Netruk44/uesp-wiki-content huggingface dataset:
Lore:The Gray Passage

Sing, O  , the glory that dwells in the hearts of all people. Beneath  's stone and the long-quenched pyre of  , let their labors find purpose and glory. Know O pilgrim, the virtues of the Stars, for all great deeds cry for blessing. Let the Stars guide the righteous through  , through the caves of  , to find the prayer markers and their commands.

Heed the Stars, O pilgrim, and undertake their quest. Seek their  , hewn into stone. Bear each command with a noble heart and return with the utmost speed. For only the swift and the just shall receive celestial favor.
Lore:The Pledge of Courage

Know O pilgrim, the  ' command:

Be steadfast and courageous in the face of adversity. If fear must be borne, let your enemy bear it. For fear is a heavy weight that dries the mouth and dulls the senses. Though the enemy may be legion and your brothers and sisters may lay dead at your feet, you must remain brave and resolute. For bravery is the stone upon which the warrior's temple is built, and the temple stands strong.

Pledge to be courageous, as the Stars command.
Lore:The Pledge of Perfection

Know O pilgrim, the  ' command: 

Pursue perfection in all things. Cleave to your trade and do not waver. Spend your days with the sword and your nights with the shield. Train diligently and do not falter. Be flawless, for greatness demands a  's focus, and a perfect warrior is a weapon that cuts down our enemies without thought or hesitation. 

Pledge to be perfect, as the Stars command.
Lore:The Pledge of Piety

Know O pilgrim, the Stars' command: 

Honor the  , for it is good and right to venerate them and hold them in awe. Each blade that crashes down upon the People's foes must first rise skyward. Let each strike land with a prayer. Be steadfast in prayer and generous in sacrifice. Only the pious and most-loved by the Stars shall find true glory. For a pious warrior is a dutiful warrior, and piety sustains the warrior through even the darkest hours.

Pledge to be pious, as the Stars command.
Lore:The Pledge of Simplicity

Know O pilgrim, the  ' command:

Seek simplicity and abstain from profane pleasures. You must not wallow, as beasts do, in filth and mire. Nor should you dwell in a house of   and blessed red stone. In all things seek cleanliness and austerity. Do not share the cup of the debauched or break   at the lot-caster's table. Simple blades must be clean and sharp. For a simple warrior is an unburdened warrior, ready for whatever comes his way.

Pledge to be simple, as the Stars command.
Online:Darkrise Overlook

Remnants of a Dwemer ruin can be found, the largest being the remains of an arch. Falmer can be found wandering around, with a small camp located down the slope adjacent to a large waterfall. At the top of the waterfall is a skyshard, while the Pan Flute of Morachellis Hag-Husband can be found nearby.
 
 

Achievements
There achievements are associated with this location:
 
Gallery
Lore:The Pledge of Obedience

Know O pilgrim, the  ' command: 

Be ever obedient to king and clergy. Duty does not heed bright disposition and defy a dark one. A good king has no more right to obedience than a poor one. Both priest and king serve as the voice of the Stars' will. Though they may be sour as unripened figs or hard as uncut stone, they must be obeyed. For obedience is the warrior's armor, and the armor is strong. 

Pledge to be obedient, as the Stars command.
Lore:The Pledge of Vigilance

Know O pilgrim, the  ' command: 

Be ever vigilant, in both the blinding days and star-blessed nights. Even behind great walls, the People are imperiled by  , and  -kin, and wild beasts. Within the hall as well, the   may fall to plotting and poor counsel. The warrior must keep watch and act when cause is given, for vigilance is the walls that protect the warrior's temple. 

Pledge to be vigilant, as the Stars command.
Lore:The Heart of Lorkhan, My Final Prize

Everyone knows the legend. The  , which so famously told  , "This Heart is the heart of the world, for one was made to satisfy the other." Indestructible, hidden away, cast down into the sea. Only to end up beneath the  , waiting for the right opportunist to collect it for their own. And today I have come to collect my prize.

Yes, it may only be my speculation that the Heart resides in  , but my instinct has driven me to success before. I've researched many volumes pertaining to the myth, and all indicate that it lies beneath Red Mountain. This is where I will make my greatest find.

The fact that I believe in this Aedric artifact should speak nothing of my faith to the  . Only a fool ignores myth. After all, every story holds some kernel of truth to it. Legends are simply facts that have been expanded upon, morphed into the ridiculous. And I believe that the Heart, though clearly an object of great power, is merely that. A magical object I mean to obtain.

