Netruk44/uesp-wiki-content huggingface dataset:
Online:Xowaj

Xowaj is an Argonian who can be found raking the ground in Root-Whisper Village. 
 

Dialogue
She is both excited and apprehensive to become part of the new Root-Whisper tribe.
:"I feel it in my bones, Rootmender. I am a part of this village now. A part of this Hist. Truthfully, I am a little frightened. Such a change I have never expected, and never known. Still, I must embrace it. So is the will of change."

:"We have many hardships ahead of us. Farms to grow, warriors to train. Families to build. The tribe of Root-Whisper will know little peace for many generations to come."

:''"When I hatched, I licked the sap of my tribe's Hist, and so was given life. Now I have been tasked to die beneath the branches of Root-Whisper Village."

:"A Hist has not awoken from such a slumber since … well, I am not sure. I have never heard of such a thing happening."''
Online:Xul-Mot

Xul-Mot is one of the surviving test subjects of Ree-Nakal's experiments on Argonian eggs. He can be found in one of the ruin's chambers, gnawing on broken eggs and surrounded by the corpses of Veeskhleel Alchemists. Like his brother Ojei, Xul-Mot is blind.
 

Related Quests


Quest-Related Events
During the related quest, Haxara will want to look for the survivors of Ree-Nakal's experiments. If she can't calm them, the least she can do is end their suffering. You must kill Xul-Mot in the Council Chamber.

Skills and Abilities
;Slash: Xul-Mot slashes with his claws.
;Rending Slash: Xul-Mot unleashes a flurry of hits with his claws.
;Gaseous Vent: Xul-Mot spits a toxic substance at you, which applies a DoT that deals poison damage. Your ally (Haxara or Chukka-Saak) will protect you from this ability. Find her and stand in her ring of safety.
Online:Xuzu

Xuzu is an Argonian that can be found tending to the Refuge within the Deepmire.
 

Dialogue
:"Tending above the water is not so hard—clip the vines, clear the path of moss—but below the surface the struggle against the muck is endless. A season of that is reminder enough of why dusk fell."
:"I do tire of gathering fresh food to preserve and store, only to take my meals from rations on the brink of rot. This season will be a long one."
16 Accords of Madness, v. VI

Ever proud and boastful, Oblivion's Mad Prince stood one fifth day of mid year among the frigid peaks of Skyrim, and beckoned forth Hircine for parlay. The Huntsman God materialized, for this was his day, and the boldness of Sheogorath intrigued him.

Wry without equal, Sheogorath holds in his realm giggling loons, flamboyant auteurs, and craven mutilators. The Mad Prince will ply profitless bargains and promote senseless bloodshed for nothing more than the joy of another's confusion, tragedy, or rage. So it was that Sheogorath had set a stage on which to play himself as rival to Hircine.

Without haste, the coy Prince proffered his contest; each Prince was to groom a beast to meet at this place again, three years to the hour, and do fatal battle. Expressionless behind his fearsome countenance, Hircine agreed, and with naught but a dusting of snow in the drift, the Princes were gone to their realms.

Confident, but knowing Sheogorath for a trickster, Hircine secretly bred an abomination in his hidden realm. An ancient Daedroth he summoned, and imbued it with the foul curse of lycanthropy. Of pitch heart and jagged fang, the unspeakable horror had no peer, even among the great hunters of Hircine's sphere.

In the third year, on the given day, Hircine returned, where Sheogorath leaned, cross-legged on a stone, whistling with idle patience. The Prince of the Hunt struck his spear to the ground, bringing forth his unnatural, snarling behemoth. Doffing his cap, sly as ever, Sheogorath stood and stepped aside to reveal a tiny, colorful bird perched atop the stone. Demurely it chirped in the bristling gusts, scarcely audible.

