Netruk44/uesp-wiki-content huggingface dataset:
General:The Dragon's Chilled Blood

Friends, scholars, students....

Grave news recently reached my Tower in the far east. I received a letter from a Master Blade that Uriel Septim, Emperor of Imperial conquered Tamriel, has been  . I must render his name secret, as he is a shadow agent of the Blades.



To my disappointment, I have been instructed not to journey to Cyrodiil by the Elder Council. If there are indeed great troubles in the West, then I will be needed in my lands, were that trouble to spread like a wildfire. I fear I would be of little help were I to travel there. It sounds as though they are need of petty politicals, masters of weaponry, and weavers of blaze. I am but an old, weary wizard. My days of adventure are over.

I urge you however, if you find yourself worthy of offering aid to the Empire in this time of need, by all means, travel to Cyrodiil and lend your talents. I, as well as my dear friend whom sent me the grave letter, fear for the future of the Empire, and the whole of Tamriel. May The Nine watch over us.

Divayth Fyr
General:Why Were the Dwemer Considered a Great House?

It is said that the Dwemer were indeed a Great House, although, not recognised as a House at all. Perhaps the Tribunal had a strong opinion that disregarded them? They were thought to have been rebels and Unbelievers. Their motives were quite unthought of by fellow pointed ears, and even feared. The Dwemer, however careless their ideals were, simply   "understanding", much as myself and many other fellow researchers. Had I been a walking soul in the time of the Dwemer, I myself may have found and adopted their Way and become one of their own. Alas, I am in the present and they are of the past. In many regards, I live my days much as the Dwemer did in their time.

I am but one Dunmer. Imagine if you will, thousands of Dunmer with my intentions of research and intention. Should We be feared? Perhaps not with the passing of time. In the days of long ago, the Dwemer were made out to be an enemy for their beliefs.

With the Dwemer gone and the Tribunal no longer acting overseer, speculation is the only tool at our disposal.
General:Caius Cosades' Letter

Right worthy and worshipful Olana,

I trust this finds you in better health than last you wrote. I am much concerned for you. You do too much, and think too little of your own comforts. This does you credit, but is a great source of worry for your friends.

Thank you for the enclosed Black Horse Courier. It is hard to think of Kvatch and all the good friends I have lost there. Has Father Ilav shown any signs of recovery? He was ever so patient with me when first I came to Kvatch. I know I was not an obedient or diligent novice.

I cannot say for certain, but I believe I may be able to return to Cyrodiil for the fair. The Courier is not quite clear about the dates or locations; please let me know when you have details. I presume the fair will be held in the city or thereabouts, and I trust I may depend on your hospitality.

There is little to report from Kragenmoor. As you may well imagine, interest in our Akatosh shrine has increased ten-fold since His miraculous intervention. We experienced little of the Gate disruptions you saw in Cyrodiil, but what we did see wonderfully focused the minds of skeptics, back-sliders, and old-guard Tribunal worshipers on the manifold glories and powers of the Nine. As I have told you, House Hlaalu has always been but a lukewarm guest to the feast of the Nine, but I am seeing more heart-felt interest in divine counsel and prayer than in years past. It is unfortunate that only such a terrible calamity can awaken the mind and spirit to the comforts of the Faith.

As always, I look forward to your next letter with enthusiasm, and even more to seeing you and visiting the fair. I enclosed a pressed mountain bluebell, the first of the season. I hope it brings you pleasure.

yr. obt. srvt.,

Brother Caius
Online:Tedas House

Related Quests


Occupants
 


Gallery
Online:Greenleaf Farmhouse

It is owned by Tsazii and is home to her extended family.Interior|thumb|right
 

Related Quests

      
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Lore:Bashomon

Bashomon was prince of  , an island in the Padomaic Ocean, during the Third Era.  His rulership was threatened when Emperor Uriel Septim V conquered the main port on the island,  , in  .  He would later surrender the island to Imperial authorities two years later in  .   

References
Online:Vile Coagulant

Vile Coagulant is an alchemy reagent which can be obtained by looting the Reliquary Remnants left behind after completing a Harrowstorm group event in Western Skyrim, Blackreach: Greymoor Caverns, or the Reach.

