Netruk44/uesp-wiki-content huggingface dataset:
Lore:Vosh and Rakh: A History

I am known for many skills and achievements, for my battle prowess and talents related to training  s and other creatures to fight. But here, in my private journal, I have a confession to make to the rock and stone. I take pride in a secret passion. I take pride in raising my beloved  s,   and  , from cute and cuddly cubs into the loyal and ferocious beasts they are today.

I acquired the cubs when I was forced to kill an adult welwa in the barrens near the ruins of ancient  . After dispatching the savage beast, I discovered the cubs in a nearby cave. I almost killed the young creatures then and there, but one of them looked into my eyes and cooed. Then it rose up on shaky legs and rubbed against my leather boot. That's when another option presented itself to me.

I took the two welwa infants back to my  . My original idea was to raise the beasts for use in my training exercises. But as I worked with them and discovered their natural intelligence and their warrior hearts, I decided to raise them as my personal guards and companions. To begin the process, I needed to discover their true names.

I worked with the young creatures for a time, getting familiar with their personalities as they became accustomed to my presence. The one that first looked at me was full of courage. He wasn't afraid to venture out and explore his surroundings. He showed me his name—Vosh. The other was quiet, calm. At least until one of my aides approached. Then he became a ball of anger, striking out like a sword to protect me and his brother. Obviously, his name was Rakh.

As they grew in size, I made sure they grew in power. I constantly ran them throughout the undertower to build muscle and bone. I fed them the best food and clearest water drawn from the purest rock wells in the region. I devised exercises using thick ropes and handles. When they reached the appropriate size, I began to train them to fight beside me against multiple enemies. When Rakh took down one of my most skilled warriors, I was so proud!

Recently, I had   fashion a set of armor for both Vosh and Rakh. They seemed so honored to receive the gifts, and they carry themselves with dignity and grace inside their metal protection. Next, I might see if they can work together to take down a   on their own. That would be an amazing sight to see, by the stones!
Online:Valley of Scars

It is the headquarters of the Iron Orcs. Here, they are creating an army of  -infused trolls.

The entrance to the Exarch's Stronghold is located on the northern edge of the camp, while the Valley of Scars Wayshrine can be found to the southeast.

Scaled Court Defectors can be seen following other players who are working for Regent Cassipia.
 

Related Quests
 
 
 

text-bottom|32pxWayshrine
Valley of Scars Wayshrine|thumb|left
Valley of Scars Wayshrine is located southeast of the valley. Giant scorpions scuttle near the ruined tower just north of the wayshrine. Ilthag's Undertower is located southeast of the wayshrine.
 

People
 

Notes
This area used to be a great deal more difficult when the Valley was considered a group area and its associated Delve of Exarch's Stronghold was a Group Delve. However, both were reduced in difficulty to be solo-content areas when the Craglorn Zone Story quest line was reduced to be soloable. Thus the monsters in the area have been considerably reduced in number and difficulty, and all the bosses in both Valley of Scars and Exarch's Stronghold were reduced from difficulty 2 or 3 to 1.
Online:Rowdy Pirate

Rowdy Pirates are Argonian pirates under the command of Captain One-Eye. They can be found inside the Ship's Hold Inn, the inn inside the Blasted Breton, a ship dry-docked at Alten Corimont.
 

Related Quests


Quest-Related Events
:"Do I look like I want to be bothered?"
:''"Whatever it is, I don't give a rat's tail. I just want to finish my drink."
:"Are you looking for trouble, or are you just too stupid to know any better?"
:"Xuth, I've been three months on the marsh, looking for a ripe prize. I'm here to drink, not be pestered by land-loving drybacks like you. And yes, you really are that obvious."
:I'm looking for the leader of this place.
:"One-Eye don't  take social visits with nobodies like you. Get lost, before I make you disappear."
:Answer my question before things get nasty.

Upon defeating them:
:"I can see you mean business! I won't press my luck."
:I want to talk to One-Eye. Now.
:"I surrender! She's on the upper deck in the captain's quarters. The guards won't give you trouble if you don't make any. Hope your business is worth the pain you're headed for."

After securing a meeting with One-Eye:
:"We've all seen what you can do. Not looking for any trouble, stranger."''
Online:Histshade

Histshades are the spirits of the Argonian inhabitants of the Forsaken Hamlet. They will be given peace when the suffering of their Hist tree is ended. These friendly shades appear after the related quest, materializing from the Argonian corpses littering the village and walking towards the Hist in the center of the village. They have no unique dialogue.
 

