Netruk44/uesp-wiki-content huggingface dataset:
Lore:The Tale of Three Moons

In a time before our people's first memory, but long after  's pyre claimed the flesh of the proud lion,  , our great mother wept and sighed—haunted by the fate of her brother's dark heart. As she prowled the hills and valleys of her wide domain, she could not escape the pounding—the faint, but constant drumbeat from across the churning seas. Somewhere in the  , the fell rhythm of the Moon Beast quickened and grew stronger.

Knowing that her children of many shapes would fall to the Moon Beast's profanity, she purred across the stars, coaxing the lanterns of   and   to make way for a sky-guardian. This third moon and shield of the   shone its light down upon Azurah's litter of purest heart and most fervent obedience. She called these cats the Litter of the Hidden Moon, and taught them the lunar byways, and secrets of the  . From that time on, they loved her as no other   could love her, and in that love, found sympathy for all cats bent by the beating of the Heart.

Beloved adepts, take these words into your heart and know that we keep Azurah's commandments still. For we are all children of the Hidden Moon.
Lore:Val Vijah Va Rhook, Baandari

:Dancing through savannah grass
:On light feet we glide
:Hey, hey, Baandari boy
:Tap your heels in stride
:Hey, hey, Baandari girl
:Swing your tail beside

:CHORUS
:Val Vijah Va Rhook, Baandari
:Carrying our world in packs
:Val Vijah Va Rhook, Baandari
:Our kingdom on our backs

:Home is on the move again
:On wagon wheels we go
:Hey, hey, Baandari boy
:Where the wild winds blow
:Hey, hey, Baandari girl
:Our caravan in tow

:CHORUS
:Val Vijah Va Rhook, Baandari
:Carrying our world in packs
:Val Vijah Va Rhook, Baandari
:Our kingdom on our backs

:Walker we can teach the steps
:We'll be your guiding star
:Hey, hey, Baandari boy
:Keep close and we'll go far
:Hey, hey, Baandari girl
:Our vagabond bazaar
Lore:What's Yours is Mine (A Little Larceny)

:What's mine is mine, what's yours is mine,
:You turn your back and then
:Your portable gear is gone from here
:You never will see it again

:Walker, don't get so attached
:To objects and items material
:You know that wisdom's found above
:In the Moons and heavens ethereal
:(Think fast!)

:What's mine is mine, what's yours is mine,
:You turn your back and then
:Your portable gear is gone from here
:You never will see it again

:Faith in gold is sadly misplaced
:True riches are friendship and love
:Behold those dancers winking at you
:You know what they're thinking of
:(Look at that!)

:What's mine is mine, what's yours is mine,
:You turn your back and then
:Your portable gear is gone from here
:You never will see it again
Online:Mummy Wraps Style

The Mummy Wraps Style is an unobtainable style. The individual armor and weapon pieces exist in the game data, but are used only by characters raised as mummies such as Maleel al-Akir or Talkynd. Unlike other uncraftable styles, there is no way whatsoever to equip or wear any part of the style; it is instead available to wear as part of the Grisly Mummy Wrap costume.

Armor


Gallery
Lore:Bthar-Zel

Bthar-Zel (also spelled '''B'thar-zel''',  meaning Allied City)  is a Dwarven ruin situated along the   of  , within the province of   and north of Markarth and Bthardamz. A bridge lies atop a waterfall that feeds into the Karth River leading to one of its entrances.  In its prime, Bthar-Zel was among the cities involved in the refinement of  . Following the disappearance of the Dwemer, the bridge site became known as Deep Folk Crossing.  
 

History
thumb|right|Deep Folk Crossing circa  
The settlement of Bthar-Zel was built by the Dwarves around the First Era.  It is unknown how large it originally was, but its name suggests it was once an entire city, albeit a smaller site than nearby Bthardamz. When the Kragen Clan discovered the material known as  , a bright blue crystal found only in Skyrim, Bthar-Zel allied with the cities of  ,  , and  , creating a loose alliance of Dwarven clans to study the mineral. They eventually created the   at   in the wilds of  . However, each city sought ownership of the Forge, and as time went on, the four cities waged war with each other in an event known as the  , tearing the land apart. With the intervention of  , the conflict was over, and the Dwarves of Arkngthamz were forced out of their city. The Dwemer were able to return to their homes, but like the rest of their race, they disappeared, leaving behind whatever Aetherium they acquired.  

