Netruk44/uesp-wiki-content huggingface dataset:
Online:Shadow Runner

Shadow Runners are Bosmer located at the Moonless Walk in Coldharbour. Long ago they made a pact with Molag Bal for immortality in exchange for protecting the forest. During the quest they are hunting down members of the Fighters Guild that they feel have invaded the forest. They are normally invisible, but can be revealed using spriggan bark. 
 

Related Quests
 

Dialogue
If you enter combat while following the runner:
:Shadow Runner: "Why are the creatures acting so strangely today?"
:Shadow Runner: ''"What's all that noise out there?"
:Shadow Runner: "I could have sworn I heard something."
:Shadow Runner: "There has to be something out here. Where in Y'ffre's name is that sound coming from?"''
The Dangers of Reach-Magicks

While there are many variants of magick throughout the Empire (to speak nothing of the potential magicks that lie beyond Tamriel's shores), the focus of this text will be on the magicks of the Reachmen.

Reach-Magic is primarily ritualistic in nature, though it has been speculated to incorporate Orcish shamanism, Direnni spellcraft, and rudimentary forms of the circinate spells of the Mages Guild -- the former two being much more important than the latter. From my research many Reachmen do not always cast spells within the moment of ritual, but instead use a minor ritual (often sacrificial and self-destructive, as is the case of all wild and untamed magicks not sanctioned by the guild) to ready a spell mid-cast. Upon need of such spell they simply must loosen the magickal seal to unleash the casted spell. This, like all things in Reach-Magic, can be incredibly damaging to the spell host, as many spell types are not designed for internal use -- let alone being internally withheld for days, months, or even years.

A Reachmen's ritual is not always cast before release, however. Another form of Reach-Magic can be observed through the effects it has on the surrounding areas. There have been numerous reports of droughts, earthquakes, and various curses happening in the lands where witchmen have practiced their magicks, as if the ground itself was seeped in a magickal muck of curses. Unlike the scholars of the officially recognized schools of magic practiced by the esteemed Guild of Mages, which aims to control the forces of which we command through spell, these magicks instead seek to take hold of said forces and manipulate through unknown means without proper protection. As if the damaging effects of such reckless behavior could in any way outweigh the caster's own soul and body.

Some less familiar scholars liken Reach-Magic to some form of Mysticism, as both practices tend to revolve around the unseen nature of Mundus, as well as often invoking magicks unknown, replicating the unprecedented effects of wild innovation. However, these academics seem to misinterpret the intentions of such schools of thought. My understanding of differences between both of these wide fields of study can be best described as such; While Mysticism is understanding and replicating the results of magicks gone sometimes horribly wrong, Reach-Magic, in many of its various forms, relies on magicks that have gone horribly right.

With all of this in mind, it's no wonder why the late Empress Morihatha Septim had deemed this vile form of spellcraft illegal. Reach-Magic is as dangerous as they come, to both the caster and their surroundings. Even were one to call upon such rituals without negative consequences, there can be no guarantee of how, why, or if it will work. If you wish to learn the inner workings of magick, then I would suggest joining your nearest Mages Guild where you can practice proper magical theory and execution, rather than learning from some common Reachmen in the forest.
Skyrim:Umbra (person)

Umbra is the main antagonist of the Umbra creation. Previously an Imperial named Cresitus, he is now the host for the Umbra Daedric artifact, which has taken over his identity. He wears a set of Ebony armor, wields Umbra and carries a Champion's Rest Passage Key.
 

Spell
Umbra knows the following spells:
; Conjuration:Conjure Umbra's Soul Image
; Destruction: Fire Storm, Blizzard
; Alteration: Mass Paralysis
; Scripted Abilities: Teleportation

Related Quests
 

Notes
When fighting Umbra, the track "Daedra in Flight" will play from the Oblivion soundtrack.

Gallery
Online:Headquarters

A chest can be found in the basement. An advanced safebox can be found on the office in the back, on the ground floor. A trap door in the basement leads to the plateau outside.
thumb|right|Interior
 
Related Quests



Residents
Captain Llaari
Dovres Velni
Hlenil Arvel
Maralie Rendas
Strikes-from-Shadows
Teleri Darethran

Gallery
Skyrim:Ghost Captain

The Ghost Captain commands the spectral sailors aboard the Dead Man's Dread. He wears Captain Boots and Captain Clothes and wields a random leveled two-handed weapon.
 
