Netruk44/uesp-wiki-content huggingface dataset:
A Noble's Best Tricks

The first trick all nobles must know is to go to bed early. You could stay up late, but the haze of sleep would ruin anything you did from that point on! It's better to do no work, I always say, than bad work.

The second trick nobles have to know is to rise early as well. You've already slept and now it's a new day! Nothing can stop you from working or playing!

The third trick is a little family secret of mine. Every morning, have a little glass of Greef, but then – this is the secret – mix a small dash of Moonsugar in with the beverage. That kicks you out of your morning grog and everything seems fresh and new!

The fourth is a weekly bath. This may seem excessive, but in reality, people are much kinder to nobles who have bathed recently. Deals are much easier to make and ladies never say no to a man without dirt on his back.

The fifth trick is to buy low and sell high. While this is truly common sense, in practice it is more difficult to accomplish. All merchants have the same idea, but what you must do is push, push, push! Why should they take your money when you can just persuade them to give theirs to you? Don't be ashamed to use your status to get a good deal, for that's why you earned it in the first place.

Trick number six is to greet people in higher positions than you with an exuberant "Good day!". It's always wise to have friends in high places, and with their help, you may one day achieve a higher position than them!

The seventh trick is expensive, but extremely useful and invaluable. You should go to your local Guild of Mage's and have them brew you a potion that makes it easier to influence others with your natural charm. There are many social and professional situations where you can tip the balance of the conversation your way by quaffing a potion before entering it. (Telvanni Bug Musk works as well, though sometimes may be more expensive than the potion.)

The eighth is simply a shallow way of increasing status; keep at least 100 gold in a pouch with you at all times and walk so it jingles. An unpleasant Nord once tried to ask me a question, but I jingled my gold at him and he shied away. It can work for you, too!

Trick number nine is to put a bit of marshmarrow oil in your hair to smooth it. Many a lass and nobleman have been awed by this prime little feat when I performed it, and it most likely will work for you as well. For who wants their hair strewn haphazardly around their head?

The tenth and final trick is to learn the secret of winking. This trick is the most important because it endears all the recipients of the wink to you immediately. The cause of this is unknown, but believe me, it works!

Hopefully, these ten tricks for nobles will work as well for you as they have for me. Good day, and a very good bye
A Nord's Summary of the Reach

A journey to the very west of Skyrim will lead you to a place untouched by our mighty snowscapes and glaciers. A place where no giant walks and Trolls are rarely seen, a place of ancient palaces, green pasturages and vast forests whose glory seek to compete with Sovngarde itself.

This place that we Nords know as 'the Reach' is one of our holds whose fertile valleys and canyons we have settled in since a time when we still mocked this land as Mereth. Although every child nowadays knows of the events of Bend'r-Mahk and all those songs about the bloodletting of Karthwasten and Dragonstar, a few unconversant people are still surprised to hear of an infamous conquest our jarls and thanes led against our western neighbours in the recent past. In this war we reclaimed most of the Reach back from the Bretons and Redguards that held it. The victory we achieved here is merely a thorn in the flesh of the desert warriors that today still seek to conquer it back from us.

Visitors to the Reach may forget that they travel through the province of Skyrim, for this region is nothing like the rest of our cold homeland. Here we are governors over crowds of Elves, Reachmen, Redguards and many other people who in the past, like us, sought home in this unusually warm and fertile expanse. And not only do the climate and the people differ from the cold inside of our province: Should you search for the ice-wraith-haunted, proud, and snowy peaks that one rightfully expects to see in Skyrim, you will instead find yourself in front of the steep and flat cliff-plateaus known as mesas by the local inhabitants.

The Reach is divided into three counties; each ruled by a jarl as is the tradition in all of the western holds. The first and biggest county, Markarth-County is the seat of the King of the Reach, Jarl Bairda the Builder, who resides in the elven palace of Markarth Side. The second county, Beorinhal-County is the fiefdom of Jarl Horir, whose longhouse is found at the highest peak of Beorinhal-Town. The third county, Karthwasten-County, is ruled by Jarla Jona the Ansei-Slayer who has made herself a new home in a Redguard-built manor in Dragonstar.

