Netruk44/uesp-wiki-content huggingface dataset:
Lore:The Fabricated Fauna of Clockwork

Oh, how I longed for the lush landscapes and diverse wildlife that make up  . How did I not appreciate it before? The green fields of  , the deep woods of  .  's majestic mountains, topped with snow. The dangerous beauty of  . How I missed it all, reduced was I to this city of brass, surrounded by barren wastelands.

Or so I thought, for quite the longest time. My life's work was not the study of machines or people, but rather the animals that surround us every day. I despaired when I first came to  , thinking my career as a revered naturalist had come to an end. But all I had to do was look a little harder, and eventually I found new species to study, ones made of metal and gears rather than flesh and sinew. 

I've compiled a list of the more memorable species of "creatures" found within the city, if I may be so bold to call them that. Their appearance certainly mimics their more natural counterparts, and strangely enough so does their behavior. What their creators had in mind, I do not know. They seem to hold little function, but rather add life into this barren land. 

 

The brassilisk is created from interconnected brass squares, exposed copper wiring allowing for its snakelike movement. Popular as a pet, you'll often see them following the quick footsteps of young scholars. A rather lovely and most prized model mimics the leathery wings of the  . This creature comes in a variety of colors, and while it may display aggressive behavior it is not equipped to attack others. 

 

Though I do not delight in speculation, the rumored origins of this creature do fascinate me. The skeevaton takes the form of a copper mouse. It possesses no legs, traveling by a rotating ball fitted within its middle. In a city filled to the brim with mechanizations of all kinds, what could be more inconspicuous? The legend goes that its inventor created the skeevaton with the purpose of spying on his or her fellow scholars. Something to keep in mind the next time you see one of them staring up at you from the alleyway. 

 

This mechanical insect that flutters through the stagnant city air is thought to be a collaboration of two ill-fated lovers. Once again, I'm not usually one for rumor, but this story does have quite the emotional appeal. Two apprentices fell in love, but were forced to never see each other because of a long standing feud between their lectors. Seht's Dovah-Fly was created as a messenger, delivering communications between them. So impressed were their masters by this elegant creation that they set their feud aside and allowed the apprentices to collaborate on future projects. A delightful tale I must admit, whether it be true or not.
Lore:The Law of Gears

In  's name, these are the words of the Laws of Gears, annotated with one interpretation of the lesson each law teaches.

 

Like a clockwork contraption that consists of many cogs and sprockets, most of us have gears we never use. This is the First Law of Gears, which teaches us that we are capable of more than we believe.

Someone has to crank the flywheel to turn the gears. This is the Second Law of Gears, which teaches us that nothing can be accomplished without hard work.

If the works become gummed up, avoid grinding the gears. This is the Third Law of Gears, which teaches us to think and find another way instead of blindly pressing forward.

Perspiration and hard work turn the gears of invention. This is the Fourth Law of Gears, which teaches us that drudgery comes before inspiration.

Strive to be more than just another cog in the gears of reality. This is the Fifth Law of Gears, which urges us to reach for even the impossible dream.

You have to disassemble the mechanism before you can fiddle with the gears. This is the Sixth Law of Gears, which teaches us to break a problem down to its core components before attempting to solve it.

A pause or a hitch can cause a gear to slip. This is the Seventh Law of Gears, which teaches us that interruptions are counterproductive.

Only a well-oiled gear turns smoothly. This is the Eighth Law of Gears, which teaches us that training and preparation are the lubricants of innovation.

All cogs and sprockets serve the Great Gear. This is the Ninth Law of Gears, which reminds us that we owe fealty and obedience to Lord Seht above all else. 

This is the sequence of the words.
Lore:The Memories of Sotha Sil

Memories are fleeting, flawed, and fragile. So easily overwritten by emotion and prejudice. I cannot think of a more unregulated recording of events, which is why I commit my thoughts into the unchanging metal of my sequence plaques. But even the most objective view can still hold bias, and words can only convey so much. The engravings on this plaque pale to the complexity of a simple human thought, with all the nuances and richness that even a common mind can hold.

  knows this. After all, his heart drives the Wheels Eternal, oiled and calibrated. This we know. To become that which is the only true name, which is not Name, one's mind must be polished. Synchronized. How to accomplish such a task? Even a god may become overburdened with the weight of emotions, fractured from the whole which is logic.

