Netruk44/uesp-wiki-content huggingface dataset:
In Regards to the Chitin Armor

All civilizations and societies are products of their environment. Although this is a very useful principle for those that aspire to study the history or culture(s) of Tamriel, it becomes even more prominent when one takes it upon him to analyze the Dunmer of the East.

At first glance, it might seem peculiar that the Dunmer use animal parts to manufacture their armor instead of iron and steel like the Imperials and the Nords. However, one has to take into account the exodus to Morrowind. This fated migration to the East stripped the Chimer (ancestors of the Dunmer) from Aldmeri resources and methodology of the time, forcing the new nation to start from the ground up.

As one might imagine, the first step was the development of agriculture and husbandry. Netch leather was used for clothing and insect resin for a plethora of tool making, and it was not long before warfare forced the denizens of Morrowind to come up with ways to defend themselves.

The protective chitin of native insects had various applications before its use as means of defense. As argued by notable Dunmer historians, the implementation in shield-making probably predates use in armor, but not by much.

The chitin style was a recipient of much experimentation early on, but its design eventually reached its apex. The modern style consists of a multitude of insect carapace layers, held together by powerful resinous glues that act as insulation, strengthening agent and padding.

The material from which the armor is made permits air flow, allowing the warrior within to endure hot summer days and last longer in combat. As such, chitin armor has been (and continues to be) used by light infantry, whose main role is to outflank more heavily equipped adversaries.

There is no doubt that chitin is a unique and cost-effective armor material that will be used for generations to come in land of the Dunmer. Perhaps other cultures, including that of the people of the Empire of Tamriel, could learn much from the adaptability of the Dunmer.
Lore:In Accord With Those Sun-Blessed

We are the  . It is as true in this world as any other. Though our roots grow deep into shadow and drink from the tide of memory, our branches rise high into the sky to bathe in the light of the sun. We must unite now and feel the sun's warmth on our scales.

The   has turned our brethren with forbidden lies. They forsake our   forsake our destiny.

I say to you all, go with me up the river. Leave them to sink into the sea. We will climb the stairs of glory and tear open the sun.
Lore:Keshu: From Egg to Adolescence

, war hero and founder of the movement for an advanced   society, started out as just another one of my many egg-brothers and egg-sisters. There wasn't anything overtly special about her when we were growing up in the village of  . Not that I could see, anyway. She played traditional games, ate traditional food, and learned to hunt and track and fight. I guess if Keshu excelled at anything, it was tracking and fighting. She took to these activities like a shap takes to water, out-performing the rest of us with an ease that was almost supernatural. 

Keshu and I became friends almost from the moment we emerged from our eggs. We were inseparable. We played together, did our chores and attended our lessons together, growing up as all Saxhleel do. I suppose I began to notice something different about Keshu during this period. She had a passion for history that went beyond memorizing facts and numbers. She wanted to learn everything she could find out about the once-great Saxhleel civilization that existed before  . In this matter, she was an individual, much more independent and more free-thinking than the rest of her egg-siblings. In some ways, her fiery individualism frightened me. 

I guess the   saw the same things that I noticed, for when she licked the Hist on our Naming Day, she was awarded with the name "Keshu," which literally means "Stands Apart." It was a strong name, a good name. The name of a   in a lake of shap. Keshu accepted the name with dignity and honor. It fit her well. 

To demonstrate that Keshu wasn't all dull history and fighting, let me tell you about an event from our early childhood. The egg-tender Julan-Nah was forever scolding us and driving us from the  , the Sacred Nest, even though Keshu loved to play among the developing eggs. To teach the egg-tender a lesson, Keshu tracked and captured a young  . She released it into the nest, assuming it would scare the egg-tender and provide us all with a good laugh. It did the trick, all right, but it also cracked three innocent and helpless eggs. Keshu was so mortified by the damage she had caused that she volunteered to assist the egg-tender for the entire cycle of the calendar. 

Near the end of that cycle, the raj-deelith (literally, the elder teacher), Drameencin, arrived to instruct us in preparation for our rites of maturity. It was during this intensive period of lessons and training that Keshu's companions gathered around her. In addition to myself, Keshu attracted the attention of the powerful Vos-Huruk, the sly Tee-Wan, and the clever Xocin. Vos-Huruk was a mountain of a woman who was almost Keshu's equal in battle. Tee-Wan would develop into a thief and a spy. Xocin, on the other hand, enjoyed mixing alchemical tinctures and would go on to become a powerful mage. All would follow Keshu to war. All except me. 