Sometime during the   in  , two historians of the Dwemer,   and   studied the ruins of Arkngthamz for roughly twenty years, with Katria discovering a map of Dwemer kingdoms. The location of the Deep Folk Crossing was marked as Bthar-zel , the ancient map referring to the abandoned city beneath the remains of the bridge. Two young Nord children named Sond and Bottar discovered the site, looting a few Dwemer materials, and offered to mark its location on a map for a small fee.  The Last Dragonborn traveled to this location and discovered a shard of the Aetherium Crest locked inside a Dwemer Convector on a stone plinth is an Aetherium Shard. 

See Also
For game-specific information on Bthar-Zel, see the ESO article.
For game-specific information on Deep Folk Crossing, see the Skyrim and ESO articles.

References
Blades:Dremora

Dremora are militaristic humanoid daedra.
 
 
A list of all individual Dremora enemies can be found here.
General:Fonts

This page documents the fonts in The Elder Scrolls and any relevant technical information about them.
Fonts
The following are some examples of prominent typefaces throughout The Elder Scrolls.


Other


File Formats
Arena
Arena uses   files to store font information. ArenaFont within ArenaSuite is a good tool to view and edit.
Daggerfall
Daggerfall uses   files to store font information, but not like the conventional use of the format. Daggerfall Font Editor is a good tool to view and edit the fonts.
Morrowind
Morrowind uses   and   files to store font information. The   image file stores the all of the characters, while the  file - unconventionally - stores the position, size, and other various information of each character in the image. FontReader is a good tool to view and save the fonts.
Oblivion
Similarly to Morrowind, Oblivion uses   and   files within   to store font information. The   image file stores the all of the characters, while the   file - unconventionally - stores the position, size, and other various information of each character in the image. Bethesda Archive Extractor is a good tool to open the   and Oblivion Font Editor is a good tool to view and save the fonts.
Skyrim
Skyrim's fonts are compiled within  s within  . Bethesda Archive Extractor is a good tool to open the   and JPEXS is a good tool to decompile an   and export a font as a  .

See Also
The following fonts are available for download: Dwemer, Daedric, Dragon and Falmer.
Battlespire:Deathmatch level 3

right|thumb|The central room
Deathmatch level 3 is a Battlespire Multiplayer map which consists of 5 main rooms across two levels, mirrored across the East-West axis.

The central room spans both levels. On the North and South walls, there are walkways spanning the length of the room. In the middle, there is a North-South bridge connecting these two walkways with the health crystal in the center. To the East, the two walkways pass into a U-shaped room, connecting them together. On the ground level of the room, there is a raised pool of lava, primarily a threat if you fall from the walkways. On the West side of the ground level, there is another U-shaped room.

On the upper level, west of the walkways, the hallways open to mirror-image rooms, one in the North-West and the other in the South-West. Each has a treasure. At the far North and South of the rooms, respectively, there is a hallway with a downwards ramp heading East. These lead to roughly rectangular rooms on the lower level. The hallway ramp opens up onto a wooden platform that fills the outer edge of the room, a treasure on each of them. A wooden ramp leads down to the rest of the room. These rooms have two other exits. An angled hallway leads to the central chamber with the lava pool and the raised walkways. On the far east, a hallway connects these two ground level rooms. In the midpoint between them, there is a doorway to the West, leading to a small chamber. Inside, there is another treasure, and the magicka crystal.
Skyrim:Repair Spider

The Repair Spider is a friendly Dwarven Spider found in the Summer's Chords section of Runoff Caverns. It can be commanded using the Spider Control Rod found nearby, which you will need to use to activate service waypoints throughout the section as part of the related quest.
 
Related Quests
Lore:Haromir

Haromir of Copper and Tea was an   sorcerer-king who ruled before and during the  .  Shortly before the fall of the   in  ,  he was called to a duel by   at the site of Tor (later called  ),  in the   region of  .  Haromir was killed by Pelinal, who ate his neck-veins while screaming praise to Reman, a name that no one knew yet.  

See Also
 

References
Lore:Atatar

Atatar (translated as "Fatherwood" in Ayleidoon)  is an Ayleid ruin found in the rainforests of Blackwood, in the province of Cyrodiil, in the glens situated off the Yellow Road to Leyawiin. It was once home to the Atataric clan of Ayleids.  Its subsections of Haelia Dagon, Haelia Anga, and Loria translate to "Terrible Destruction", "Terrible Iron/Cold", and "Darkness" respectively. 
 

