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

Itzaki is a Naga found during a random encounter out in the wilds of Murkmire. She is leaving to serve the Root-Whisper Tribe's Hist. She is being seen out by her egg-brother, Juut. They will begin to appear after By River and Root is complete. 
 
  
Dialogue
She can be found saying goodbye to her egg-brother.
:Juut: "Must you leave us, egg-sister? Always, we have fought together. Why now must you go?"
:Itzaki: "A new Hist calls to me. I cannot defy its will. I must help a new tribe prosper."
:Juut: "My tears swell, but … so too do I understand. Still, I will miss you."
:Itzaki: "And I you, egg-brother. Never will I forget your strength by my side."

Speaking to her after this exchange:
:"It is time to leave my home and join with my new tribe in Root-Whisper Village. I must calm my trembling chin and walk forward with no hesitation. Anything less would be an insult to the Dead-Water name."

Notes
Juut and Itzaki may disappear if you enter a building.

Bugs
 
This can be remedied by logging out and back in next to where Juut and Itzaki spawn.
Lore:Howling Cave

Howling Cave is a cavern system found in the West Weald of Cyrodiil.  It was occupied by the necromancer Atirion in  , he was resurrecting undead from the nearby graveyard to terrorize Vlastarus.   In  , a band of necromancers took up residence in the caves and were killed by the Hero of Kvatch in service of Meridia. 

Circa  , Varro Matius' cousin Nazarius reported seeing walking skeletons at an Ironwood patch near the Howling Caves,  prompting the Warrior to rescue townsfolk and investigate it as the lair of   to no avail.  The exact location of these caves and their relation to Howling Cave is unknown. 
 
Gallery
 
See Also
For game-specific information, see the Oblivion, ESO, and Blades articles.

References
Lore:Samuruik

Samuruik (also called the Palace of Sentinel  or sometimes spelled Samaruik)  is the seat of power within the city of Sentinel, and therefore the entire Kingdom of Sentinel. Built in the heyday of the Ra Gada, Samuruik is a sprawling and defendable citadel that looms over the entire city, surrounded by parklands that take much of the city space. The royal family of Forebears and their many retainers and envoys live in the castle. Its central golden dome and surrounding ornate ramparts guard it well. However, years of violent usurping stain the inner walls with blood. A joke among the lower class is that there are servants in Samuruik that constantly wash the blood from the rugs and tapestries to no end, creating the joke, ''"I'd rather be a rug washer in Samuruik."'' It is only called Samuruik by the people than in general.  
 

History
Samuruik was built following   the Seafarer's conquest over what later became Sentinel in  .  After his Ra Gada claimed this unnamed port from the lower   and   that lived there, he used their hard-labor to build his own palace which became Samuruik.  It is considered one of the oldest and largest architectural monuments built by the  .  Since then, countless kings and queens lived in Samuruik, but there has just as much death and despair in the palace, such as the lonesome death of High King   the Distrait in  , who starved to death to completely avoid the  . 

The Forebears lost control over Sentinel when the royal family of   from   moved the capital to Sentinel. Their reign ended with the death of   in  , which launched a full-scale civil war between the Crowns and Forebears that left Sentinel in the midst of conflict. Baron  's rebellion had forced the Crowns further west into   when they obtained an alliance with the burgeoning  . However, when Volag had mysterious disappeared, the Empire had left Sentinel and Samuruik to the Imperial Provisional Governor,   in  ,  but he was quickly dethroned by Baron Volag, who reclaimed Sentinel. 

At some point, the Sorcerer-Prince of Sentinel,   was buried well underneath Samuruik and had turned towards  dom. Many years later in  , following the death of his great-grandson,  , his soul was retrieved by an   of the   and brought to his fortress, the  . 

Gallery
 

References
Lore:Aphren Gardner

Aphren Gardner was the merchant-king of Wayrest sometime in the early-mid First Era. In his time, Aphren was a ruthless monarch that conquered his neighbors.  In the midst of his conquests, he laid claim over the fortress, Wind Keep and the nearby settlement of the same name, while the township kept the original name, the stronghold was named Aphren's Hold.  