Throughout that season, our friendships deepened and Drameencin did everything in his power to prepare us for our maturity rites. But that is another tale entirely.
Lore:Sea Keep

Sea Keep (formerly known as Aldveyond Beldaburk)  is a stronghold found in the Summerset Isle, amidst the province of the Summerset Isles. This bulwark serves as the first line of defense for the west coast and Alinor, it is an impenetrable fortress with exponential power that can overwhelm an entire fleet. Underneath Sea Keep is Aldmeri ruins that channels magic across the stronghold through fonts, giving it the power that it is known for.  

 

History
Sea Keep has been present for many untold years, built atop of Aldmeri ruins that supply its immense power.  In ancient times, it was known as Aldveyond Beldaburk but it eventually took the name it has now, "Sea Keep."  It was designed to be impregnable from the outside, however, it can be compromised from the inside. This did not happen for thousands of years until in  , when the  , a prominent   militia at the time had infiltrated Sea Keep's defenses and take claim of the garrison. The Sea Mage,   had conjured a powerful hurricane from inside the fort, planning to wreak havoc across the coastline with it. The commander of Sea Keep,   delved into the ancient ruins with a   to sabotage them from the inside, and together with the Storm Shark's forsaken captain,  , the three managed to prevent the disaster. The   had later dubbed this event as the "Sack of Sea Keep." 

During the   in the late- , the town of Sea Keep was an active settlement. It was ruled by Countess Calina and it had a rivalry with  .  Sea Keep was neighbored by several settlements, including   to the north,   to the northeast, and   to the east. 

Gallery
 

References
Lore:Sil-Var-Woad

Sil-Var-Woad is a zoo located on the Summerset Isle, within the province of the Summerset Isles. Sil-Var-Woad is the host of the Royal Menagerie, which holds a wide range of exotic animals that come from the mainland of Tamriel, including Mammoths and Lions.  It even serves as the home of the pets owned by the   royalty. The village of Sil-Var-Woad would be renamed into Silver Wood, following the arrival of the Third Empire, as they wrote maps of the Summerset Isles.   

 

History
During the Interregnum around  , the Royal Menagerie of Sil-Var-Woad was the home of Queen Ayrenn's childhood pet,  , an Indrik. At the time, Indrik was taken care of by an Altmeri Keeper named  , while the zoo was administrated by Conservator  . Vinelore was opposed to Queen Ayrenn's open borders policy for the Summerset Isle, which allowed non-High Elves into the sub-continent. Vinelore had conducted sacrilegious experiments on the local Indriks, attempting to learn about their abilities, to attain the High Elves' natural primacy over the mainland races of Tamriel. To investigate these experiments, a member of the   had sabotaged the zoo, causing the animals to ransack across Sil-Var-Woad, closing the site to the public. Talomar and a Newcomer had undergone the investigation themselves, uncovering Vinelore's plot and ending her exploits before it involved Lotus. 

During the Imperial Simulacrum in the late Third Era, the village of Silver Wood was still an active settlement, being under the reign of Lord Coreman. It had a rivalry with Thorheim Guard.  It was neighbored by several settlements, including   in the southwest, and   in the northwest. 

Gallery
 

References
Lore:On Voriplasms

I have yet to see one of these exotic oozes personally, but I have it on good authority that  s—those mobile puddles of slime and ooze—are really quite extraordinary! After extensive research and interviews with   locals, including our society's very own  , here are my findings on the subject of voriplasms. 

The nature of the voriplasm remains something of a mystery. When encountered in the wild, be it in a shallow marsh or along a grassy riverbed, a voriplasm appears as nothing more than a puddle of thick and viscous green slime. On closer examination, however, one will notice that the slime doesn't spread and dissipate like a puddle. Instead, it holds its amorphous shape and undulates in a most disquieting manner. Without any visible sensory apparatus or internal organs of any kind, these remarkable blobs of ooze move, hunt, and consume with great efficiency. In fact, Jee-Lar claims to have seen a voriplasm take notice of a   that was more than twenty paces distant, slide across the ground at a dizzying speed, and engulf the poor creature before it even knew that it was in danger. Within moments, the ooze had devoured its prey and ejected the remaining bones as it slipped back into the pool where it had previously been sunning itself. 

From what I've been able to ascertain from the few scholarly works on the subject, voriplasms appear to have a rudimentary intelligence. Certainly, they recognize prey, avoid danger, and flee from stronger opponents, just like most predatory creatures. They cluster in groups and often hunt in packs as well as on their own. How they communicate remains a mystery, as does the methods they use to interact with the world around them. Attempts to dissect the creatures have not met with much success as yet, or so I've been told. 

