Netruk44/uesp-wiki-content huggingface dataset:
Cathay

thumb|right|A typical Cathay male
thumb|right|A typical Cathay female
Cathay are a sub-species of Khajiit born under a waxing Masser and full Secunda.

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Skill Bonuses

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In-Game Description
The Cathay are a subspecies of the Khajiit of Elsweyr. Born under a waxing Masser and full Secunda, they are similar to the Suthay-raht in appearance, save for their lack of tail and most body fur. However, they poses greater posture and strength. One of the form which walks upon the heels of its feet instead the balls. Khajiit of all breeds have a weakness for sweets, especially the drug known as skooma. Many Khajiit disdain weapons in favor of their natural claws. They make excellent thieves due to their natural agility and unmatched acrobatics ability.

Specials
Ability:  
  5 pts
  10 pts
Spell:  
  50 pts for 30 secs on Self
Power:  
  100 pts for 30 secs on Target
|}

Notes
A list of all the Cathay in Tamriel Rebuilt can be found here.
Skyrim: Home of the Nords and Province: Cyrodiil do not have any Cathay.
Legends:Weeding the Garden

It is not obtainable as part of your collection, but instead appears in the Garden of Swords match in the Isle of Madness story.

Notes
The card's art depicts the Garden of Swords in the Shivering Isles. It shares its art with the obtainable Gardener's Harvest card, which has a different effect.
Gallery
Legends:Pheromone Collector

It is not obtainable as part of your collection, but instead appears in the Meliel's Farm match in the Isle of Madness story.

Notes
Even though the card text says that Pheromone Collector has an activate ability, it is in fact unaffected by cards that modify the activate ability (such as  ,  , or  ). However,   still gets +1/+1 upon activation.

Gallery
Legends:Protector of the Fringe

It is not obtainable as part of your collection, but instead appears in the Gates of Madness match in the Isle of Madness story.

Notes
The card depicts the Gatekeeper of the Fringe who first appeared in the Shivering Isles expansion for Oblivion.

Gallery
Legends:Reverberating Echoes

It is not obtainable as part of your collection, but instead appears in the Fortress Catacombs match in the Isle of Madness story.

Gallery
Online:Root-Whisper Village People

Quest-specific
Online:Raj-Kaal's House

This building is connected to the Grave-Singer's Lodge, and is close to the village's western exit.

The front door is protected by an intermediate lock. There are containers within to steal from, and Tletva resides within.  A bookshelf is located to the left as you enter the home. There is an intermediate safebox beside the bookshelf in the back, along the wall on the right-hand side.thumb|right|Interior
 

Residents
Tletva
  
Notes
Despite being owned by the raj-kaal, he is never actually seen in his home.
Tletva won't spot you if you crouch by the entrance and don't move, so you can safely sit there and let your bounty decay if you're in any trouble with the law.
Online:Grave-Singer's Lodge

While learning about the Remnant of Argon, Jaxsik-Orrn will consult with Grave-Singer Ki-At in his home. The door is unlocked, and there are a few containers to steal from in the bedroom.
 

Related Quests
 

Gallery
Online:Storage Shed

It is located north of the wayshrine, and between the northeastern and eastern exits of the stone walls. There are some containers to steal from, a bookshelf, and a copy of Tribes of Murkmire: The Dead-Water Tribe. The door is unlocked.

You must retrieve a hammer from the storage shed for Nisswo Uaxal during the related quest.
 

Related Quests
thumb|right|Interior
Online:Nisswo Uaxal's House

There is an intermediate safebox inside the house as well as one provisioner to pickpocket. The door is guarded by an intermediate lock.thumb|right|Interior
 

Residents
Muhu
Cathay-raht

thumb|right|A typical Cathay-raht male
thumb|right|A typical Cathay-raht female
Cathay-raht are a sub-species of Khajiit born under a waxing Masser and Secunda.

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Skill Bonuses

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In-Game Description
The Cathay-raht are a subspecies of the Khajiit of Elsweyr, sometimes called "jaguar men". Born under a waxing Masser and Secunda, they are larger and stronger than Suthay. Khajiit of all breeds have a weakness for sweets, especially the drug known as skooma. While most Khajiit disdain weapons in favor of their natural claws, the Cathay-raht are skilled in the use of long blades. They make excellent thieves due to their natural agility and unmatched acrobatics ability.

