Netruk44/uesp-wiki-content huggingface dataset:
Lore:The Curse of Beela-Kaar

From "The Legends of Black Marsh," by Sil Rothril.

In the distant past, when the  s built towering stone  s and cultivated a more advanced society, one among them rose to prominence as a sorcerer of great power and renown. He called himself  , and he was both admired and feared for the arcane energy he wielded.

According to the oral stories the elders tell, Beela-Kaar served as a trusted advisor to the   leaders, using his magic to help the people of  . However, when his beloved mate succumbed to a terrible wasting disease, Beela-Kaar secluded himself to search for an alchemical cure or a spell that would reverse the illness. After exhausting every possibility that utilized conventional magic, Beela-Kaar turned to the darker aspects of the arcane arts, including foul   to save his mate.

Although the sorcerer was unable to eliminate the disease, he used the dark arts to reanimate his mate's corporeal form, and his beloved companion remained at his side as a mindless zombie. The Argonians saw this as an abomination and pleaded with Beela-Kaar to let his mate rest in peace. The sorcerer ignored them and took control of one of the xanmeers, using it as a laboratory to conduct increasingly darker experiments with necromantic spells and rituals. It was during this period that Beela-Kaar came to be known as "the mad sorcerer."

When a few of the mad sorcerer's vile creations escaped from the xanmeer and ravaged through the region, the elders of Murkmire finally took action. They sent a band of warriors to confront Beela-Kaar and put an end to his dark rituals. The sorcerer's xanmeer was defended, however, and a siege began that lasted for thirty-three days and thirty-three nights. Many Saxhleel warriors fell to Beela-Kaar's dark spells, only to rise again as undead abominations to attack their comrades. The Murkmire warriors never faltered, however, and called upon mages of their own to assault the xanmeer. It was a long and costly battle.

As the tide turned, the mad sorcerer realized that his xanmeer would soon fall. In anticipation, he conducted one last ritual. He directed all of his considerable power inward, turning his remains into an artifact. The ritual consumed his body, leaving nothing behind but his skull, which had become solid gold. In addition to his power and possibly his sentience, the skull was imbued with a terrible curse. If unleashed, the curse would destroy Murkmire, giving Beela-Kaar revenge for the various indignities he believed were heaped upon him.

To protect themselves, the Murkmire elders took the Golden Skull of Beela-Kaar and locked it away in a hidden xanmeer on a  . The legend of the mad sorcerer and the threat of the curse remain to the current day.
Online:Guild Traders (Lilmoth)

Shops and Services
Online:Fillies and Foals

It is owned by Ukaspa. An intermediate safebox can be found in the central stall.
 
Residents
A Hist Guar
Ukaspa  
A Senche-Lizard Steed
Online:Bogside Bags

It is owned by Relie Giroux. A simple safebox can be found among the bags.
Online:Bog Brokers

A copy of That of Void can be found north of The Lusty Argonian Footman, next to Nisswo Ajul-Jas.
 

Residents and Vendors
 
 
 
 
 
 
Keema-Shah
Nisswo Ajul-Jas
Veexalt
Wud-Weska

Gallery
Online:Orsimer Commoner

Orsimer Commoner is an Orc commoner found at the ambush site just inside the Merchant's Gate during the quest Invitation to Orsinium. 
 
Related Quests


Quest-Related Events
As you approach you'll hear Mazrah giving the commoners orders before she's struck down by an ice spell:
:Mazrah: ''"Keep your heads down and don't move! Chief Bazrag will be back for the rest of us as soon as he can!"
:Winterborn Snow Wizard: "We found them! Leave no Orc alive!"

As more Winterborn attack, a male commoner will say:
:Orsimer Commoner: "Somebody help us! Please!"
:Orsimer Commoner: "There's more of them! Watch out!"''

After defeating the attacking Reachmen, he'll thank you:
:Orsimer Commoner: ''"Thanks for the help. We'll head back to the caravan now. It was stupid to come out here on our own anyway."
:Orsimer Commoner: "There are still some of us hiding in the cave near the waterfall! You have to help them, too!"''

