Netruk44/uesp-wiki-content huggingface dataset:
Lore:Dancing Among the Flowers Fine

:[Phrasing Style One: Slightly Staccato]
:Dancing among the flowers fine
:Singing a song that calls to him
:Moonlight serenade at my whim 
:Dancing among the flowers fine


:Sleeping within the dreaming deep
:Chasing the butterflies he sends
:Hoping that summer never ends
:Sleeping within the dreaming deep


:[Phrasing Style Two: Each Line Legato]
:Vistas unfold before me now
:Sharing their secrets joyfully
:They're bright in hue yet darkly dire
:They warm me with softly glowing fire…


:[Phrasing Style One]
:Moving within the worlds between
:Following all the gemstone birds
:Yearning to hear his whispered words
:Moving within the worlds between
Battlespire:Deathmatch level 1

left|thumb|One of the three identical rooms
right|thumb|The secret room
Deathmatch level 1 is a Battlespire Multiplayer map which consists of three identical rooms, each with a circular lift in the middle, that takes one up to platforms at the tops of these rooms. A stone slab on the platform in the North West room teleports you into a secret room with the health and magicka crystals. Another stone slab there teleports you back to the North West room. There are a total of 10 treasure containers in this level.
Cyrodiil/Hjotra Faleria

Hjotra Faleria, a Nord food vendor, is the cook at the  , which she runs with her husband,  . During the  , she will task you with retrieving a   shipment from  .

When first meeting her, Hjotra will immediately make clear: "Stantus tends the bar and rents out the rooms. I keep the View running." and ''"The name's Hjotra. I keep the place clean and tidy for our customers and guests, and cook the fine meals that we're so renowned for." Indeed, you can find her busying herself around the inn at most points during the day. After waking up at 10am, she spends the rest of the day working away in the kitchens or sweeping up the main room, only catching a break at 5am. When awake, she will also buy and sell food and drink.

Like her husband, she is incredibly proud of her inn and shares his view on customer service: "The Jerall View is the finest inn, eatery and all-around establishment for miles. We accept no compromise and no sub-standard customer service. We tirelessly ensure that each and every one of our customers experiences the finest resting, eating, and drinking experience possible." If you ask her how business is going she will declare: "Good, as always. Through hard work and exacting quality standards, we ensure our business never wanes."

Hjotra wears barkeeper clothes and a pair of matching shoes, and also carries the   to the inn and a random selection of gold, lockpicks, rings, food and drink.

Related Quests
 

Conversations
Stantus and Hjotra can be found alternatively arguing or keeping track of business:

Stantus: "Hjotra, did you change the linens like I asked?" 
Hjotra: "Of course I changed the linens. Don't you trust me, Stantus?" 
Stantus: "Why do you say that?" 
Hjotra: "Today it was the linens, yesterday it was the bath. It feels like you don't trust me." 
Stantus: "I... I'm sorry, love. The inn has just been so busy lately, and the stress is getting to me. I didn't mean to take it out on you." 
Hjotra: "You should take it as a compliment, Stantus. The Jerall View is busy because of our hard work. " 
Stantus: "Yes, you're right. One of these days, though, I'd like to take a vacation. To the Highlands, perhaps. Or maybe High Rock." 
Hjotra: "I could tolerate High Rock."

Hjotra: "Hey, I was just looking down in the cellar. We're out of Greenwood Mead still, it looks like. We've been out for a week now. What's going on?" 
Stantus: "I wrote the order up ages ago, but I can't track down our courier. As soon as we get someone to deliver it, the mead should start flowing again." 
Hjotra: "I see. Well, let's hope the courier turns up sooner rather than later."'' 

It also appears that Hjotra sometimes feeds  's needy, as can be surmised by this conversation between   and  :

Reln-Tei: ''"I can't believe you, Serulius. You and I, we're in the same boat here..." 
Serulius: "If you want some bread go and talk to Hjotra yourself. It's where I got mine. Though, to be fair, you just don't have the same charm as me..." 
Reln-Tei: "Charm? Do you mean stench? The old woman just wanted you and your stink out of her fancy inn." 
Serulius: "Whatever you say, Reln. I got a full loaf of bread, and you don't."''
Lore:Mathoc the Immortal

Even in his later years,   struck fear into everyone who crossed his path. He was a massive   warrior with a face as chiseled and scarred as his shield. He never spoke, but others told tales of the fearsome warriors and beasts he'd killed. When he was out of earshot, they whispered other tales. They said the spirits of those he'd killed fed his own.