Related Quests
Online:A Healthy Choice

Quick Walkthrough
#Gather Harpy bile, Harpy brains, and Sedge Grass at Shipwreck Cove.
#Bring the ingredients to Orzorga.

Detailed Walkthrough
After the conclusion of Kindred Spirits, Orzorga can still be found at the Morkuldin Forge:

:"Still no sign of my assistant. Want to make some more coin? I prefer to work with people who finish the job."
:'''I'm listening.
:"A drink won't win the cultural competition. I need to present a full course of traditional Orc cuisine.
:Care to scour the land for ingredients that fight back?"
:All right. What do you need?
:"The next dish calls for harpy bile, some harpy brains, and sedge grass to tie it all together."

At this point you can proceed to the collection of her ingredients, or you can further question her:

:I had some questions about the ingredients.
:"Of course."
:What can you tell me about sedge grass?
:"I call it 'tundra hay,' because the echatere always nibble on it. You'll want to find a patch near the open water. Those are more naturally salty.
:With enough sedge grass, you weave a pocket for the harpy viscera. The flavor bakes right in."
:What about the harpy bile and the harpy brain?
:"Try not to get any boots. You'll attract durzog."
:I don't know if I'm comfortable hunting harpies as food.
:"That's why I'm sending you after Wrothgar harpies. A thousand generations of inbreeding long since removed any glimmer of intelligence from their minds. The ones here are really giant birds.
:Delicious, tasty birds."''

You can find Orzorga's sedge grass near the Shipwreck Cove, far from the Morkuldin Forge. Once you get there, collect 6 samples of Sedge grass from the plants growing in the ground, and kill harpies—including the named Gristlefiend—at a nearby Harpy Nest to claim their viscera. Once you've collected all of the ingredients, return to the Morkuldin Forge to speak to Orzorga:

:"Too salty. One handful of salt, next time."
:I have the ingredients you requested.
:"More than enough to serve brain pockets at the competition!
:''I do believe I perfected the recipe with my earlier batch. Would you care for a taste? They're especially crisp!"
:None for me.
::"Just a taste? It would help me know if it was ready for competition.
::'''No, I'll pass.
::Fine. Maybe one bite.
:I can't wait to try it.
::"Here you go. Pull it apart with your hands and scoop out the—yes, like that.
::So? How is it?"
::That's surprisingly good.
:::"Isn't it juicy? The grass casing draws the bile from the brain mash, which gives it a good snap.
:::This is an old recipe from Shatul. They travel well, and the harpy bile is a natural preservative."
:::Delicious. Thank you for sharing.
::I just lost sight in my eye. Is that normal?
::"You're not supposed to eat the sedge grass! It draws out the harpy bile from the brain mash. Give it a few moments. I had a similar experience in the kitchen."
::I'm all right, my vision returned.

:::"I'm glad to hear it. I hope the king's heart-wife has a similar experience!"''

 

Quest Stages
Online:Orsinium Guard

Orsinium Guards are guards who can be found throughout Wrothgar. They wear heavy armor in the Ancient Orc style and carry a two-handed weapon or a one-handed weapon and shield.

Types of Orsinium Guards
Online:Imperial Legionary

Imperial Legionaries are soldiers serving the Imperial Legion
 

Related Quests



Quest-Related Events
For Piety's Sake
When you are ambushed while delivering petitions to a shrine:
:Imperial Legionary: "Fitting, only the gods can save you now!"

Stacking the Odds
After you hand orders over to a spy, you are interrupted by a legionary:
:Imperial Legionary: "Stop! You two—hold it right there!"
:Rebel Infiltrator: ''"Sorry, but I can't be caught or killed. Good luck!"''
Online:Love Letter to Aishah

Beautiful Aishah,

My velvety sweet—  forgives you for slapping him, and stepping on his tail, and hitting him in the face with your bailiff club. It was wrong of this one to send word of an arsonist in the stock house. But what can be said? Ezudash is foolish and impulsive in matters of the heart. And there was some truth in my story. When you arrived, you lit a great fire in Ezudash's loins. The heat is unbearable, my vivacious honey pot. It must be smothered, yes?

You needn't deny your urges. Why keep pretending? You are a spirited maiden, Ezudash is a vigorous knave. This is a tale as old as   and  , yes? The story begins with reticence, yes, but ends in long nights of passionate grooming and eager love-wrestling.

