Netruk44/uesp-wiki-content huggingface dataset:
Redguard:Shrines of Kynareth

thumb|right|Using a shrine
 
There are six shrines of Kynareth on the island of Stros M'Kai, which provide a fast method of transportation around the island. Sailors supposedly come to these shrines to worship the goddess of the air, Kynareth. You can try to offer the goddess many different items, but only a canah feather will be accepted; you can buy them for 10 gold each at Gerrick's Goods. When you offer a feather, Kynareth turns you into a canah and flies you to the wayshrine closest to the direction you are facing.

The tick marks on the shrine base are supposed to indicate which shrines are connected to it, but they are often wrong, so it is better to refer to the map below and use the compass to face the right direction.

Notes
These are only called shrines of Kynareth in The Redguard Companion. There is no mention of the goddess anywhere in the game.

Shrines
 

Map
Lore:Sollicich-on-Ker

was a serfdom located in the province of the  , halfway across from the city-state of   on the region of the  . Sollicich-on-Ker was primarily an estate owned by a minor nobleman,  , who owned various serfs. Among these servants was  , who is more commonly known as Vanus Galerion. 

Lord Grynasse was active during the early  . He was very strict and forbade his serfs from learning, claiming that literate serfs were an abomination and a danger to everyone around them. When the smugglers that brought Trechtus books were found, they were promptly executed and Trechtus' father was kept hanging for weeks amidst the hot summers of Sollicich-on-Ker. Three months later, Trechtus escaped Lord Gyrnasse's Keep and made it to Alinor, which was on the other side of the island. It was there that he met  , who eventually took him to the island of   and the  .  
 

References
Online:Circle of Champions

The   is a guild consisting of the greatest fighters of Tamriel, commonly referred to as "gladiators". Led by Battlemaster Rivyn, they demonstrate their prowess in games of martial skill using dangerous locales as battlegrounds. The gladiators are divided into three teams: the Fire Drakes, the Pit Daemons, and the Storm Lords. Some gladiators prefer to stick to one team, while others will change on a match-by-match basis. For more information, see the Battlegrounds page or the lore page.
Lore:Tor-Hame-Khard

(meaning "Warlord's Mountain Lair" in  ) is a ruined estate located beyond the city-state of  , within the province of the  . Tor-Hame-Khard was originally an estate that belonged to the Prime Battlereeve   in the early  . But on one fateful morning, the entire populace was found slaughtered, which resulted in the settlement's abandonment. The site later lent its name to the town of Thorheim Guard, a butchered Tamrielic version of the original name.   

 

History
During the   around  , the ruins of Tor-Hame-Khard were used as the base of the Sagacians, a rogue group of scholars that were paid to acquire an  , playing on a Justiciar's love and concern for her  -addicted sister. While the Pearl was bound for the  , Justiciar Avanaire had stolen it, stowing it away deep within Tor-Hame-Khard. The   was sent to recover the artifact but were swiftly defeated by the Sagacians. Their plot was foiled when the   was able to defeat Avanaire before   and other dangerous creatures summoned by the pearl could spread from the ruins. The ruins were promptly abandoned afterwards.    The   also sent deputized newcomers to the ruins to recover stolen relics from the Sagacians and to obtain information on the group's plans. 

Sometime later during the   in the late  , the village of Thorheim Guard was thriving, under the rule of Lady Zenosha. It had a rivalry with  . 

References
Lore:Journal of Justiciar Avanaire

tells me that the debt collectors are getting impatient. How funny this whole situation is. I had always dreamed of my little sister returning, but now that she's here in my home I feel only grief. She's brought nothing but trouble, yet I can't turn her away. Not now. Not after she's come to me in her time of need.

I'm still not sure she's clean. I hate to say that about my own sister, but   changes a  . I could barely recognize her, she was so thin. Her bony fingers, clinging to my skirts. Her broken voice begging me to help her. I want to believe her, I want to help her make a good life but... I can't. Not yet.

Even so, I have little choice now. She owes money to some dangerous characters. How could I let my baby sister be sold to some   mage, or killed to make a statement? I can't take that risk.

The trouble is that the  's reputation doesn't allow for underhand dealings. There's not a fool in   who would agree to a bribe. Too suspicious. I hate to admit it, but this buyer Sarocil found is the only way out. What they want with the pearl, well,   knows. But what choice do we have?

