Netruk44/uesp-wiki-content huggingface dataset:
Online:Frog Totem Turnaround

Quick Walkthrough
# Read the note and search the nearby backpack.
# Head to Lilmoth and find Chal-Maht on the southwest lookout near the Guild Hall.
# Speak with Chal-Maht.

Detailed Walkthrough
North of the Ruined Village, there is a Love Poem in an abandoned camp. Upon reading it, you'll learn it was written by an Argonian named Chal-Maht. Look around the camp for anything that stands out. A particular point of interest is the abandoned pack nearby, search the pack and take the carved   found inside.  
Travel to Lilmoth and see if you can return the wooden frog and love letter to whoever made them.

The poem provides clues to where they can be found, such as watching "from high above" and "The southwest sky beckons". Indeed, Chal-Maht is located outside the Lilmoth Guild hall in one of the tall lookout huts, looking over the sea. Speak with him about the letter and the frog totem.
:"Your steps show determination, and your eyes curiosity. Tell me what you seek, beeko."
:Did you lose this frog totem and poem?
:''"Ah, yes. I carved this many seasons ago. I hoped it would convince my beloved Kud-Nakal to join me for our tribe's next bonding ritual, but I lost the totem before it could be presented. Of course, this was when I was still a female."
:You used to be a female?
If you are not playing as an Argonian he will reply with the following.
:"The  , in all its endless gifts, allows us to change many aspects of ourselves. Our gender is but one.  I highly recommend such a change, should you ever get the chance."
If you are playing as an Argonian he will instead respond with the following.
:"Have you never undergone such a transformation, egg-sibling?  The Hist, in all its endless gifts, allows us to change many aspects of ourselves. Our gender is but one. I highly recommend such a change, should you ever get the chance."
:So, because you're now male, you can't bond with Kud-Nakal?
:"If we had spoken a week ago, it would have been so. But, as fate would have it, Kud-Nakal has recently undergone a change herself. Thank you for bringing me this letter and totem. They should make fine gifts for my beloved."''

The quest ends here, but afterwards, you can ask Chal-Maht more about Argonian bonding rituals, and later find out that he was able to convince Kud-Nakal to bond with him.
 
 

Quest Stages
Online:Lost in Murkmire

Quick Walkthrough
#Find some Argonian ruins.
#Blow whistle and interact with Drooler.
#Follow Drooler to Varona.
#Speak with Varona.

Detailed Walkthrough
thumb|Right|Reunited in Bright-Throat Village.
 
 

Quest Stages
Online:Something About Stibbons

Quick Walkthrough
# Find Lady Laurent's missing mirror nearby.
# Help Stibbons out of the mud.
# Speak with Lady Laurent.
# Head to the Swallowed Grove.
# Find and speak with Many-Whispers.
# Either find the ornate key. or Convince Many-Whispers to hand over the renewal charm.
# Travel to the Renewal Lodge in eastern Murkmire.
# Speak with Ux-Deelith Mezatil.
# Help Stibbons prepare for ritual by finding places where he can become attuned.
# Return to the lodge and wait outside while the ritual goes ahead.
# Speak with Lady Laurent.

Detailed Walkthrough
Lady Clarisse Laurent is located southeast of the Ruined Guardhouse. She can be found prodding Stibbons with a stick in one of the pools just southeast of the ruin.

Gallery
 
 
 

Quest Stages
Online:Swamp Jelly Sonata

Quick Walkthrough
#Catch the four kinds of Swamp Jellies.
#Return to Listens-By-Smell in Root-Whisper Village.

Detailed Walkthrough
You'll need to capture Melodic Amber, Blue, Green and Violet Jellies.
 
 

Quest Stages
Online:The Skin Taker

Quick Walkthrough
# Travel to Bright-Throat Village and speak with Milzus.
# Head south to Alten Meerhleel and interview Sulosya.
# Travel west to Dead-Water Village and talk to Guhcin.
# Go to the nearby Dead-Water pools and look for evidence left behind by the Skin Taker.
# Follow the cries and speak with Axdred.
# Enter the nearby Singing Grotto and kill the Skin Taker.
# Look around cave for evidence of possible motives.
# Return to Dead-Water Village and speak with Guhcin or Dajaleen. 

Detailed Walkthrough
Gallery
 

 
 

Quest Stages
Online:Crafting Motif 63: Dremora Chests

When possible variations in physical appearance are unlimited, it is an act of supreme will and discipline to confine oneself to a uniform semblance. For we proud Dremora, who regard all other Daedra with well-earned disdain, self-expression is nothing but vulgar self-indulgence. Heed these regulations, kynfolk, and don't disgrace your clanmates with unauthorized variations—or it's the scathe-rings for you, and don't think otherwise. 