In a twisted, springing heap, the Daedroth was upon the stone, leaving only rubble where the boulder had been. Thinking itself victorious, the monster's bloodied maw curled into a mock grin, when a subdued song drifted in the crisp air. The tiny bird lightly hopped along the snout of the furious Daedroth. Sheogorath looked on, quietly mirthful, as the diminutive creature picked at a bit of detritus caught in scales betwixt the fiery eyes of the larger beast. With howling fury, the were-thing blinded itself trying to pluck away the nuisance. And so it continued for hours, Hircine looking on in shame while his finest beast gradually destroyed itself in pursuit of the seemingly oblivious bird, all the while chirping a mournful tune to the lonesome range.

Livid, but beaten, Hircine burned the ragged corpse and withdrew to his realm, swearing in forgotten tongues. His curses still hang in those peaks, and no wayfarer tarries for fear of his wrathful aspect in those obscured heights.

Turning on his heel, Sheogorath beckoned the miniscule songbird to perch atop his shoulder, and strolled down the mountain, making for the warm breezes and vibrant sunsets of the Abecean coast, whistling in tune with the tiniest champion in Tamriel.
Advances in Lock Picking

I am not a writer. I am a thief. I am a good thief. I am not such a good writer. Anyway, I want to write about picking locks. I read a book about designing locks once. It was good. It gave me lots of ideas.

Some guys make locks with angled keyholes. Always carry a bent lockpick. They will work good in these locks. I do, and I open lots of locks. Sometimes I carry copper lockpicks. Copper bends easy. That way I can bend it right there. Copper lockpicks break easy too. Be careful.

Sometimes the locks have weird  . They all spring differently, which makes picking it hard. I hold my torch close to the lock. This makes it hot. When it's hot, the springs are all the same. They don't bounce so differently any more. Be careful not to burn yourself.

Some thieves can't read. If you can't read, get someone to read this book to you. It will make more sense then.
The First Ami-El

[One of the few surviving accounts of Ami-El, Cyrodiil's forgotten third Emperor. The historical merits of this tale are dubious, and many of its claims are contested and contradicted by other sources. The serious student of First Empire history would do well to put this story aside, save perhaps as a curiosity of Nibenese thinking.]

In the days of Cyrodiil new-forged the blood of Morihaus was strong in the veins of Empire. So it was with Belharza, Man-Bull, defender against the winged hordes of Ayleidoon, who wreathed the city anew in brightly colored silks, for the expanses of white stone were loathsome to us. In silk we lived, and in silk our children slept, and the whole of the city was as silk, until we called the Woven City.

Belharza's children slept in silk, and their dreams were as of silk, for these were the days of First Freedom. Belharza had fathered many children on the women of the north, whose blood is as water, whose skin is white as the snow, whose hair like the gold found in the Corbol-a. All save his youngest child, whom Belharza fathered on a woman of Nibennum, Llesa, his favored bride, whose blood runs thick and red as the river, whose skin was patterned with whorls and snakes, whose hair was wiry. And within her the aspect of Morihaus manifested itself anew, so that when the child was still in the womb, it grew the black horns of the bull, and pierced her   side, and killed her.

And Belharza grieved the death of Llesa, whom he had cherished, saying: "This child, manifest of the divine blood, has come to us garbed not in silk, but in the blood of the mother. I cannot hold her and not see this. We have   the price of blood many times over, first in slavery, then in revolt. I am loath to pay it anew. Rather I give this child to the river." And after this, great Belharza became a cold man.

So the horned child was cast into the lake, which did not swallow her, but carried her along its back to the banks of the Niben. There it was found by humble people of Nibennum, a man of the fisher caste, a woman who sang silk fishing-nets. They were pious, and in their heart's ear they heard the river speak to them and bade them care for this child. And they named the child Amet.
The Fourth Ami-El

A fortnight after great revelation, still Amet slept. Unconscious, no-one noticed when into the dark of the chamber crept a Dmath, a creature from the outside, in the shape of a loathsome ape. it was a bony creature, with loose teeth and bleeding fingers from its long labor of writing no words.

In darkness the ape whispered in Amet's ear: "I know of your task, your burden. You are to fight dread Asterion, the White. He has never been defeated. You will die, and your bones will be ground to dust, and no moth will be there to take your name."

Amet stirred and woke. "Another dreaming-beast, here to speak prophecy? Leave me be. I have had enough of the spirits and their words."