History
In its time as a powerful city, its last known monarch, King Glinferen, was a Daedraphile and fought in the wide-scale conflict against the Barsaebic Ayleids in the late Merethic Era in what became known as the Narfinsel Schism. This conflict culminated in the Scouring of Wendelbek where Glinferen led the combined Daedraphile forces to ultimately drive out the Barsaebics into the inhospitable region of Argonia. 

A half-century later, the   occurred in  , and many Ayleids were either killed or displaced by their former   slaves. In the hopes of saving his kingdom, King Glinferen sent an envoy to the Barsaebic settlement,   for a call to arms. However, the King of Twyllbek gave a rather blunt objection to the call and left Atatar to perish, as the humiliation of exile was still a burning thought to the Barsaebics.  The Barsaebics, by that time well established in Argonia, refused admittance to the Atatarics, and most of the clan died on an ill-fated expedition to  . 

By  , the Ayleid scholar   and his bandit allies took up residence in Atatar after his previous hideout, the nearby ruins of  , was raided by the   in their failed attempt to claim the ancient blade   for the wizard Argoth. Argoth turned to the   to complete the job, but was double-crossed when the Company seemingly made a deal with Blackheart: if he gave them Sinweaver and departed from Arpenia, the Blackwood Company would pay him off and reveal Argoth's location. Blackheart agreed, and subsequently killed the wizard, retrieving his weapon. He then moved his base to Atatar.  However, the Fighters Guild second-in-command  , along with a new recruit, subsequently entered the ruins and confronted Blackheart, where they killed him to avenge their fallen comrades. Oreyn took Azani's ring as proof that the Blackwood Company had not completed their contract, exposing them as frauds. 

See Also
For game-specific information, see the Oblivion article.

References
Tes1Mod:Main Page

Arena Mod is the namespace for Arena mods and modding, including technical information such as file formats.
Battlespire:Deathmatch level 5

Deathmatch level 5 is a Battlespire Multiplayer map consisting of 7 main rooms. The central room is square, with one exit heading to the south, west, and east. The north side features two curved ramps to northward-heading hallways on each side of a raised balcony with an exit also heading north.

The two hallways continue to the north, with one east-west hallway conjoining them shortly after leaving the central room. The western hallway heads up, entering from the west to the third level of a tall room with a lava pit at the bottom. A ringed platform encircles the pit, and a north-south bridge bisects it, the health crystal in the middle. The eastern hallway heads to a lower elevation and enters the tall lava room from the east on the first level. This has an identical platform layout, and the magicka crystal rests in the center of the middle bridge. The middle level of this room only has a ring around the perimeter. Two exits lead south, found to the south-west and south-east of the chamber.

These two hallways lead to a long room divided by a window, prohibiting movement from the two sides, but permitting projectiles through. Hallways lead to the west and the east, and the two sides of the room join again to the south. A ramp leads up from this southern point, exiting on the balcony in the central chamber. A treasure is found in the center of this balcony.


The western hallway of the arrow-slit chamber leads to a large, empty cave. An exit to the south leads to a T-junction. The eastern path returns to the central chamber, while the southern path leads to a room with some columns. There is a treasure in the northwest of this room. There is a door to the east that opens into a room featuring platforms over another pit of lava.

Heading south from the central room also enters into this lava pit chamber. The path divides, leading to two wooden platforms separated by a small chasm that can be jumped with relative ease. To the south is another wooden platform, requiring a jump to access. There is a large door, leading to a semicircular chamber which contains two treasures. Returning back across the chasm, there is a door opening to the east.

This room is another cavern, with a very large pit in the middle. A zipline can be used to travel from south-to-north or vice versa. There is a treasure on the northern side of the chasm. Proceeding north is another T-junction, with west leading to the central chamber, and north heading to another room. This room is rectangular and empty. A hallway to the north curves west, returning to the arrow-slit room.
Battlespire:Deathmatch level 7

Deathmatch level 7 is a Battlespire Multiplayer map with a labyrinth of hallways. It contains a total of 4 treasures. A hallway encircles the majority of the map, and straight halls run in cardinal directions to a circular chamber containing the health and magicka crystals. 