All of them will run off to safety.
Lore:Bthungthumz

Bthungthumz, also known as Ald Carac,  is a   ruin located in the northwestern section of  . They served as Dwarven fortifications that date to the War of the First Council, early in the First Era. 

It was occupied by the   circa   to serve as a site for bloodsport.  In the  , an adventurer was tasked by   with retrieving the ring of  , a dwarven spectre that was said to have worked as a smith under the great Dwemer inventor  .  
 

References
Lore:A Culinary Adventure, Volume 1

At last, I've reached the verdant swamps of  ! I've always yearned for an opportunity to sample authentic   cuisine. Now, at long last, the moment has arrived! I've decided to begin with a regional delicacy—slugs. 

Like all good Argonian fare, slugs are frequently served raw and often with a sprig of salt-meadow leaf. I was only able to sample three types during this visit. My chef's accent was very thick, but I believe the limited fare had something to do with the season. I've learned that swamp seasons change as quickly as the wind. So there may well be a whole new array to choose from in a few days. I can only hope that they are as flavorful as what I sampled today! 

Bearded Blue   
This indigo beauty is quite common in the bogs surrounding  . It's roughly the size of a Nord's thumb and features a shaggy clump of tentacles beneath its long eye stalks. The slug features a subtle aroma, but it also has refreshingly citrusy undertones. The extra tentacles give the Bearded Blue a unique texture that can be a little distracting (particularly when consumed alive), but it tastes simply divine. The flavor is earth-driven with subdued loamy notes hidden below a firm citrusy bite. I was most struck by the crisp finish. Quite a treat! 

Black-Banded Slider  
The Black-Banded Slider is something of a local staple. It is often smoked and eaten on a bed of weevil larvae and orange-grass, but I insisted on tasting it raw. The slug excretes an acrid black oil when disturbed, but it was easily wiped away to reveal a long body with a series of broad black stripes across a pale, creamy mantle. Even washed, the Black-Banded Slider presents a chewy, tannic flavor that must be endured to reach the clean and nuanced aftertaste that the Argonians seem to relish. It's a mellow, almost floral flourish to an otherwise imposing meal. 

King Yellow  
I was delighted to hear that the King Yellow was in season. This is a truly massive creature; roughly as long as my forearm and covered in a vast forest of fleshy, undulating bristles! It's always difficult to tell with Argonians, but I think that my chef was very surprised to hear my request for one served raw. He placed the beast in front of me, wrapped in a wasso nut leaf with an indigo lily garnish. I was immediately struck by the rich bouquet of mossy, herbaceous scents. You can practically smell all of Black Marsh in the creature's mucous excretions. Each bite brought on a new wave of astonishing flavor. The brooding, nutty tang of the tail meat eventually gave way to the thick, oily bitters of the mantle. At last, I reached the head. I'm hard pressed to think of a more alarming eruption of flavor! A cloying, buttery taste that swings wildly toward a dry, mustardy finish. Spectacular! 

I left the table with a heavy heart, knowing that I will likely not be able to taste the King Yellow again for another season. But I'm buoyed by the knowledge that tomorrow will bring a grand, new culinary adventure. This time, beetle larvae! I can hardly wait!
Lore:A Culinary Adventure, Volume 2

Today   took me on a tour of his impressive   farm. Of course, I use the term "farm" loosely. In actual fact, the farm is just a series of small reed enclosures that each house hundreds of caterpillars. I was shocked by the sheer variety. I saw long caterpillars, fat caterpillars, orange and purple-striped caterpillars—I've never seen such diversity! I asked a few questions, but Mach-Makka's limited mastery of   continues to interfere with our repartee. I've attempted to learn some   to bridge the language gap, but it is slow going to be sure. Still, he tries to help me along. I'm told that he thinks I'm hilarious. Of course, it's impossible to tell such things with  s.

I asked if he ate the caterpillars and he seemed amused by this. He simply shook his head and took me into a larger enclosure. When he ignited the lamp, the room burst into a spray of colors. Huge   and  s erupted from the walls, dancing around the lamp in a cyclone of beating wings. He gestured at some of the larger specimens and spoke at length in pig-Cyrodilic. He encouraged me to grab a few before leaving the enclosure. 