Replied the beast: "I speak prophecy, yes, but you will not hear it. It is a word from your father's mother to your children's children. You are a hand carrying a burden the eye is not meant to see.The word of Aleshut is my word, but my word is nothing to the ears of man. They call me ape-man, and worship the makeshift. But you, you are Emperor. Lend me your voice, child, and I will aid you in your endeavor."

"What do you want, ape-man?", asked Amet.

"The hearts of your children, and your children's children, for me to teach them the words I have learned in long nights of penance and supplication. Grant me your voice, and your empire will not fall, it will grow and thrive, it will come to encompass the all of the world, in time, even to stretch between the nonce-stars of the places far and unknowable to man!"

"Give me proof, ape-man," said Amet, "Let me hear the words of Aleshut."

And the ape replied, singing thus: "Hail Ami-El! Beloved child, to you the cities of the valley and the kingdoms of the west, to you the holds the north, and to you the City of the Flat Hill, and to you the Pale Gates, and to you the Highlands of Dust, and to you the Strongholds of the River, and to you the Sancre Tor were freedom lay hidden, and to you the Islands of the City, numbering eight, with their towers numberless!. From your neck will hang a blood-stone, and you will be garbed in silk and iron, above your head there will be a radiant sphere of moths, behind your back will be a legion of warriors, at your feet will be the loving embrace of the sea, on your hands will be the blood of your kin, and you will rule Cyrod, with me, and you will be Cyrod, with me. There are but two strikes of a knife between you and your destiny."
The Amulet of Kings

In the first years of the First Era, a powerful race of Elves called the Ayleids, or the Heartland High Elves, ruled central Tamriel with an iron hand. The high and haughty Ayleids relied on their patrons, the treacherous Daedra Lords, to provide armies of daedra and dead spirits; with these fearless magical armies, the Ayleids preyed without mercy upon the young races of men, slaughtering or enslaving them at their whim.

On behalf of the suffering human races, St. Alessia, the first in the line of Cyrodiils, sought the aid of Akatosh, the Dragon God of Time, and ruler of the noble Aedra. Akatosh, looking with pity upon the plight of men, drew precious blood from his own heart, and blessed St. Alessia with this blood of Dragons, and made a Covenant that so long as Alessia's generations were true to the dragon blood, Akatosh would endeavor to seal tight the Gates of Oblivion, and to deny the armies of daedra and undead to their enemies, the Daedra-loving Ayleids.

In token of this Covenant, Akatosh gave to Alessia and her descendants the Amulet of Kings and the Eternal Dragonfires of the Imperial City. Thus does Alessia become the first gem in the Cyrodilic Amulet of Kings. The gem is the Red Diamond in the middle of the Amulet. This is the Symbol of the Empire and later taken as the symbol of the Septim line. It is surrounded by eight other gems, one for each of the divines.

So long as the Empire shall maintain its worship of Akatosh and his kin, and so long as Alessia's heirs shall bear the Amulet of Kings, Akatosh and his divine kin maintain a strong barrier between Tamriel and Oblivion, so that mortal man need never again fear the devastating summoned hosts of the Daedra Lords.

But if the Empire should slacken in its dedication to the Nine Divines, or if the blood of Alessia's heirs should fail, then shall the barriers between Tamriel and the Daedric realms fall, and Daedra-worshippers might summon lesser Daedra and undead spirits to trouble the races of men.
Online:Naga

thumb|right|A Naga from the Lore:Naga-Kur|Naga-Kur Tribe
The Nagas are a little-known breed of Argonian that live in the deep parts of Black Marsh. Nagas have some distinct differences in their appearance compared to the Argonians most commonly seen throughout Tamriel. They are described as having "huge mouths filled with dripping needle-like fangs". Nagas are anywhere between seven and eight foot tall, though the people of the Naga-Kur tribe seem to be the same height as the common variety of Argonian, and are called 'puff adders', suggesting snake-like features. 

When Imperial interests were attempting to maintain plantations in Argonia, the Nagas generally acted as highway robbers; however, following the cessation of these efforts, they have since left the roads and have gone back into the inner swamps. 