I made sure to be put on  's squad, just as planned. I'll wait until we're close to  . That's where the buyer should be waiting for me. I'll take the captain by surprise, grab the pearl, and leave him for dead. If I know Summerset soldiers, they'll follow me into the ruins. And then, well... the buyer has assured me that they'll take care of the soldiers. Permanently.

I'll report that bandits stole the pearl, and there won't be a mer alive who can contradict me. If all goes well, my position should remain intact. By  , I may even be promoted for my bravery. And Sarocil will have the gold she needs. She'll be safe.

I do this for her. She's all the family I have left, broken or not. I'll take care of her. No matter the cost.
Lore:Pearl Research Notes, Log 3

Current studies with the abyssal pearl have proven more dangerous than previously anticipated. It seems to be fueled by some sort of soul magic, as uncontrollable as it is powerful. We've lost several researchers because of this.

The first few casualties appear to have sparked the pearl's innate magical abilities.   have already begun to swarm around us, attracted by its power. We've been able to hold them off, but our defenses won't last for long. We'll need to move the pearl to a safer location. Farther inland perhaps, or even away from   entirely.

  may prove even more useful. We can use her connections within the   for safe passage. Sarocil was well worth the gold we paid her for this little act. But then again, one can always trust a   addict to go along with anything. Even betraying their only sister.
Online:Contraband Clothing

right
Contraband Clothing is clothing found via theft, either in stolen containers or via pickpocketing or murder.  While normal armor pieces can be found in this way, contraband clothing is different from armor in several ways.  It is always at Level 1, regardless of your level when you acquire it.  All items use the same icon.  They are all listed as "Breton" in style, but cannot be deconstructed.  It does not have Traits.  It does take damage and can be repaired, though there's no reason to do so, because it provides no protection of any kind.  It cannot be enchanted or improved at any type of crafting station.  It can be dyed, but only after laundering it at a fence.  If worn without laundering, it will be confiscated if you are arrested by guards.  (There are two achievements that can be earned in this way.)  These items also do not appear in the Armor section of your inventory, but rather under Miscellaneous.  Contraband Clothing is only available for certain armor slots - chest, legs, hands, and feet.  There are many identically named items for each type, which differ only in their default colors .

 
Chest
Aproned Shirt
This simple linen workshirt has an aproned bib attached to the front.

Bloused Long Dress
A double-layered dress for work or casual wear. Rather warm.

Corseted Long Dress
A low-cut corseted dress.

Corseted Shirt
A low-cut linen shirt with a corseted waist.

Layered Blouse
This simple linen workshirt is double-layered, with a bloused collar.

Layered Long Dress
A double-layered dress for work or casual wear. Rather warm.

Layered Shirt
A simple, double-layered linen workshirt and vest.

Long-Sleeved Tunic
A simple, belted tunic with long sleeves.

Long-Sleeved Wrapped Shirt
A wrapped, belted tunic with long sleeves.

Paneled Shirt
This simple linen workshirt is composed of simple panels.

Short-Sleeved Tunic
A simple, belted tunic with short sleeves.

Short-Sleeved Wrapped Shirt
A wrapped, belted tunic with short sleeves.

Sleeveless Wrapped Shirt
A wrapped, belted sleeveless tunic.

Stitched Long Dress
A durable, well-mended dress for work or casual wear.

Stitched Shirt and Vest
This simple linen workshirt has an attached vest.

Vested Shirt and Cuffs
A respectable shirt with matching vest and cuffs.

Wrapped Shirt and Vest
A wrapped, sleeveless tunic and vest.


Legs
Aproned Kilt and Trousers
An aproned kilt and trousers, durably made.

Loose-Fit Trousers
Fitted and comfortable. Definitely not trousers for work.

Side-Stitched Trousers
Sackcloth trousers, roughly stitched together and bound at the ankle.

Trousers and Tails
Made for hard travel or city-living style.


Hands
Fingerless Gloves
Made without fingers, for some reason.

Stitched Long Gloves
Lightly-worn gloves for riding or travelling.


Feet
Cuffed Boots
Turn-cuffed boots made for heavy labor or travel.


Plain Sandals
Generally considered more comfortable than boots.


Traveler's Boots
Well-made and lightly worn. Great for style, hard riding, or hard walking.
Online:Foundation's Labor

It consists solely of Jeeba-Noo's market stall.
 