To the west, outside the hallway circuit, is a cavern with a large boulder in the center. A treasure can be found on the far western side of this chamber. A similar layout is found to the east, past the encircling hallway. This chamber is a dungeon with uneven walls and a central block. Behind this block is another treasure.

To the east of the circular plaza, a curved hallway follows the same path as the border hall, passing from the cardinal north hall to the east, then the south. 

To the west of the plaza, hallways proceed north and south, curving and revealing alcoves and side rooms. This southern path contains a treasure.

To the southwest of the plaza, in the border hallway, the path briefly becomes cavernous, and a treasure is found in the center.
Online:Murkmire Strongbox

right
:"This reward box might contain useful crafting materials, powerful Set Items, or even rarer treasures."

A   has a chance to drop from various sources in Murkmire during the Murkmire Celebration event in 2020. These sources include defeating monsters and bosses of Murkmire, being looted from containers or harvested from crafting nodes. The strongboxes may contain the following items:

Crafting Motifs
Pages from the following Crafting Motifs:
  (Huntsman Style)
  (Silver Dawn Style)
  (Dead-Water Style)
  (Elder Argonian Style)
: 

Sets
 
The following Overland Sets will drop weapons or armor in   quality:
Bright-Throat's Boast
Champion of the Hist
Dead-Water's Guile

Crafting Materials
Common crafting materials (ores, raw materials, wood, dust, potency runestones, provisioning ingredients, solvents)
Style Materials: Hackwing Plumage, Crocodile Leather, Bloodscent Dew, Argent Pelt

Trinkets and Fragments
  or   contraband items from the Murkmire DLC loot table
One of seven   used to create the Voriplasm pet
One of seven   use to create the Wooden Grave-Stake
Online:Scalebreaker Scout

Scalebreaker Scout is awarded for completing both of the Scalebreaker dungeons (in Normal or Veteran).  You will receive the   tablet, which can open up the north wing of the Hall of the Lunar Champion when placed on the proper altar there.
Online:Companion of Lyris Titanborn

To obtain this achievement, you will have to complete the following two quests as part of the Greymoor prologue.
Online:Hidden Moon Adept

Hidden Moon Adepts are Khajiit members of the Order of the Hidden Moon who can be seen during Mazza-Mirri's vision of the past in the Temple of the Hidden Moon.
 
Related Quests
Lore:Adara'hai

Chief-Crier   was a leading figure of the   in the mid- . She was responsible for several high-profile instances of   vanquishing around the time of the  . 
 

The Temple of Seven Riddles
The Twilight Cantors were called to the   in   by Elsweyr's Moon Bishops in the wake of a disaster. The temple's abbot desecrated the ancient seals keeping the dro-m'Athra from invading the temple, allowing the dark spirits to flood the premises.  Adara'hai managed to restore the seals and vanquish the dro-m'Athra with the help of the Undaunted. 

Black Heights
After the incident at the Temple of Seven Riddles, Adara'hai received a letter from her sister regarding her chronically ill brother-in-law worsening condition.  Believing her husband, Vijari, was nearing the end of his life, Ka'ishka noticed that he was acting strangely, and insisted that more than just his illness was affecting his behavior. Adara'hai traveled south to  , where she met up with her sister to discuss the possibility that an exorcism may be required. It is here that the   met with her and agreed to assist Adara'hai in her endeavor. 

During their investigation, they learned that the Wall of Life had been corrupted years prior by a dro-m'Athra who had been promised a life free of suffering by  . The creature sought to drag Vijari into the darkness, seeking to end the suffering brought about by his condition. To this end, it defiled the Wall of Life, painting over it with the essence of its pain and suffering, creating a connection between the wall and the  . As a result of this vandalism, countless innocent souls who had come to the wall for their end of life pilgrimage fell into Namiira's grasp and became dro-m'Athra themselves. With Ka'ishka's assistance and Azurah's blessings, Vijari was able to restore the ancient mural and purge it of Namiira's influence while Adara'hai and the Vestige vanquished the dark spirits from  . 

References
Lore:Arum-Khal

The Dark Adept,  , was a     who fell into  's grasp in ages long past. Originally an adept with the  , he got his start redeeming   in  's name. He was curious, always asking questions. He was also described as impatient. These qualities in part lead to his downfall. He was a powerful member of the Order, and very proud of that fact. He was considered as a candidate to wield the  , a relic given as a gift to the Order by Azurah.  