Eating moths and butterflies is a challenging but rewarding culinary experience. Most outsiders who are brave enough to sample the local cuisine remove the wings before eating. Mach-Makka offered to remove them for me, but I refused. He said something to his assistant in Jel and for a moment both seemed mildly amused. That probably means Mach-Makka said something fantastically funny. A few moments later, he served me five Green   in a traditional "ajum" (a woven tray with a netted lid). I set upon them with relish! 

A truly satisfying butterfly dish hinges on the delicate art of "Iuheeez," or "wing folding." Argonian master chefs use their claws to bend and fold the wings into tiny but ornate edible sculptures. Unfortunately, local custom dictates that outsiders fold their own wings. I made my best effort to replicate the simplest "Xeech" fold, but I wound up making quite a mess. Even so, the meal was delicious. Green Slipper-Tails are perhaps the sweetest of the Slipper-Tails species—tasting of   with a sweet but chalky finish. Hopefully, I'm provided with many more opportunities to master butterfly cuisine!
Lore:A Culinary Adventure, Volume 3

Mach-Makka has been hard at work the last few days. He's been preparing a meal that I didn't even know existed. How marvelous! His assistant told me that the locals call it a "nagahssee" which translates to something like "snake roll," I think. "Snake stocking" would probably be more appropriate. More on that in a moment. 

The process begins by catching a wasso hedge snake. Apparently Mach-Makka only trusts one local snake dealer—a sharp-faced hunter named Paxit. In talking to Paxit, I found out that picking a reputable snake dealer is of paramount importance when preparing nagahssee. You see, the wasso hedge snake looks almost exactly like the red hooped tree-viper. Eating the former will give you a full belly. Eating the latter will kill you before you leave the table. I was delighted to hear this story. Dangerous food is something of an obsession for me!

Once the chef has acquired a snake, he or she goes to work disemboweling it. The snake's interior is used in a number of other dishes, but nagahssee only requires the skin. The empty skin is packed with a mix of wild marsh rice, dried parsnips, sliced bark-ear mushrooms, and a live mouse! Paxit explained to me that nagahssee is a unique dish that always changes. Those who choose to eat the dish when it is first prepared are treated to the fresh vegetable medley and the lean, wriggling meat of the mouse. But those who choose to let the dish rest for a few hours (or even days) are richly rewarded for their patience. The longer the dish rests, the fatter the mouse becomes. It can spend a great deal of time feasting on the rice and parsnips before finally expiring. An average nagahssee takes about five days to "ripen." 

Hearing all this, I couldn't wait to get my hands on one. I selected a roll that had been resting for the better part of two days. I still heard a faint squeaking from beneath the skin. I think I'll wait a bit longer before I take my first bite!
Lore:A Culinary Adventure, Volume 4

I've been pestering Mach-Makka for days. While I've learned a tremendous amount about   cuisine, there is still one dish I have not tried: the Aojee-Sakka. Anytime I request it, Mach-Makka becomes agitated and serves me something else. I suppose his hesitancy is understandable. The Aojee-Sakka is among the most dangerous meals in all of  . 

The meal actually consists of two dishes served simultaneously. The primary dish is a seared and delicately sliced Aojee Toad on a bed of caramelized figs and cinnamon-grass. The second dish is a bowl of cold hosh (a dark and viscous soup). Neither of these dishes can be consumed alone, as each is a deadly poison. Rather, they must be eaten slowly and simultaneously. One poison serves as the antidote to the other. Eating too much of the toad leads to violent tremors and mouth frothing, followed by death. Eating too much hosh leads to searing intestinal pain and vomiting, followed by death. Not surprisingly, most people avoid this dish, chef and customer alike. But my palate cannot be denied! 

I believe that Mach-Makka is at least considering my request. I've brought a small fortune in gold and signed a half-dozen bizarre snake-skin documents (which I can only assume are waivers of some kind). I can practically taste the toad already. My culinary adventure is almost complete! 

 

I return this book to you, Rallaume-friend. I try to cook Rallaume other foods, but he demands Aojee-Sakka. I cook it for him, but he eats it wrong. Too much toad. I am very sorry he dies. 