Combinations
Two Reagents


Three Reagents
''This chart lists only combinations in which two or more of Vile Coagulant's effects are present.''
Online:Captive (Blackreach)

Captives can be encountered in Blackreach as part of a mining gang with a group of Harrowed. A pair of vampires watch over them.
 

Dialogue
When you encounter one of these groups, one of the vampires will be frustrated at the lack of mining progress and will demonstrate to the hapless harrowed. If you kill the vampires, the captive will thank you before running away.
:Captive: "Oh, I missed the fun — but thank you!"
:
General:A Type of Zero Still to Be Discovered

Wake up, khundakar, it¡¦s a new day, traditional style, and thank you for breathing.

Wake up, suchi-el, get dressed, reconsider your [science], here¡¦s an official daguerreotype.

Good morning, Ae, here¡¦s a side of the story you seldom suffer.

Good morning, Aurbis, you¡¦ve got numbers to ignore.

Look out, First Moon, wearing those are dangerous in this industry, so try to enjoy.

Look out, Second Moon, not everything is inexplicable and extortion is for [skeptics].

Nice day, khundakar, we have your table ready, the divinities are already waiting.

Nice day, suchi-el, the world-nirn cannot be mapped, so forward your dismissals to the eight givers.

Afternoon, Ae, I hope all is well in the world of modern folklore.

Afternoon, Aurbis, the reports are true, there is a type of zero still to be discovered, all [critics- ?] agree.

Good night, First Moon, stay out past [supper], return these to the [proper authorities].

Good night, Second Moon, it¡¦s time to go, love the metal all you want, three easy ways of comfort.

Bedtime, khundakar, put away your star-mobiles, [anecdotes- ?], and bone collection.

Bedtime, suchi-el, stay over, bring your astrolabe, we think there¡¦s still some ghosts.

Sleep well, my children, tomorrow I¡¦ll buy you both the sea.
Lore:Guide to Western Skyrim: Hjaalmarch

My guide to the reclusive kingdom of   continues, with a look at the region's easternmost hold.

 , drawing its name from Western Skyrim's  , stands as the largest of the kingdom's holds. The  , an immense saltwater marsh formed by the estuaries of the   and River Hjaal, dominate the region. This largely uninhabited marshland, frequently shrouded in an eerie mist, features a proliferation of the sinisterly reputed   flower. Though exploring the wetlands can be difficult, earnest travelers can find much to discover and enjoy in the hold.

 , a lumber town in the southeast of the Drajkmyr, serves as the jarl's seat of power in the hold. The houses are built on pylons by necessity, and connected by docks to provide safe passage over the mire. Structures here are a prime example of  ic rough-hewn architecture. The people of Morthal can be gracious hosts, if unaccustomed to travelers given the arduous routes to and from the town. Many make their living from the saltmarsh, fishing and trapping creatures for meat and hide. In warmer seasons, timber is sent to  's docks on pole-driven barges. Morthal is considered an essential destination due to its neighboring barrow, one of the few still safe for unarmed travelers to explore.

The ice shelves abutting the   are a popular spot for explorers and travelers, though they require proper outfitting to traverse safely. The ice has trapped numerous ships and vessels across the ages, and many of these wrecks offer collectors and hobbyists an opportunity to uncover trinkets or souvenirs from a bygone age. As with most of  's wilderness, hiring a well-informed guide is a practical necessity for those seeking to visit these floes.

 , an enormous barrow found in the foothills of southeastern Hjaalmarch, stands as a dangerous curiosity. Scholars know this complex to be the ruins of the city of  , a capital of the   in Skyrim's ancient, sordid past. Rumor speaks of an intricate and maddening maze housed within these ruins, though its existence has never been confirmed by a reputable source. Insofar as Labyrinthian is a notable landmark within Hjaalmarch, it is included in this list, though it is frequently a site occupied by foul creatures and black-hearted folk. So, best to avoid it.

Author's Note: As with all of Skyrim's holds, Hjaalmarch contains additional caves and other locations where the safety of travelers is by no means guaranteed. Given the author's desire to keep her readers safe, she has elected to excise reference to these dangerous locales from this edition.
Lore:Guide to Western Skyrim: Karthald

My guide to the reclusive kingdom of   continues, with a look at the region's southernmost hold. 