When the time came for a new blade-bearer to be selected, Arum-Khal's friend and rival,  , was picked over him. Arum-Khal became bitter, sending him over the edge. He renounced his faith and fell to the Darkness, bringing many of the Order's adepts with him. He incited a civil war, which destroyed the Order of the Hidden Moon. The remaining members of the original Order managed to weaken Arum-Khal, but they could not kill him. He hid fragments of his spirit in his phylacteries as a last resort, allowing the Order to trap him within using wards, which faded over time. Arum-Khal survived within the phylacteries, which connected to a   of his own design. 

In  , the   arrived at the ruins of the  , where they investigated strange instances of the dead rising from their rest.  The Vestige managed to pass the Order of the Hidden Moon's trials and became the last bearer of the Moonlight Blade.  They then vanquished Arum-Khal once and for all in the Order's crypts, entering his realm using the Moonlight Blade and destroying his spirit.  The necromancer   then performed a ritual to draw every speck of light from Arum-Khal's realm, inadvertently retriving the remaining kernel of light from Arum-Khal's sundered soul. Fortunately, this redeemed version of him was no threat to Tamriel and was able to pass on to the Sands Behind the Stars alongside his fellow adepts. 
 

References
A Damp Note

If any of you cretins gets some crazy ideas about exploring this dark, wet, slippery path into the lower part of the cave, AT LEAST be smart enough to light the torches along the way. You WILL slip, and fall, and break your neck, and then I'll have to leave this cozy warm place to come collect the money you owe me from your corpse. Don't be an idiot.

A.D.
A note (Aanthirin)

Dear Sir and/or Madam, 
I bet that YOU won't be able to unstuck THIS AXE from this treestump. If I couldn't do it, no one can!
To My Love

My love, 
may the waters keep your memory. 
It is too much for me to bear.
Coded Package from Elsweyr

HVERMTTKHM

UYKDVDIFPR

LEQVMRMNJS

UKHNXHRVFE

UIDWBEEYNY

ZXCSWZHVWQ

FXWYQJLRVC

UFUCRPDQBI

RVSFKFTQYL

XIDTENSHZX
Prisoner Checklist

Prisoners currently being held in the Eastern Guard Tower:

Prisoner: Marlene. Redguard. Crimes: Brawling in the streets. Assault. Resisting arrest. Further notes: Will be released in ten days with a warning.
Blades:Ugduk

Ugduk is an Orc mercenary who serves the Bloodfall Queen. When he is first met, he is an unnamed mercenary. He is met again later at the Queen's castle.
 
 
Related Quests
 
 
 

Quest-Related Events
Coming Home
He is first met outside the Town on the Warriors arrival and will speak after being beaten:
:"I surrender!"
:Who are you?
:''"Your town refused to pay taxes to the queen. We're here to collect."
:So you set fire to my town?
:"No, I don't know how that happened. Must have been an accident."
:Tell your queen to leave us alone.
:"Do you really think she listens to the likes of me?"

If spoken to again:
:"The queen isn't going to be happy when I tell her what you've done."

The Bloodfall Queen
If spoken to before speaking to the Queen:
:"I told you we'd meet again, Warrior. Let's hope the Queen shows you the same mercy you showed me."

The Missing Scroll
When spoken to before speaking to the Queen:
:"You amuse me. I'm glad the Queen allowed you to live."

After speaking to the Queen:
:"Your fighting style is rather sophisticated for an Imperial soldier."
:"The Queen is tough, but fair. Speak your mind truthfully, and she'll respect you."
:"I'll be following your exploits, Warrior."
:"We've been hearing quite a bit about you these days…"
:"If you ever tire of this town, you'd have a great future as a mercenary."''
Weapons and Armor Order

Jalor Indo!

By the decree of His Illuminated Lordship, the INDORIL ILVI of ROA DYR, I am placing an order of

20 spears (iron or steel), 
20 tower shields (bonemold in Chuzei style), 
10 longswords (steel), AND 
10 war axes (steel)

to be forged and delivered to the Indoril garrison in the east side of Almas Thirr within the next month. For this great service you will be paid 7,500 gold coins.

THE THRICE-SEALED HOUSE WITHSTANDS THE STORM!

Signed, 
Commander Irnami Silsi, Creedman of House Indoril