Have a good life! We hope you come eat with us, too! But not the Aojee-Sakka. 

—Mach-Makka
Lore:A Grand Transformation

We cannot fear change, cannot turn our heads from it. This we know, and always must know deep within our heart-roots. Sometimes, the change comes from outside forces; the passing of a season, or the death of a loved one. Other times, this change comes from within ourselves. A need to shake away an old identity, and embrace a new one. 

There are many ways to change oneself, of course. Some travel to far off land, taking in a new culture and lifestyle. Others choose to practice a new craft, woodworkers turned warriors, tailors turned egg-tenders. But others feel they need an even deeper change in their life, and so require the aid of the  . They are those who have chosen to change their gender. 

Something deep within these individuals calls for them to undergo this change. I do not know if it is the Hist's will, or simply their own. But always I listen with open mind and open palms, ready to help them in this time of transformation. Together we commune with the Hist, and prepare to receive its aid. 

The ceremony always leaves me breathless. Though the Hist watches over the tribe and guides us along our needed paths, rarely does it take direct action. But during this time, Hist and spirit combine, a loving embrace followed by a great change. 

Afterwords, I reintroduce the newly transformed soul to the tribe. They are greeted by all, and a great celebration will follow; for someone beloved has left us, and someone beloved has arrived.
Lore:A History of Blackrose Prison

, named after the infamous city of  , is said to have been built in a single day. Whether such an account is mere exaggeration or a spectacular truth, no one is certain. What is certain, however, is that Potentate   ordered the prison's construction, and   dutifully—or boastfully—fulfilled the order by summoning an army of   to perform the labor.

Though often thought to be built adjacent to the city, the prison's location is actually a day's march south, within the dangers of the swamp but accessible from the coast. This isolated location was specifically chosen to deter prisoners from escaping its confines. Few non-natives have been known to successfully traverse the dangers of  , especially those as ill-equipped as escaped prisoners would be.

  prisoners were sent to Blackrose Prison only for the most heinous or politically charged crimes. This was where men and mer alike were sent when the reigning power wished to never see them again. As such, the accountability of the prison staff was near non-existent. The brutality and cruelty that these prisoners faced was, by all accounts, particularly horrid.

Given its convenient location, all Murkmire natives who conflicted with   would wind up within Blackrose Prison as well.  s in particular were apt to find their way here, given their rebellious nature against Imperial oppression. Even among their fellow prisoners, Nagas were treated with particular disdain, most likely provoked by their aggressive culture and drastic appearance. It is theorized that an increase in the Naga prisoner population, as well as a decline in Imperial power in the region, led to the mass riots that eventually forced Blackrose Prison to be abandoned.

In the years following its abandonment, the prison was taken over by the very prisoners who were rumored to liberate it. Reclaiming that which once imprisoned them, they swore to eradicate any Imperials who dared to threaten their homeland. They called themselves the Blackguards, and swore loyalty to none but themselves.

This claim was not well received by the surrounding tribes, who believed that such values went against the very cornerstones of their culture. One   I spoke to had this to say on the matter: "The  , they have stone hearts and sour bellies, hiding from change within their stone nest. Always they look back, never forward. It is because of this that the tribes would not support them. And now they are little more than bandits."

Indeed, no matter how heroic their original ideals might have been, the Blackguards are now known as the largest crime organization within Murkmire. Within the last decade, they have even begun to allow non-Argonian members in their ranks; including, yes, the very Imperials that they once so adamantly fought against.

Unfortunately, I will not be able to write of the current condition of Blackrose Prison, due to the dangers the Blackguards present. An unfortunate circumstance, due to the rich history such a visit would offer.
Lore:A History of Lilmoth

: the Festering Jewel of  .  's southernmost port and entryway to the wild swamps that lie beyond. Merchants and travelers alike walk its muddy streets, the rampant humidity causing sweat to pearl against their skin. In all of  , you will find no town quite so cultivated.

In fact, you are unlikely to come across a town at all, as decades have passed since the time of Imperial occupation. One sees only shadows of the  's influence now, such as when visiting Old Imperial Lilmoth. There you will find a gallery of half-sunken villas, covered in moss and decay. The swamp has indeed reclaimed this place, just as the  s reclaimed Black Marsh.