Those who plan to travel the Reach should know of the dangers that have been plaguing the region as of late. Travellers are being frequently attacked by Reachmen and other bandits, and it is no rare occasion when Redguard guerrilla-fighters lead ambushes against settlements. Last but not least the wilderness of the Reach is home to many hostile creatures like Goblins and Minotaurs. In view of those threats, we advise travellers not to strain the railings that border our roads.
Ode To The Tundrastriders

Oh mighty tundrastrider!

How you and your mighty tusked beast silhouette against the great orange expanse.

Thundering footsteps herald your herd. Man and beast blazing trail together.

One in nature, each relying upon the other, more than just man and beast, but equals who need one another to survive.

How I long to run across the tundra in their mighty wake.

That would truly be my greatest honor.

The morning would be spent gathering dyes to paint our mammoths and then carve the fiercest images into their tusks.

Then it would be time for the skeever hunt. Our clubs would rain down upon the rat pests smashing the life out of them.

In the evening could sit around the campfire and I would regale those nearby with songs of their majesty and grace.

They would let me sample of the mammoth's cheese. A food so foul yet with healing properties so great.

We'd snack on the roasted skeever we'd freshly caught that day before laying under the stars to sleep.

I'd slowly fade to dream nested in the radiating heat of mammoth fur.   cold resisting properties keeping me snug.

What a grand time we would have.

Unknown
Of Fjori and Holgeir

In her 29th summer of life, Fjori the huntress met the warlord Holgeir on the field of battle. None remember what they fought over, for their love to come was so great it overshadowed all rivalries or disputes. They fought to a standstill, as their followers looked on - till her sword broke his axe and his shield dulled her blade and all could see that they were equals.

As the Eagle finds its mates, so too did Fjori find hers in Holgeir, and a time of peace came to the clans of the forest. But as the summer's warmth gives way to winter's chill, so too would this peace pass.

But the Snake came and bit Holgeir, its venom seeping deep into the wound.

A Whale greeted Fjori's view as she came over the snow-covered mountains to the coast.

She obtained an elixir from the Akavir and returned to the forest in haste.

Though Holgeir could smell the winds of Sovngarde, she gave him the elixir and he was cured in an instant.

But the Snake bit Fjori as she poured the last drop into Holgeir's mouth, and fatigued from her journey, she joined the ancestors immediately.

Holgeir's grief was such that he built a tomb and upon completion, took his own life that he might rejoin her.
Online:Klor

Klor is an Argonian of the Bright-Throat tribe and the betrothed of Beehuna. He will appear at the Glade of Chimes near Bright-Throat Village once the yearly Bonding Ritual has started.
 

Related Quests


Quest-Related Events
He can be spoken to after the bonding, where he will comment on Beehuna's jewelry.
:''"The bangle on her wrist looks just like the one that belongs to my egg-sister. It's … a little distracting. But I'll put it from my mind!"''
Online:Desh-Jasaiin

Desh-Jasaiin is an Argonian from the Bright-Throat Tribe and is the betrothed of Deed-Tei, who she made a seed-doll for. Once the yearly Bonding Ritual has started she can be found sitting with him.
 
Dialogue
She talks about her partner after the ceremony.
:''"I'm so happy he liked my seed-doll. It's really special to have a Moss-Skin be so sentimental."''
On Immortality

There are many supposed paths to immortality, though few have been tested, and those that have been tried have just as often proved to be mere flights of fancy, fashionable cure-alls with no real effect besides the status they grant those able to acquire them.