That as long as he kept fighting, Mathoc the Immortal would never die.

Mathoc certainly always looked like he was ready for a fight. Teeth gritted and bared. Elbow bent to deliver a devastating blow. Fists clenched tight enough to crush  . No one ever asked why Mathoc always wanted to fight. They were too afraid.

Even if they did, he couldn't have answered. He lost the ability to speak after a   crushed his throat. His teeth had been gritted and bared since the time a   shattered his jaw. He broke his elbow that same day, and it never healed properly. He hadn't been able to straighten his arm for forty-one years. His fists had been balled up like boulders ever since a   filled his back with arrows. A healer told him it was a reaction to the arrows' poison, and there was nothing to be done.

There was nothing for Mathoc to do, but keep fighting. Not because the spirits of those he killed made him stronger, but because watching others writhe in pain sometimes distracted him from his own. Because he hoped that one day someone, or something, might finally get the best of him.

Mathoc the Immortal kept fighting because Mathoc Risor was ready to die.
Lore:On Those Who Know Baan Dar

The first truth: Know that   is not about the  s.

  does not know why so many speak of the chickens. Yes, the   make them explode, and they call this foolishness a  . Wood Elves also say it is wrong to eat apples, yet   are delicious, yes? Wood Elves make mead out of rotting meat and bugs. Do not listen to Wood Elves.

The outsiders say Baan Dar is their Bandit God, their Man of a Thousand Faces. Their Pariah. They do not know Baan Dar as the   know Baan Dar. Wood Elves play games and tricks in Baan Dar's name,  s talk of sneak-thieves and living legends, and bards sing of Baan Dar's exploits like he was some worldly robber.

To the outsiders, Baan Dar is a legend, a story, a joke. Baan Dar is not these things. To the true Khajiit, Baan Dar is how we live. All Khajiit who grasp him, from the chained souls toiling on   plantations to the sellswords fighting for gold on the  s of  , know how we honor Baan Dar.

When ja'khajiit swipes the sweetmeat off your sill to fill her starving belly, she honors Baan Dar. When the slave with blood-matted hair slips her chains and cuts her slaver's throat, she honors Baan Dar. When the nomad gnaws off his foot to escape the trap you left to enslave him, he honors Baan Dar. 

Do you leave your valuables where all can see? Baan Dar will take them. Do you wait for others to break the slaver's chains? Baan Dar will slip away while you mew pitifully in the darkness. Baan Dar will not free you or comfort you or save you, but if you listen for him, Baan Dar will guide you as you save yourself.

Across the warm sands, beneath the warm sun, where those Khajiit not coddled by wood and stone and words prowl freely with blade and bow, Baan Dar asks only three things of all who follow him.

Do not let others take it if you wish to keep it.

Do not let others chain you if you wish to live without chains.

Do not let others fool you if you wish not to be fooled.

Baan Dar does not ask you to praise his name. Baan Dar does not ask you to offer him tribute. Baan Dar asks only that you not be stupid, for the warm sands of Elsweyr have no place for stupid Khajiit.
Lore:One Dragon Two Dragon

:One Dragon, two Dragon
:Red Dragon, blue Dragon.

:One set free from a cage
:Many in the sky form a murderous rage.

:Some are cruel, some are fast
:Some will flame you as they pass.

:Dragons will freeze you 
:Or burn you to bits
:Fling you with shouts
:Or drop you in pits!

:Look to the sky
:At dawn or at night
:You may see Dragons
:In murderous flight!

:What makes Dragons mad?
:Why do they stay?
:I do not know
:I just run away!
Lore:Praise to Mafala!

:Praise to she who spins the webs!
:Praise to she who weaves the threads!

:Ancient secrets she does keep
:She whose machinations creep

:Honor her with blood and bone!
:Be the darkness which is sown!
Battlespire:Deathmatch level 2

right|thumb|The main room
Deathmatch level 2 is a Battlespire Multiplayer map which consists of seven different rooms, with the central room acting as a hub by connecting to the other rooms.