History
Aphren Gardner was born to the illustrious and prolific  , who founded the modern-day Kingdom of Wayrest and expanded the eponymous city-state. In fact, the city's seat of power,   was built during Aphren Gardner's reign.  He is most well-known for his infamous history of seizing power over his various neighbors, amidst his campaign he took control of the old Wind Keep and renamed it after himself.  He wielded a   that he held in high regard and had an unhealthy obsession over, to the point where he lost everything he loved. While he was away, his daughter, Princess   was stowed away in Aphren's Hold, during a raid that took her life and left the fortress in ruins. 

Grieving over his loss, he shattered his prized sword and its remains were safeguarded in the fort's towers. In his final days, he wanted to beg for her forgiveness,  but he died shortly after. Ever since then, the story of King Aphren and his sword has been retold and preserved by historians of nearby Wayrest. According to local legends, the sword can only be reforged by the king's spirit  By  , the region of   suffered a crisis caused by the  , which forced the   to take action and recover King Aphren's Sword before the cult could use it for their own purposes.  King Aphren's spirit was approached by an   that sought to rebuild the sword. After the king reforged the blade, he asked the adventurer to give it to his daughter as means to make amends. Whether the adventurer gave it to Mira's ghost or to the Mages Guild is unknown. 

Gallery
 

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

References
Legends:Ayleid Guardian

Availability
Ayleid Guardian was the monthly card for December 2019. 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.

Notes
This card depicts the Ayleid Guardians, two animated statues which appeared in TES IV: Oblivion.

Gallery
Online:Nesh-Deeka's Music Shop

The door is unlocked. Nesh-Deeka and many musical instruments can be found inside.  
 
Related Quests


Occupants
Nesh-Deeka
Feril Gothari

Feril Gothari is a Dark Elf merchant and   tollmer who can be found wandering a bridge near the southern docks in  . You will be hired to push him off said bridge during the related quest.

Feril wears an expensive shirt, pants, and shoes. He wields a steel dagger in combat and carries '' .
 
Related Quests


Notes
Feril is not initially present at Roa Dyr and will only appear once you are instructed to kill him during the related quest. 
Others may comment on his death when asking about "latest rumors" in Roa Dyr after the related quest: "One of the tollmer around here fell off a bridge to his death not too long ago. Be careful walking on the higher paths or you may end up like him."''
Lore:Aphren's Hold

Aphren's Hold (formerly known as Wind Keep,  and later Windkeep Castle)  is a ruined stronghold that dates back sometime in the First Era. As the name implies, it is named after the Merchant-King of Wayrest, Aphren Gardner, whose reign was infamous for his desire to expand his dominion by conquering his neighbors. The fort formerly known as Wind Keep became his headquarters, thus taking on his name, but it was ransacked and is now rife with spirits. A nearby town retains the original name,  and the underground complex of Storm Talon Temple has at times been actively run by the Blades from beneath the ruins. 
 

History
At one point in time, Wind Keep was seized by King Aphren's armies and renamed into Aphren's Hold, sometime after his   was founded, in  .  King Aphren spent large amounts of time away from this compound, neglecting his daughter, Princess   who was staying here amidst the conquests. However, Aphren's Hold was sacked by the King's enemies, leaving many casualties including his daughter. Aphren shattered his prized   and scattered it across the ruined remains, and died not long after. He was buried in his tomb under the keep.  At some point, the   built the hidden fortress,   underneath Aphren's Hold. 

Ever since then, the fort was abandoned but the town of Wind Keep kept the original name.  For the longest time, the ruins were a quiet place until in  , when the   cult, the   defiled the sacred grounds and unleashed the spirit's wrath, killing all of them.  An   of the   was sent into Aphren's Hold, to recover the lost pieces of Aphren's sword, in the hopes that the King's spirit can reforge. It is unknown if the Mages Guild acquired the sword, or if it was lost to time. 

By around  , Wind Keep Castle displayed Imperial banners, suggesting it was once a military fort for the Empire, and was now occupied by bandits and other unsavory creatures. The Warrior had been enlisted to help clear them out. 

References
Online:Crafting Motif 69: Dead-Water Axes

My quill will write the truth words. Dead-Water warriors defend the tribe in both life and death. Many travelers find this tradition morbid. They speak of defiling our fallen kin. It is not so. To craft a weapon from the skin and bones of our warriors, this is honoring.