It is rumored that several pools and springs throughout Tamriel can grant immortality. These places are often hidden in the most inaccessible and hard to reach places. Such places are rumored to exist deep in the swamps of Shadowfen, on the highest peaks of Rivenspire, and in an ancient glade of Malabal Tor. Explorers have sought out these places for centuries, and while many have returned with stories of their success, not one has yet thought to mark the locations on a map.

Among nobles of the First Era, drinking the honey of the Isgareth Bee of Auridon was said to grant limited immortality, though one needed to continue to eat the honey in order to maintain the effect. Some say this led directly to Isgareth Bee's extinction, as indiscriminate men destroyed whole hives in order to more quickly harvest the precious golden substance and sell it at a high price to the foolish and fashionable. Though it is also said that Altmeri kings and queens maintain a private hive.

Another means of achieving immortality is said to exist, but it has only been attempted by the most volatile and unstable. It's also forbidden, both by governments across Tamriel and by the Mages Guild. It's said to involve the binding of a Daedra through blood sacrifice.

For so long as the Daedra can be held captive, life may be prolonged. It is unknown whether any who have attempted this method have been able to see it through to its end. It's more likely that the Daedra breaks loose and kills the attempter, or that the attempter destroys himself through his own madness.
On Necromancy

Reanimation should not be taken lightly. Costs, both mundane and spiritual, can be very high. Intent is everything. Too much emotion may create a creature so consumed with anger and hate its every action is perverted by its pain. Too little creates a mindless husk with little more than the ability to follow the simplest of commands. A calm mind, its thoughts well-organized and its plans well-considered, is the most necessary ingredient for animating the dead.

The soul is necessary, of course, as are many other ingredients listed at the end of this chapter. But as to the body … take caution. Any corpse may be reanimated, regardless of age or state of decay, but the most useful are those that are mostly intact (or can be made intact with little effort). A whole skeleton is better than a fresh, but mutilated, body.

As to freshness, be careful in this consideration as well. Have you ever wondered why there are so many skeletons among the reanimated undead, fewer zombies, and only a scant few revenants? The longer a body remains inanimate, the less hold its original owner has on the corpse. A spirit can stay tied to its remains for days, weeks, or even years—the shorter the time, the more likely the spiritual umbilicus exists.

A wise necromancer does not wish to fight for control of his creation with an angry spirit seeking a way back into the world. Best to be certain all of a creature's soul has departed before reanimation begins. Even should the necromancer win the battle, it is a cruel victory, tormenting a spirit on its way to rest.

Raising the dead so recent that the soul has not yet fled is ill-advised, as true resurrection is not the purview of the necromancer, but something best left to gods and priests.
Origins of the Raki

It is a common occurrence for travellers coming to our city of Haafinheim to come into contact with strange beasts of which no other analogue exists in any other province of the Empire. Slightly smaller than the average Haafingar grey wolf, the raki, as we have come to call him, is a creature of deception. During the day, it can commonly be found sleeping under the canopy of the vast pine forests of the western Holds. With its soft white fur, large eyes and gentle cooing noises, one would think it would be the perfect pet for one's wife. However, once darkness creeps onto our land, the raki unleashes a rage as if possessed by Mauloch the Mountain Fart himself. Highly agile, it can easily leap over the tallest of high elves and makes quick work of its prey by attacking its prey from behind. Constant alertness and quick reflexes are absolutely vital should you find yourself confronted by these creatures, and this could not be stated enough.

Back in the year 110 of the Third Era, Potema, the Wolf Queen of Solitude, was visited by King Orgnum of Pyandonea to plot against her brother, Antiochus. As part of his entourage was a collection of what we now call raki as a diplomatic gift alongside two   handlers who, after showing the beasts' usefulness in a hunt, where young Uriel III was saved from the wrath of a wounded but enraged boar by a team of raki, Potema became enamoured by the creatures, and the beasts from then on followed her wherever she went throughout Castle Solitude.