One scholar on the subject, Exerius Talos of the University of Gwylim, speculates that voriplasms reproduce by growing to a large size and then splitting apart to form new voriplasms. This seems to me to be an efficient if somewhat solitary process as far as spawning goes, but it makes sense for ambulatory blobs of slime. 

A more incredible theory concerns a seemingly related creature rumored to roam the wilds of Murkmire—a creature called a voriplasmic corpse. Instead of expelling the bones of prey after a voriplasm devours its flesh, the ooze retains the skeleton and clings to it like a new layer of skin. When encountered in the wild, they appear as skeletal bodies where the flesh has melted from the bones and been replaced with voriplasmic slime. The ambulatory nature of the voriplasmic corpses, despite their name, has nothing to do with necromancy or some other supernatural occurrence. Like a snail that occupies a shell, a voriplasm utilizes a captured skeleton to give the ooze form and a more substantial definition. That, at least, is my current theory. I hope to learn more and update this volume after I finally get to participate in a   expedition into the heart of Murkmire.
Ruminations: the Elder Scrolls

Imagine living beneath the waves with a strong-sighted blessing of most excellent fabric. Holding the fabric over your gills, you would begin to breathe-drink its warp and weft. Though the plantmatter fibers imbue your soul, the wretched plankton would pollute the cloth until it stank to heavens of prophecy. This is one manner in which the Scrolls first came to pass, but are we the sea, or the breather, or the fabric? Or are we the breath itself?

Can we flow through the Scrolls as knowledge flows through, being the water, or are we the stuck morass of sea-filth that gathers on the edge?

Imagine, again, this time but different. A bird cresting the wind is lifted by a gust and downed by a stone. But the stone can come from above, if the bird is upside down. Where, then, did the gust come from? And which direction? Did the gods send either, or has the bird decreed their presence by her own mindmaking?

The all-sight of the Scrolls makes a turning of the mind such that relative positions are absolute in their primacy.

I ask you again to imagine for me. This time you are beneath the ground, a tiny acorn planted by some well-meaning elf-maiden of the woodlands for her pleasure. You wish to grow but fear what you may become, so you push off the water, the dirt, the sun, to stay in your hole. But it is in the very pushing that you become a tree, in spite of yourself. How did that happen?

The acorn is a kind of tree-egg in this instance, and the knowledge is water and sun. We are the chicken inside the egg, but also the dirt. The knowledge from the Scrolls is what we push against to become full-sighted ourselves.

One final imagining before your mind closes from the shock of ever-knowing. You are now a flame burning bright blue within a vast emptiness. In time you see your brothers and sisters, burnings of their own in the distance and along your side. A sea of pinpoints, a constellation of memories. Each burns bright, then flickers. Then two more take its place but not forever lest the void fills with rancid light that sucks the thought.

Each of our minds is actually the emptiness, and the learnings of the Scrolls are the pinpoints. Without their stabbing light, my consciousness would be as a vast nothingness, unknowing its emptiness as a void is unknowing of itself. But the burnings are dangerous, and must be carefully tended and minded and brought to themselves and spread to their siblings.
The Saint and the Left Hand

[...] If religion involves, first, an affirmation of the superhuman beings who influence the world, and, second, an attempt to win their favor or placate them, it clearly assumes that the course of mundial nature is to some extent elastic or variable and that we can persuade or induce the mighty beings who control it to deflect, for our benefit, the current of events from the channel in which they would otherwise flow. Now this implied elasticity of nature is directly opposed by the principles of magic, which assume that the processes of nature are rigid and invariable in their operation, and that they can as little be turned from their course by persuasion and entreaty as by threats and intimidation.

The distinction between these two conflicting views of the nature of the Mundus turns on this question: are the forces which govern the world conscious and personal, or unconscious and impersonal? Religion, as a conciliation of the superhuman power, assumes the former, for all conciliation requires the being conciliated is a conscious or personal agent, whose conduct is uncertain and can to a certain level be influenced. In this, it stands in fundamental antagonism to magic, which takes for granted that the course of nature is determined by the operation of immutable laws acting mechanically. It is true hat magic often deals in spirits, which are personal agents but whenever it does so in its proper form, it treats them in the same was as it would inanimate agents, that is, by constraining and coercing instead of conciliating or propitiating as religion would do. This assumes that all beings, be they human, Daedric, or even Divine, are ultimately subject to those impersonal forces which govern all things, but which nevertheless van be turned to account by anyone who knows to manipulate them through spells and ceremonies.
Saka'Punika! Rahkspondu! Kvata!