AXES

A proper axe requires a leg bone. This, the Dead-Water know. It is the only bone long and thick enough to support the axe head. Male bones are best for this because of their thickness. Female bones are too flexible, better suited for blades. By wielding this axe with strength, we honor a fallen warrior.
Online:Crafting Motif 69: Dead-Water Belts

My quill will write the truth words. Dead-Water warriors defend the tribe in both life and death. Many travelers find this tradition morbid. They speak of defiling our fallen kin. It is not so. To craft a weapon from the skin and bones of our warriors, this is honoring.

BELTS

Dead-Water Tribe is not renowned for beautiful creations. This is known. Still, our leatherworkers decorate the belts of our warriors. They carve intricate buckles from amber and stone. I nod in admittance. This is not necessary, but still, it is nice.
Online:Crafting Motif 69: Dead-Water Boots

My quill will write the truth words. Dead-Water warriors defend the tribe in both life and death. Many travelers find this tradition morbid. They speak of defiling our fallen kin. It is not so. To craft a weapon from the skin and bones of our warriors, this is honoring.

BOOTS

The mightiest Dead-Water warriors line their boots with sharp spikes. Useful in close combat. With every kick, we hope to pierce the hide of our foes. My egg-mother was able to behead her enemies with one swift kick. This is why I carry her bones in my weapons. I hope to carry her fighting spirit.
Online:Crafting Motif 69: Dead-Water Bows

My quill will write the truth words. Dead-Water warriors defend the tribe in both life and death. Many travelers find this tradition morbid. They speak of defiling our fallen kin. It is not so. To craft a weapon from the skin and bones of our warriors, this is honoring.

BOWS

Dead-Water quivers are made from the hardened hide of our fallen. Our bows are lined with their fangs, and our arrowheads created from their bones. After battle, we will salvage what arrows we can. Many will keep broken arrowheads in remembrance.
Online:Crafting Motif 69: Dead-Water Chests

My quill will write the truth words. Dead-Water warriors defend the tribe in both life and death. Many travelers find this tradition morbid. They speak of defiling our fallen kin. It is not so. To craft a weapon from the skin and bones of our warriors, this is honoring.

CHESTS

The Dead-Water bound our warrior hearts in the skin of our fallen. Atop this, we wear hardened scales from lurking beasts: haj mota, wamasu, hackwing. Our hunters have slayed, our leatherworkers have skinned. And now our warriors proudly wear.
Online:Crafting Motif 69: Dead-Water Gloves

My quill will write the truth words. Dead-Water warriors defend the tribe in both life and death. Many travelers find this tradition morbid. They speak of defiling our fallen kin. It is not so. To craft a weapon from the skin and bones of our warriors, this is honoring.

GLOVES

I flex my hands. Gloves must be supple. I look upon the metal hands of outsiders with questioning. A Dead-Water warrior must strike quickly. And, should all else fail, we will use our claws to rip and tear. To cover our fingers would be to take away such weapons.
Online:Crafting Motif 69: Dead-Water Helmets

My quill will write the truth words. Dead-Water warriors defend the tribe in both life and death. Many travelers find this tradition morbid. They speak of defiling our fallen kin. It is not so. To craft a weapon from the skin and bones of our warriors, this is honoring.

HELMETS

I bow my head, displaying a helmet covered in long horns. It strikes fear into the heart of my foes. Dead-Water warriors must always be prepared for battle. So we place horns upon our helmets. This way, we continually display the spine of aggression. A display that all of Murkmire knows to fear.
Online:Crafting Motif 69: Dead-Water Leg Greaves

My quill will write the truth words. Dead-Water warriors defend the tribe in both life and death. Many travelers find this tradition morbid. They speak of defiling our fallen kin. It is not so. To craft a weapon from the skin and bones of our warriors, this is honoring.

LEG GREAVES

To the front, hardened scale. Behind, supple leather. Dead-Water leg greaves allow for quick movement during battle. Useful in a swamp where the land itself will swallow you whole. This also enables quiet movement. Useful for sneaking towards our enemies. Again, I eye the metal of travelers with distrust.
Online:Crafting Motif 69: Dead-Water Maces

My quill will write the truth words. Dead-Water warriors defend the tribe in both life and death. Many travelers find this tradition morbid. They speak of defiling our fallen kin. It is not so. To craft a weapon from the skin and bones of our warriors, this is honoring.

