home. Have you heard tidings of our lost friend? Or do you bring something in its stead?"
:I bring you this.
:"I will guard this with my life, though I wish our mutual friend would return. This will prove quite useful in his absence. You've risked much to help us. Thank you."''

Notes
These particular peasants only appear in-game while the city is occupied. Once is The Shifting Sands of Fate the friendly peasants will disappear, and justice neutral peasants will appear in and around the market.
Legends:Altmer Dragonknight

Availability
Altmer Dragonknight was the monthly card for October 2018. It can be soul-summoned by anybody regardless of participation in ranked. As with all other monthly cards, the premium version was not awarded to anybody and must be obtained through soul-summoning.

Audio
 
 

Notes
The card is named for Dragonknights, a class of fire-wielding NPCs and players in ESO.
The card's ability applies the Burning Heart card effect.

Gallery
Online:Hadamo

Hadamo is a Khajiit sailor who can be found in Lilmoth, sometimes fishing at the small river. He is a philosopher who has taken up fishing during his time in Murkmire.
 
  
Dialogue
:"The Argonians have a funny way of thinking. To them, things like regret or grudges are useless. Perhaps that is why they were able to make peace with the Dark Elves and form the Ebonheart Pact."

:"In Elsweyr, I was a philosopher. In Murkmire, I am a fisher. These professions are not too different though, no? Still I stand for long hours with nothing but my thoughts."

:"When you speak to Argonians, they truly wish to listen. When you speak to Khajiit, they are simply waiting for the moment when it is their turn to talk. I am no exception to this, of course."

:"Khajiit have laughter in their bellies. The Nords have mead in their blood. And the Wood Elves, well, they have plants for brains. But the Argonians … they have an alluring air of mystery, no?"
Legends:Sword of the Inferno

Notes
The symbol on the shield is the device of the Nordic city of Windhelm in the province of Skyrim. 

Gallery
Legends:Wilds Incarnate

Notes
Searching for "Moose" in the search bar of your collection will show you this card as result. 

Gallery
Online:Daily Rewards/November 2018

November 2018 Rewards
The November 2018 rewards started on November 1st, at 0:00 UTC. There were 30 rewards in total.
Lore:Emperor Kastav's Epitaph

&mdash;  Captain
Online:Colossal Miregaunt

The Colossal Miregaunt is a Miregaunt which is created when Kassandra touches the Remnant of Argon. It envelops her and tries to consume her as it fights. Eventually Kassandra will get the upper-hand and take control, shattering its top half. The fight will continue with Kassandra in control.
 

Related Quests


Skills and Abilities
It displays similar abilities to other Miregaunts.  


Notes
The Colossal Miregaunt has a health value of 146590, but the boss health bar displays a health value of 439770, reflecting the amount of health the Colossal Miregaunt is able to heal.
Lore:The Blackwater War, Volume 1

When the invasion of   began in  , the   was confident of victory. Imperial forces had won a great and decisive victory in the  , as well as in several other clashes. These battles were one-sided affairs, with  s suffering significant casualties and Imperials hardly getting winded. By   1E 2811, the Lizard-Folk were in full retreat—taking refuge in the shadowy depths of the region's  . The   decided to press the advantage and mount a full-scale invasion before the Argonians could regroup.

The column was led by a young and charismatic commander named  . Bucco was a popular figure in  . His good looks and practiced oratory catapulted him through the ranks of the Legion hierarchy with unprecedented speed. By the time he was twenty-five he was already wearing the General's Diamond. Upon receiving his generalship he was offered legions in practically every corner of Cyrodiil. He chose the   of Black Marsh as his command.

Other historians have offered countless theories as to why he would choose such a bleak and dangerous post. As for me, I would propose that simple pride was the determining factor. Rumors of the Legion's successes along the Black Marsh border had reached the inns and alleys of   as early as  , 1E 2811. Seeing the swamp's conquest as his ticket to Grand Marshal, Bucco greedily took on the mantle of Fourth Legion commander, convinced the   would be a quick and glorious affair. He could not have been more wrong.
Lore:The Blackwater War, Volume 2

The early years of the   were not kind to the  . The army which had claimed hundreds of victories on the rolling fields of   was utterly unprepared to deal with the fetid bogs of  .