You may protest, yes. You may call Ezudash names, and write warrants for his arrest. But in your heart and your haunches, you feel the longing. This one has seen it! The wetted lips, the flush snout, the bristling fur on the small of your back. Even as you kick him, Ezudash sees the straining of your thighs, the lusty curl of your tail. Your desire is unmistakable.

Meet me tonight in the   at sunset, my fiery love-kitten. The criers say it will be a hot night. A humid night. Perfect weather for a lively game of "hide the mutton," yes? This one will be waiting underneath the juniper tree with a bottle of spiced wine … and nothing else.

Sealed with many wet kisses, 
Ezudash
Online:Letter from Baron Materre

Son,

My agents in   inform me that King   has dispatched a trading party to  . They could reach the   city before you. Loathe as I am to allow those    s to secure the trading rights that   so desperately wants, I would rather deal with  s than with those green beasts of  . Those of us among the true   aristocracy have to wonder what Emeric is really up to, what with his   and other plans.

Your wife is a lovely woman, to be sure, but her politics make her place the interests of savages ahead of true Bretons. You need to help her choose the correct path, son. True Bretons know that Wrothgar should be under Breton rule, not awarded to the Orcs.

I know you worry, but if you keep your own counsel and listen to your father, everything will work out.

Your father,
Online:Winterborn's Note

,

  wouldn't explain anything to me, but I think I figured out the cause of the disappearances. I witnessed the warlord's lover, the    , use a stuffed bird totem to transform one of our prisoners into a bird.

I fear that the hagraven isn't restricting her transformations to just prisoners. I think she's using the totem on our own people! You should leave as soon as possible. I will—
Lore:A Memory Book, Part 3

As Dictated to   by  

I have an idea, my Tutor! We shall try something different to remember the Baron who Moves like Wind in the Reeds: we shall reconstruct him by pure logic!

Wind: air movement, amorphous but persistent, varying in vector, pressing from every point of the compass, strong, then soft, then strong again.

Reeds: tall drying grass stalks, foundations of literature, rattling and swaying, bending before pressure, or vibrating in tones if constrained.

Baron: a figure of mastery, a person made for warfare, an aspect of myself that concentrates a body of skill into a skilled body, an incarnation of artistry.

Therefore: the Baron who Moves like Wind in the Reeds! We know his components, thus we must remember him complete, in totality, and see him clearly before us! We must ….

No. No. It doesn't work like that.

What shall I do, my Tutor? What was it you said about being reminded of what is within, by someone who is without? What was that, Riparius? Say it again.
Online:Grazdar's Notes: Hammer's Bypass

Nobody said I couldn't bring my notes! I bet   hates puzzles as much as I do.

  said there was a simple child's rhyme to remember for the first gate:

Four symbols form the key 
Of the clans that raised a   
Whose names we honor to this day 
Among the  s of  

First came those who built her walls 
Next is the clan who armed her halls 
Third were they who kept her fueled 
Last whom o'er all others ruled
Online:For Letter Finder

For letter finder,

Son of  , son of  , son of  , scribe of great clan of metal land. Write about this time when we are very long in place and sun is pale in sky and warm dies. No food grows but meat sometimes and mushroom in cave.

Priest make offering to great warm and bang on pipe to stop clockwork demon attack. Is hard now to teach to write and read. Food is want. Not book. Warm is want. Burn book for warm.

Is writing last word of clan of metal land. We probably eat each other before warm again. Priest make offering. Chief look for place make warm. Old map show way. Chief not read.

Is not eat clanflesh. Is die. Is last to know read and write. Is eat by others. Others live.
Online:Bazorgbeg's Expeditionary Journal

Day 1 
Our first hours in   proved largely fruitless. We were ambushed by some pale  s. They seemed completely mad. Lost a few of the sellswords we hired.   and   are convinced the place is cursed.

Fools. If the place wasn't dangerous, there'd be nothing of value inside! I'm glad   is in charge. He wants to press on, so we press on.

Day 2 
A strange day, but a productive one. Still no explanation for what drove the pale Orcs mad. We saw more of them, but they skittered away from us, hiding in the glacial portions. Good riddance.

Amazing how   seem to last forever. Several have frozen solid, but a few are still humming along. We expected them to attack, but they ignored us. It's as if we weren't even here. Occasionally I feel like they are looking at me, but when I turn they move along.