I was surprised to find   here, of all the halfwits I could come across in  . He and his motley crew were easy enough to capture or run off, and I've found the control rod he's left behind quite useful. Naturally I have many modifications for the tool already in mind, but currently it's worked well in getting the Dwarven constructs under my control.

I'm not sure what the Heart of Lorkhan can achieve. Perhaps it will be a powerful potion ingredient, more potent than any   heart. Or perhaps it can grant magical attributes, such as boundless strength or resilience in battle. Perhaps it is a great soul gem, capable of powering something grander than   has ever seen. No matter its use, all I know is that it shall earn me enough gold to retire. I am far too sensible to ever attempt to use an item of great power. Too often, such greed leads to despair.
Lore:The Huntsman Prince

Huntsman of the Princes. Father of Manbeasts. The Hungry Cat.   has many names, but all relate to his one known sphere; the hunt. The   is obsessed with the chase, the capture, the kill; whether the prey be  ,  , or  .

Hircine is a favored subject of worship in  , although it is not out of line to question this popularity. None would go so far as to call him a deity of benevolence. In fact, Hircine has never seemed to actively want worship or reverence. He simply seeks out, tests, and rewards hunters he finds worthy.

Perhaps that's the appeal of such an idol. There's an odd purity to his savagery. Unlike many other Daedric Princes, his boons are generally found to be more or less fair. All his followers must do is prove themselves to him. Do so, and they are promised an afterlife of endless hunts within his Hunting Grounds.

The  

Followers of Hircine are promised one thing; an afterlife within the Prince's realm of  , known as the Hunting Grounds. An endless forest where endless hunts are held. A land of savagery and violence, where an eternal cycle of death and rebirth take place. 

Hunting lodges dot the landscape, home to the souls which haunt this realm. Powerful beasts lurk within the forests, allowing Hircine's followers to indulge in spectacular hunts. A true paradise for those who have dedicated their life to the Huntsman Prince.

The Great Hunt

Though a rare occurrence, Hircine does allow the living to enter his realm. This event is known as the Great Hunt, a deadly competition held for the Huntsman Prince's amusement. This contest of skill and cunning has only one goal in mind; capture the Hare and present it to Hircine. Only then will you earn his favor.

Many die during this bid for Hircine's boon. It's not uncommon for competitors to turn against one another, or to be killed by one of the many natural dangers the realm presents. And the Hare itself, of course, never goes down without a fight.

 

Hircine's title Father of Manbeasts is a well earned one. He's believed to be the creator of lycanthropy, the ability for mer and man to transform into beastial creatures. The most well known of these lycanthropes are werewolves.

Those infected with lycanthropy, whether by birth or infection, are cursed with an aggressive madness that compels them to bloodlust. Upon their death, they are sent to spend their afterlife within the Hunting Grounds. This is regardless of their allegiance to Hircine.

There's no known documentation of a soul escaping the Hunting Grounds, but there is one possibility. If a competitor of the Great Hunt would ask for a soul's freedom as their boon, Hircine will be compelled to free that individual's soul. And that is exactly what I must do if I ever wish for my father to be free of that savage realm.
Lore:The Imperfect Logistics Log

Current Combat Success Rate - 66%

Combat analysis: 
Opponents Deceased: 126 
Opponents Forfeit: 58 
Opponents Successful: 93

  Structural Analysis (Log 17901): Compiled by  

Opponent success rate increased by 3% over period of analysis. Recommend increasing defensive capabilities of Kinetic Shield function to maintain structural integrity throughout battle sequence. Caution in overloading security coils through excessive power surges. Further analysis needed.

Reduction in power to the Energy Arc function applied to decrease the risk of structural damage to the  . Recommend ancillary services be maintained between battle sequences. Current debris levels deemed acceptable for combat.

Opponent classification:  ,  ,   found to be consistently unpredictable in battle behavior. Current theories in statistical commonalities not yet available. Recommend further analysis on cultural irregularities and battle tactics within these opponent subclasses.

  task acceptance rate decreased by 23%. Root cause primarily psychological. Recommend the elimination of the words "slaughter," "decapitation," and "likely death." Emphasis to be placed on reward and need for combat allies.