Scaly hands, however, did not lay out the foundation of Lilmoth. You can immediately see this in its distinctive name, which refers to the vulpine race that founded the town. Unfortunately, you will find no   in Lilmoth now, as the   killed off all such inhabitants. Merchants from all over  , as well as Argonian travelers from nearby tribes, now occupy the town.

Given the lack of a proper power structure, a council of highly influential merchants tends to most of the town's affairs. They see to the port tariffs and hire guards to patrol Lilmoth's streets. They also dispense justice to all non-natives, using an informal court system. It is well known, however, that a well-placed bribe is likely to settle matters far quicker than a well-spoken defense.

Murkmire natives have a less structured system of justice. While tree-minders and war chiefs tend to settle most conflicts within the surrounding tribes, Lilmoth has no such legal system in place. In my year in Lilmoth, I have noticed that many Argonians defer to an elderly Argonian by the name of  . What her role in their society is, I am uncertain, though it appears that the native population sees her as a well-respected arbitrator.

Though still a bit rough around the edges, Lilmoth has come far from its origins as a den of war, piracy, and political struggle. You will find it now to be a lovely destination for all who wish to sample Murkmire's exotic mystery without risking the dangers of its expansive swamps. It's a must-see location for any who are fascinated with the eccentricities of Argonian culture, such as myself.
Lore:Acts of Honoring

Through fields you till  
Through broken earth  
Through crops that you will grow  
Honor that which is change

Hear nothing words  
Hear many tongues  
Hear one truth within it all  
Honor that which is void  

With bloodied fang  
With crushing blow  
With your last stuttering breath  
Honor that which is death
Lore:Etra of the Many Spears

was a   hero of the   tribe. According to tribal elders, his soul was older than the tribe itself and before he had even hatched his egg-minders could hear him crying out war-chants. 

In life, he was a fearsome warrior who was said to have felled great trees and slain huge beasts. After defeating other warriors, he would often eat their hearts or claim their grave-stakes as a trophy, which he would store in a large stone vault known as the Tomb of Many Spears. When a great   claimed his vault, a furious Etra fought a great battle with it. Etra was ultimately killed and the vault became his tomb. Over the years, many Dead-Water kaals attempted to raid the tomb and claim a piece of Etra's remains to forge a mighty weapon, but they all ended in failure.  

In  ,   ventured into Etra's tomb and defeated the remains of the Naga warrior in order to recover his grave-stake and learn more about the  .  
 

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

References
Online:Patch/4.2.8

The Elder Scrolls Online v4.2.8 includes some fixes to help address the current issues in Trials, in addition to improvements for performance on the Mac game client. The size of this patch is approximately 77MB.

Combat & Gameplay
Combat & Abilities
Major Expedition's visual effects will no longer become stuck on player characters.
Developer Comment: This change should improve performance in environments with heavy effects (Trials, AvA, etc.) when multiple players are applying Major Expedition.
Fixed an issue where spamming cast time or channeled abilities, such as Puncturing Strikes or Dark Flare, would cause a delay to occur between each cast of those abilities.

Base Game Fixes & Improvements
Alliance War & PVP
Battlegrounds
You will no longer be dismounted when jumping out of the spawn locations in Istirus while mounted.

Exploration & Itemization
UI
The Arena Gladiator's Mockery now properly indicates that it consumes 30 Gladiator's Proofs, rather than 50.

Housing
Homes
Fixed an issue where portions of the Lakemire Xanmeer Manor would disappear when viewed from certain locations.

Miscellaneous
General
Fixed a crash that would occasionally occur during combat.
Fixed a rare crash that could occur when viewing the Journal.

Mac Game Client
Significant improvements have been made to Mac client performance across the game.

UI
General
Fixed an issue where you couldn't claim a daily reward on the last day of the month.
Fixed an issue where selecting a specific quality in a Guild Store would return items with that quality and above.

Addons
Fixed an issue where EVENT_MOUNTED_STATE_CHANGED was not being sent when the player was hard dismounted.