Netruk44/uesp-wiki-content huggingface dataset:
Lore:Investigator Vale

was a fictional   detective and the heroine of an eponymous series of mystery novels which were hugely popular during the mid- . Her adventures took place across   and often made reference to the current political or social climate. The author of the series was unknown, but some chroniclers claimed it was Lady Arabelle Davaux, a retired soldier of King  's army.  It has also been claimed that her adventures are "true-to-life" reimaginings of actual historical events.  

Published Works
''Investigator Vale and the Hounds of Black Moor  
Investigator Vale and the High Rock Revolt!  

Investigator Vale and the Temple of Stendarr''  









References
Lore:Russafeld

, also known as Rosefield  or Rosfeld,  is a small town in central  , over a plateau named Russafeld Heights west of   and south of  .

 

History
Russafeld grew around the Red Temple, which is an ancient Aldmeri shrine to consecrated to  , built, most probably during the Merethic or early  . Russafeld means "scarlet shrine" in some dialects of Aldmeris, which may explain where the Red Temple gets its curious name. But the most commonly held opinion states that it's a shortening or corruption of "Dread Temple." 

Caanerin, the indrik matriarch, had attacked Russafeld more than once. Prior to the mid- , she fawned a whole herd of lesser indrik and destroyed half of Russafeld. Ancient indriks like Caanerin enjoy a deep connection to Y'ffre. It is unknown her connection to the Red Temple and the status of Russafeld as a holy place of worship to the Green. After that, the Sapiarchs erected warding stones to keep her from returning. However, she returned to her ancestral glade near the center of Summerset Isle around  . Divine Prosecution's hirelings killed her and restored the magical protections, saving Russafeld. 

During the brief period during the mid-Second Era when  's decree legalized migration to Summerset Isle, many   moved from their homeland in   to work on the fields of Russafeld.    However, Wood Elf manpower presence was not unheard of before that time, when the Ghost of the Green first struck in Summerset due to Bosmer sentiment of exploitation by their Altmer overlords. 

The town was still in existence during the  , where it became known as Rosfeld.  During the  , it was known as Rosefield and was ruled by Lord Lillandlas. It had a rivalry with  .  It was neighbored by several settlements, including   in the west, and   in the east. 

Government
Russafeld has been an integral part of the realm of the Summerset Isles since its foundation by the Alinor Monarchs. Neither a canonreeve or a kinlord is known to be tasked to rule the settlement and its rich hinterland, but a simple bailiff.  

Culture
This settlement is known as the birthplace of wine in the Summerset Isles. Its vineyards span nearly the entire stretch of land between   and Shimmerene. Russafeld reds are the most appreciated alcoholic beverage by the Altmer.  It is also a very popular touristic spot and retirement resort for the elite.   The craftsmen of Russafeld are renowned for their complex basket-weaving techniques.  Russafeld is known for production of weapon oil with distinctive faint scent of grapeseed.  
 

See Also
For game-specific information, see the Arena and ESO articles.

References
Lore:Coral Forest

The   is an iconic landscape on  , located south of  . This place consists of a dense collection of petrified   which creates a strange, labyrinthine landscape of collar pillars along the island's eastern shore, where  ,   and   hatch and thrive.   It is commonly known to be a dangerous place for travelers and adventurers. 

Circa  , Tilcalar, the Aldarch of the  , secretly became the Earl of   and one of the three leaders of the  . He was instructed by Kinlady Avinisse to activate an   within the Coral Forest, most likely with intentions of creating an   near Shimmerene in order to sink Summerset Isle beneath the sea. His plans were foiled when   confronted and killed him in the Coral Forest. A Psijic named   then magically transported the Abyssal Pearl to   so that this   artifact could be studied further.  
 

References
Online:Coral Forest

Related Quests


Occupants
Earl of Clavicus Vile
Online:Jewelry Crafting Survey: Coldharbour I

Resource cache uncovered: Overlooking the abyss, west of the Vile Laboratory, east of the bridge between the Hollow City and Cadwell's Hovel.

The last thing I remember, I was striking camp when a storm struck and a hole opened in the sky. What's happened to me? This doesn't seem like the world I know. Is this a dream?