CHESTS

Our many-layered dark-metal cuirasses are embossed with the swirling curlicues that represent the flow of chaotic creatia, shown in its state before it is hardened into martial permanence by the sheer willpower of the Daedra. Thus we honor the Prince of Domination, who makes every reality submit to his insatiable desires.
Online:Voriplasm

Voriplasms are mobile green slimes which attempt to devour anything that crosses their path. Each smaller voriplasm is part of a greater whole and thus can be considered to be part of the same creature.

They can be found deep in the Black Marsh as well as closer to the coast, such as in Murkmire. A sample from the Black Swamp made its way to Orcrest which escaped during the Knahaten Flu, and the Voriplasms gained a foothold in Northern Elsweyr.

Coagulants are a similar type of enemy made from blood rather than green slime.
  
 
 
 
 
Spells and Abilities
thumb|right|Voriplasms feeding on Haj Mota
;Colonist Conservation: The voriplasm will spread out and attempt to grab a target, if successful it will hold the target in place as it slowly consumes them. Breaking Free will allow the target to escape.
;Colonizing Quills: 
;Colonizing Spikes: Close range physical attack. Spikes form out of the mass and jab at the target.
;Colonizing Toss: The voriplasm will leap away from their target and spit a green lump which grows into a smaller voriplasm, as well as causing AoE damage where it lands.

Unique Voriplasms
Ixtaxh Voriplasm, acts a final trap obstacle in the Ixtaxh Xanmeer
Wuju-Ka Guardian, created by Wuju-Ka's greater consciousness to guard its pool
Noordigloop the Clog, found in the sewers of Orcrest 
Sorcerer Rectavius, found in the Glenbridge Xanmeer 

Variants
Bile Glob
Coagulant
Giant Voriplasms
Monstrous Ooze
Phantasmal Mote
Riven Ooze
Spattering Ooze
Virulent Viscera
Void Rot

Books
 
 

Notes
Their name in the Argonian language is unknown, but it is roughly translates as "death-mud".
Online:Crafting Motif 63: Dremora Swords

When possible variations in physical appearance are unlimited, it is an act of supreme will and discipline to confine oneself to a uniform semblance. For we proud Dremora, who regard all other Daedra with well-earned disdain, self-expression is nothing but vulgar self-indulgence. Heed these regulations, kynfolk, and don't disgrace your clanmates with unauthorized variations—or it's the scathe-rings for you, and don't think otherwise.  

SWORDS 

If, as you were trained, you impale our enemies so that they die slowly, their long final moments will be spent staring in horrified disbelief at the intricate scrollwork on your sword's upper tang and crossbar. It behooves you to follow our forging designs closely so that our Dread Lord will be honored by his enemies' dying contemplations.
Online:Wuju-Ka Guardian

The Wuju-Ka Guardian is an especially large Voriplasm specimen found in the Tsofeer Cavern. Though powerful, it is merely an extension of the greater Wuju-Ka, an especially powerful and intelligent voriplasm which the local Argonians bound to the caverns over the generations. The guardian was created specifically by the Wuju-Ka to protect the pool from which it spawns more parts of itself.

It has a chance to drop the   antiquity lead for the Ring of the Wild Hunt.
 

Related Quests
 

Achievements
There is two Achievement associated with this creature:
Online:Dremora Style (collection)

Dremora Style is a collection of 14 books that make up part of the Crafting Motifs library. Reading these books allows access to the Dremora Style for crafting. These chapters can only be found in Dremora Plunder Skulls, which are dropped from bosses during the Witches Festival event.

Learning all 14 crafting motifs earns the achievement Dremora Style Master.
Online:Crafting Motif 43: Grim Harlequin Axes

My Lord Sheogorath has directed me to compile a guide for those seeking to create "Grim Harlequin" arms and armor, so that the Mad God's mortal servants may have a way to make all their equipment look the same. Of course, this standardization runs counter to all other cult practices, and is insane on the face of it. (Ahem.) Milord has probably already forgotten he asked me to do it, but what better do I have to do with my time than write manuals for mortals? 

Actually, almost anything, now that I think about it.