Merchants and Stalls
 
 

Residents
Lore:Ebon Stadmont

is a forest located on the base of  , in the province of the  . Ebon Stadmont is a location shrouded in mystery, the source of various legends and myths found throughout the  . Ebon Stadmont's tablets and ruins are covered in an unknown and mysterious language, one that is said to be similar to that of the  , with lines of text on structures with statues of  s—a creature associated with  .  

 

History
Ebon Stadmont's origins are largely unknown; the text on the various tablets in its ruined halls have long left the people of the Summerset Isles wondering.  Sometime in the mid- , the future Grand Maestro,   of the  , traveled to Ebon Stadmont with a troupe on an expedition. There, Forte and his entourage studied the language, from which he was able to translate several stanzas of poems.  But not everyone made it out—one of his associates,   was compelled to go deeper into Ebon Stadmont by a malevolent spirit that inhabits the ruins. 

Sometime around  ,  —a member of the  —traveled to the forest, to uncover its mysteries. Andewen and an adventurer delved deep into Ebon Stadmont; through a series of events, Andewen encountered the so-called  , who trapped her in the Ebon Sanctum until her waning years, having her study the language. The adventurer who accompanied her, however, used the power of the language to travel in time, giving Andewen's future research to her past-self—before entering the forest—which she published to the Mages Guild, to mostly doubtful reception. Regardless, Ebon Stadmont remained in infamy.  

Around the same time, the   made inquiries into the language of the ruins, believing it to be connected to how   had hidden the Heart of Transparent Law—the Stone of the  —long ago. In the ruins they encountered the   in the  , who revealed that the language could only be used by mortals and that   had given Iachesis knowledge of it, allowing him to use an incantation to hide the Heart of Transparent Law. For this reason Nocturnal had been researching the language herself as the "Spirit of the Sanctum"—using mortal agents like Fletch and Andewen—hoping to find a way to claim the Heart for herself. 

During the   in the late  , the forest had lent its name to the settlement of Ebon Stadmont, which was under the reign of Lord Lillandllon. It had a rivalry with the village of  .  It was neighbored by several settlements, including Marbruk Brook in the northwest,   in the east, and   in the southeast. 

Language
The language of Ebon Stadmont is impossibly ancient. Grand Maestro Forte speculates that it is older than Nirn and perhaps even the language of Oblivion,  while the former Psijic Leythen describes Ebon Stadmont's magic as far older than even the Daedric Prince Mephala, his mistress.  Some fragments of the language are known: 

Written:
;pa-rah eek-nay
:Past pathway
;sel-rah ang-yond
:Eastern temple

Spoken:
;baneaweh tendell
;gah Norro berrin, vo rah Larow e javeel 
;lainkah faloweh
:Future's door
;parah voleisto
:The past revealed

Gallery
 

References
Lore:Trapped in Ebon Stadmont

I was a fool to ever come to this forest. I thought myself clever, powerful, unwavering, but through my many years of isolation I now see the truth. I was headstrong. Proud. So very, very foolish. And I've suffered because of that.

I've been trapped within this forest for decades now. Trapped within the past. My face is filled with wrinkles, my heart darkened with regrets. My life was stolen from me. Yes, stolen. I know that now.

There's something keeping me here. Over the years, I've named this presence, this jailer. The Spirit of  . She's watched me. Studied me. And it's she who trapped me here. Cut me off from the present. Cut me off from the rest of the world.

This entrapment set in motion the moment I stepped within this forest. Why didn't I question it? That voice, leading me, guiding me. Straight to where she needed me. And how long was I ignorant to it? How long did I study this language, used it, tried to bend it to my will? Too long.

She needs this language for something. She understands it, but cannot use it. She needs me, just as I need her. Her whispers tell me only that which she wishes me to hear. And I listened, and I obeyed. Unknowingly loyal, unknowingly obliging. But no longer.

I've figured it out. No more leaning on whispers, no more working through her will alone. The Southern stone. Baneweh telde. That's the way I'll return to my original time. And then I can stop all of this from happening. I can stop myself from stepping into that doorway, and into this prison.