Specials
Ability:  
  5 pts
  10 pts
  10 pts
Power:  
  100 pts for 30 secs on Target
Spell:  
  50 pts for 30 secs on Self
|}

Notes
A list of all the Cathay-raht in Tamriel Rebuilt can be found here.
A list of all the Cathay-raht in Skyrim: Home of the Nords can be found here.
Province: Cyrodiil does not have any Cathay-raht.
Maormer

Maormer (or Sea Elves) are a race of mer that inhabit Pyandonea, an island-continent southwest of Tamriel.

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Skill Bonuses

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In-Game Description
The Maormer, called "Sea Elves" (or sometimes "Fish Elves" in Tamriel, are native to the southern island kingdom of Pyandonea. Folklore claims that they are the descendants of Aldmer rebels, exiled from the Summerset Isles during the early Merethic Era. Regardless of the veracity of this story, the Sea Elves have a burning hatred of their Altmeri cousins, and are rarely seen elsewhere in Tamriel. They are distinguished by their blank, white eyes and chameleon-like skin, an involuntary process which allows them to blend in with their environment.

Specials
Ability:  
  10 pts
Ability:  
  0.5x INT (50% more Magicka)
  20%
Power:  
  50% for 30 secs on Self
|}

Notes
Tamriel Rebuilt, Skyrim: Home of the Nords, and Province: Cyrodiil do not have any Maormer.
Ohmes

Ohmes are a sub-species of Khajiit born under a new Masser and full Secunda.

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Skill Bonuses

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In-Game Description
The Ohmes are a subspecies of the Khajiit of Elsweyr. Born under a new Masser and full Secunda, they are similar in some ways to Wood Elves, although generally of lesser stature. In order not to be confused with Bosmer, many Ohmes favor fierce-looking face tattoos to emphasize their feline nature. A common form of Khajiit outside of Elsweyr, often serving as ambassadors or merchants. Khajiit of all breeds have a weakness for sweets, especially the drug known as skooma. Many Khajiit disdain weapons in favor of their natural claws. They make excellent thieves due to their natural agility and unmatched acrobatics ability.

Specials
Power:  
  100 pts for 30 secs on Target
Spell:  
  50 pts for 30 secs on Self
Ability:  
  25%
|}

Notes
Tamriel Rebuilt, Skyrim: Home of the Nords, and Province: Cyrodiil do not have any Ohmes.
Ohmes-raht

thumb|right|A typical Ohmes-raht male
Ohmes-raht are a sub-species of Khajiit born under a new Masser and waxing Secunda.

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Skill Bonuses

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In-Game Description
The Ohmes-raht are a subspecies of the Khajiit of Elsweyr. Born under a new Masser and waxing Secunda, they are similar to Ohmes in many ways, though they have a greater stature and more pronounced feline features. They can be easily mistaken for men at a distance. One of the form which walks upon the heels of its feet instead the balls. Ohmes-raht are particularly common High Rock and Hammerfell. Khajiit of all breeds have a weakness for sweets, especially the drug known as skooma. Many Khajiit disdain weapons in favor of their natural claws. They make excellent thieves due to their natural agility and unmatched acrobatics ability.

Specials
Spell:  
  50 pts for 30 secs on Self
Power:  
  100 pts for 30 secs on Target
Ability:  
  25%
|}

Notes
A list of all the Ohmes-raht in Tamriel Rebuilt can be found here.
Skyrim: Home of the Nords and Province: Cyrodiil do not have any Ohmes-raht.
Reachman

thumb|right|A typical Reachman male
thumb|right|A typical Reachman female
Reachmen are a human race native to   with characteristics of both Nords and Bretons.