MACES

Dead-Water maces have rounded, curved edges. This was not always so. In my egg-mother's time, skulls were used. They proved far too brittle. Now we place sharp bones atop the heads. Still we honor our ancestors, but now the maces are more durable for battle.
Online:Crafting Motif 69: Dead-Water Shields

My quill will write the truth words. Dead-Water warriors defend the tribe in both life and death. Many travelers find this tradition morbid. They speak of defiling our fallen kin. It is not so. To craft a weapon from the skin and bones of our warriors, this is honoring.

SHIELDS

Dead-Water warriors protect in life and death. Their spirits have returned to the Hist. Flesh and bone remain to aid us in battle. I bow my head in respect. We show this most clearly with our shields. The skin of our fallen are stretched across the wood. Their bones decorate the sides.
Online:Crafting Motif 69: Dead-Water Shoulders

My quill will write the truth words. Dead-Water warriors defend the tribe in both life and death. Many travelers find this tradition morbid. They speak of defiling our fallen kin. It is not so. To craft a weapon from the skin and bones of our warriors, this is honoring.

SHOULDERS

Our shoulders proudly display spikes of bone. Should the wamasu try to crush us? Should our foes crash against us? The Dead-Water will drop their shoulders, bringing them up for a mighty blow. With skill, a bone will crack or sinew will tear. I will confess, such spikes also add awe to the look of our armor.
Online:Crafting Motif 69: Dead-Water Staves

My quill will write the truth words. Dead-Water warriors defend the tribe in both life and death. Many travelers find this tradition morbid. They speak of defiling our fallen kin. It is not so. To craft a weapon from the skin and bones of our warriors, this is honoring.

STAVES

Dead-Water staff is as dangerous as our blades. Its amber gem is soaked in the sap of the Hist. From this, its power is absorbed. Only the bones of our fallen mages will create such weapons. By this, they lend their magical essence to another. Or so it is believed.
Online:Crafting Motif 69: Dead-Water Swords

My quill will write the truth words. Dead-Water warriors defend the tribe in both life and death. Many travelers find this tradition morbid. They speak of defiling our fallen kin. It is not so. To craft a weapon from the skin and bones of our warriors, this is honoring.

SWORDS

Dead-Water swords are only held by our most cunning of warriors. Its jagged back can easily cut its wielder, should they not be careful. I bow in reverence. My blade is a most prized possession. Crafted from the leg bone of my egg-mother. Even still she fights by my side.
Online:Huntsman Style (collection)

Huntsman Style is a collection of 14 books that make up part of the Crafting Motifs library. Reading these chapters allows access to the Huntsman Style for crafting. These chapters (or rarely the entire book) can be found from the March of Sacrifices dungeon.
Normal rarely drops pages.
Veteran has an increased chance to drop pages.
Veteran hard mode drops guaranteed pages.
Online:Welkynar Style (collection)

Welkynar Style is a collection of 14 books that make up part of the Crafting Motifs library. Reading these chapters allows access to the Welkynar Style for crafting. These chapters (or rarely the entire book) can be found  .
Online:Honor Guard Style (collection)

Honor Guard Style is a collection of 14 books that make up part of the Crafting Motifs library. Reading these chapters allows access to the Honor Guard Style for crafting. These chapters (or rarely the entire book) can be found  .
Online:Dead-Water Style (collection)

Dead-Water Style is a collection of 14 books that make up part of the Crafting Motifs library. Reading these chapters allows access to the Dead-Water Style for crafting. These chapters (or rarely the entire book) can be found  .
Limping Scrib

offers a range of food and drink, and will rent a bed on the second floor for 10 gold a night.

The questgiver   can be found on the second floor of the tavern, past the trapdoor. A second trapdoor leads to chambers on the third floor containing three beds, but it is locked (50 pts).
 
Related Quests


People
Online:Azri

Azri is an escaped Argonian slave found outside the Vassamsi Mine.
 

Related Quests
Skyrim:Goblin

Goblins are small creatures related to Rieklings that can be found inhabiting Gromm's Pass and can be randomly encountered rarely throughout Skyrim. They have been left stranded in Skyrim due to a collapsed cavern that led to Cyrodiil. This tribe of Goblins is now led by the Blue God, an Orc painted blue that has been mistaken for the Daedric Prince Malacath. They vary in appearance; some use no armor, while others use leather or iron armor. They can sometimes be found carrying samples of Steel-Blue Entoloma.