To begin with, the Legion's gear was ill-suited for such an environment. Their armor, for instance, was heavy and prone to rust in the moist climate. Legionaries spent hours scraping the mud from their boots and shields—desperately trying to lighten the load they carried into battle. By the end of the second year, legionnaires had abandoned their cuirasses and greaves entirely, preferring to die comfortably rather than drenched in sweat inside a metal suit.

The battle tactics the Imperials had developed over the centuries were just as useless as their armor in this inhospitable place. Their system of cohort deployment and rigid line organization was impossible to implement in the swampy interior. The thick cypress growth and sloppy terrain consistently fragmented the group, resulting in a tangled mass of small skirmishes that the  s routinely won. The chain of command deteriorated quickly in such conditions. This rapidly gave way to rampant insubordination and morale-draining power struggles among the troops.

Finally, the marsh itself seemed to devour whole cohorts time and time again. Rumors and half-truths constantly swirled around Legion campfires. Some assumed that the missing cohorts became lost and disoriented, dying of hunger and thirst before finding their way back to a safe location. Others blamed the greatly feared " ," pale and hideous Argonians of gruesome reputation. There were even whisperings about some dark and malevolent creature lurking under the swamp that ate whole phalanxes in a single bite. Such rumors were clearly false, but had a significant impact on troop morale.

This complication of setbacks and circumstances set the stage for years of calamitous warfare. Thousands of soldiers would die before the end of hostilities finally came to Black Marsh.
Lore:The Blackwater War, Volume 3

By  ,  's legion had been depleted to a mere six cohorts—none of which were at full fighting strength as the campaign pressed on. Endless raids, disease, and mysterious disappearances were compounding on each other, creating a culture of utter hopelessness and cynicism.

Seeing that the cause would be lost without reinforcements, Bucco called for an additional legion to be deployed to  . Rather than shifting these fresh troops to the front to relieve his beleaguered force, he set them to work building the "  Way" (later known as the  ). Almost no one knew where the road went or what purpose it would serve in future conflicts, but Bucco was convinced that a well-paved and well-defended road would aid the war effort and turn the tides of battle in the legion's favor.

In theory, the road should have been a boon to the  s. Lack of supplies had long been a thorn in the legion's side. A secure supply train would mean more frequent troop rotation and an uninterrupted flow of food, water, and equipment. Alas, the road would never be completed.

The Reman Way fell under attack almost as soon as the work began. Waves of  s crashed upon the workers day in and day out. Troopers who should have been armed with shield and spear were forced to defend themselves with shovels and lengths of chain. Soldiers also routinely succumbed to exhaustion and swamp fever. The road made it only half-way to the front lines before construction was abandoned. The Swamp Road project would long be remembered after the Black Marsh campaign came to a bitter end as "Bucco's Folly."
Lore:The Blackwater War, Volume 4

By  ,  's   was utterly decimated. What few troops remained were completely unable to defend themselves. After a near mutiny almost saw Bucco ousted from his own command, he finally ordered his remaining soldiers to retreat and exit the Marsh's  . His prevailing assumption was that if the legion left the swamp, the  s would not follow.

After a withering ten-day withdrawal, what was left of the legion rallied at the foot of an ancient Argonian   known as " ." The force consisted of barely three-hundred-and-fifty swords by that point. Bucco hoped that after a brief respite in the shadow of the pyramid, his remaining forces could fall back to the relative safety of  . This wish went unfulfilled. On the night of   14, 1E 2820, what remained of Bucco's proud Fourth   was annihilated.

The specifics of the Xi-Tsei massacre are a matter of much debate in the historical community. While there is broad agreement that Bucco's remaining forces were destroyed by a massive Argonian war party, the evidence supporting such a conclusion is spotty at best. Archaeological excavations around the pyramid found hundreds of bodies and discarded weapons, but the remains of at least one-hundred legionnaires were never recovered. This, of course, begs the question: what happened to those soldiers? There is no evidence that they were able to make it back to Cyrodiil, which leads to the possibility that they were taken prisoner. But excavations around known war camps have found no evidence of legionnaire prisoners, either. This is just another in a series of mysterious disappearances that occurred during the conflict. Argonians may know more, but none have volunteered the information to any historians.

This crushing defeat in   was the last embarrassment that the   could stand. Other hostile forces looked to Black Marsh and became emboldened by the apparent weakness of the once-dreaded legion. In response to this, the Council reconstituted the Fourth Legion under the command of General   and began the second campaign of the  .