AXES 

Curved crescent axe blades are specified, with edges of varying depth, and a complicated cluster of sharp, curved … somethings … at the haft. You know: what-you-may-call-ems. Also, grinning skulls. Put those on everything.
Online:Crafting Motif 43: Grim Harlequin Belts

My Lord Sheogorath has directed me to compile a guide for those seeking to create "Grim Harlequin" arms and armor, so that the Mad God's mortal servants may have a way to make all their equipment look the same. Of course, this standardization runs counter to all other cult practices, and is insane on the face of it. (Ahem.) Milord has probably already forgotten he asked me to do it, but what better do I have to do with my time than write manuals for mortals? 

Actually, almost anything, now that I think about it.

BELTS 

The belt shall be made of one, two, three, or four leather straps, of tanned Human or Elf skin, where possible. A grinning skull for the buckle, of course. Hip tassets may also sport skulls, wearing fool's caps and with tongues extended. The extended tongue is very important—a stylistic hallmark, really.
Online:Crafting Motif 43: Grim Harlequin Boots

My Lord Sheogorath has directed me to compile a guide for those seeking to create "Grim Harlequin" arms and armor, so that the Mad God's mortal servants may have a way to make all their equipment look the same. Of course, this standardization runs counter to all other cult practices, and is insane on the face of it. (Ahem.) Milord has probably already forgotten he asked me to do it, but what better do I have to do with my time than write manuals for mortals? 

Actually, almost anything, now that I think about it.

BOOTS 

Pointed toes are required. This is not negotiable. Uppers may be of dark quilted motley, as you like. But nobody will be looking past the pointed toes: do that right, and the rest is gravy. Note: not actual gravy. Gravy may be implied, but is never stated.
Online:Delmasir

Delmasir is a Redguard tavern keeper visiting Lilmoth. He finds the music of the vossa-satl, played by Kalanu fascinating, unlike his wife Haseta. He otherwise cannot be interacted with.
 
  
Dialogue
:Delmasir: "Listen to that, Haseta. Frogs. They make music with frogs!"
:Hasteta: "If you can call that music."
:Delmasir: ''"It's different though, isn't it? A sound found only in Murkmire!"
:Hasteta: "Hmm. A sound that should stay in Murkmire, if you ask me."
:Delmasir: "You think so? Perhaps if we got one for the tavern…."
:Hasteta: "No, absolutely not. Who would we even get to ship such an instrument?"''

Once Nesh-Deeka's deal with Captain Jimila has gone through.
:Delmasir: "Did you hear? Captain Jimila is now exporting vossa-satls!"
:Hasteta: ''"Truly? She's a crafty trader. Perhaps there's worth to the instrument after all…."
:Delmasir: "Just as I suspected! We simply must get one for the tavern."
:Hasteta: "Delmasir, think about this. Frogs? What do you even feed them?"
:Delmasir: "Just imagine it, Haseta. "A Sundas stroll in Murkmire. Hear the true music of the swamp!"
:Hasteta: "All right, all right. I'll get the negotiations started."''

Notes
His conversations start appearing once the quest The Sounds of Home is started.
Online:Haseta

Haseta is a Redguard in Lilmoth, who can be found with her husband listening to Kalanu play his vossa-satl. Unlike Delmasir, the music is not to her taste at all. She otherwise cannot be interacted with.
 
  
Dialogue
:Delmasir: "Listen to that, Haseta. Frogs. They make music with frogs!"
:Hasteta: "If you can call that music."
:Delmasir: ''"It's different though, isn't it? A sound found only in Murkmire!"
:Hasteta: "Hmm. A sound that should stay in Murkmire, if you ask me."
:Delmasir: "You think so? Perhaps if we got one for the tavern…."
:Hasteta: "No, absolutely not. Who would we even get to ship such an instrument?"''

Once Nesh-Deeka's deal with Captain Jimila has gone through.
:Delmasir: "Did you hear? Captain Jimila is now exporting vossa-satls!"
:Hasteta: ''"Truly? She's a crafty trader. Perhaps there's worth to the instrument after all…."
:Delmasir: "Just as I suspected! We simply must get one for the tavern."
:Hasteta: "Delmasir, think about this. Frogs? What do you even feed them?"
:Delmasir: "Just imagine it, Haseta. "A Sundas stroll in Murkmire. Hear the true music of the swamp!"
:Hasteta: "All right, all right. I'll get the negotiations started."''