    
Bugs
Skyrim:Celeste

Celeste is a Nord leader of the Blackwater Brigands, and carries the Blackwater Blade artifact.
Skyrim:Ghost Sailor

Ghost Sailors defend the Dead Man's Dread.
 
    
Bugs
Skyrim:Blackwater Brigand

Blackwater Brigands are members of a bandit gang led by Celeste.
Online:Thane's Manor

thumb|right|Interior
 
Related Quests



Residents
Alduin
Housecarl Thorulf
Sergeant Sjarakki
Sirkidur
Thane Unnvald Ironhand

Gallery
The Hill of Kvatch

Kvatch is the smallest of the Colovian counties, yet also one of the most influential. Geographically, it lies on the intersection of three major regions: the Gold Coast to the west, the low, fertile plains of the West Weald to he east, and the unforgiving Colovian Highlands to the north. To the south, across the low ridge of the Dasek moors, lies the reedy Strid River bordering on Valenwood. Besides the moors and wetlands of the south, most of the Kvetchi Pass consists of grasslands, crumbling cliffs, and sombre forests.

Though the pass is usually quite rainy, the circumstances of the soil leave much to be desired. The upper highlands proper are, outside of a number of successful vineyards, unfit for agriculture. Isolated farmsteads congregate in the arable valley along the Gold Road. The rural Kvatchi specialize in animal husbandry, mostly of goats, cows, and horses, or work in the region's quarries and mines.

The county has one dominant city, its namesake. Kvatch is perched on top of a broad butte overlooking the Gold Road. This high seat hosts the Duke of Colovia and the High Temple of Akatosh, both great authorities in Colovia. The city prospers thanks to the high tolls the Duke imposes on the Gold Road merchant traffic.

Other than the city and its outskirts, there are few settlements in the county. Small villages are scattered across the crags of the southern Colovian Highlands, ruled by overly competitive local lords who squabble over land claims and the rights on the few profitable pit mines -- of which the town of Hal Vincherik is an example. Goat-herding is the most common profession here. To the northeast lies the monastery of the Ardent Order, an influential sub-cult dedicated to Akatosh in his facet aspect of the Aka Ardentii.

Further north lies the Imperial Reserve, one of the Emperor's personal estates. Designated a hunting grounds, the Reserve is rarely visited by the Emperor or his kin as it mainly serves to defuse border friction with nearby Hammerfell. Most of the Reserve is untouched wilderness, save for the successful (and controversial) marble quarries at Thyra, which the local lords consider a Curiate land-grab.

Life in the southern Highlands is hard, and its people are often said to be haughty, humorless, and obstinate. The Kvatchi pride themselves on being the most steadfast, austere, and pious -- in short, the most Colovian -- of all Colovians. Still, if one can look past their arrogant demeanor, the Kvatchi are a surprisingly generous people: a friend made in Kvatch is a friend for life, so the saying goes.
Song of the Wreath-Queen

[Taken from a variety of incomplete oral verse and chorus found across Skyrim.]


And by baret and spin, the northern wind blows, 
through Kyne's breath we spoke to a mother's glow. 
The Wreath-Queen's hair still glimmers and grows, 
Down to her knees, the hair did flow. 
Until one morning the a seer witnessed her frown, 
As she walked in endless gown. 
That night she thrashed throughout the town, 
Raking the halls and tumbling down. 
The fallen had come to take back her seat, 
As her hair grew white like a frightened sheep. 
The heart of the queen lay quiet as sleet, 
By the sight of unknown, with a promise to keep.

When hallowed throne, lay defiled and barren, 
The forgotten will rise from ice and cairn. 
The seat of winter wreaths will come to an end, 
And the chords of beginnings will speak of a rend. 
To all those sway in the wreaths, 
Beware the gaze of those lie beneath. 
And to those who mind the Wreath-Queen's heirs, 
Be hopeful that Kyne will return you to air.
The Song of the Labyrinth

[Author's note: This song has been in my family since the late First Empire. I can't say whether or not this is true, but it is still something worth mentioning. I've merely copied this song down so it is not forgotten by history and our people.]

"This is the tale of two brothers, 
who sought the secret of life. 
They ventured into this labyrinthian, 
weary from war and strife.