I suspect she knows though. Despite my relative ease moving through this forest so far, so long as I do stay within it, all of my attempts to travel to the Southern stone have been thwarted. This silent battle between me and the Spirit has lasted months now, but I'm determined. I will break free. I will stop this. I must.
Lore:Grand Maestro Forte's Research

An unknown language covers the massive stone discovered in the heart of  . I have been able to make some progress in formulating a key to translate the ancient language, but I have so little to work with save the writing on the stone.

 

The language is definitely older than anything I've studied in   or even in the whole of  . I suspect it has some connection to  , but as impossible as it sounds, I think this writing may even predate the language of  .

 

I was able to translate one of the stanzas on the stone, but I have no idea what it signifies.

"The  s lead the way, 
When our paths go astray, 
And the towering trees block the way."

 

My efforts continue to yield results. I found this stanza to be particularly mystifying.

"A pair of crows to begin your search, 
Then a lone crow upon a perch, 
But it's not one or two that open the way, 
The crows will have their say."

 

The more I study this mysterious language, the more anxious and concerned I become. It sometimes seems that just trying to unravel its meaning is garnering the attention of forces I can barely begin to understand. I think I'll put this research away for a while and turn my efforts to other projects. 

Perhaps I'll finish writing that comedy about the three   who lost their silken gloves.
Lore:Velothis Haven

(otherwise known as Glen Haven)  is a town located deep within the territory of the Great  , within the province of  . Velothis Haven is neighboured by several settlements, including   in the west,   in the south, and   in the east.  

The settlement was either named after  , the father of the   race, or the  , another name for the Chimeri people. 
 

History
During the   in the late  , the town was ruled by Duke Turfar. The town also had a rivalry with  . 

In  , Falura Llervu, a slave pretending to be a high-born Telvanni lady, claimed to be from Velothis Haven, the daughter of Andrano Llervu, lord of Tel Llervu. However, given the circumstances under which this claim was made, the veracity and factual accuracy of this statement cannot be confirmed.  

 

Notes
In an early concept map of Morrowind, there is a settlement called Velothis Haven, which comes from the Arena settlement, Glen Haven. 

References
Online:Dame Frederique

Dame Frederique was a Breton member of the Knights of Saint Pelin who died attempting to retrieve the Memory Stone of Makela Leki from the Crypt of the Exiles. Her orders can be found beside her.
 

Related Quests


Notes
The text for her orders differs between the dialogue boxes for the quest and the book added to the library. The dialogue boxes call her "Dame Frederique", and the book calls her "Dame Doisne". Though she does not have a health bar to directly confirm which one is her name, the game files list her as "Dame Frederique^F" and there is no other mention of a Dame Doisne.
Dondril

Dondril a small farming village located south of Old Ebonheart that falls under the rule of   of  . It is surrounded by a palisade, although whether this is as a defense against bandits, a Hlaalu-sponsored attack, animals or Imperials is unclear. The locals work the surrounding Indoril farmlands in commonage, assisted by slaves, to grow corkbulb, scrib cabbage and meadow-rye. A smith holds a stall on the streets, while two merchants with limited ranges can be found in the local Craftsmer's Hall. A bar behind the house of the hetman,  , seems to serve passers-by, although one customer there, Teldori Malreni from nearby  , reveals the secret of the barman's 'famous mazte' to be nothing more than a mix of previous drinks left behind.

The former slave, An-Tel, lives in a shack here, and will tell a tale of his escape from the plantations on the west side of the  , while at the southern edge of the village, a witchhunter by the name of   is attempting to enjoy his retirement, not aided by reports of cultists settling in the nearby daedric ruin. The hetman, meanwhile, has outstanding bounties on escaped slaves and criminals, as ordered by his lord, Indoril Ilvi.

Getting There and Around
Dondril is easy enough to reach, being a short walk along the road running south from Old Ebonheart. There are no fast travel services however.

Places of Interest Around Dondril
Dondril is in an area with few dungeons, however the quest-heavy city of   lies along the road to the north, while   to the west and   along the road to the south have their own problems that a passing adventurer might help with. To the southwest lies a shrine to Malacath, in the daedric ruin of  .

 
Related Quests
Miscellaneous


Bounties








People


Maps
Vhul

Vhul is a Velothi settlement located in the Indoril part of the   region, on the eastern bank of the  . The town is part of the   chapelry, meaning that it falls under the protection of   and supplies his chapel with goods in exchange. Vhul's most notable industry is the manufacture of   from Velk Nectar, which is a substance exclusively reserved for Indoril lords. It also maintains a Bakers' Hall which (according to the   within) has an excellent reputation for its breads.