Notes
Her conversations start appearing once the quest The Sounds of Home is started.
The CASE Against Human Edibles

...that this substance which FOREIGN TRADERS would liken to scuttle comes not from the flesh of any beetle, nor is it derived from the vegetation of foreign soils, 
which being unknown to Dunmer, they have incorrectly assumed to be the origin of these foods,

that they are in truth made of SUCKLING-WATER, 
which Uvris the Elder in his thoroughness has taken the time to note is FOUL and SICKENING to grown mer,

that the continued consumption of it is yet known to be WIDELY PRACTISED in the outlands, 
the meekness of whose inhabitants is well reflected, in that their magi substitute it for blood in sacrifice to their FALSE GODS,

that great QUANTITIES of it are required, so that those humans not able to provide it themselves steal it from their Beasts and herd-beasts, 
which they do by fondling the Teats of the beasts, to coax out the liquids,

that the humans then pour it in shitten or urinal SATCHELS--one must like to drink piss, who eats this fare--, 
which accounts for the shape and SMELL of the foods,

that whoever has been by Curiosity carried past the preceding facts will find it now newly assaulted, learning that those liquids are not only allowed to ROT but encouraged to do so,  
which is done by the addition of sour leaves or saps or seeds, or certain other substances alike-looking -- here not named --,

that this convinces some of the liquid to coagulate and CLOT like blood, and this is taken from the remaining liquid, 
which is fed to SWINE BEASTS, which as Ordolane’s Bestiary reveals resemble Orc beasts with the bloodless skin of men,

that such treatment is well indicative of what worth is held by these FOUL SMELLING ingredients, 
the worst of which it is said do not survive crossing into Morrowind, ALMSIVI be praised,

that this element the humans call in their language MOLD is used in many of their foods, 
which should therefore be avoided entirely.


This is written by Cook in Mournhold, 
for the  benefit and education and safeguarding of discerning Dunmer 
as informed by the true testimonies of learned scholars and explorers.
Online:Kalanu

Kalanu is an Argonian bard who plays his vossa-satl outside the Marshland Market in Lilmoth.
Online:Mach-Taeed's House

The front door is protected by a simple lock. Mach-Taeed can be found carving in front of the house next to a letter addressed to him. An intermediate safebox is sitting on a table by the southern wall.thumb|right|Interior
 

Residents
Oleen-Xu
Deeheesotl
Online:Haj-Ta

Haj-Ta is an Argonian who can be found on the bottom level of the Lilmoth Outlaws Refuge. When spoken to, she is willing to give advice about the various dangers of the Murkmire swamps.
 
  
Dialogue
Her dialogue is randomized:
:"Best to keep an eye on your feet, lest you wind up neck deep in a patch of quick sand.  If you do find yourself treading upon such ground, walk slowly back towards the edge. And do not panic. Thrashing about will only sink you faster."

:"The gas blossom smells just as lovely as it looks. The longer you take in its poisonous scent, the more you are choked by it.  And make no mistake, traveler. Those gasses are more than capable of killing you."

:''"Though there are many dangerous plants in  , none are quite so shocking as the static pitcher. And I mean that literally. Walk too close, and you'll be struck by its electricity."

:"In some ways, the lantern mantis is more akin to a beast than a plant. Walk too closely by it, and it will be quick to strike you."

:"The   cabbage can knock a full grown Saxhleel right onto their tail. If they cannot be avoided, it's best to move swiftly past them."''
Online:Gir-Ta

Gir-Ta is an Argonian guild trader and member of the Thieves Guild who can be found in the Lilmoth Outlaws Refuge in Lilmoth. His stall is named Gir-Ta's Traders. He dreams of becoming a famous thief and sees the his employment by the guild as the first step.
 

Dialogue
:''"I've learned quite a few tips between sales. Thieves are actually more willing to give up their secrets than you may think."

:"During the day, I sell items for my guild. But during the night—well, I actually work nights as well. I need the gold. But one day, I shall become a thief!"

:"Working for a guild is just the first step. Soon, I'll become the greatest thief Murkmire has ever known."

:"I've never felt more at home than within this refuge. Soon as I've earned enough gold, I'll quit this job for good!  Now, how can I help you?"''
Online:Kud-Mere

Kud-Mere is an Argonian fence who can be found on the lower level of the Lilmoth Outlaws Refuge.
 

Dialogue
Regardless of whether the daily fence limit has been hit or not, she will say:
:''"Suzali used to have this stall, but she kept complaining about her paws being wet. And me? I don't mind feeling the mud between my toes."

:"I shall clean your goods, like the stream cleans a bloody knife."

:"Your hands have moved swiftly, like the storming winds, carrying away what you wish. Now my hands will clean that which you have taken."