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Skill Bonuses

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In-Game Description
The natives of the Reach are derogatorily referred to as Reachmen, or the Witchmen of High Rock. While their ancestry is primarily Nordic and Breton, the Reachmen have intermingled with almost every  race on Tamriel, and they are considered a mongrel race by most. Their society is primitive and tribal, comparable only to the nomadic Orc tribes with whom they share both a social and a geographical niche. They are adept at subsiding in the wilderness, feeling right at home in the mesas and hills of The Reach. Reachmen practice dangerous forms of hedge-magic, and are considered fierce and relentless warriors, often employed as mercenaries.

Specials
Ability:  
  0.5x INT (50% more Magicka)
Ability:  
  25%
Power:  
  50 pts for 1 sec on Target
  50 pts for 10 secs on Target
  10 pts for 1 sec on Target
Power:  
  100 pts for 60 secs on Self
  150 pts for 60 secs on Self
  40 pts for 60 secs on Self
|}

Notes
A list of all the Reachmen in Skyrim: Home of the Nords can be found here.
Tamriel Rebuilt and Province: Cyrodiil do not have any Reachmen.
Suthay

thumb|right|A typical Suthay female
Suthay are a sub-species of Khajiit born under a new Masser and Secunda.

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Skill Bonuses

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In-Game Description
The Suthay are a subspecies of the Khajiit of Elsweyr. Born under a new Masser and Secunda, they are similar to Suthay-raht to the point that most non-Khajiit cannot tell them apart. They can be distinguished by their smaller posture and pale fur. Khajiit of all breeds have a weakness for sweets, especially the drug known as skooma. Many Khajiit disdain weapons in favor of their natural claws. Even more agile than other Khajiit, the Suthay make excellent thieves due to their unmatched acrobatics ability.

Specials
Power:  
  10 pts for 30 secs on Self
  10 pts for 30 secs on Self
Spell:  
  50 pts for 30 secs on Self
Power:  
  100 pts for 30 secs on Target
|}

Notes
A list of all the Suthay in Tamriel Rebuilt can be found here.
Skyrim: Home of the Nords and Province: Cyrodiil do not have any Suthay.
Lore:Fort Amol

(or simply called Amol)  is a fortified settlement found in the region of  , within the province of  . Fort Amol was a noteworthy settlement that was occupied by a Jarl, but it would soon fall into disrepair, and become the regional stronghold for Eastmarch. Also, Amol was at times the name of a town in northeastern Skyrim on the road between   and  .  
 

History
During the   around  , Fort Amol was a castle-town that was occupied by Jarl  .  It consisted of the Jarl's Manor, an Inn, and a couple of homes. The rest was encampments that were utilized by the  . 

  would utilize Fort Amol as a meeting ground for the Ebonheart Pact. On one occasion, Jorunn had gathered the militaristic leaders of the Pact,  ,  , and  , and had proclaimed war for  , with each leader now focusing on the war effort. This conflict would become known as the  , against the developing  , the remaining  , and eventually, the  . 

Following his  , Jorunn the Skald-King would gather the Ebonheart Pact again at Fort Amol, to discuss the future of the alliance, as well as, solidify their bond. But at this time,  , Jorunn's exiled brother had returned to Eastern Skyrim, to usurp his brother's throne. In doing so, he employed the  , sabotaged the Konunleikar in  , and attempted to foil the meeting in Fort Amol. An   of the Pact would investigate the Stormfist Clan in Fort Amol, as well as, attend to the Pact delegates.   With the help of their friend,  , they are able to uncover the Stormfist's plot to assassinate the King with Daedric poisoning. Once the Stormfist agents were dealt with, the Pact made it a priority to cure Jorunn of his severe poisoning. The meeting in Fort Amol was interrupted, and High King Jorunn would be taken to the   of  . 

During the   in the late  , the town of Amol   was an active settlement, being ruled by Baroness Helle. It had a rivalry with  .  It was neighbored by several settlements, including   in the southwest,   in the east, and   in the north. 

During the   in  , the ruins of Fort Amol were occupied by a local wizard's coven. But regardless, Fort Amol would play a pivotal in the Skyrim Civil War, serving as Eastmarch's regional bulwark. It was used by the   as their defense in the greater Eastmarch wilderness, against the Imperial Legion, should they invade the area. Should the Legion gain control over Fort Amol, it would have left Windhelm in a rather compromised position. 