Merchants are scattered about the town, although largely appear on the main road running to the south of it. Outlanders are welcome to rent beds at The Howling Hound, where a small number of quests can be found. A group of Dunmer merchants calling themselves the   hawk overpriced goods to newcomers and passers-by. Their deals have irked   at the Temple, who wants them gone, have enraged   at the Howling Hound, and aroused the suspicion of Indoril Ilvi. His steward,  , in Roa Dyr's Crossing of Lamps, will commission passing adventurers to investigate the Tong's alleged connections with crime, and worse, the Hlaalu.

  is the elected hetman here, and as with other hetmen in the chapelry, post bounties on behalf of his lord. He can be found in his house on the west side of town.

Getting There and Around
The silt strider can be taken here from either   or  . To get here on foot, either walk south from  , through  , taking the southern fork wherever the road branches, or walk east from Almas Thirr, and turn left up the road leading north shortly after  , passing  .

Places of Interest Around Vhul
The   is immediately to the southwest of town. To the north is the smugglers cavern of  .

Related Quests
Miscellaneous




Bounties


People


Maps
Felms Ithul

Felms Ithul is a settlement of loosely gathered houses, spread out along the road and hugging the edge of the Thirr River. Velk are farmed here, in a large paddock, although the escape of one has prompted   to request its recapture. It is likely that the materials produced by these Velk are then processed into punavit in the Brewers Hall of  , some way to the southwest, eventually making their way to the Indoril nobles of  .

  seeks adventurers to complete the bounties of   here, while   provides spellmaking services, and Thelin Drinith basic alchemical ingredients. Excepting the   in the Thirr to the northwest, and the two nearby caves of   (on the coast north of the Velk paddock) and   (west, on the island in the middle of the river), there is not much in the way of dungeons to explore.

Related Quests

Bounties


Maps


People
Serynthul

Coming from the west, you can trek overland from Old Ebonheart's south gate. From the east, there is a bridge crossing the gorge. The infirmary itself features in three quests, although only one,   can be begun here. Alv Llethros, despite his lack of temple rank, governs the infirmary, while the healer Taris Temeris offers a range of potions and spells to passers-by. A significant number of healing scrolls can be found in the dome area of the infirmary, while the Restoration skill book, Withershins, has fallen down behind the table by Alvs Llethros.

If   has been completed, and the priest   has been advised to come here, you can find him in a basement room. His condition has markedly deteriorated, and he will only be able to croak out a single word - "Paruddma".
 

Related Quests



 

People
Online:War Enchanters

War Enchanters
  War Enchanters are vendors who sell runestones exclusively at alliance gates in Cyrodiil. They are similar to Enchanters but sell their items for Alliance Points instead of gold.



Wares
Online:Regional Equipment Vendors

Regional Equipment Vendors
  Regional Equipment Vendors are vendors who sell superior-quality set items, with containers themed around different zones.



Wares
Online:Latebrius

thumb|right|Latebrius in Sunken Road
Latebrius is a pet monkey that accompanied and Azei at-Owynok and Herminius Sophus. He cannot be attacked or killed. In the Alik'r, he can be found in front of Herminius on top of a table. Azei is looking for him in Sunken Road, though he is found near to Aminyas' Journal at the top of the ruins in the cave.
 

Related Quests
Legends:Isle of Madness

Isle of Madness is the set containing all cards from the Isle of Madness story. It contains 62 new cards, themed based on the Shivering Isles and other objects and creatures that made appearances in the relevant story.

Several teaser cards were released as part of the Festival of Madness event.

Cards
Cards are distributed through the Attributes.
Strength
 

Intelligence
 

Willpower
 

Agility
 

Endurance
 

Neutral
 

Created Cards
 

Gallery
Legends:Alfe Fyr

Availability
The card is unobtainable, but can be created by other cards:
's first summon

Audio
 
 

Notes
Enemies include both the opponent and the opponent's creatures.
Aside from card name and audio, Alfe is identical to her "sisters"  ,  , and  .
Alfe and her "sisters" are female clones of Divayth Fyr whose names are alphabetical identifications, and first appeared in Morrowind.

Gallery