The main room has two lifts in the middle of it, with a treasure between them, and when a lift is touched, one will go down whilst the other goes up. The platform in this room has the health and magicka crystals on it. The room north of the hub has a single treasure in it and a platform on the upper layer. This upper platform leads both to the east and the west, with another room accessible from there in the northwest. The west corridor from the hub leads to two cavern type rooms, with each having a treasure in it, and a platform on the upper layer. The south room is big and dimly lit, with one treasure in it. The east room has a slope that allows access to the upper layer platforms and has a single treasure.

 
Gallery
Battlespire:Deathmatch level 4

right|thumb|The central pit
Deathmatch level 4 is a Battlespire Multiplayer map which features a central pit with an elevated platform going around it. A large crystal in the center of the pit restores Health when touched. There are exits in each of the cardinal directions. The exits at the level of the pit go into hallways, while the exits from the raised platform go into rooms.

To the north, taking the exit in the pit, a fork leads to two hallways that ramp and spiral upwards, entering the west and east sides of the upper level north room. The south pit exit has a small alcove with a treasure on the right, and a ramp on the left. This ramp curves and enters into the east upper level room. The east side of this room has an alcove with a treasure. Walking along the raised ramp around the pit, you can enter the south or west upper level rooms. Each has a treasure in an alcove opposite the entrance from the pit. The west and south room both have hallways leading to a shared room between them, in which there is a treasure and the Magicka crystal.

Back in the pit, the exits to the east and west lead to a roughly symmetrical lower level. Taking the right path for either hallway, you will curve to the right and come to a short bridge over a pit of lava. There is a button on the opposite side that lowers the bridge into the lava. Further along this hallway, you will enter a large central room, and a cross shaped walkway extends in front of you. You can fall from this walkway down to a lower level, or into the lava pit below that if you miss. If you continue straight across this walkway, you will arrive at another small lava bridge, the same one you would have reached by taking the opposite entrance from the pit. 

Back to the east and west exits from the pit, if you take the left fork, you will curve downward until you arrive at a small bridge over a pit of lava. However, this is a T-shaped bridge. If you head to the left, you will find the button that lowers this walkway into the lava. Just beyond that is the cross-shaped walkway mentioned above. If you continue straight, you will continue to curve around until you arrive at the lowest level from either the north or south. There is another cross-shaped walkway just above the surface of the lava here; the lowest level cross is aligned with the cardinal directions, while the walkway above is along the ordinal. There are rooms to the east and west of this walkway, and each contains three treasures. Note that, if the two T-bridges are both submerged in the lava, there is no way someone on the lowest level can walk back to the rest of the map. However, a sufficiently athletic character may be able to clear the gap with a running jump.

 
Gallery
Battlespire:Deathmatch level 6

right|thumb|The central room, from below
Deathmatch level 6 is a Battlespire Multiplayer map which features three primary chambers, and contains a total of 5 treasures. The central chamber is divided into four quadrants by four ramps. Two hallways to the north and south enter immediately onto ramps at the ground level, rising as they reach the middle of the chamber, where a treasure sits. Then, two ramps head east and west to hallways at a higher level. On the ground level, a pathway is carved through the center of the ramps, allowing movement between each of the quadrants. To the northwest and southeast, there are alcoves in the walls, each containing a treasure. The northeast and south west each have hallways exiting the room.

Exiting the central chamber by the north or northeast hallway brings you to a large cavern with lava below. Simple stone bridges lead on to a large, irregularly shaped island of stone, with a treasure sitting to the northeast. To the south, a steep curved ramp rises to a higher level, connecting with the hallway which leads to the eastern ramp in the central chamber.

The western, elevated ramp of the central chamber leads down a hallway and out onto a serpentine walkway on the third level of a tall chamber with lava at the bottom. The magicka crystal rests in the center of this path. A ramp at the other edge of the bridge descends down to a large door, and another ramp U-turns back to the second level of the lava chamber. Another twisting bridge leads across the space, the Health crystal sitting upon it. This bridge leads to the southwestern hallway of the central chamber.

Returning to the doorway and entering reveals a chamber containing a treasure, and another door exiting to the north. This leads to a path which descends and turns to the right, opening to the first level bridge just above the lava. Proceeding across this path, the next hallway turns to the left and rises back up, exiting into the central chamber, ready to ascend the southern ramp.
 
Gallery
Online:Skaldir's Shadow

'''Skaldir's Shadow  is the shadow of Skaldir, a Nord Docent of the Mages Guild and an associate scryer in the Order of the Eye. It appears when you arrive to speak to Skaldir, rising up from the ground and stabbing him to death before vanishing. Bonafryd, who it is later discovered was responsible for summoning the shadow, arrives at the scene just after.
 