 , which did not exist when this guide was first written, lies to the south of   and to the west of  . This territory had, until half a decade ago, been nominally in the control of  . However  s and   have hotly contested the area's ownership since time immemorial, and none can definitively claim proprietorship of the area. The hold was established recently, though Nords have lived in the area for centuries. Karthald occupies a land of flinty ridges and sweeping bluffs, as well as pine forest. The pocketed landscape hides many wondrous sites, as well as many potential dangers.
 
  is the seat of power within the hold. The jarl and its people are stewards of Western Skyrim's southern border, and their charge is to stand fast against the encroaching Reachmen. Though hospitable to travelers, the people of Karthwatch have little to offer in the way of amenities, and they make no excuse for any discomfort that visitors might endure while staying in the settlement. Though technically Karthwatch is a town, its inhabitants very much view it as a fortification.

 , an   mining settlement, sits in the mountains on the western border of the hold. Visitors to the clan grounds are advised to avoid referring to the lands within and around the camp as belonging to Karthald, though it is a legal and logical truth. The Orcs prefer to think of their territory as a sovereign outpost of  , subject to the rules and customs of Orc-kind. To that end, visitors to the area are advised to be well aware of Orcish protocol and behavior, at the risk of upsetting their hosts (and having their persons injured). That said, the Orcs of Mor Khazgur are no different from their kin in  —spirited, enthusiastic, and eager for friendship. 

Author's Note: As with all of Skyrim's holds, Karthald features caverns and caves where the safety of travelers is by no means guaranteed. Given the author's desire to keep her readers safe, she has elected to excise reference to these dangerous locales from this edition.
Online:Jode's Core

'''Jode's Core''' may mean two things:
Jode's Core (quest), the quest named after the location.
Plane of Jode, the location where the quest takes place.
Blades:Health Regeneration

Enemies with Health Regeneration
Blades:Magicka Regeneration

Enemies with Magicka Regeneration
Blades:Stamina Regeneration

Enemies with Stamina Regeneration
Sirrus Nedyra

Sirrus Nedyra is a Dark Elf Bard from   inn in  

 
Related Quests

Dialogue
Bounty: Nirmeni Ieneth

Quick Walkthrough
# Talk to any hetman of your choice and learn about recent bounties.
# (Optional) Find   in his house southeast of Roa Dyr and ask him for directions.
# Find and kill the bandit down the Veloth's Path.
# Return to quest giver for your reward.

Detailed Walkthrough
Talk to any hetman in the area around Roa Dyr, and you will learn that local hetmans are given authority to pay bounties for wanted criminals in the area. They will greet you with a generic response ''"What brings you into our village, outlander? Do you foolishly seek a sip of our village's Velk liquor, or are you here to collect bounties?"'' You'll receive a topic bounties, and if you then ask about it, the hetman will give you the first bounty quest (in case you didn't kill any of the quest bandits before), the bounty for  .

You can search the area on your own, or speak with the latest victim of the bandit,  , who lives in a small remote house southeast of  . Ask Vorus about Nirmeni Ieneth, and he will gladly give you the required information: ''"Yes, I saw the whole thing! A woman in a robe, I think she was a wizard or something, asking some naive Temple acolyte to give her gold in exchange for directions. Thank Almalexia he seemed to be well-off, or else things probably would've gotten bloody -- quick. It was just west of here. I'll tell you this much, if you're looking to go to Almas Thirr any time soon, I'd suggest taking a silt strider or boat, and avoiding the roads."''

Follow the stone road to  , going west from the Vorus Odathil's house, and eventually you will find   staying to the right side of the road. She is somehow easy to miss, as she wears dark grey robe which mimic to surrounding stones very well. She is not a particularly strong opponent, and initially she will not be hostile. If you confront her, she will greet you: "Hello, %PCRace. My name is Nirmeni Ieneth. You look a little lost; perhaps I can help you out?" If you then ask her about herself, she will respond: ''"I'm just your average spellsword looking to help out a pilgrim in need. Things can get quite dangerous when passing through so many different environments. Even traders often lose their way on these roads. Tell you what, you look like you could use some guidance. How's 150 gold sound?"'' You'll then have three options: agree to give her the money, refuse to pay or just say you come for the bounty. Any option except for the first will start the combat. There's no way to resolve the conflict peacefully.