It is possible to recruit a Goblin named Gogh as a follower. Unlike other Goblins who lack any weapons, Gogh wields a Daedric artifact known as the Spear of Bitter Mercy.
 

Related Quests
 

Gallery
Skyrim:Blue in the Face

Quick Walkthrough
#Read Letter to Clexius at The Bee and Barb.
#Enter Gromm's Pass and kill the Blue God.
#Read his journal and free Gogh from the fighting pit.

Detailed Walkthrough
Creatures from the South
Upon installing the Goblins Creation, you can go to the The Bee and Barb in Riften, where at a room upstairs where you will find a Letter to Clexius. This piece of personal correspondence describes a tribe of Cyrodilic Goblins who have invaded a cave known as Gromm's Pass. By all accounts, they seem to be led by the "Blue God", an aspect of   worshipped by Goblins. You'll have to head there to investigate.

Cave Crawling
A Goblin heretic fighting back|thumb|right
Gromm's Pass is a new cave added by this Creation. The entrance can be found in the valley directly south of Forelhost. It is notable for being filled with hostile Goblins as well as a unique type of mushroom called Steel-Blue Entoloma‎‎. This plant is added by the Creation and cannot be found elsewhere, although it can be grown in Fertile Soil so it would be advisable to harvest a few samples while you're there. While exploring the cave, you will soon come across the body of Avanessa Calladius, the mage whose letter you found. On her corpse you will find a copy of The Posting of the Hunt, a book which describes the legendary Spear of Bitter Mercy. The relevance of this will soon become apparent, once you step foot inside the cave's central chamber where a Goblin wielding this legendary Spear is currently battling for his life inside an enclosed fighting pit.

You likely won't have time to watch the fight, as the chamber also serves as a throne room for the Blue God. Kill him and his Goblin minions in order to loot the powerful Goblin Totem Staff from his corpse. You will also have to read his journal, which reveals that this supposed manifestation of the Blue God was actually just a hapless tribal Orc who covered himself in Steel-Blue Entoloma‎‎ paste to trick the invading Goblins into following him. Unfortunately, the underground passage to Cyrodiil has since collapsed.

A Grateful Goblin
Once you've had a chance to read the journal, you will be directed to free the surviving Goblin in the fighting pit, where he was thrown after figuring out the Orc's trickery. His name is Gogh, and he will be more than happy to join you as a follower for saving him from the pit. He acts similarly to the Riekling Warrior follower from Dragonborn and can be spoken to at length despite his rather lacking vocabulary. You have the option to change his outfit visually, but you cannot take the Spear of Bitter Mercy. It is left unclear as to why exactly a Goblin is in possession of a powerful Daedric artifact, but he will use it to great effect as a follower, using it to perform attacks and summon storm atronachs.

Gogh cannot be commanded to stay at any of your houses. If he leaves your service, he will return to the throne area in Gromm's Pass.

Bugs
 
You can circumvent this step by going straight to Gromm's Pass, which is just south of Forelhost.
 

Quest Stages
Before the Gates of Valsar

There had been preachers and portents, promising the most outrageous things and calling on ancestors which were not theirs. The city watch called their names and cut them down by their numbers, but their premonitions would not end.

The governor, "Reclusiarch" as his subjects had learned to call him, hid himself from the problems behind walls and wine, as he so often did, so nothing was done and nobody was called.

On the fifth day they arrived, a few hundred lost souls from New Aldmeris, ragged and hardened from their journey off the Blessed Isles through the great southern forests.

The high preacher at their front approached the city gates and spoke to the city itself. He spoke of their feeble life, their endless inheritance, of lifecycles unending, of the lies that were their ancestors. He promised an escape from the folly of birth through hardship and survival, so alien to the sanctity of the numbers that had once been cast and called in the city.

After three days and seven nights, the gates were undone, and the pilgrims were accepted openly.

The high preacher wept as he took the measurements of the city, so much like the ones on the Blessed Isles, yet he never ceased spreading his creed. Even the doors of the governor's mansions were opened, and he entered, unbound and unafraid.

After four days of rest, the pilgrims (now twice their number but of the same sum) left in high spirits and Valsar laid abandoned.

The Velothi had arrived in Cyrod.