[an obscure text in the language of the Sload, purportedly written as a commentary on N'Gasta! Kvata! Kvakis!]

Saka'Punika! Rahkspondu! Kvata! Kvakis!

Kiam, so sarrolsodorahks  so ahklr sahkrio, komencis dahksegni so ludo al finauw dahk so, so originaso intenco ahkstis krei ludo kiu kovris so tutan termaso dahk so kiu temigis malfahkrmita, dinamika militado kontraux so invada rusto. Kiel gxi rahkzultis, tio estis tro granda tasko kaj so mahkdio estis rahkduktita al, kun pli kviahkta. Malgraux tio, so rahkzulto estis ahknorma, bunta mondo ke multaj, ahkn nia projekto kaj prahkterahk, ankoraux konjheri unu ahkl jheaj plej unika kaj mahkmorinda ludo spertauwn.

Kiam tiu sxangxo ahkstis sciigita, fanauw rapi komahkncis scivosonta pri kaj diskuti kiom pli mirinda so ludo povus esti sahk gxi inkludis ne nur so tuta provinco, sahkd so tuteco dahk. So rekonstruita tahkamo estis fondita kiahkl rezulto dahk tiuj diskutauw, kun so celo krahki kaj efahkktivigi so resto dahk so. Kiahkl kun so oficiaso ludo, so origina amplekso dahk so projekto ahkstis trovita esti nahkpraktika, kaj estis rahkduktita al so nur. Tio pahkrmejhes so tahkamon al elspahkzi pli da tempo sur psonado, ahkvoluanta, kaj talsondo so tahkrauwn so projekto aldonas, en pli alta kvalito produktauw gxi ankaux faris spacon por alia disvolvi kaj, sub so ombrahklo.

Sercxas formigxi kaj aldoni so tuta al. Nia tahkamo estas psohkna artistauw, moddahkrs kaj verkistauw pajhea pri so popolscio kaj mitauw dahk so ludauw kaj soboris forte por konstrui sur so fundamahknto kusxanta, resti fidahksauw al jhea vizio. Gxis nun, pli ol duono so estis krahkita, kun pli sur so maniero. Dauxranta kunordigo kun hahklpis ambaux mods, kun pooled rimahkdauw, popolscio, kaj aktivauw. Kvankam so projekto ahkstas finita k kvar jarauw, soboro dauxrigas kun novaj moddahkrs aligxado periodahk. Nia kompletigita kaj ahkn-progreso soboro ahkstas disponebso por so publiko por ludi kaj gxui.

Ahkstas longtempa, ambicia projahkkto. Kio povas preni tahkamo  pagitaj, psohkntempaj pluraj jarauw ahkvintahk prenas grupon dahk plu. Alifsonke ni ankaux havas so lukson dahk ne ahksti ligita so sama tahkmpa kaj bugxetaj limigauw kiujn ludo ahkstas submetataj, kio jhegnifas kahk ni rajtas preni riskauwn kaj ahkntreprahkni iuj ajxauw kiuj vus aliahk neniam farigxis rahkalo.

Ni neniam povas ahksti certa pri so spahkcifa templinio dahk liberiganta nia soboro. Tamahkn, ni instigas al iu ajn kiu povas kontribui iel partoprahkni. Pli manauw, kaj jam, tre akcahklita procezo. Ni ahkstas cxiam sur so gvatanto por talentaj artistauw, vahkrkistauw, mosodorahks kaj modrs. Sahk vi amas kaj lia mondo, se vi ahkstas interahkjheta en so krahko aux ludauw, aux sahk vi vosos nur kreiva ahklsosejo ahkn beso ahknreta komunumo, konjhedahkri prenantahk rigardu kiel ligi so projahkkton. Malgraux kion vi povus penjhe, nahk cxiuj niaj poziciauw postusos sperton kun so aux ajna reaso spahkrto ajn.
Online:Depasa

Depasa is a Naga Argonian of the Dead-Water Tribe. He can be encountered just outside the village, arguing with Beel-Ranu.
 

Dialogue
As you first approach the village, you can find Depasa in conversation with Beel-Ranu aand Hameen-Jaa.
:Beel-Ranu: ''"A pox on dishonor! Kishi's life matters more than stupid traditions!"
:Depasa: "Kishi chose to save us. Outsiders will only make things worse."
:Hameen-Jaa: "Come, Depasa. Beel has made her decision."

If he is spoken to he will warn you.
:"You enter the land of the Dead-Water tribe, ojel. The elders will not welcome you. Best if you not get involved."''