Once you kill the bandit, return to the hetman who gave you this quest, and collect your reward, the book  .

Notes
As soon as you kill the bandit, you'll have a message in your journal: "Nirmeni Ieneth is dead. The bounty for her head can be collected from any village hetman in the Roa Dyr chapelry." As follows, you can collect your reward from any hetman at this point, not just the quest giver, and this is a separate journal entry with its own journal ID, TR_m3_B_Nirmeni Ieneth_D. Collecting the bounty will close both entries and close the quest.

Quest Stages
Blades:Slashing Damage

Enemies Dealing Slashing Damage
Blades:Bashing Damage

Enemies Dealing Bashing Damage
Blades:Cleaving Damage

Enemies Dealing Cleaving Damage
Online:Thorn Legion Marksman

Thorn Legion Marksmen are vampires who can be found in Castle Thorn. 
 

Related Quests



Skills and Abilities
The Marksmen fight primarily with Bow attacks but these are supplemented with their vampiric attacks. 
;Quick Shot: A basic ranged attack that does moderate physical damage.
;Roll Dodge: The enemy can perform a roll dodge to avoid incoming damage.
;Arrow Spray: The enemy shoots a spray of arrows in the direction it is facing as indicated by a red cone. This attack does high physical damage as well as snares all enemies hit. This attack can be interrupted to set the enemy off balance or simply avoided. Blocking also prevents the snare and reduces the damage.
;Volley: The enemy fires continuously at an area as indicated by a red circle. This attack does moderate physical damage over time. This attack can be interrupted to set the enemy off balance or simply avoided.
;Taking Aim: A powerful sniping bow attack that takes time to charge up and can one-shot those at low health. Can be interrupted to set the enemy off balance or simply avoided. The Marksman may say 'I'm taking aim', 'I've got the target in sight' etc.
;Arrow Stab: A basic melee attack that does minor physical damage. Where the Marksman grabs their arrow and stabs it into you rather than firing it.
;Drain Essence: The enemy drains your life force, dealing high magic damage and restoring its health every 1 second for 3 seconds.
;Red Breath: The enemy sprays a red mist in a cone in front of itself dealing moderate magic damage and knocking down any targets hit by it.
;Feed: The enemy begins feeding on the player, dealing moderate physical damage, stunning the target and restoring its health every 1 second for 3 seconds.
Online:Thorn Legion Quickblade

Thorn Legion Quickblades are Breton vampires who can be found in Castle Thorn. 
 

Related Quests



Spells and Abilities
The Quickblades fight primarily with Dual Wield attacks but these are supplemented with their vampiric attacks.
;Quick Strike: A basic melee attack that does moderate physical damage.
;Roll Dodge: The enemy can perform a roll dodge to avoid incoming damage.
;Whirlwind: The enemy spins around, doing moderate physical damage to all players as indicated by a red circle. Blocking will reduce the damage taken.
;Assassinate: The enemy strikes at the player's back for high physical damage. This attack can only be performed if the enemy is behind the player, and thus Quickblades will often leap to get behind the player. Ensure your character is facing the enemy at all times to prevent this.
;Bat Swarm: The enemy summons a cloud of bats around itself dealing moderate magic damage to nearby players every 1 second for 7 seconds.
;Drain Essence: The enemy drains your life force, dealing high magic damage and restoring its health every 1 second for 3 seconds.
;Red Breath: The enemy sprays a red mist in a cone in front of itself dealing moderate magic damage and knocking down any targets hit by it.
;Feed: The enemy begins feeding on the player, dealing moderate physical damage, stunning the target and restoring its health every 1 second for 3 seconds.
Online:Blood Channeler

Blood Channelers are bloody imps who are summoned by the Blood Twilight in Castle Thorn. They empower the Blood Twilight during battle, causing its abilities to deal more damage. The Blood Channelers will not attack players directly. Ideally, they should be killed as soon as possible.
 

Related Quests
Online:Seething Gargoyle

Seething Gargoyles are gargoyles who can be found in Castle Thorn. 
 

Related Quests



Skills and Abilities
;Double Swipe: Hits twice, deals moderate physical damage. 
;Flame Wing: Hits the target with its wing, dealing moderate flame damage.
;Spit Fire: Deals moderate flame damage.