Dorand forbade us from studying the constructs. "Don't give them a reason," he said. It salts my eyes that he's right.

Day 3 
We know why the ruin is melting. Someone was here after the  , likely for a very long time. It's hard to make out their intentions, but the research materials scattered around the place suggest an extensive team of mages who required vast amounts of thermoharmonic power for their purposes. We've collected everything we could for later study.

Dorand is losing it. One minute he's arguing with Glurbasha about pressing on, the next he's jumping at the smallest sound. He keeps saying the ruin is alive. That the walls are watching us. He needs to get some sleep.

Day 4 
Separated from Dorand and the others after the pale Orcs attacked. Leaves me in charge of two mercenaries. I don't even know their names, but they answer to "you." Good enough for me.

I told them about the thermoharmonic valve we saw on the way here and ordered them to close it. The pressure seals the door, just like Dorand said. Release the valve, the door opens. I'll wait by the door until they release the valve. Once inside I'll see if I can find out why all this pressure is directed into one room.

Day 5 
It wasn't enough. The door lost pressure, but it still wouldn't budge. An hour later the pressure restored itself. The mercenaries never returned. Did they run? Were they killed?

The constructs are watching me now. Coming closer. Perhaps if I'm very still they won't—
Online:The Great Warmth

Bow to the great warmth 
Pray to the great warmth 
Give to the great warmth

The great warmth is your father 
The great warmth is your master 
The great warmth watches

There is no life without warmth
Online:Letter to Mairrna

,

Blood and briar! Where is everyone?  ,  ,   … I was eating with them last week and now I can't find any of them. Either we've had a lot of deserters in the last few days or something's terribly wrong.

There are less and less people in here and more and more birds. Weird birds, too. You don't think the birds are eating the people, do you? Let's talk later. I have to go see   now. Maybe he'll explain all these things.
Online:Jeirmun's Work Log

:Didn't expect to find anything living down here—but  s, or something like Orcs, attacked us on sight. We pulled back to regroup. The mercenaries went ahead to clear a path.

 

:  is obsessed with these pale Orcs. I just want to sleep, but I can hear him muttering over one of their corpses. Disgusting.

:Seems they are Orcs, after all, but they've been broken and changed. The   has a theory. He said the scarring suggests they were carved open and closed up, again and again. Some are missing limbs, or other parts. I don't want to know.

 

:I can't sleep.

 

:  and   are arguing again. He wants to push on. She wants to leave. Can't say I really blame her. There's something off about this place.

:Dwarven ruins are always foreboding, but this one is different. The parts that open to the sky feel somehow oppressive. Threatening.

 

:I keep catching a voice in the back of my head telling me I'm trapped here. That I'll never leave.

:I need a drink.

 

:Found a journal written by whoever cut up those pale Orcs. I can hardly comprehend what he has written. I'd show it to Cinosarion, but then I'd have to talk to Cinosarion.

 

:I lost the journal. The constructs had ignored me, but ever since I picked up the journal I noticed they were watching me, following me. I tossed it down and hid in a cave—they stopped their pursuit.

:I need to find my companions. I need to get out of here. 

 

:We should not have come to  .
Online:Fire in the Hold

Quick Walkthrough
thumb|right|Deal with Sir Marq Tailas, the leader of the order
# Speak to Guruzug at Morkul Stronghold to receive the contract.
# Burn the bandits' supplies in Watcher's Hold.
# Kill Sir Marq Tailas.
# Talk to Sergeant Oufa in Orsinium.

Detailed Walkthrough
A member of the Daggerfall Army has sent out a contract to deal with a rogue group of soldiers that are known for their hatred of Wrothgar. You need to travel to Watcher's Hold and deal with them. Your first task is to burn the bandits' supplies, which can be found in six large crates scattered throughout the hold. Your second task is to kill their leader, a certain Sir Marq Tailas. He can be found in the furthest reaches of the hold, in front of a tower in the back of the cave.

Once the supplies are burned and the bandit leader is dead, travel to Orsinium and speak with Sergeant Oufa for your reward. Sergeant Oufa is located on a wooden platform that is most easily reached by entering Wrothgar from the path to Shatul Wayshrine.

 
 

Quest Stages
Online:The Skin Trade

Quick Walkthrough
# Collect six High Quality Werewolf Pelts.
# Kill Magnar Child-Eater.
# Talk to Menninia at Morkul Stronghold.