Completion rate of Imperfect prototype: unknown.
Online:Shade (disambiguation)

Shade can refer to any of these things around Tamriel:
Shade, a Familiar created by the Summon Shade ability
Shade (Breton), a spirit found in Aphren's Hold
Shade (champion), a Champion perk
Shade (Monster), dark spirits corrupted by Namira
Shade (Lord Warden), summoned by Lord Warden Dusk during combat
Online:Shade (Monster)

Shades are hungry, hateful spirits with luminescent bodies shrouded in black attire. They are creatures of the Void. Shade Colossi and Voidmothers are similar creatures.
 thumb|right|A Shade

Skills and Abilities
;Void Bolt: A basic ranged ability that deals moderate magic damage.
;Crushing Tendrils: An ability that deals moderate magic damage in a thin radius in front of the Shade.

Unique Shades
Pentarch Cievernes

Variants
Shade (Vateshran Hollows)
Shade Brute
Shade Voidhurler
Summoned Shade
Online:Valorous Sovngarde Style

The Valorous Sovngarde style is a weapon-only style based on the Nordic warriors of Sovngarde. Style pieces can drop from Sovngarde Crown Crates. Matching armor pieces are available with the Sovngarde Stalwart style.

Weapons and Shields


Gallery
Online:Courtyard Marketplace

A copy of Solitude: A Charred Journal is located on a bench in the center of the courtyard.
 

Guild Traders
 
 
 
 
 
 

Gallery
Online:Commoner (Mournhold)

A Dunmer Commoner is laying down to the right of the Girvu Stables in Mournhold.
 

Dialogue
He tells you about his job.
:''"Don't tell the stable master, but I can't stand the smell of guar."''
Online:Wayward Guardians

The Wayward Guardians were initially known as simply witch-rebels, the group is made up of the remnants of several Reachfolk clans which had been torn apart by the advancement of Gray Host into the Reach. 

They are against Ard Caddach's reign, whose stubbornness they feel inadvertently is helping their enemies. When they gained the name of the Wayward Guardians, they also gained the reputation as defenders of the Reach. Operating outside of cultural norms, they arm themselves with Dwemer and silver armaments to help fight against the forces of the Gray Host. 

Members


Related Quests








Locations
Lore:Scared Little Snow Moth

Scared Little Snow   hated being afraid. She wanted to be brave like her friends, but she frightened much too easily. The world was a big, spooky place to the Scared Little Snow Moth. She avoided venturing into it as much as she could. 

One day, however, she left her cozy tree to search for food. It was a cold, blustery day. Scared Little Snow Moth did not mind the snow, or the chilly wind against her wings, but she feared what the blizzard concealed. She did not want to run into a monster.

As she flew, she saw a light in the snow. She thought it might be the eye of some horrible monster, but when she got closer, she realized it was just a tiny  . 

Mean Old Torchbug had grown tired of his   in the   mine. He traveled far until he reached a land covered in snow and ice, but now he was quite bored. Then, he spotted the Scared Little Snow Moth. A wicked thought popped into his head as he watched her float among the glittering snowflakes. 

"Hello, Little Snow Moth," Torchbug called out, his voice popping like flames in the cold, "What are you doing out in this storm?"

"I'm hungry," Scared Little Snow Moth said in small voice, "I don't want any trouble."

"If you're hungry, you should explore that cave over there," Torchbug sang, "It's full of delicious food!"

Scared Little Snow Moth spotted the cave. It didn't look very safe. In fact, it looked quite dangerous! She knew of a place that was much less frightening where she could gather food more safely.

"Come now," sang Torchbug, "I'll stay nearby and make sure nothing happens to you. Don't you want a tasty feast?"

Scared Little Snow Moth thought about this for a long moment. She was frightened, but not foolish. 

"I don't believe you," she said, "You just want me to go into that cave and get hurt."

"Not hurt, just eaten! I think I would like to see someone make a feast out of you, Little Snow Moth."

"Not today, Torchbug," Scared Little Snow Moth said in a slightly bigger voice than before, "I am much too frightened to be eaten."

"If you insist, Little Snow Moth. Goodbye," Torchbug sang. 

And Scared Little Snow Moth flew as fast as her wings would carry her through the snow, leaving Torchbug behind. She did not speak to anyone else. As soon as she gathered her food, she raced back to her cozy tree and huddled up against the bark where she knew she was safe.
Lore:Sea Giant Predation

Few mysteries in the hazardous   terrify sailors as much as the  s. Rare enough to be creatures of legend, Sea Giants have nonetheless appeared in   maritime tales dating back to the  . Despite this long history of encounters, little is known about Sea Giant culture and behavior.