And if it is a dream, why am I finding myself admiring the stone of this horrid, floating world, and uncovering precious metals? Can't I conjure up some strapping, shirtless Khajiit to carry me around? What an awful dream.
Lore:Crafting Motif 53: Tsaesci Style

What does " i" mean? For many generations after the coming of my ancestors to   in the late  , Akaviri meant the people and heritage of the  , the most refined and sophisticated civilization on the remote eastern 
continent of Akavir. As every schoolchild knows, at the beginning of the  , the Tsaesci sent a large and well-armed Fortified Embassage to Tamriel for reasons of mythic import that are not for discussion in a venue such as this. This Tsaesci force met General Reman of Cyrodiil first as an antagonist, and then as an ally. Thereafter General Reman became Emperor  , and the   was born. 

My ancestors were among that Tsaesci force, and indeed, many  s could now claim some measure of Akaviri descent, and might well do so—were the name "Akaviri" not tarnished by the recent invasion of the  i barbarians, so ill-advised, so abominably led, so resoundingly defeated. But we will speak no more of them. 

We will speak, instead, of what may be spoken of the Tsaesci. Much may not be shared outside the true bloodlines, but this was never true of our artisanship, of the Serpentine Ways of Making. These my ancestors freely shared with the People of Reman, and though over time the old styles have become diluted and debased, still pristine examples of the Serpentine Ways can be seen in the   at  , where I am honored to labor as Chronicler. 

See our traditional armor, painstakingly crafted of many small rigid plates laced or wired together to form a flexible blade-proof fabric. Note how the most vulnerable areas are protected by several overlapping layers, all hinged to move as the body moves. 

Notice our masked helms, each a fierce scowling visage crowned with horns or flaring crests to create an imposing and intimidating silhouette, as of an unstoppable demon warrior. 

Admire our katanas in three lengths, dagger, sword, and two-handed sword, narrow blades with a slight curve away from their single edge, superbly designed for quick cutting, though with a point for when a thrust is needed. 

Wonder at the beauty of our shields, which, though we rarely use them in combat, are still made and decorated to the most exacting standards passed down from one generation of artisans to the next.

And fear our snake-headed bows, striped red-and-tan to represent the duality of life-and-death and how close to each other the two always are and must be. Even the fletching of our arrows is meticulous. 

Would you follow the Serpentine Ways of Making? Then here, armorer, are your models.
Online:Jewelry Crafting Writ

Quick Walkthrough
# Complete the contract.
# Deliver the goods.
# Sign the manifest.

Detailed Walkthrough
Jewelry Crafting Writs are available to anyone who completes the Jewelry Crafting Certification quest. The quest can be picked off from the Equipment Crafting Writs boards once per day.
 

The items requested are always one of the following combinations:
2 necklaces
3 rings
1 necklace and 1 ring

The material required to use in crafting is dependent on the characters rank in the appropriate skill and also defines the level of the reward received.


Turning in the quest:
:  "Your time is our coin, and we just love our coin. Keep up the good work, friend."
 

Quest Stages
Online:Masterful Jewelry

Quick Walkthrough
# Read the writ.
# Work out which and then gather the materials required.
# Craft the item at the appropriate crafting site.
# Deliver the goods to your contact.

Detailed Walkthrough
One of the following messages will appear when you open the writ:
:''"Requested: One piece of fine jewelry under highly specific parameters. You know where I'll be." — Rolis Hlaalu.
:"Requested: One piece of fine jewelry, fit for a master adventurer. Measurements included. See me when done." — Rolis Hlaalu.
: '''

When completing a Jewelry Crafting Writ at the highest Engraver level, you may receive a writ for a specific piece of jewelry. This item will need to:
Be at least  , which means you must have enough Platinum Ounces on hand.
Have a specific trait, which means you must have researched that trait for that item type and have the necessary trait material on hand.
Be of a specific set, which means you must have researched enough traits for that set, and visit one of that set's Crafting Sites to create it.
Be of at least   quality, and possibly   or  , which means you must upgrade the item 2 to 4 times.

The Platings Expertise skill will reduce the number of Platings required to safely upgrade the item.  You can get away with as few as 1 each if you want to gamble, but given the expense of the materials involved, it's highly advisable to max your Platings Expertise and use the maximum number of Platings each time to guarantee a 100% chance and not risk destroying the item in the process.  This means that for each item, you will want to have 1  , 2  , and 3  , and also 4   for   writs.