:"The tree takes in its nourishment, no matter the source it comes from. So too do I accept that which you have acquired."''
Online:Arelvam Llenim

Arelvam Llenim is a Dark Elf who can be wandering around the upper level of the Lilmoth Outlaws Refuge. He spends most of his time sitting in a chair near Wuleen-Weska.
 

Dialogue
:"Make no mistake. I may be in Murkmire, of all places, but I still do not wish to speak with one of your kind.  Leave me."

:''"If one more of these fetching lizards calls me their beeko .... I am not, nor will ever be, a friend to these s'wits."

:"The bounties on my head may be numerous, but still. Is it worth it to live out the rest of my days in this disgusting swamp? Not to mention all the lizards swarming around."

:"To end up in Black Marsh, of all places. What a horrible shame. Ah, well. It should only be for a little while longer. I just have to wait until things cool down back in Vvardenfell. Then I'll be on my very merry way."''
Online:Fallarah

Fallarah is a Redguard moneylender who runs The Mossy Chest out of the Outlaws Refuge in Lilmoth.
 
  
Dialogue
:''"The Argonians may not care much about the past, but that doesn't mean they're forgetful about their debts. Trust me, I know that better than most."

:"Sure, I could probably get a job banking up top, but I actually prefer it down here. A lot less stress, a lot less expectations. Now if only there were a few less stabbings …."

:"I once had someone ask me to store their grave-stake. Quite the morbid tradition, if you ask me. They never did come back for it …."

:"I've had to turn quite a few coin purses away due to bugs. I may deal in dirty gold, but there is a point I must draw the line."''
Online:Wuleen-Weska

Wuleen-Weska is an Argonian merchant on the upper level of the Outlaws Refuge beneath Lilmoth. He used to be part of the Blackguards, which he now regrets.
 

Dialogue
:"I once ran with the Blackguards, back when I was a young kuuda. May you never make the same mistake."

:"Looking for some easy targets? Head over to Bright-Throat Village. Those limp-fins never see it coming."

:''"Lilmoth is known as the festering jewel of Murkmire. And we, beeko? We're the decay."

:"If you ever come snout-to-snout with a  , you're only chance at survival is to run. And even then? It is not a very good chance."''
The Homily of the Pilgrim

A pilgrim was walking down a rough dirt road. Rocks poked out of the road at irregular intervals, and the pilgrim, tired from his long journey, finally stumbled and stubbed his toes on one.

His toes hurt very badly from being stubbed thus, and the pilgrim came upon a thought. "If I did not have toes, I would not have toes to stub." He looked down at the offending toes. "I am sorry, but you are causing me pain, and therefore you must go, so I will no longer be troubled by you." And the pilgrim took out his hunting knife and cut off his toes.

The pilgrim continued on his journey, but without his toes he found it harder to keep his balance. Soon he stumbled again and fell to the ground. He flung out a hand to catch himself, and the hand was cut on one of the sharp rocks. Wincing, he looked at the blood welling up from his palm.

"If I did not have a hand, it could not be cut and bleed," thought the pilgrim. "I am sorry, but you are causing me pain, and therefore, you must go." So the pilgrim cut off his hand and continued on his way.

The pilgrim continued to walk down the road, which was getting rougher, and he had to slow down to almost a crawl to keep from tripping again. He turned a corner in the road and came upon his wife.

The wife began to rail at him in the way wives do--why do we no longer walk together in the mushroom groves? Why were you late for the meetings with the Heads of House? And why, by the gods, are you bleeding!

She ranted and raved so much that the pilgrim closed his eyes in pain. "Wife," he finally said, "you are causing me too much pain, and therefore you will have to go." So he killed his wife, cutting her out of his life, and continued on his way.

As he continued his walk, he found that the combined pain from the missing toes, hand, and wife was becoming unbearable. He could not understand why such things were paining him if they were no longer a part of him.

"It is my heart that feels this pain," he said to himself. "If I did not have a heart, I would no longer feel pain."

"I am sorry, heart," said the pilgrim, looking down at his chest, "but you are causing me pain, and therefore you must go."

And so the pilgrim cut out his heart, and with his lifeblood spilling out, he soon collapsed and died. Too late did the pilgrim learn that pain was a necessary part of life, and that he would have been wiser to suffer with patience and humility.
Legends:Torval Extortionist

Audio
 
 

Notes
This card depicts S'Vanir, one of the questgivers of the Daily Quests.

Gallery