The Naga-Kur (or "Dead-Water Tribe") of northern Murkmire control much of the inner swamps. Unlike the tribeless Nagas that inhabit the region, the Naga-Kur are proud warriors, deeply entrenched in tradition. They are hostile to outsiders and feared by neighbouring tribes because of their brutal ways.

A list of all the Naga encountered in ESO can be found here.
Ayleid Cities of Valenwood

An Excerpt

Written by the Esteemed Historian Homfrey at the University of Gwylim, 2E 455

Being a Survey of the Triumphant Settlement of the Heartland High Elves in the Southern Regions

... At this point, we should mention the remarkable cities of Ceyatatar, and the Ayleid settlement beneath what is now modern Bravil. These cities, along with the Valenwood cities of Haven, Woodhearth, and Silvenar, all flourished as a result of increased trade after the establishment of the great White-Gold Tower in what is now the heart of Cyrodiil.

Of note in particular is the university and libraries at nearby Elden Root. The Ayleids there built their city in and around what is called the Elden Tree or the First Tree, believed by many to be the tree that seeded all of Valenwood.

Both Haven and Woodhearth were destroyed utterly by the sieging Maormer, who cared little for the advanced and enlightened ways of the Valenwood Aldmer. Marching inland, they plundered not only the Elden Root enclave, but also the Great Tree itself. What villainous tribe would injure and pillage such magnificence?

It is possible that the Maormer had broken the Aldmer traditions of racial purity and intermingled with indigenous, bestial tribes of Pyandonea. This would explain their savagery and lack of regard for the greatness of mainland Elven culture.
Ayleid Inscriptions

The following inscriptions were painstakingly transcribed and interpreted over many long years, and are preserved here for all time.

-- 
Av molag anyammis, av latta magicka. 
"From fire, life; from light, magic."

-- 
Barra agea ry sou karan. 
"Wear lore as your armor."

-- 
Agea haelia ne jorane emero laloria. 
"Wisdom learned by pain is a reliable guide in dark times." [literally, "Terrible wisdom never betrayed the loremasters."]

-- 
Nou aldmeris mathmeldi admia aurane gandra sepredia av relleis ye brelyeis ye varlais. 
"Our exiled Elven ancestors heard the welcoming gifts of peace in the streams and beech trees and stars." ["Mathmeldi" means literally "from-home-driven." ]

-- 
Suna ye sunnabe. 
"Bless and blessed be."

-- 
Va garlas agea, gravia ye goria, lattia mallari av malatu. 
"In the caverns of lore, ugly and obscure, shines the gold of truth."

-- 
Vabria frensca, sa belle, sa baune, amaraldane aldmeris adonai. 
"The foaming wave, so thunderous, so mighty, heralds the lordly Elves."
Ayleid Ruins

Having arrived at Gottlesfont Priory, halfway on the Gold Road between Skingrad and the Imperial City, I resolved to make a side trip to view the magnificent ruins of Ceyatatar, or "Shadow of the Fatherwoods  in the ancient Ayleid tongue. After many hours of difficult travel through tangled hawthorn hells and limberlosts, I was suddenly struck dumb by the aspect of five pure white columns rising from a jade-green mound of vines to perfect V-shaped arches and graceful capitals towering above the verdant forest growth. This spectacle caused me to meditate on the lost glories of the past, and the melancholy fate of high civilizations now poking like splinter shards of bone from the green-grown tumulus of time-swept obscurity.

Within the forest tangle I discovered an entrance leading down into the central dome of a great underground edifice once dedicated to Magnus, the God of Sight, Light, and Insight. Dimly lit by the faded power of its magical pools, the shattered white walls of the enclosure shimmered with a cold blue light.

The marble benches of the central plaza faced out across the surrounding waters to tall columns and sharp arches supporting the high dome. From the central island, stately bridges spanned the still pools to narrow walkways behind the columns, with broad vaulted avenues and limpid canals leading away through ever-  gloom into darkness. Reflected in the pools were the tumbled columns, collapsed walls, and riotous root and vine growth thriving the dark half-light of the magical fountains.