The evidence that can be gathered from fisherman's tales suggests that unlike their landlocked,  s, Sea Giants are capable of complex tool usage and group coordination as they hunt their natural prey—the  s that lurk below the sea ice.

While   herders form an alliance with their herd and live in peaceful harmony, Sea Giants are cunning, efficient, and fearless predators. With great luck, I had an opportunity to observe the results of a Sea Giant hunt which washed ashore. The carcass was a wealth of information for the keen naturalist's eye.

Upon approaching the dead whale, the most striking observation I had, aside from the smell, was the large wooden shaft emerging from just above the creature's dorsal fin. Wider than a Nord's thigh, the pole appeared to be broken off in its hide. The end was tipped with a point similar in structure to a harpoon, carved of solid bone and lodged in the blubber above the whale's ribs. A grave wound, but hardly fatal.

So how then did the creature die? Its thick hide told a grisly tale. Slashes and cuts scored its back and sides, with several huge chunks of flesh stripped away. Sliced clean with a blade. It appears the Sea Giants had begun carving it up alive.

This is not unprecedented. Having observed the hunting tactics of   and   taking on large game, tearing into the prey until blood loss and shock set in is an efficient strategy. The   sturdy frame, enormous strength, and resistance to cold would make them adept at leaping into the frigid waters and wrestling with their quarry. The fights must be savage. I suspect it would take half a dozen or more Giants to incapacitate an adult whale.

Sailors have claimed sightings of Sea Giant vessels in the frozen wastes. Great ships the size of islands, armed with jagged spears. Of course, these accounts are widely considered exaggerated to the point of fancy. But a vessel that holds a hunting party would have to be enormous.

There is so much more we do not know about Sea Giants. Are they intelligent enough to coordinate smaller ships and plan precise attacks? Or do they rather lumber along on one vessel and opportunistically swarm their prey? How do they draw the whales from the depths? This one carcass, torn free from its tether by a sudden swell or storm, has dredged up more questions than answers.
Online:Moth

Moths are large flying insects which can be found in various places around Tamriel depending on the species. Interacting with them will provide Insect Parts, while some varieties can be kept as pets.
Moth Varieties
Ancestor Moth
Dusklight Lunar Moth
Bright Moons Lunar Moth   
Springlight Moth
Winter Moth 
   
Notes
In Totemic Nord Religion, Dibella is represented by a Silver Moth.
Lore:The Marriage of Moon and Tide

Any true   knows of the  's gentle waltz through the sky, but few understand that   too joins in the dance. Though she is rooted to the spot   made for her to bear her children, she still sways along with her siblings as they dance through the night.

"But,  ," you say, "this one has never seen Nirni swaying with the  ."

Likely, you have, but you did not understand what you saw. Just as a flea in your fur cannot tell you are dancing when you shake your tail to a merry tune, we cannot easily spot how Nirni moves. When next you watch for   and   to rise, keep your eyes on the sea and you will spot Nirni's eager waves rolling farther and farther up the shore along their path. This is a sign that Nirni sways to the music of the Moons.
Lore:Doomed Explorer's Journal

For seven days, I have wandered the  . By the end of the second, I found myself hopelessly lost. By the end of the fifth, I ran out of food. Now, as the sun sets on a full week of quiet misery, I cannot coax even a single drop of water from my canteen. It seems I will die in this place, surrounded by  s and prodigious stone gates. 

These magic doors, how they mock me! Each whispers promises of escape, but in crossing their threshold, I find no sunlight—only a bright void, then older, still-darker vaults. This   masonry is so stark. So solemn. While I shall die in the open, I nonetheless feel like I'm already entombed. Buried in a massive stone coffin. 

I do not die alone. The veil is thin here. So thin! I heard only whispers at first—  whimpers, and Ayleid voices adrift on the wind. But by the third day, I saw them with my waking eyes: Ayleid ghosts, in all their garish splendor. They did not see me or react to my presence. They only went about their business, reenacting the events of their ancient lives. Some of these vignettes surprise me with their sheer banality. Others, however, feel rich with forgotten truth and arcane menace. Something terrible happened here—to the Argonians at first, then the Ayleids later. Something in (or perhaps beneath) this ruin insists that I watch these events play out; insists that I apprehend the gravity of their consequences. Some force demands that I understand. This is why I die, I think. I fail to understand, and so I must remain. 