Related Quests


Quest-Related Events
When you arrive at the Mages Guild in Mournhold Skaldir expresses gratitude at your arrival: 
:"We found something powerful. A Daedric&mdash;wait, what's happening?"''

Skaldir's Shadow grabs him and stabs him through the chest, instantly killing him. Bonafryd then rushes in.
    
References
General:Uutak Mythos/Timeline

thumb|right|Uutak Mythos Logo, featuring the Imperial Territory Insignia of Yneslea. (Drawn by Adam Fields)
:"Race, culture, province, time. All of these and more factor into the type of narratives woven into the answers given to others, and perhaps that is the beauty within knowing; everyone has their own story to tell. And while the mortallic instinct as to what lies beyond our shores is to investigate and ponder, in Tamriel at least fiction and prose often supports, supplants, and occasionally replaces factual evidence, as our civilizations often find themselves unable to confront the dangerous and unknown aspects of an unreliable world." — '''Anonymous, The Emperor's Guide to Yneslea, 2nd Edition

The Uutak Mythos, being a collaborative world-building project that runs concurrently with the main installments and various spin-offs of the Elder Scrolls'' franchise, attempts to fit itself flawlessly into the in-universe narrative that is the Aurbis. To further that effort, the talented team members working on the Uutak Mythos is working on creating an up-to-date and comprehensive timeline that lists (for the most part) approximate dates and key events relating to the subcontinent-archipelago known as Yneslea. Please use this a guide to familiarize yourself with the in-universe history of the Mythos and how it correlates with the actual Tamrielic timeline as presented in the games themselves.

In'eslaens refer to large periods of time as aeons, not eras, although there is enough similarity between the two words as to avoid cultural conflict. Something that is also interesting to note is that the native inhabitants of Yneslea (like the Echmer and Hyu-Ket; more information about them can be read here) recognize 'five' distinct periods of history, not four; in particular, their First Era is divided nearly in-half with the latter portion being what they call their Second Era. To avoid confusion, this timeline will list both the Yneslean 'and' Tamrielic dates regarding events that take place after this strange separation onwards.

Note: As of 21/12/2020, the rebooted "NUutak" timeline has yet to be completed in full. This page will be steadily updated with new timeline events for readers as project members finish up the timeline.

The Merethic Aeon
An extremely detailed account of the Pre-Historical Age within the Yneslean archipelago.

The Early Merethic

      

Middle Merethic

    

Late Merethic

       

The First Aeon
An extremely detailed account of the First Historical Age within the Yneslean archipelago.

First Century
   

Second Century
         

Third Century
       

Fourth Century
    

Fifth Century
         

Sixth Century
             

Seventh Century
                    

Eighth Century
    

The Second Aeon
An extremely detailed account of the Second Historical Age within the Yneslean archipelago.

First Century
             

To Be Continued...'''
Lore:Anhaedra

Anhaedra of the Dark Flame was a   bound to the mortal plane by the Tribunal God Vivec. 

He was the subject of a reenactment between a conflict between Vivec and Mehrunes Dagon that would become his eternal plight. Before the construction of Maar Gan, and the village's temple, Vivec had taunted Mehrunes Dagon so that he would throw a rock at him, rather than his people. Ever since then, the very sight would become a pilgrim spot and the site of the Tribunal Temple in Maar Gan. The rock that Mehrunes Dagon had hurled would become known as the "Magic Rock of Maar Gan", and would forever be guarded by Anhaedra. Pilgrims would have to re-create the situation during their pilgrimage. Anhaedra, filling the role of Dagon, would have to endure taunts from pilgrims and would try to harm them while they had a powerful blessing on them as protection.  

Sometime after the disappearance of the Tribunal and the dissolution of the Tribunal Temple, Anhaedra was freed from his bonds. He was encountered again around  , when the Warrior came across Anhaedra in their journey and slayed him. 

Gallery
 
References
Blades:Heart's Day

The '''Heart's Day''' Celebration was from February 12–February 18, 2020. The event centered around Heart's Day, additionally coinciding with the real-life Valentine's Day.

In addition to the below-listed items being available in the store, a free Amulet of Mara was given away to players who logged in. Ingredients could also be requested via guilds twice as often, and you could donate ingredients every ten minutes.