As any citizen of the Septim Empire will tell you, Potema's reign of Solitude was notorious and rank with the intimidation and repression of her subjects, and her ruthlessness only greatened with the onset of the War of the Red Diamond. There were rumours concerning the filleting of her prisoners in order to be fed to her pet raki. Such stories filled the camp of King Magnus of Lilmoth, instilling fear into the hearts of the famed argonian spearmen of Black Marsh's Jewel.

However, the Wolf Queen's early tactical victories were short-lived and by the year 137, the War of the Red Diamond was over and the victorious armies of Lilmoth and Cyrod were left with the task of restoring Haafingar to its former glory. But what had become of the queen's infamous pets? According to popular legends spread by Haafingar's skalds, during the chaos that followed the fall of Castle Solitude, the raki turned on their   handlers and escaped the castle via a narrow window in Potema's quarters, leapt into the moat and swam to shore. Over the next couple of decades, the raki mated and to this very day, they present an ever present danger to those who trek to our fair city.
Lore:Karnwasten

Karnwasten is a large natural cove located along the shore of Summerset Isle, underneath the mountain of Eton Nir. Karnwasten is notorious for being the harbor for smugglers and contraband to be imported across the entire sub-continent. But unfortunately, most foreign ships dock at these ports because of the province's opinion on outsiders.  Karnwasten is usually occupied by pirates and other criminals to maintain the black market around Summerset. The cave system of Karnwasten had its name loaned to the village of Karnwasten Moor (also called Karnstern Moor).  It is found in the general area, southwest of Lillandril.  

Like various other natural caverns in  , it is theorized that Karnwasten once served as a capillary for the living body of   and the living essence of the   who created it pulsed through it. 

 

History
During the   around  , these caves were occupied by the   smuggler,   and the  , a bandit clan active throughout the Summerset Isle. Madja was the first mate of the Khajiit contraband dealer named  , before conducting a mutiny and assuming control of Karnwasten's docks. Renzir employed the help of a   to acquire his stolen items, under the pretenses that he was another common trader. Once defeating the former first mate, the traveler made in contact with  , Renzir's wife, who made it clear that these items were smuggled onto Summerset. Nubani wanted him to abandon this reckless lifestyle, but it is unknown if that was the case. 

Prior to her defeat, Madja controlled the Night Runners, who were present across the foothills of Eton Nir. But at the same time, a group of   known as the   were present across Summerset Isle, posing a significant threat that could swallow the entire island into the sea. The necromancer,   took refuge deep in Karnwasten, assaulting the Night Runners and building an undead horde. Eventually, the Night Runners formed an agreement with K'Garza, offering captives while continuing their operation. But eventually, the group was under the control of K'Garza, forced to work for her and the Cabal.  When word of this arrived to  , Battlereeve   sent three adventurers to investigate Karnwasten, but they disappeared. With no other choice, the Battlereeve sent an   that killed a Sea Sload to find these adventurers. In the end, the warrior was able to not only find them, but defeat K'Garza in the process. 

During the   in the late  , the village of Karnwasten Moor was an active settlement. It was ruled by Lord Lillandman. It had a rivalry with  .  It was neighbored by several settlements, including   to the northeast, and   to the south. 

Gallery
 

References
Pension of the Ancestor Moth

To be read by all novitiates of the Temple:

The Order of the Ancestor Moth is as ancient as it is noble. We   and celebrate our beloved ancestors, whose spirits are manifest in the Ancestor Moths. Each moth carries the fjyron of an ancestor's spirit. Loosely translated as the "will to peace," the fjyron can be sung into the silk produced by the Ancestor Moths. When the silk is in turn spun into cloth and embroidered with the   of the correct Ancestor, clothing of wonderous power can be made.

Adepts of our order are gifted with prescient powers. The wisdom of the ancestors can sing the future into the present. For this reason, our order and our order alone has been given the priviledge to interpret the Elder Scrolls. These writings exceed even the gods, both aedra and daedra. Such insight into the inner fabric of reality comes at a price. Each reading of the Elder Scrolls is more profound than the last. Each leaves the priest blind for longer, and longer periods of time. Finally, the last reading achieves a nearly sublime understanding of that scroll's contents, but the priest is left permanently blinded to the light of this world. No longer can he read the scrolls.