Once you have created the item, bring it to Rolis Hlaalu at the   writ drop-off locations for your reward.  The number of writs you receive will be between 25-35 for   items, 30-200 for   items, and 140-610 for   items.

Items
 
Note that some of these items require crafting sites from the various DLCs.  It is still possible to create these items if you do not have access to these DLCs, however, if you visit a player's house with the appropriate attuned crafting stations.  Unlike other Equipment, of course, Jewelry does not require Style Motifs.  The biggest impediment to these writs will be acquiring the necessary Platings in sufficient quantity to upgrade the items, particularly in the case of   items.


Quest Stages
Online:Bleakrock and Bal Foyen Explorer

Bleakrock and Bal Foyen Explorer is awarded for discovering all of the Striking Locales on Bleakrock Isle and Bal Foyen.

Striking Locales
Bleakrock Isle
 
 
 
Bal Foyen
Lore:Helkarn

(or Helkarn Land)  is a village located on the edge of  , near the city-state of  . Helkarn is a small settlement that is known for its expert breeders and shepherds. 

They have a unique breed of wolf known as the Helkarn Wolf. Their young are more sociable than the typical wolf. For a time, they were used as watchdogs, until they were considered unsuitable, so instead, they were bred to be rideable mounts.   Helkarn was one of the original sixteen kingdoms of Elsweyr, even back then, they were known for breeders and shepherds.  

 

History
Since the years of the  , to the late  , Helkarn stood as one of the original sixteen kingdoms of Elsweyr, known for their shepherds and livestock.  In the late years of the Merethic Era, the feudal Hunt-Lord of Helkarn was in constant odds with the contemporary Hunt-Lord of  . It was to the point where they drafted thousands of their peasants, inadvertently causing one of the worst famines in Elsweyr. After three years of conflict, the peasants rebelled against their lords, inspiring other neighbors to rise up against their lords. These events led to the abolishing of the regal caste system that was set forth across Elsweyr.  But like many other kingdoms, Helkarn fell into disrepair with the arrival of the   in  . Helkarn was subsequently absorbed into the Kingdom of  . 

During the   in the late  , the village of Helkarn Land was an active settlement, being ruled by Lord Fa'gh. It had a rivalry with  .  It was neighbored by several settlements, including   to the south, and   to the north. 

Gallery
 

References
Lore:Wasten Coridale

Wasten Coridale (also called Wasten Coraldale)  is an island in the Sea of Pearls, off the coast of the Summerset Isles. It is a collection of two islands with a complex system of underground caves and fertile grottos that resembles a wild honeycomb. Sea creatures from the Reef Viper to the Salamander live and thrive in these caves, and because of this, there are many fishermen from nearby Summerset Isle that come for an abundance of harvest.  
 

History
Many years ago, when there were   in the Summerset Isles, the island once contained a settlement, which was known for the Hanging Gardens. It was a quadrangular garden that was dedicated to the escape from the  .  During the  , the island was invaded by the  , a naval force of   that was present across the Summerset Isle's southwest coast. It was made as a staging ground for an invasion of the mainland.  At the time, an angler fleet was stationed at Wasten Coraldale, and it was later ambushed by the Storm Sharks. The sea captain,   was discovered by a  , who went to the island by the request of the captain's daughter. The two were able to rescue some of their crew members, all the while sabotaging the invasion force and killing the Maormer Commander. 

At the same time, there have been several inquiries on Wasten Coraldale. The   sent newcomers to the island, to deal with the growing and dangerous population of Reef Vipers.  The   were investigating time breaches across the continent and needed the   to identify these breaches. The Augur was recovered on the shores of Wasten Coraldale.  During the   in the late  , the village of Wasten Coridale was an active settlement. It was ruled by Lord Kelkemmirel, and it had a rivalry with  . 

Gallery
 

Notes
The   of Wasten Coraldale is an iridescent variant that was once a delicacy amongst the Maormer, but is also very hostile to any creature, even other mudcrabs; even proper handling would not guarantee safety. 