But in this too the Clockwork God was wise. He gave his memories form, manifestation. Glowing stars to make up the galaxy of his thoughts. Tangible and real, far more real than ink upon parchment, than words or whispers. Whole and perfect, and only able to be so from the strength of his divinity, his gleaming and peerless mind which holds the true order of all.

Memories are flawed, yes, but they are precious all the same. They hold our wisdom and knowledge, all that which we are. To give them away would be squandering that gift, and this too Lord Seht knew. So he preserved these precious thoughts, locked safely with his  . Watched over by the ever-silent  . A multitude of stars which no longer held emotional sway over him, no, but still remained connected, known.

It's quiet in the Planisphere, but one hears whispers. A low hum of voices seem to echo within the halls. Those figures of the past, lost but not forgotten, come to light once more.
Lore:The Mystery of Factotums

One must ponder the absence of academic interest in the field of  s among the  . For machines that are so much a part of our daily lives, they are given very little thought. Few lectures are focused on them, few books are written. Why are these machines, so vital to the everyday processes of our existence, so ignored?

Factotums are an invention of need, servants of brass created by   to maintain his great creation, the  . Repair factotums keep our many factories and functions running. Guard factotums secure the locations of our god's most dangerous secrets. By their metal hands our homes are kept clean, our food is served, and music flows throughout our streets. But how much do we truly know about the factotums which we work so closely with?

The answer lies in the mysterious nature of the factotums. Though our doctrines speak of mysteries, their importance and their prominence, they are still something we seek to solve. A formula, a theory, an answer which can be replicated again and again. That is what Clockwork Apostles seek with their fields of study, for why strive for innovation when there are simply no discoveries to be found?

What we do know is that the factotums have a common appearance, voice, and sense of purpose. They hold a structured intelligence, often centered on their singular function. Their dialogue and actions are all based on this function, with only the commonality of a devotion to the Clockwork God. Attempts to deviate from this purpose is simply incomprehensible to them.

Any further research towards factotums is constantly met with opposition. Their place of creation is heavily guarded. Their functions severely limit the amount of information they can give about themselves. We don't know which manner of magic or machinery goes into their creation. And that's exactly why we need to further our research on them!

I seek to delve into the secrets of perhaps the most enigmatic of Lord Seht's creations. My research's focus will center on the structure, functions, and true purpose of these seemingly straightforward machines. I shall finally gain insight into what is perhaps the greatest mystery in all of Clockwork City.
Online:Scrawled Note to Lorne

E L U V E I N
Online:A Book and its Cover

Achievement obtainable from one of random encounters in Summerset.

thumb|left

There are several places where the NPCs can be met:
Legends:Solo Arena/Scarza, Warrior Mudcrab

Contrary to other feature matches, Scarza, Warrior Mudcrab does not have a unique scenario, intro, or announcement. This means that it can start the match with any other Solo Arena scenarios and lanes.
Lore:High Elvish

High Elvish  (alternatively High Elven   or Elvish)  is the language used by the   of the  . It is descended from  , and as such is very similar to its relatives like  ,   or the Falmer language. For the longest time, High Elven was the common language used in all legal documentation until it was later replaced by   in  .   The common tongue of the empire, Cyrodilic, is based on the Altmer's speech and writing.   To date, there are no known texts written in this language, but some words are known.

Pronunciation
In Elvish there is no soft "c", so when a word begins with "Ce" or "Ci" it is pronounced with a   sound. For example "Cey-Tarn Keep" is pronounced like "Kay-Tarn Keep". Similarly, the letter G is always pronounced  , never  . 

Words and Phrases
A
;Abameld 
;Adma'na :Poor listener  (cf. Ayleidoon "adma"—"hear")
;Admanen :Listening eye 
;Aednavorith :Genealogy 
; : Ancestors 
;Alaxon :Perfection 
;Aprax:Outcast, criminal 
;Ald Mora : A ruin on  ; the name means "old forest" in other Elven languages 
;Aldveyond Beldaburk : An old name for   
;Apraxic : Social outcast 
;Apraxis : Exile 
;Arcta  : Likely means "acknowledge", as in Ayleidoon
;Autak 
;Autameld 

B
;Barra : Welcome 

C
;Calian : A praxic talisman, a symbol of a person's membership in the civilized High Elf society 
;Canvaroth : Scout 
;Cerum,  Ceruval  : Unknown, but known usage suggests a polite way to address someone (like "sir" or "madam"); both terms appear to have no gender-specific use

D
; : Roughly means "Not our ancestors" 
;De'nt : Unknown; usage suggests some form of an insult 