If anyone finds this journal, pay careful heed to these ghosts. They tell the tale of  . I only wish I had the insight to learn the deeper truths hidden within their words. 

Enough writing for now, I suppose. I see yet another gate nearby. Perhaps this one will lead me home. I just need to gather my strength. A few moments rest is all I need.
Lore:Knahaten Flu Confirmed

My worst fears are confirmed. Despite our isolation,   experienced its first outbreaks of  . It began with the traders' twin apprentices,   and  , a day after their return from  . 

Abaaleb succumbed first. His master noticed a bright, red rash on the boy's forearms. Sana's sickness went undetected for another day, until her mother found her coughing up blood. 

Both apprentices passed within two days of discovering their first symptoms. Now, many of us show the signs. I've noticed an ache in my joints. It feels as though penning this short entry was like writing a volume. 

None of the usual treatments have any effect. I begin to think the ancient shrine may be our only hope, but   resists. Perhaps   can convince her. 

  
13th of  ,
Online:Soldier (Eagle's Strand)

A Soldier can be found on the western side of Eagle's Strand, sharpening a sword. 
 
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Three Soldiers can be found at the bar in Eagle's Strand.
Online:Laborer (Eagle's Strand)

A Laborer can be found in the eastern tower, mopping up water from the summoned storm cloud. Another laborer is sweeping in the western tower.
 
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 A third Laborer is carrying barrels to and from the western side of the camp.
Online:Laborer (Mistral)

Laborers can be found in Mistral, near the entrance to Cat's Eye Quay. There are three laborers at the eastern docks in Mistral: two are carrying crates and barrels from the ''Serpent's Kiss to the quay, and the other is working on a boat in front of the Serpent's Kiss''. Another laborer is located in front of The Boatman's Tail, bound and being watched by a Mistral Guard.
 

Dialogue
If you linger by the laborer at the quay's entrance, they'll say:
:Laborer: "Hope the weather stays clear."
:Laborer: "Wonder how bad the docks are."
:Laborer: ''"I don't know if we'll ever finish cleaning up."
:Laborer: "A couple more hours, then I'm done!"

Two laborers and a Trader are near the door leading into the quay proper. The Trader is impatiently waiting for his laborers to finish their work. The Laborers occasionally speak.
:Laborer: "You sure you don't want to show me how it's done?"
:Laborer: "It's just going to get undone by the next storm anyway..."
:Laborer: "This would go faster if you actually helped, you know..."''
Online:Laborer (Reliquary of Stars)

Laborers can be found outside the Reliquary of Stars.
Online:Laborer (Ebonheart)

There is a Dunmer Laborer speaking to an Ashlander in front of the stables in Ebonheart. He has no unique dialogue.
Online:Laborer (Sulfur Pools)

Dunmer Laborers will appear near the named workers' houses after the Sulfur Pools objective is complete. They have no unique dialogue.
Online:Laborer (Cyrodiil)

Laborers are Khajiit spirits who appear right before Adhazabi Aba-daro spawns at the Border Keeps in Cyrodiil. They arrive before midnight GMT on Friday night/Saturday morning.
Online:Laborer (Vivec)

Laborers can be found at the Unfinished Canton in Vivec City.
Lore:Research Notes

If only   would have left one of these Dwarven   intact for me to study. The fact that they almost killed those   brothers in the middle of the night doesn't mean we couldn't have found a way to disable one. We dragged some stuff in front of the pipes they came out of to stop them from coming back.

They are simply fascinating! It is just as   described in  . Their appearance does, in fact, resemble that of an  . I had thought that to be an embellishment given by his source. The inclusion of the   into the design of the apparatus is quite remarkable. It could explain the focus for the lightning that he describes.

Oddly enough it doesn't appear to be the main power source for the apparatus. Perhaps some sort of harmonic resonance with the energies contained in the soul gem to bring heat to a small boiler? Too early to say conclusively. That does raise the question of where they get the liquid for the boiler however.

Huh, that was strange. I thought I just saw something moving beyond the barred door. It looked vaguely humanoid. I wonder if it could be an undiscovered automaton? I'm going to move my bedroll down here to see if I can catch another glimpse of it. This is all so exciting!