See Also
For game-specific information, see the Arena and ESO articles.
Books


References
Lore:Direnni Acropolis

The Direnni Acropolis (formerly known as Tyrigel)   is the ancestral holdings of the  , found in the eastern valley of  , northeast of the city-state of  . The Direnni are an influential family of   known for their expertise as merchants and their influence in the province of  . When the Direnni Clan moved to the  , the family had eventually severed all ties with the stronghold and it soon became the source of legends.

 

History
When it was merely the farming village, Tyrigel, it was the home of   and the early Direnni, who were but humble farmers that worked together. Asliel was a talented, self-taught alchemist, being referred to as the founder of  . Eventually, Tyrigel was targeted by the  , who were moving down the   and stumbled onto Tyrigel, seeing it as a good target for food and other bounties. After various raids on the village, Asliel developed an invisible potion that would turn all of the Direnni invisible, and when the Locvar would raid Tyrigel, they would be forced back by the invisible Altmer. Eventually, the Locvar had captured Asliel, who would trick the chieftain, by having him drink poison. This led to the fall of the Locvar and the Direnni where saved for good. Asliel was even invited to join the  . As time went on, the Direnni Clan had become an influential family on the Summerset Isles, establishing the foundation for the Direnni Acropolis. 

When the time came when the Direnni relocated to the Isle of Balfiera, some of the Direnni family remained in the Acropolis, but they would in time also leave the fortress. Some time in the First Era, a young member of the Direnni Clan,  , had become proficient in the arts of  , much to the dismay and horror of her Clan. Her sister,   had pleaded her to stop it, but Lauriel was adamant and became a threat to the Direnni. To prevent anything else from happening, she was buried alive in a sarcophagus and bound by twin flames guarded by a Keeper. As time went on, the Direnni in the Acropolis had relocated, either spreading across the Summerset Isles or to the Isle of Balfiera, and eventually the last Keeper of the Acropolis lay dead; Lauriel—who remained dormant within the catacombs—was forgotten. Eventually, Lauriel was able to manifest as a  , haunting the Direnni Acropolis and waiting for a passerby who can free her from her prison. The Direnni Acropolis soon became the source of various legends and ghost stories, because of the foreboding and ominous atmosphere that Lauriel has placed in the area. Sometime around  , the curse that haunted the Direnni Acropolis was lifted when members of the   and a newcomer arrived to the area. It is unknown whether Lauriel was released or properly sealed away.  

References
Lore:Selenwe's Journal

By  's ring, what have I done?

My dearest sister—the little sprite with pigtails who chased me through the flower gardens on Sundas afternoons. The soft-hearted girl with the singing voice of a meadow lark—fallen to a necromancer's charms. I can scarcely believe it. What did we do to earn this? What spirits did we offend? If only I'd been here. If only I'd stayed. This is all my fault.

Something had to be done. Practicing   is an unforgivable sin. I pleaded with her to repent, or beg for the  's mercy. But she persisted. She looked into my eyes with a dull, flat-eyed stare and said, "They cannot kill me, sister. I cannot be killed. I will rise again, and again, and again, for all eternity." All the kindness and gentle innocence was gone. In that moment, I barely recognized her.

So I performed the ritual. I bound her to the sarcophagus. I shouted the words of binding, and kindled the sacred flames. Then I wept beside the tomb, listening to her froth and wail until she finally fell silent.

I only hope that  's spirit can find peace here in the  , because she cannot leave. She can never leave.   forgive me, for I will never forgive myself. Never.
Online:Daily Rewards/July 2018

July 2018 Rewards
The July 2018 rewards started on July 3rd, at 0:00 UTC. There were 20 rewards in total, with 11 extra days (though three more were intended; see note).

The month was supposed to start on July 1st and contain 23 total rewards, but due to a glitch, the rewards could not be claimed for the first two days.  To avoid people losing out on the valuable end-of-month rewards, 3 smaller rewards were removed from the lineup. The removed rewards were some Crown Soul Gems, Alliance Points, and Crown Lethal Poisons. The actual quantities of these rewards is unknown, because none of the quantities were shown during the glitched days.
Players who logged in from July 1st to July 3rd were later given a free Ouroboros Crate for each day they logged in to compensate for the missed daily rewards. These crates were also given to players on Xbox One and PS4, which is notable as Ouroboros Crates are otherwise only available on PC/Mac.
Online:Heruwende

Heruwende is a High Elf scholar who can be found at the Temple of the Divines in Alinor. You can find her on the upper balcony sitting in contemplation. She has no unique dialogue.
Online:Abandoned Home

A Hurried Note is on the bed upstairs. A chest can sometimes be found on the balcony.
 