Notes


Gallery
 

References
Lore:Iron Wheel

The Iron Wheel was an organisation of bailiffs headquartered in   during the  . Originating from the Taneth branch of the Bailiffs Guild, when it and the rest of the guild collapsed following   unrest, an inspector named Rhanbiq argued to retain the guild's former structure within the newly formed Iron Wheel.  Despite the idealism of some of their members,  the Iron Wheel had a reputation for zealotry and brutality. 

The Wheel earned income by transporting prisoners to Taneth and transferring them into the custody of either the Taneth guard captain or an Iron Wheel bailiff to be held until trial.  The Iron Wheel received payment upon delivering the prisoner, and the funds were used for the transport of personnel and supplies.  Additionally, officers could officiate weddings.  Members of the Iron Wheel did not make all of their own equipment, and at least some of their weapons and armor were supplied by the Merchant Lord Orahan at-Addin.  

In  , the Iron Wheel was hired by Lady   of Taneth, who requested its aid in recovering her dowry, which had been stolen from the al-Danobia family tomb. Led by Chief Inspector Rhanbiq, the Iron Wheel contingent on   set up headquarters in   and carried out investigations throughout  . Rhanbiq suspected the  , due to a failed previous heist, and proceeded to try and hunt them down. 

The presence of the Iron Wheel caused some consternation for the merchant lords of Abah's Landing who saw the Iron Wheel as an occupying force prior to Taneth's conquest of Hew's Bane.  Former guildmaster Nicolas, who created the identity of a merchant lord named Cosh, had stolen the dowry and was to marry Magnifica Falorah, which afforded him an immense amount of power once the Iron Wheel returned home. 

With Magnifica Falorah no longer funding them, the Iron Wheel gradually returned to Taneth,  having lost a number of prisoners and seized contraband  and potentially even the very money to ship those remaining home.
Online:Narsis People

Quest-specific.
Legends:A Reckoning

Memories: A Reckoning
A Reckoning is the final cutscene in Isle of Madness, which plays immediately after the mission The Final Battle Pt. 4.

Dialogue
 
:Talym: "Unable to withstand his own terrible memories, Sheogorath relented. He restored my memories, and lifted the cloud of madness from my mind. I also made him promise to leave Luzrah and Cyriel in peace."

:Talym: "In exchange, I promised to leave the Isles forever. I returned home now to nurse my grief, and perhaps, in time, to plot my revenge on the Cult of the Worm. My warning to you, then, is this:"

:Talym: "There will always be a devil seeking a bargain, promising to take away your pains. Do not trust them. The past may be the heaviest burden, but it is our burden to bear."

:Nagh: "Does Kellen not have any happy tales?"

:Kellen: "A few. But as the story reminds us, we must remember the darkest tales as well."
Legends:Imperial Training

Memories: Imperial Training
Imperial Training deals with Talym proving himself to take on a mission to infiltrate the Worm Cult and avenge his partner's death.

Dialogue
Pregame mission description: The fabric of reality tied in knots, time crumbling to pieces. A day... a fateful day... from long ago...

 
:Porcia: ''"Talym, you're our best spy, but you're not ready to go back into the field. Go home, see your son."

:Talym: "The Worm Cult killed my partner. I'm ready to take them down. Set up the training exercise, I'll prove it."

:Porcia: "Okay. You Win. I'll find someone to watch Novos while you're gone."''

Game Settings
Normal
Ai starts with 0 Runes. 
Ai starts with 9 Max Magicka. 
Player starts with 0 Runes. 
Player starts with 8 Max Magicka. 
Ai starts with 3   in left lane. 
Ai starts with a  , a   in right lane. 
Ai starts with no cards in deck. 
Player starts with 2  , a   in left lane. 
Player starts with an  , a   in hand. 
Player starts with a   in right lane. 
Player starts with no cards in deck. 
Master
Ai starts with 0 Runes. 
Ai starts with 8 Max Magicka. 
Player starts with 0 Runes. 
Player starts with 8 Max Magicka. 
Ai starts with 4   in right lane. 
Ai starts with a   on board. 
Ai starts with a   in left lane. 
Ai starts with no cards in deck. 
Player starts with 2   in left lane. 
Player starts with 4   in right lane. 
Player starts with a  , a  , a  , a   in hand. 
Player starts with no cards in deck.
Legends:Obelisk of Order

Memories: Obelisk of Order
Obelisk of Order deals with Talym retrieving the Sword of Jyggalag to earn an audience with Sheogorath.