The first was Kanen the Elder, 
a strong and cunning man. 
He quested for riches and jewels, 
yet found Orkey had other plans.

The second was Mogrus the Dim, 
and few knew what he was worth. 
They saw only the lumbering giant, 
not the child who was blessed at birth.

Kanen had spoken of treasure, 
Glamoril beckoned his ear. 
To descend into Labyrinthian, 
and be free of Old Knocker's sneer.

The few they told of their plans, 
begged them to desist at their feet. 
But the brothers would test this puzzle to the North, 
for till then they had known no defeat.

Mogrus the Dim had followed his brother, 
into the web of stone and death. 
At the fork the left each other, 
And apart, held their last breath.

Mogrus fell first, eaten in full, 
Cleaved to Dragon's Jot. 
Kanen fell second, starved and poisoned, 
And the brothers were left to rot.

The Glamoril is still waiting, 
somewhere by watchful eye. 
The stubborn magicks of Shalidor protecting, 
where the secret of life still lies.

This is the tale of two brothers, 
who failed the secret of life. 
Forever held by two riddles which lead to the prize, 
and a wit as cunning, and sharp as a knife..."
Skyrim:Blackwater Blade

Blackwater Blade is a Cyrodiilic steel pirate artifact associated with the Blackwater Brigands. It is carried by Celeste, the leader of the Blackwater Brigands. Tempering the Blackwater Blade requires a Steel Ingot and the Arcane Blacksmith perk.
Lex Imperia I

1. The Empire is Law, the Law is Sacred 
2. The Law is Empire, to be promulgated under the rule of the Emperors Cyrodiil 
3. The rule of the Emperors Cyrodiil is Sacred, and legitimate under Law

[...]

I.VIII The Citizen 
1. The Citizen is they, born under the benevolent rule of the Emperors Cyrodiil 
2. Let Law, Duty and the Exercise of Rights flow freely from the status of Citizen 
3. Let Law, Duty and the Exercise of Rights be in accordance to the Citizen's Caste, Race, or Inherent Nobility in adherence to the Provincial Codices 
4. That all born under the rule of the Emperors Cyrodiil, being all of the Lands and Provinces of Tamriel, and its Protectorates, be considered Citizens the year which shall succeed the period of their majority 
5. That all children born of they born under the rule of the Emperors of Cyrodiil, be they children born in the Lands and Provinces of Tamriel, or be they born elsewhere, be considered Citizens from the year which shall succeed the period of their majority; when in accordance to underlying statutes 
6. That a Stranger of Strange Lands shall enjoy the same Civil Rights accorded to true Citizens of the Empire in this Stranger's land of origin, by treaty, or by the grace of the Emperors Cyrodiil, or by their Ennobled Representatives 
7. That an Outsider of the Principalities shall not enjoy Civil Rights as others, but be judged and treated as according the Codices befitting the denizens of Oblivion

[...]

I.IX Indigence of Citizenship 
1. The Quality of Citizenship may be lost by: naturalization in Strange Lands; acclimatization in Principalities; assumption of public function in either Strange Lands or Principalities; adoption in sodalities which shall require distinctions of birth; enrollment or association in military service of Strange Lands or Principalities, any settlements made in extramundial territories without intention of return 
2. The Quality of Citizenship may not be lost by commercial or mercantile establishment, this being in accordance to the natural proclivities of Man 
3. A Citizen deprived of their Quality may, at any time, recover it by Sanction and Judgment of the Emperor or their Ennobled Representatives
[...]
Lex Imperia III

[...]

III.IV Domicilia 
1. The domicil of every Imperial Citizen is, as pertains the exercise of their civil privileges, that place which is their principal establishment 
2. Change of domicil shall be effected by circumstance of actual habitation, accompanied by true intent of fixing principal establishment in this place 
3. Proof of intent may be collected by express declaration to the magistrates of such a place which the citizen shall quit, as to those of the place where they wish to settle
4. A citizen called to public office must preserve their former domicil, unless they manifest a contrary intention 
5. Acceptance of offices, bestowed for life, shall import immediate removal of the dignitary's domicil to the place where they are to exercise their office

[...]