This Monastery is dedicated to the service of these noble members of our order. They now live out their lives with the Ancestor Moths that they so love. Their underground   are well suited to the moths. They raise and   the fragile creatures, singing to them constantly. They harvest the silk and spin it into bolts of cloth. They weave the cloth, embroidering it with the   and histories of the ancestors that spun the silk. This is their new life.

As they tend the Ancestor Moths, so we tend the blind monks. While they toil in dark, we serve in the light. They need food and water. We provide. They need tools and furniture. We provide. They need secrecy and anonymity. We provide. They need purveyors to sell the fruit of their labors. We provide.

At one time, we also provided protection. Many generations ago, Gudrun came to our temple. Newly blinded by visions of what was to be, she brought with her new teachings. The visions of the ancestors foresaw the need of the monks to defend themselves. They train and practice the teachings of Gudrun constantly. They are masters of the sword of no sword, the axes of no axe.

As a novitiate, you will learn the teachings of Gudrun. You will learn the way of the peaceful fist. You will learn to serve the blind monks. You will learn to provide. In time, you may attain the peace and insight of the Ancestor Moths.
Daedric Veneration

If you believed what that old goat Phrastus of Elinhir writes in what he's pleased to call his "Histories," you'd think that modern society's bias against reverence for the Daedric Princes was rooted in some kind of instinctive revulsion against the Lords of Oblivion, an abhorrence based on events of unspeakable cruelty that took place thousands of years ago.

This is absurd on the face of it. Ask the peasant in his field, the cobbler in his shop, or the solicitor in his office if he fears the Daedra Lords because of the ancient practices of the Wild Elves, and all you'll get will be a blank look. The peasant, cobbler, and solicitor only fear Daedra and Daedra-worship because they've been told to by established religion and academia, and because their neighbors believe the same thing.

So, Phrastus, Daedra worship survives in Tamriel only at the level of forbidden cults? On the contrary, it's easy to show that veneration for Daedra is widespread and widely accepted among the folk of Tamriel, despite the desires and opinions of priests and professors. Ask the hunter why he mutters a prayer to Hircine as he draws his bow. Ask the gardener why she asks Mephala to spare her vines from slugs and worms. Ask the guardsman why he invokes the valor of Boethiah as he draws his sword. And one doesn't have to look hard to find worshipers of Sanguine during Carnaval, or Hermaeus Mora among scholars at any time.

What of the Ashlanders of Morrowind, who still venerate the so-called Good Daedra? What of the Spirit Wardens of Menevia, who follow Azura? What of the Jovial Lambasters of Rimmen, who celebrate Clavicus Vile?

What, indeed, of the Khajiit of the southern realms? Rather than abjure the Oblivion Lords, the Cat-folk of Elsweyr venerate them openly, scarcely drawing a distinction between Aedra and Daedra. The Khajiit recognize the benevolent aspects of the Princes, offering them respect at a minimum, and often admiration. Azurah is a popular object of worship for Khajiiti magicians, Sheggorath appeals to the feline taste for wild mischief, and the souls of the dead are placed in the charge of Namiira.

Yet Phrastus would have you believe every mortal in Tamriel cringes in horror at the mention of Daedra, and mocks my own work when I show him up for the charlatan he is. Or can we explain his petty hostility in another way? Wasn't it Phrastus himself who approached me at the Dragonstar Conclave of Antiquarian Scholars, Phrastus who pointed out it was the 16th of Sun's Dawn, Phrastus who suggested we meet later that evening to "appropriately celebrate Sanguine's summoning day"? I believe he took it rather personally when I refused his smarmy advances, for it was shortly thereafter that his unwarranted criticism of my work began to appear in the journals. Hmm. Yes, perhaps therein lies the explanation.