Store
Heart Emote
Love's Bells Bundle
Icy Heart Bundle
Burning Heart Bundle
Amulet of Mara

Gallery
Blades:Store

The Store is where you can buy things with   and real money, as well as collecting any free rewards. It is separated by three sections: Offers, Chests & Gems, and the Sigil Shop.
Offers
  
Daily Reward
 

Current Offers
 

Past Offers
 
Chests & Gems
Chests
 
Gems
  

Sigil Shop
The Sigil Shop is a store that sells powerful items known as Divine Items for a unique currency called Sigils. The currency itself is obtained from Event Quests. 

See: Divine and Ultimate items

See Also
App Store Page
Play Store Page
Lore:Sweet Moon-Sugar Cane

:The   have their   brew
:Made of meat and bile
:The  s eat their bugs and twigs
:And everything so vile

:But those of us who walk the sands
:Know life's greatest pleasure
:Is strictly sweet, a tasty treat
:It's   that we treasure!

:CHORUS
:Fields drenched in moonlight
:Dewed with summer rain
:Brilliant green and growing tall
:Sweet  !
:Sweet moon-sugar cane!

:Gifted by the Moons
:As they wax and wane
:Fill our bowls and fill our souls
:Sweet moon-sugar cane!
:Sweet moon-sugar cane!

:We sprinkle it on fine steak
:Glistening so sweetly
:We smear it on our  
:And gobble it up completely

:We bake it into our sweet treats
:Don't you want a taste?
:So eat it quick and wash it down
:Because nothing shall go to waste

:CHORUS
:Fields drenched in moonlight
:Dewed with summer rain
:Brilliant green and growing tall
:Sweet moon-sugar cane!
:Sweet moon-sugar cane!

:Gifted by the Moons
:As they wax and wane
:Fill our bowls and fill our souls
:Sweet moon-sugar cane!
:Sweet moon-sugar cane!
Lore:Prayer to the Furious One

God of curses, hear my prayer!

Lord of the betrayed, give me strength!

Keeper of the grudge, harden my heart!

Holder of the broken promises, ignite my anguish!

Master of the sworn oath, grant me the ferocity to overcome my enemies!

 , hear my prayer!
Lore:The Furstock Song

:CHORUS
:Clever  , agile  , burly  ,  ,
:When   gave out presents, she sure gave us a lot,
:Handsome  , nimble  , sneaky   and  ,
:So many shapes and sizes, that's what makes us unique!

:Now, we all adore the Dagi, who love climbing trees,
:Far better than the   with their pink and knobby knees,
:They swing between the branches with quickness and real ease,
:As lovely as a feather in a light midsummer breeze.

:CHORUS

:Here's some good advice: just leave the Senches alone,
:Their claws are sharp as razors and their jaws can break your bone,
:They'll rip an Elf to pieces in the blink of an eye,
:So only pick a fight if you are eager to die!

:CHORUS

:Our dear old mum, Azurah, made the Alfiq so small,
:That when they hunker down you just can't see them at all,
:They say that it is magic! Who am I to argue?
:There really is no limit to the things   can do!

:CHORUS
Lore:The Song of Khunzar-ri

:When the sixteen kingdoms were only sixteen tribes,
:A hero ambled forth, all tall and tough and wise,
:How sleek he is! How fragrant! A five-claw? No, a ten!
:He wrestles  s just for fun and charges into   den!

:CHORUS
:Who is he?  ! Khunzar-ri!
:Sing it loud, sing it clear. Fighter, lover, poet, thief.
:He's one   to cheer!
:Who is he? Khunzar-ri! Khunzar-ri!
:Sing it proud, sing it strong! Brave and sly, rarely shy.
:He never steers you wrong!

:No dungeon cage can hold him, no lock can bar his way,
:Some stories claim that he's a god, or so they say,
:He dragged the light from Jone and Jode down to the growing fields,
:And now we have moon-sugar and all the good it yields.

:CHORUS
:Who is he? Khunzar-ri! Khunzar-ri!
:Sing it loud, sing it clear. Fighter, lover, poet, thief.
:He's one Khajiit to cheer!
:Who is he? Khunzar-ri! Khunzar-ri!
:Sing it proud, sing it strong! Brave and sly, rarely shy.
:He never steers you wrong!