Notes
Depasa shares a name with depasa gum, a material sometimes used to create teeba-hatsei balls, according to a book with the same name.
Online:Hameen-Jaa

Hameen-Jaa is a Naga Argonian of the Dead-Water Tribe. He can be encountered just outside the village, arguing with Beel-Ranu.
 

Dialogue
As you first approach the village, you can find Hameen-Jaa in conversation with Beel-Ranu and Depasa.
:Beel-Ranu: ''"A pox on dishonor! Kishi's life matters more than stupid traditions!"
:Depasa: "Kishi chose to save us. Outsiders will only make things worse."
:Hameen-Jaa: "Come, Depasa. Beel has made her decision."

If he is spoken to he will be skeptical on how you have survived so far.
:"Never been this close to a dryskin. You look weak and fragile.  How do you survive when the plants in your land try to eat you?" 

If your character is an Argonian: 
:"Where are you from, Saxhleel? You reek of dryskin, even though I see your scales. Scales or not, outsiders find no welcome among the Naga-Kur. Our tribe is old and set in its ways."''
36 Lessons of Vivec, Sermon 0

This is the truth of Sermon Zero, which is neither one.

He was born a poor Netchiman, but rich in his Wife and in Wisdom. Eternal are their names, mother and father of Vehk, Berahzic and Irdri.

Generous silver chalice, sword in the clouds, dying-radiant lady-star. He entered the Temple, passed the seven veils, beheld his wife, Berahzic. O: the word, the deed, the end inevitable: O!

She asked of him truths beyond words, and he answered without words, but added in completion:

"There is nothing beyond bliss, after death comes the void. Only then are we free to love. Figuring father Peryite would stamp it and catalogue it. And Mephala mother, embracing black hands, would smother it. Gods such as us must be gentle with all our children, both flesh and spirit, a seed-apple potpourri."

On that night Berahzic named her children but did not know their sum.

Dreams of peasants, a Netchiman's dream. IRDRI HLAFEM VEHK HYKRO.

Silence is the command of the Aedra, the howling horror in the cavern of the heart, the laughter of Berahzic. Nocturnal's Black Skies, Peryite's Golden Order, Meridia's Green Generations, Mehrunes' Red Rage, the Sighs of Berahzic. O, her diamonds and crescents a crimson dawn over armies arrayed for battle, her dark and silent eyes the blinding snows of Solitude.

Many thousand millions are the visions of aminreaV. A, awake, the first and last, the King of I.

Netchiman Irdri on the next day took his wife and newfound treasure to meet the Dwarf-King at the end of Bthuangthuv.

There Kagrenac gave him the thrice-secret word:

RPDXGBWGHPZBXLOdZaZeXLdCIBNGJZereZDQOPhtHVVeKVPrCSa 
NYyehBtCdInMZGaJRVeRrMGZuGCCIsHTZaLVeRFOrPZPKBPtORsKI 
iONhXTtPKFgHTVOnolJRVJEeZVKWQIbHVCMNnoIivFiVMlYVCBbCVV 
FoDIdInWaWIrLZVeVCMmewNIdGYIeKhTNtZTVoXVDKZt

Here the true key lies. Vivec is the lesser or false key.

For in the beginning was the Word: Spoken by a Great Ape. 
For in the beginning was the Word: Three by Seventy-two. 
For in the beginning was the Word: ALMSIVI.
The Seven Pennants

The Duke of Scamps was a lesser thing than what he once was, as was the will infinity, himself subtracted. His ears were stretched from east to west. His bones shriveled and his muscles wasted. He bones contorted in pain as his face was twisted in a rictus of agony. In his mind was the seven pennants of Dagon.

He saw the first pennant, which commanded a legion of grim warriors who could die at least twice, and saw it fall to an army of twice as many brave souls.

He saw the second pennant, which commanded a legion of winged bulls and the emperor of color that rode upon each, and saw it fall as the winged bulls fell under the rain of bone shafts.

He saw the third pennant, which commanded a legion of inverted gorgons, great snakes whose scales were the faces of men, and saw it fall as it saw itself.

He saw the fourth pennant, which commanded a legion of double-crossed lovers, and saw it fall as the trickery dissolved.

He saw the fifth pennant, which commanded a legion of jumping wounds looking to hop onto a victim, and saw it fall to white-clad maidens and fields of green.

He saw the sixth pennant, which commanded a legion of abridged planets, and saw it fall to the fires of the forge.

He saw the seventh pennant, which commanded a legion of armored winning moves, and saw it fall as its skills were reversed.

And each fell to these words:

GHARTOK PADHOME GHARTOK PADHOME.