Detailed Walkthrough
Your task is to collect six   from Argent Mine for Menninia, who plans on selling them to nobles who enjoy dressing up as the beasts during fancy costume parties. You are also tasked with killing Magnar Child-Eater, a particularly vicious werewolf who resides within the deepest reaches of the old silver mine.

Enter the mine and collect the pelts. The pelts can be found throughout the mine, but the easiest way to get them is by killing transformed werewolves. Killing human members of the werewolf pack won't work when collecting pelts. However, Pack Hunters are mortal-skinned enemies who will always transform into werewolves when they enter combat, allowing you to collect their pelts. There are werewolves scattered throughout the delve, so grabbing six pelts shouldn't be too hard. When you've completed the tasks, return to Menninia at Morkul Stronghold with the mine's bounty. She's sitting at a table by the door where you enter the inn.
 
 

Quest Stages
Online:Getting a Bellyful

Quick Walkthrough
# Speak to Guruzug in Morkul Stronghold and accept the contract.
# Head to Nikolvara's Kennel.
# Collect six samples of durzog feed.
# Kill Nikolvara the Durzog Trainer.
# Talk to Arushna at Morkul Stronghold.

Detailed Walkthrough
Arushna, an animal tamer, has set up a contract with the Dragonstar Caravan Company. She wants you to go to Nikolvara's Kennel, grab some  , and kill Nikolvara herself.

This contract is simple, and can be completed simply by traversing the delve in its entirety. The durzog feed can be found on the corpses of Nikolvara's employees, as well as on the ground throughout the delve. The feed looks like little piles of meat. You need six samples of feed. At the end of the delve, you have the chance to kill Nikolvara. When your tasks are done, return to Arushna, who can be found in front of the inn at Morkul Stronghold.

 
 

Quest Stages
Online:Free Spirits

Quick Walkthrough
#Talk to Guruzug in Morkul Stronghold and accept the contract.
#Defeat undead and use the   to free them.
#Kill Gorlar the Dark.
#Talk to Thazeg to collect your reward.

Detailed Walkthrough
thumb|right|Free the undead by using Phial of Tranquility
A priest named Thazeg has petitioned the Dragonstar Caravan Company to send a mercenary to Thukhozod's Sanctum. A necromancer named Gorlar the Dark has been terrorizing Wrothgar, and Thazeg is concerned for about the afterlife of Gorlar's undead slaves. Your task is to enter the Ayleid ruin, weaken six undead abominations, and use the Phial of Tranquility that Thazeg has provided you to free them from their accursed existence. You should also kill the necromancer while you're there.

Gorlar the Dark can be found in the back of the delve. As for the undead, there are plenty of zombies and skeletons for you to liberate. Don't kill them for this. You need to weaken them to about half health, then use the Phial on them to set their spirits free. You need to do this six times. When you're done, return to Thazeg in Morkul Stronghold. He can be found in the inn's eastern wing, praying.


Notes
One of the items for the House of Orsimer Glories, Thukhozod's Bracer, can be found in Thukhozod's Sanctum. It is found on a bench in the northwest corner of the large southern room, on the lower level.

 
Quest Stages
Online:Coldwind's Den

It is guarded by Daedra.
 
Related Quests
 

Residents
King Torug
Coldwind
Online:Nature's Bounty

Quick Walkthrough
# Cleanse six Auras of Corruption.
# Kill Corintthac the Abomination.
# Return to Ushang the Untamed.

Detailed Walkthrough
The wilds of Wrothgar have been disturbed; there is dark magic afoot in the wilderness, and there will be grave consequences if things are not set right. Thus, Ushang the Untamed has approached the king with a petition to gather heroes who can stop Corintthac the Abomination, a Reachman known for corrupting nature.

You are given a  , which you may use to cleanse six Auras of Corruption found around the Morkul Plains near The Accursed Nursery where Corintthac does his dark deeds. Your next task is to defeat Corintthac himself. You will face waves of Reachmen before being challenged by Corintthac himself. Before his death, he turns into a giant lurcher with an orange glow, which you must take down.

When you're done, return to Ushang the Untamed, who is sitting on a bench near the door at Skalar's Hostel.

Notes
Corintthac is a world boss at the Accursed Nursery. These bosses are events with multiple waves of enemies culminating in a boss fight, and will require a large group of 8-12, though it is possible to do it with less if it is a balanced and coordinated group.
 
 

Quest Stages