Gallery
Lore:Silgrad Tower

Silgrad Tower (also spelled Silgrod Tower)  is a settlement located in the mountain region of northwest Morrowind,  in the jurisdiction of the Great House Redoran.  The town was built around an ancient minaret and it serves as a border settlement protecting the road between Morrowind and Skyrim.  
 

History
In the latter years of the  ,   and the   were gathering to the west from Silgrad Tower and   for their invasion of Morrowind. House Redoran was well prepared to flank the armies across the border but the other Great Houses were either reluctant or uncooperative. After the   was signed between the   and Morrowind,  the   took over Silgrad Tower and used it as an outpost on the border. 

During the   in the late  , the town of Silgrad Tower was an active settlement. It was ruled by Count Shalpar and had a rivalry with  . Silgrad Tower was neighbored by several settlements, including   to the north,   to the east-southeast, and    to the west toward  . 
 

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

Notes
There is another provincial checkpoint between southeast Skyrim and west-central Morrowind in the same general area called  , which was more active earlier in the Second Era. 

References
Lore:Arkngthamz

Arkngthamz is a   ruin situated along the   of  , within the province of   and southwest of  . In its prime, Arkngthamz was the leading force in the mining of  , built by the   Clan as their seat of power in Skyrim. It was one of the four major cities in an alliance of Aetherium mining, serving as the great research center for the mineral. 
 

History
thumb|right|Arkngthamz circa  
The city-state of Arkngthamz was built by the Dwarves of the Kragen Clan, who had followed in the steps of the   by leaving their home of   and settling outside the area. The Kragen Clan had originally established their presence with the foundation of Arkngthamz. There the Kragen discovered the material known as  , a bright blue crystal found only in Skyrim. Arkngthamz would become the great research center dedicated to studying and experimenting on Aetherium. From the cities of  ,  , and  , a loose alliance of Dwarven clans studied the mineral and 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. Sometime around this time, the Kragen expanded to the west, across the   and created the city-state of  . The Dwemer were able to return to their homes, but like the rest of their race, they disappeared. Arkngthamz remained abandoned since.  

Sometime during the   in  , two historians of the Dwemer,   and   studied the ruins of Arkngthamz for roughly twenty years, until Dreth had stolen Katria's notes, going on to publish the well-renowned book,  . However, Katria's spirit had haunted the halls of Arkngthamz, encountering a traveler that help her retrieve pieces of the   and uncover the location of the Aetherium Forge in the  , where they built a piece of equipment out of the little remains of Aetherium. Any of the Aetherium left was gone. 

References
Online:Engraved Plaque

The Eyes of the Queen shed no tears, but Razum-dar may make an exception.

The Two Moons know our paths will cross again, my friend.
Online:Psijic Mascot Guar Calf

The Psijic Mascot Guar Calf was available as a Daily Reward on day 17 of July 2018. Its default name is "Glowy the Guar".
 
Occurrences
 
 
Gallery
 
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Lore:Deepwoods

is a village located east of  , in the   region of   in  . It is a   village, consisting entirely of   pod homes. The village was settled around the shrine of  , a sacred tree which is said to be the embodiment of the first Green Lady. Some believe that the tree marks the grave of the first Green Lady, who perished prior to the Green Pact; others believe that the tree is the first Green Lady herself. This sacred site is blessed by Y'ffre and is regularly visited by pilgrims.  It is notable for being the birthplace of many incarnations of the Green Lady, as well as many sacred sites associated with the early lives of the Green Ladies. 
 
  was born in Deepwoods at some point in the   and later went on to become the Green Lady. Her niece   became the next Green Lady after Finoriell's death in  . That same year, Gwaering's sister Lanwaen was kidnapped from the village by the Houndsmen, a group of   worshippers who served  . Lanwaen was subsequently rescued by the  . 
 

Gallery
 

References
Online:Arakaul's Memory

Residents include Baloth Bloodtusk, Commander Reliana, and a Dog. A Letter to Baloth Bloodtusk can be found on the table next to Baloth. None of the items in the space can be interacted with.
 

Related Quests