III.XXI The Notion of Property 
1. All property is immovable, movable, or of arcane nature

III.XXI.I.i Immovable Property 
1. Property is immovable by nature, by destination, or by object to which it is applied
2. The soil of the earth and buildings with sure foundations are immovable by nature
3. Crops hanging by the roots, and fruit not yet gathered, are immovable by nature. If the crop is harvested but not yet carried away, it becomes movable. If only part of the crop is cut, only such a part alone is movable 
4. Livestock which a proprietor agrees to give up to a tenant of farmer for the purpose of cultivation is regarded as immovable in pursuance of this agreement

III.XXI.I.ii Movable Property 
1. Property is movable by nature, of by determination of Law 
2. Movable in nature are all bodies which may be transported from place to place, be they animals or inanimate things 
3. Movable by determination of Law are bonds and actions relating to sums demandable, or personal effects, actions and interests in companies for objects of finance, commerce, or industry, or perpetual or life annuities 
4. Boats, ferries, vessels, hako skiffs, junk, ships, and gondolas are all movable
5. Articles arising from the demotion of an edifice or the construction of a new one are movable until they are employed by the artificer of this edifice

III.XXI.I.iii Arcane Property 
1. Arcane property is neither movable nor immovable by nature, but can only be considered as movable or immovable by determination of Law 
2. Property normally considered immovable made movable by application of arcane energies is considered movable until such the application of arcane energies ceases to be 
3. Property normally considered movable made immovable by application of arcane energies retains its status as movable property, regardless of the application of arcane energies 
4. Rooms, houses, settlements, or otherwise locations that have been reduced to a movable state by application of arcane energies, be it by reduction in size, or folding, or transference to a private realm, are considered movable if their method of accession is movable; immovable if their method of accession is immovable

[...]
Lex Imperia IV

[...]

IV.XI Rights of Accession 
1. Private Citizens have free disposition of the property theirs, subject to modifications established by Law 
2. Property not belonging to private Citizens is administered by an Imperial Executor, and cannot be alienated except in the forms and in pursuance of peculiar regulations
3. Highways, roads and streets, passable rivers and streams, shores, ports, and shiproads, and all areas of Imperial territory, which are not susceptible to private proprietorship, are considered property of the Emperor, and dependencies of the Imperial domain 
4. All unclaimed and owner-less property, and that of persons who die without heir, are property of the Emperor 
5. All gates, moats, ramparts or places of war, and fortresses erected by the Legion, are property of the Emperor 
6. Common property is that to the ownership or produce of which the inhabitants of one or more communes have an acquired right

[...]

IV.XXII Rights of Usufruct, Commons, and Habitation

IV.XXII.i Right of Usufruct 
1. Usufruct is the right of enjoying the advantage of things that are in the rightful property of the proprietor citizen, in the same manner as the proprietor citizen, but on condition of this right being agreeable with the preservation of the substance of the thing proper 
2. Usufruct is established by Law or by citizen consent 
3. Usufruct may be established in simple manner or by condition 
4. Usufruct may be established over every species of property, movable, immovable, or of arcane nature 
5. In order to enjoy usufruct, the citizens involved must first establish security and make inventory of the property in question

IV.XXII.ii Right of Commons and Habitation 
1. The rights of commons and habitation are established and forfeited in the same manner as those of usufruct 
2. Likewise, the rights of commons and habitation cannot be enjoyed without first establishing security and making inventory of the property in question 
3. A citizen who enjoys right of habitation must care for this property as a proper citizen befits 
4. Citizens who have right of commonage over the fruits of an estate, may not exploit these for more than is necessary to their wants and those of their next of kin 
5. Citizens who have right of commonage cannot yield or let this right to others 
6. Citizens who have right of habitation in a domicil, may bring their family to live there even if they were not married at the time when the right of habitation was conferred upon them 
7. The right of habitation can neither be ceded nor hired 
8. Commonage in woods, forests, jungle, and other places of wilderness are regulated by particular law, or by the Will of the Emperor if they fall under his direct territories

[...]
Lex Imperia V

[...]