E
thumb|right|"Eluvein" written in the Altmer script
;Eluvein : Another name for the  , which abandons its eggs after laying them. The term is also used to describe someone who is cold-hearted or aloof 
;Ephem : Non-Altmer, outsider 

G
; : Secret of Life 
;Glan'nt : Unknown; usage suggests some form of an insult 
;Graxifalas : Disgraceful 

H
;Halsoriel : Sewer 
;Hulkynd : Broken child; refers to Altmeri children abandoned by their parents because of their imperfection, such as physical deformity  (cf. Ayleidoon "kynd"—"child")

K
;Kamlehal : Shrieking terror 
;Kynd : Child 

N
;Nagaia  : Likely means "death", as in Ayleidoon
;Naganwe : Unknown; used in the translingual word "revelator-naganwe", meaning "death seer" 
;Nebarra : Unwelcome (also used as a pejorative reference to outsiders)  

O
;Oegnithir : Bad change 

R
;Riasen :A critical witness in a criminal investigation 
;Russafeld :Scarlet shrine 

S
;Shauta  :Likely means "come", as in Ayleidoon
;Slek :An interjection (seemingly expresses negative emotions),  an insult 

T
; : Dawn's Beauty 
;Tor-Hame-Khard :Warlord's Mountain Lair  (cf. Ayleidoon "tor"—"hill", "hame"—"home")

V
;Vey  :Likely means "to" (indicating movement), as in Ayleidoon
;Veyond Wyte 

W
;Welkynar :The  -riding protectors of  ; likely related to Ayleidoon "wel"—"sky" 

References
Online:Chief Rethelmir

Chief Rethelmir is the chief of the Bosmer laborers in Russafeld. He can initially be found outside his house.
 

Related Quests


Quest-Related Events
He cannot spoken with, but you can overhear a conversation of his with one of the investigators.
:Jurisreeve Soravil: ''"I assure you, Chief, it would bring me no joy to unleash our revelators on your new home. But I'll have to, unless you let us take a look around."
:Chief Rethelmir: "Fine. But just one of you—your partner. Do your work, then leave us in peace."
:Jurisreeve Soravil: "One, then. I'll be sure to report your compliance to the Divine Prosecution."
:Chief Rethelmir: "Like I have a choice in the matter. Come, join me for a meal. Meat's fresh enough."
:Jurisreeve Soravil: "Delightful."''

He appears next to his wife Elsoreth at the very end of the quest, confronting Divine Prosecution officer Venayen regarding their son Celan's whereabouts. After the conclusion of the quest and the death of his son, he and his wife leave Russafeld, and are not found in game afterwards.
Online:College of Psijics Ruins

It is the home of the Vault of Moawita.
 
thumb|right|The Vault of Moawita
Related Quests


Residents
Andiryewen
Henarine
Ilaatysar
Lanard Perrick
Relicmaster Glenadir
Tinus Darlliun

Gallery
Online:Sapiarch Vrithilin

Sapiarch Vrithilin is a High Elf member of the College of Sapiarchs found in their compound in Lillandril. He is the Sapiarch of Current Chronologies. You can find him on the upper balcony nursing his wounds after surviving the attack on the college. He is the author of The Psijic Order. He cannot be interacted with and has no unique dialogue.
Online:Sapiarch Hannayel

Sapiarch Hannayel is a High Elf member of the College of Sapiarchs found in a secret room of the Hall of Illumination at the Illumination Academy. She is in hiding from the Court of Bedlam when you first meet her.
 
Related Quests
 

Dialogue
Discover Hanneayel's quiet room and she'll demand to know who you are:
:Sapiarch Hannayel: "My illusion spell! Who … who are you?"

:''"If you're the person that's been following me, I warn you, I'll... I'll scream!"
:Sapiarch Larnatille sent me to find you and  the other tower sentinel.
:"I knew I wasn't imagining things! I told Imedril that we were being followed!
:If the head of the College of Sapiarchs sent you and told you we guarded the Resolute Diamonds, it must be a serious matter. Something involving the other alliances?"
:Daedric Princes, actually. Where can I find Imedril?
:"Daedric Princes, you say? As in more than one? That doesn't sound very good.
:Imedril went to King's Haven, not too far from here. The old ruins. He loves to poke around in that place every chance he gets. But I'm still a bit confused...."
:I'll go to King's Haven and check on the Sapiarch.

Raz will interject:
:Razum-dar: "Raz will explain things to the pretty Sapiarch and make sure she returns safely to Lillandril. You go find the one in the ruins."''