Gallery
Online:Reanimated Vampire

thumb|right|ON:Vaduroth|Vaduroth reanimating a vampire
Reanimated Vampires are Nord vampires who can be found in Castle Thorn.
 

Related Quests



Skills and Abilities
The Reanimated Vampires fight primarily with their Greatsword attacks but these are supplemented with their vampiric attacks.
;Quick Strike: A basic melee attack that does moderate physical damage.
;Heavy Slash: A melee attack that causes very high physical damage and knock back if it connects. This attack can be blocked to reduce the damage and prevent the stun.
;Cleave: The enemy swings its sword around, doing moderate physical damage to all enemies in front of it. This attack has no red cone indicator.
;Red Breath: The enemy sprays a red mist in a cone in front of itself dealing moderate magic damage and knocking down any targets hit by it.
;Feed: The enemy begins feeding on the player, dealing moderate physical damage, stunning the target and restoring its health every 1 second for 3 seconds.
Online:Frozen Gargoyle

thumb|right|A dormant Frozen Gargoyle
Frozen Gargoyles are gargoyles that are awakened by Talfyg during battle in Castle Thorn. They slowly walk around the arena with an icy AoE swirling around them.
 

Skills and Abilities
;?: The Gargoyle has an icy aura swarming around it.
Related Quests
Online:Hemoptera

Hemopteras are bloody imps that appear in Castle Thorn.
 

Related Quests



Skills and Abilities
;Unbound Rage: A basic melee attack that does minor physical damage.
;Empowering Blood: The enemy channels a buff on a nearby ally that causes that enemy to do twice the damage and take less damage. This spell can be interrupted to set the enemy off balance.
;Blood Sacrifice: When killed, the enemy explodes in a large AoE of blood which deals very high magic damage to anyone in the AoE.
Online:Architectural Survey Summary Report

To my esteemed  ,

When you originally engaged my services to survey your lands, you neglected to mention the nature of your  . I admit that perhaps I could have performed more research on your history, but that sort of diligence is not often required for someone in my business. This may come as some surprise to you, but architectural surveyors do not live especially exciting lives. I spend most of my time reassuring clients that their newly constructed tavern will not sink into the swamp. Encountering an ancient castle inhabited entirely by   may end up as the most thrilling moment in my career.

I do not mention this out of fear or irritation. Indeed, you and your colleagues demonstrated the height of hospitality while I performed my tasks. I found my accommodations for the night comfortable and the roast your servants provided for dinner was quite delicious. I am surprised you could acquire such fine meat this far north. An occasional creaking noise in my room did wake me through the night, but I attribute that to the natural settling of such an ancient castle.

Instead, I bring this to your attention because of the unfortunate fact that not everyone is as enlightened as I. If you engage other outside agents, they may react poorly if not properly prepared. But, like yourself, I am of a more cultured breed and thus did not succumb to such bigotries while performing my duties.

Speaking of which, here is a summary of my findings. My full report is included within the envelope.

As you feared, the mountain's frequent groundquakes have created significant damage throughout the castle. Cracks streak through the foundations at several key points. And some walls give the impression they could collapse at any moment. I fear that without immediate attention you could see entire sections fall into ruin. I have provided detailed sketches that pinpoint the most dire locations and recommend you seek repairs soon.

I inquired with your representative about the origins of the castle. He only responded that you moved in once the first inhabitants no longer had any need for it. Learning more about how the castle was constructed will be important for shoring up any damage.

If this mountain continues to exhibit these geological disturbances, the castle will likely need ongoing maintenance. Without constant attention, it will inevitably collapse. Fortunately, someone such as yourself with a longer than average lifespan should have no problem overseeing such preservation efforts.

Feel free to inquire for recommended masons or carpenters once you decide upon your course of action. Although I am not as familiar with specific local craftspeople, our guild will not hesitate to offer suggestions.

Yours in service,

 , Chief Surveyor

Architectural Guild,   Branch
Legends:Monster Perfection Lab

Availability
Monster Perfection Lab was the monthly card for July 2020. It can be soul-summoned by anybody regardless of participation in ranked. As with all other monthly cards after February 2019, the premium version was awarded to the top 1000 ranked players or can be obtained through soul-summoning.

Gallery