V.IV Servitude or Manorial Services 
1. A servitude is a charge imposed upon an estate for the use and benefit of an estate belonging to another proprietor 
2. Servitude does not establish any pre-eminence of one estate over another 
3. Servitude is derived either from the natural situation of places, or from obligations imposed by Law, or from agreements between Citizen proprietors 
4. Inferior lands are subjected to receive the waters that flow naturally from superior lands, where the hand of man has not contributed to 
5. A Citizen who possesses a spring or source of fresh water on their lands may make use of it at their pleasure, saving the right which the proprietor of a lower field may have acquired by title or by prescription 
6. Prescription may be acquired by uninterrupted enjoyment during the space of thirty years 
7. The Citizen proprietor cannot change the course of a spring or waterway when it supplies the inhabitants of a community, village, estate, city, outpost, or any other settlement for their necessary use 
8. A Citizen proprietor whose estate borders on a running water that is not declared a dependency of the Imperial domain, may employ it in any way he deems fit, as long as this does not befoul or unduly diminish the waterway 
9. A Citizen proprietor whose estate is crossed by a running water, may employ it in any way he deems fit, on condition that the ordinary course of the water is restored at the boundary of their estate 
10. Every Citizen proprietor may compel his neighbor to determine the common boundaries of their estates. Such determining must be at their common expense 
11. Every proprietor may enclose their estate 
12. Every proprietor who encloses their estate loses the rights to free pasturage and wilderness in proportion to the land he withdraws

[...]
Lex Imperia VI

[...]

VI.VI Succession 
1. Successions are opened by natural or civil death 
2. A succession is opened by civil death from the moment at which that death is noted to have incurred, conformably the regulations of II.III.iii.2 
3. If several citizens, respectively the successors of each other, perish by one and the same accident, or in such close succession that it is not possible to ascertain the order of death, the presumption of survivorship is determined by specific circumstances, or by force of age 
4. The order of succession among legitimate heirs is regulated by Law; in defect of such, by the judgment of an order of Akatic Authority; in defect of such, the property passes to natural children, afterwards to the father or mother surviving, in absence of those, to the property of the Emperor 
5. A Stranger of Strange Lands or an Outsider of the Principalities cannot succeed to property 
6. Unworthy to succeed are those heirs who have been condemned for having caused the death or attempted to cause the death of the defunct 
7. Unworthy to succeed are those heirs who attempted to bring against the defunct a capital charge adjudged malicious 
8. Unworthy to succeed are those heirs being of age who failed to report the death of the defunct to the Imperial Executor

[...]

VI.X Donation 
1. In donation, the donor deprives themselves of the thing given in favor of the recipient, who receives it both actually and irrevocably 
2. In testament or will, the testator disposes of the whole or the part of his property, for such a time as when he no longer exists upon the Arena Supermundus 
3. To take up permanent residence in the Principalities is considered a factual cessation of existence upon the Arena Supermundus, and as such a valid reason for the execution of one's testament or will 
4. The testator is at liberty to revoke his testament or will at any time during life 
5. A testator who is confirmed deceased or no longer bound to existence upon the Arena Supermundus, but nevertheless manages to communicate through necromantic means, is no longer at liberty to revoke his testament or will 
6. Any condition included in a will or testament that runs counter to Law or morality shall be reputed as unwritten

[...]
Lex Imperia VII

[...]

VII.XIII Sales 
1. A sale is an agreement according to which one Citizen is bound to deliver an object, and another Citizen to provide payment 
2. A sale is complete between the parties, and as such property is acquired in Law by the purchaser with regards to the seller, on the moment the object of the sale and the price are agreed on 
3. A sale may be absolute, or conditional 
4. When merchandise is not sold in bulk, but by weight or measure, the sale is not complete until the goods are weighed, counted, or measured, as such it remains at the risk of the vendor 
5. If the good is sold in bulk, the sale is considered perfect even when the merchandise has not been weighed, counted, or measured 
6. With respect to wine, oil, and other products which persons are in the habit of tasting before making purchase thereof, the sale is not complete so long as the Citizen purchasing has not tasted and approved of them

[...]

VII.XXII The Capacity to Buy and Sell 
1. All Citizens not under interdict of Law are capable of buying and selling 
2. The following Citizens are forbidden to become purchasers on pain of nullity: guardians of property, factors of goods which they are entasked with selling, administrators of common or public establishments, Imperial Executors tasked with the care of Imperial Property 
3 Every thing that is considered the object of Commerce may be sold, unless Law of particular nature prohibits it 
4. Any sale of property owned by another Citizen is null

[...]
Oghma Infinium

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