Dialogue
 
Before the match:
:Luzrah Gro-Shar: "This is the place Dyus   told us about. What is that thing?"

:Talym: ''"Maybe some last remnant of Jyggalag? Whatever it is, it's in my way."

After the Match:

:Talym: "There it is -- the sword! Now I can face Sheogorath."

:Luzrah Gro-Shar: "I get the feeling this is the sort of thing you have to do alone."

:Talym: "Considering I'll probably die anyway? Seems best. Thank you again Luzrah. I didn't deserve you help after..."

:Luzrah Gro-Shar: "Forget it. I owed you one. Good luck Talym."''

Game Settings
Normal
Lane: Order/Shadow 
Master
Lane: Order/Order 


Opponent Decklist
Legends:The Final Battle

Memories: The Final Battle
The Final Battle deals with Talym confronting Sheogorath.

Dialogue
Before the Match:
:Sheogorath: ''"So! You're back! You've got some old sword and you think that entitles you to... what? A back rub? Some cheese?"

:Talym: "To a reckoning! You tricked me! Manipulated my mind! Made me think my son was alive!"

:Sheogorath: "And you're welcome! You're the one who came to me. All boo hoo, and out of yer wee mortal mind. You couldn't live with your memories then, but now, oh now y'want 'em back?"

:Talym: "The things you made me do."

:Sheogorath: "That was the price, Taly-boy. The price for making you forget. So I put a wee little fib in your mind about what's-his-name to motivate ya. So what?!"

:Talym: "Novos. His name was Novos!"

:Sheogorath: "Yeah, him! Look, you want your memories back so bad? I'm all too happy to give 'em to ya! But I don't think you'll survive it."

After Sheogorath banishes your creatures:

:Sheogorath: "Here, a trip down memory lane!"''

Game Settings
Ai starts with a   on board. 


Opponent Decklist
Legends:The Final Battle Pt. 2

Memories: The Final Battle
The Final Battle pt. 2 is the second part that deals with Talym confronting Sheogorath.

Dialogue
At the start of the Match:

:Talym: ''"I left him alone. I didn't realize how precious that time was."

:Sheogorath: "Oh, I'm sure ya had good reasons! You've always got good reasons!"

After he banishes all creatures on the board:

:Sheogorath: "How rude of me -- I forgot! I promised you more memories, didn't I? Well, here you go!"''

Game Settings
Ai starts with 3 Max Magicka. 
Player starts with 3 Max Magicka. 
Player starts with 4 Runes. 
Ai starts with a   on board. 


Opponent Decklist
Legends:Worm Cult Initiation

Memories: Worm Cult Initiation
Worm Cult Initiation deals with Talym infiltrating the Worm Cult and avenging his partner's death.

Dialogue
Pregame mission description: Space rips itself apart, light and darkness and both at once. Another time... another moment... from long ago...
 
:Worm Cult: "You seek to join the Worm Cult, to worship our dread lord? Very well. Here is your first test, a trial of cunning."

After beating the Worm Cult's first trial:

:Worm Cult: "Well done. But another trial yet awaits."

Game Settings
Normal
Ai starts with 0 Runes. 
Ai starts with 9 Max Magicka. 
Player starts with 0 Runes. 
Player starts with 9 Max Magicka. 
Ai starts with a   in each lane. 
Ai starts with no cards in deck. 
Player starts with 3  , a   in hand. 
Player starts with a   in left lane. 
Player starts with no cards in deck. 
Master
Ai starts with 0 Runes. 
Ai starts with 10 Max Magicka. 
Player starts with 0 Runes. 
Player starts with 10 Max Magicka. 
Ai starts with a   in right lane. 
Ai starts with no cards in deck. 
Player starts with 2   in right lane. 
Player starts with a   in left lane. 
Player starts with a  , 2  , 2  , 2   in hand. 
Player starts with no cards in deck.
Legends:The Final Battle Pt. 3

Memories: The Final Battle Pt. 3
The Final Battle pt. 3 is the third part that deals with Talym confronting Sheogorath.