Speak to her again and she'll ask:
:''"Are you sure this Khajiit is trustworthy? I've read 'The Adventures of Kazurr Graystripes,' you know. He was such a scoundrel!"''
Online:Celan

Celan is a young Wood Elf who becomes a murderer following the manipulations of the Ghost of the Green.
 

Related Quests


Quest-Related Events
After finding his journal with the confession of Halimorion's murder, you find him in the Red Temple Catacombs as he is shot by the Ghost of the Green.
:Celan: ''"No! Wait! I did everything you asked! I just can't anymore. I'm not a killer! I only wanted to protect Farril—"
:The Ghost of the Green: "We could have worked such terrible wonders together. Pathetic."
:The Ghost of the Green: "You, though! You're perfect. Tell Lorne her past is hunting her present. Yes ... tell her that."
The Ghost of the Green disappears. Go talk to the mortally wounded Celan.
:"What ... what's happening? Am I ...?"
:You've been pierced by an arrow. Tell me everything you know. Quickly.
:"The Ghost ... recruited me. Said he needed me. Gave me the costume. Told me to kill as he would. Halimorion hated us—was going to kill us. I know it. After what he did to Farril ...."
:Farril? The Bosmer girl that was murdered?
:"Farril is dead? Oh, Divines. You've cursed me, haven't you? I only shot Halimorion, I swear it. Farril was so kind ... I wanted Halimorion to pay. I thought ... I thought the Ghost of the Green was a hero. I wanted people to see me that way."
:Tell me who the real Ghost is. The one who recruited you.
:"Never saw his face. He never said his name. I... didn't need to know. I'd read the stories. I believed in him, and he saw something in me. I never ... Mother ... I'm sorry."
:Celan?

He is dead. Take the Hunting Arrow that killed him from his chest. He is later seen during the death-memory ritual killing Halimorion dressed as the Ghost of the Green.
:Halimorion: "What's this? A tiny Ghost of the Green? Ha! Run along, whelp, before—."
Celan shoots Halimorion with an arrow.
:Celan: "What have I done?"''
Online:Taming the Wild

Quick Walkthrough
#Speak to Justiciar Farowel in Alinor and accept the task.
#Travel to  Indrik Frolic and activate warding stones placed around it.
#Defeat Caanerin.
#Return to Farowel for your reward.

Detailed Walkthrough
Speak to Justiciar Farowel in Alinor to start the quest.
:What do you need?
:"Caanerin, the indrik matriarch, has returned to her ancestral glade near the center of the Isle. The last time this happened, she fawned a whole herd of lesser indrik and destroyed half of Russafeld. Obviously, that will not do."
:So you need someone to kill Caanerin?
:''"Yes. Ancient indriks like Caanerin enjoy a deep connection to Y'ffre—the forest god. They are very resilient—much like weeds. Luckily, the Sapiarchs erected warding stones to keep her from returning. Kill Caanerin and activate those stones."
:All right. I'll defeat Caanerin and activate the warding stones.

Travel to  Indrik Frolic. The four warding stones are located on the outside of the group boss site. There are two stones on each side of the vale. Activate each of the warding stones and defeat Caanerin. The objectives can be completed in any order.

When you have completed the quest objectives, return to Justiciar Farowel and talk to her to complete the quest.
:"Can I assume that your presence indicates a successful completion of your assignment? I eagerly await your report."
:I dealt with Caanerin.
:"Good. Let's hope those warding stones hold. I would hate to see a beast like that return. In any event, this will bring the people of Russafeld some comfort. You continue to defy expectations, newcomer. Well done."''
 

Quest Stages
Online:Halimorion

Halimorion was an Altmer vintner residing in Russafeld. He was known to abuse his Bosmer workers, which apparently led to his untimely death. Beyond his unpopularity, you are able to uncover further motives leading to his murder during the related quest. 
 

Related Quests


Quest-Related Events
He is briefly seen in a necromantic vision, just as he is being killed:
:Halimorion: ''"What's this? A tiny Ghost of the Green? Ha! Run along, whelp, before—."
He is shot by Celan in the middle of his sentence.
:Celan: "What have I done?"''
Online:The Insatiable (creature)

The Insatiable is a legendary hunger native to the Gorge, a pocket realm of Oblivion. Its sole purpose is to devour, and it will ruthlessly carry out this function once summoned to Tamriel, passing effortlessly between realms as it hunts its prey. It has been summoned to Cey-Tarn Keep by Teraniel on behalf of the Court of Bedlam.