The ancient Ayleids recognized not the four elements of modern natural philosophy -- earth, water, air, and fire -- but the four elements of High Elf religion -- earth, water, air, and light. The Ayleids considered fire to be but a weak and corrupt form of light, which Ayleid philosophers identified with primary magical principles. Thus their ancient subterranean temples and sanctuaries were lit by lamps, globes, pools, and fountains of purest magic.

It was by these ancient, faded, but still active magics that I knelt and contemplated the departed glories of the long-dead   architects. Gazing through the glass-smooth reflections of the surrounding pools, I could see, deep below, the slow pulse, the waxing and waning of the Welkynd stones.

The chiefest perils of these ruins to the explorer are the cunning and deadly mechanisms devised by the Ayleids to torment and confound those would invade their underground sanctuaries. What irony that after these many years, these devices should still stand vigilant against those who would admire the works of the Ayleids. For it is clear... these devices were crafted in vain. They did not secure the Ayleids against their true enemies, which were not the slaves who revolted and overthrew their cruel masters, nor   were they the savage beast peoples who learned the crafts   and magic from their Ayleid masters. No, it was the arrogant pride of their achievements, their smug self-assurance that their empire would last forever, that doomed them to fail and fade into obscurity.
Lore:Norg-Tzel

(meaning "Forbidden Place" in the  ) is a small island off the coast of the region of  , being considered a part of the province of  . Norg-Tzel is known as the Forbidden Place for a reason, as it served as the prison of the mythical   until it was taken by the  . 
 

History
In the distant past, the  s were establishing their civilization, long before the modern-day races of Tamriel.  Among them, a powerful sorcerer known as   rose to prominence, becoming a trusted advisor of Saxhleel leaders and using his power to help the people of Murkmire.  However, when Beela-Kaar's mate succumbed to a debilitating wasting disease, the sorcerer isolated himself to search for an alchemical cure or a spell that would reverse the illness. When every form of conventional magic did not work, Beela-Kaar resorted to darker magic, and eventually fell in to practicing   in an effort to save his mate.  Beela-Kaar was unable to restore his mate, but he resurrected her corpse, and she remained by his side as a mindless zombie. 

The Argonians saw this as an abomination, and begged Beela-Kaar to allow his mate to rest in peace.  He ignored their pleas, and took one of the mighty xanmeers as a laboratory to conduct increasingly darker necromantic experiments.  One day, a few of his vile creations escaped his laboratory and ravaged Murkmire. The elders took action, sending a band of warriors to confront Beela-Kaar and end his rituals. The siege of Beela-Kaar's laboratory lasted thirty-three days and thirty-three nights, but the tide eventually turned in Murkmire's favor.  At this point, Beela-Kaar knew that the odds were against him, and conducted one last ritual to infuse all of his power within his skull, which turned solid gold.  Beela-Kaar was gone, leaving only his haunted golden skull.  To protect Murkmire, the elder Argonians sealed the golden skull in the xanmeer of Norg-Tzel, where it remained for centuries. 

Sometime around  , the Cyrodilic Collections, a group of historians and archaeologists that hail from  , made an expedition to Norg-Tzel.  The group sought to uncover the lost history of the Argonians and have made attempts to uncover every piece of the past they can document.  At the same time, a group known as the  , comprised of the descendants of inmates from  , attempted to seek out the Golden Skull of Beela-Kaar.   , an Imperial with a grudge against Murkmire, and saw the Skull of Beela-Kaar as a means to enact his revenge upon the Saxhleel for the death of his son at the hands of the  .  However, he was stopped in his tracks in Norg-Tzel by an   of the Cyrodilic Collections.  The associate was able to acquire the skull and make a swift escape from the Norg-Tzel Xanmeer, returning to the Collections' alcove in  .  Ever since then, Cyrodiilic Collections had gained fame throughout Tamriel, garnering new members from as far as   and  .  News of the events in Norg-Tzel spread to   as well. 

Gallery
 

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

References