Dialogue
Pregame mission description: What was and what has been. A haze, a dream... only a memory.

After he banishes all creatures on the board::

:Sheogorath: ''"I've one more memory for you -- and it's a doozy!."''

Game Settings
Ai starts with 4 Max Magicka. 
Player starts with 3 Runes. 
Player starts with 4 Max Magicka. 
Ai starts with a   on board. 


Opponent Decklist
Legends:The Tragedy

Memories: The Tragedy
Worm Cult Initiation deals with the unfortunate consequences of his infiltration of the Worm Cult.

Dialogue
Pregame mission description: Truth.
 
Match Dialogue
:Worm Cult: "There is one last test, Initiate. The trial of ruthlessness."

:Talym Rend: "Novos?!"

:Novos: "Dad?"

:Worm Cult: "Death is our home and our strength. Slay him. Prove you are one of us."

If you kill your son:

:Talym Rend: ''"I'm sorry son. I am so, so sorry."

:Worm Cult: "The king of worms be praised! Welcome to the Worm Cult, brother!"

If you refuse to kill your son, they will kill him instead:

:Talym Rend: "No! I refuse!"

:Worm Cult: "How disappointing."

:Talym Rend: "NOOOOO!"''

Game Settings
Ai starts with 0 Runes. 
Ai starts with 3 Max Magicka. 
Player starts with 0 Runes. 
Player starts with 3 Max Magicka. 
Ai starts with no cards in deck. 
Player starts with a   in hand. 
Player starts with a   in each lane. 
Player starts with no cards in deck.
Legends:The Final Battle Pt. 4

Memories: The Final Battle Pt. 4
The Final Battle pt. 4 is the final part that deals with Talym battling Sheogorath, turning the Memory Wand against him and driving him mad.

Dialogue
Pregame mission description: What was and what has been. A shadow, a nightmare... only a memory.

At the start of the Match:

:Talym: " "

:Sheogorath: ''"Oh. Very sad isn't it. So very, very sad. You know, I think it's even more fun watching your mind break the second time around. Or is it the third now?"

:Talym: "No. I took that easy path once. Chose to forget, to run from what I'd done. And you used me."

:Talym: "Not this time. This time I live with the pain. Let's see if you can do the same!"

After the first use of the Memory Wand on Sheogorath:

:Sheogorath: "What is this? Who's this "Prince of Order" loser? That's not... that's not me is it?"

:Sheogorath: "I can't ever have been that boring! This is making me skin crawl."

After the second use of the Memory Wand on Sheogorath:

:Sheogorath: "That's not me! Stop it! Cut it out! You lose!"

After the Third use of the Memory Wand on Sheogorath:

:Sheogorath: "Give up, go home!"

:Sheogorath: "Uncle! Uncle! Father, Brother, Second Cousin! Just stop making me remember!"''

Game Settings
Player starts with a   in hand. 
Ai starts with 5 Max Magicka. 
Player starts with 2 Runes. 
Player starts with 5 Max Magicka. 


Opponent Decklist
Legends:Knifepoint Hollow

Memories: Knifepoint Hollow
Knifepoint Hollow deals with Talym seeking a prisoner of Sheogorath so he may find out how to gain an audience with Sheogorath.

Dialogue
 
Pregame mission description:

:Luzrah Gro-Shar: ''"Monsters! They must be guarding Sheogorath's prisoner. Be careful in there!?"

After the match:
:Dyus: "Ah. You're here. Yes. I knew you'd show up. Dyus of Mytheria knows most things."

:Talym: "You're... not what I was expecting. I was looking for a warrior?"

:Dyus: "No. You were looking for leverage over Sheogorath. And this old librarian can provide."''

Game Settings
Ai starts with a   on board. 


Opponent Decklist