 
Related Quests


Skills and Abilities
;Devour: It uses its tongue to grab you and begins to eat you, must be broken free from
;Hollow: Teleporting attack where it disappears through a portal and jumps out from another portal to attack
;Slash: Standard melee attack
;Spring: Jump attack, dealing AoE damage where it lands
;Retch: Spray attack where it spews poisonous bile
Lore:The Gorge

is a thin, vestigial realm of   which acts as a divide between the realms of   and  . It is a realm where need and hunger are one, described as a pit of famine and desperation where brutal   spend eternity devouring anything they can, even each other, to feed a boundless hunger that will never be satiated. Pinnacle among them is  , a   of great cunning and power. 

The Gorge clings to the skin of  , gnawing in futility to break through.  As such, it resembles a horrifying mirror image of  , almost identical save for the fleshy growths and Daedric beasts. It is known to be home to hungers,  s,  ,  s,  s, red  s, and  s. 

The Insatiable can be summoned to Nirn through Daedric ritual.  Once summoned, it will tirelessly feast on life, using the essence it devours to slip freely between the Gorge and Nirn in order to ambush its prey. Mortal sorcerers willing to brave the horrors of the Gorge can similarly move between these realms by creating an anchor using their own vital essence at a place where the barrier between Nirn and Oblivion is thinnest. When complete, the anchor will allow permanent passage between the realms until the sigils are snuffed out. This ability can act as a powerful means of passing undetected in the mortal world.  

Circa  , the   ordered a cultist named Teraniel to strike a deal with the Insatiable. She created an anchor to the realm using an ancient  i altar in the ruined   on  , and subsequently summoned the Insatiable to the nearby   in order to occupy the keep's defenders. The hunger began to hunt and devour the occupants, forcing the   to seal the keep and begin an investigation. Little progress was made until Silurie, an ex-member of the Divine Prosecution, arrived at the keep and used  an magic she learned in   to track down the Daedra. Together with   and members of the Divine Prosecution, Silurie entered the Gorge and tracked the Insatiable to its lair. It was swiftly banished, although part of the group became trapped within the realm and were captured by Teraniel, who planned to sacrifice them in order to restore the Insatiable. However, the Vestige located Teraniel's anchor and used it to reenter the Gorge to kill Teraniel and rescue the trapped group members. 
 

References
Online:Buried Memories

thumb|right|''"Thanks to the orbs of B'Raken Drel, your deepest memories will be mine!"''
thumb|right|Valsirenn opens a way to the mindscape prison with Ul'vor Staff
Quick Walkthrough
#Talk to Ritemaster Iachesis.
#Follow Iachesis and help him defend Artaeum from the attacking yaghra.
#Check on the ancient relics in the Psijic Relic Vaults.
#Wait until Iachesis confronts the Sea Sload sorcerer.
#Speak to Valsirenn about what to do next.
#Retrieve Ul'vor Staff for Valsirenn and let her open a portal.
#Enter the mindscape and defeat K'Tora.
#Exit the mindscape and talk to Sotha Sil.
#Return to Ceporah Tower to discuss the occurred events with Iachesis.

Detailed Walkthrough


 
 

Quest Stages
Online:Gelthorieth

Gelthorieth is a High Elf mage and member of the Alinor branch of the Mages Guild.
 

Dialogue
She will will freely give her opinion of the advantages of the Guild over the College.
:"As disappointing as it is to my parents, I have to say that joining the Mages Guild has made me happier than the College of Sapiarchs ever could."

:''"Some duties of the guild are, perhaps, banal. But compared to the College of Sapiarchs, I feel like I'm free to explore the most exciting research."

:"With the Mages Guild I'm given the opportunity to travel the world and study the mysteries of creation first-hand. If I'd joined the College of Sapiarch, I'd likely never leave the grounds."''
Online:Lorfolros

Lorfolros is a Wood Elf mage and member of the Alinor branch of the Mages Guild. He has no unique dialogue.
Online:Nesilhil

Nesilhil is a High Elf who can be found in Alinor. She has no unique dialogue. She can be found at the plaza north and below the Mages Guild listening to Inulale sermonizing to the gathered crowd in Alinor about the dangers of Daedra worshipers and the daedric-tainted races that were coming to the shores of Summerset.

She cannot be interacted with and cannot be spoken to, and she'll vanish with the rest of the group until they randomly appear again.