recursal/Fanatic-Fandom huggingface dataset:
Bal Foyen

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**Bal Foyen** is a region in Morrowind which has been settled by freed Argonian slaves, part of the Ebonheart Pact. There are three Wayshrines to discover, one is south of Dhalmora, one west of Fort Zeren and the third is northwest of the docks.

## Skyshard locations

     There are 3 skyshards scattered around Bal Foyen.

With special thanks to Garkin, who created the SkyShards v0.7 add-on!

* Download it here: Garkin's Skyshard Pins
* Also available: Garkin's Lorebook Pins

* One of the Skyshards can be found on a ship in the docks.
* One is close to a Wayshrine
* One is not far from the arrival location of the player. On the map there is also a camp icon showing the way. The shard can be found behind a house close to the camp, behind a few rocks.

## Places of Interest

* Bal Foyen Dockyards
* Dhalmora
* Fort Zeren
* Hidden Dagger Landing Site
* Plantation Point Overlook

## Characters

* Aera Earth-Turner
* Asga
* Bishalus
* Captain Rana
* Darj
* Drinks-with-Toes - Banker
* Esquoo
* Iron-Claws
* Nolu-Azza
* Wenaxi

## Bal Foyen Quests

* The Bard of Hounds
* Breaking the Tide
* Crossroads
* Finding the Family
* If by Sea
* Salt of the Earth
* Unorthodox Tactics
* Warning Davon's Watch
* Zeren in Peril
Aldyna

Location

She is a slave trader, who lost everything when the Ebonheart Pact was installed and finally abandoned slavery. The quest A Life of Privilege starts with the escaped Breton woman Suriel. If the player decides, Aldyna should Suriel let go, she nevertheless will reward the player with Lightfingered Necklace and 206 , although she reacts very upset with that decision.
Almalexia

Location

She is one of the god kings, who founded the Tribunal, along with Sotha Sil and Vivec. As a mortal, she was married to Lord Indoril Nerevar, and the three first acted as his counselors. She, Vivec and Sotha Sil caused also the transformation of the Chimer, who then became the Dunmer, when the Daedra Azura cursed them for breaking the oath they swore to her and Nerevar to never make use of the Tools of Kagrenac on the Heart of Lorkhan. Later she became the lover of Vivec. In The Elder Scrolls III: Morrowind and the expansion Tribunal, her personality has changed much and she became obsessed with power. In this part of the game series, Azura's prophecy also becomes true, that Nerevar would return. She dies ca. 3E 427 in the Clockwork City of Sotha Sil by the hand of the player, who is considered the Nerevarine.
Bruma

**Bruma** is a city in far northern Cyrodiil, and something of a Nord colony. It is a major walled city with traditionally Nord architecture, with solidly built wooden houses as well as major stone buildings such as the castle and temple. It contains all the typical attractions of a city in Cyrodiil with its guild houses and other services. When players reach Bruma, it's dominated by a huge anchor from Coldharbour and daedric forces seem to control the city. Only a few soldiers still defend the place, most people have found refuge in the temple, but some are still locked up in a manor the city.

## Characters

* Grigerda - she and a few others are still locked up in the manor
* Hjorik - a Nord healer who has found refuge in the temple
* Jafola - a Nord healer, who waited for the herbs from Saldir
* Methas Andavel - a Dunmer soldier
* Halfara Black-Bear - a female Nord fighter

## Quests

The first one is not actually a Bruma quest, as the Bosmer Saldir can be found somewhere in the wilderness, quite far away from Bruma.

* Medicinal Herbs - a quest from the Bosmer Saldir, which leads the player to Bruma, can be solved as single player

* Timely Intervention
* Know thy Enemy
* The Standing Stones
* Dangerously Low
* Bring Down the Magister
* Enemy Reinforcements
Akatosh

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**Akatosh** is one of the Aedra, or Divines. He is the god of time and the chief deity of the Nine Divines. He is depicted as a dragon, and chose that form to battle Mehrunes Dagon in the Oblivion Crisis.

In The Elder Scrolls IV: Oblivion, Martin Septim smashed the Amulet of Kings and took on the form of Akatosh to battle Mehrunes Dagon to save Tamriel and the Imperial City from the encroaching Oblivion invasion forces, killing himself in the process. After Mehrunes Dagon was defeated, Martin turned to stone whilst still in the form of Akatosh, and now stands as a statue in the temple as a reminder his sacrifice.

**Akatosh** is also known, by the Mer, as Auri-El.
Call to the Faithful (book)

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 Collection | Skill Books

**Description:** Adds a level to Light Armor

## Text

**Call to the Faithful (book)**

by Prudentia Blaesus

Tamriel cringes in pain beneath the heels of armies that bruise her face. Arrows rend Kynareth's holy gales, and all the Divines sadly shake their heads as their Commands are stifled by the drums of war. Oh faithful, the heretics surrounding us on all sides seek to propagate their blasphemies and lies, to trample on the legacy of Reman and spit upon the Divines themselves, endeavoring to bury them forever or obscure them behind a veil of lies.

We true servants of the Divines know these profane foes, these misguided alliances, cannot and shall not prevail. Akatosh, invincible and eternal, will not forsake us if only we show our devotion, if only we stand up when so many have been beaten down before us, if only we cry out against the flood of pretenders and their cruel masters. We are called now, brothers and sisters, to silence the dissenters and Daedric thralls that surround us. We are roused by Akatosh's mighty roar and must not stand by as the Golden Hill shakes in resonating rage.

Though we wear only simple robes, Stendarr defends us. He envelops us in light, in unbreakable Aedric glory. He turns aside the blades of the heretics and proclaims our eternal victory. Though we wield only our words, Julianos sharpens them to a razor edge. He forges our very minds into weapons, fills us with holy words to awaken the faithful. Though we may feel weak and afraid, Akatosh's might voice commands us forward, and we know that we will be conquering heroes, that we will set the Empire right by his command.

To restore our beloved Empire, we must not falter or be shaken; we must not cower before the armies that ravage our home. Now is the time to honor our pact, consecrated by His mighty blood. We are not abandoned; no, we have been granted a sacred moment in which to prove our unwavering devotion, to stand against the tides of evil that erode our shores. Take up your implements of war. The Divines are your shield, your shining armor, your immaculate blade. They will carry us forth to drive the enemy out and restore rightful peace and order to Tamriel.

Do not hesitate, for you must surely hear this call, echoing loud and true within your spirit. Clothe yourself in faith and do as the Divines command.
A Grifter's Apology

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 Collection | Skill Books

**Description:** Adds a level to One Hand and Shield

* A Grifter's Apology Pg1.png
* A Grifter's Apology Pg2.png

## Text

**A Grifter's Apology**

by Anonymous

A former con-artist's advice

Ever put down a tidy sum on a sword only to have the blade fly off as soon as you got it home and gave it a swing? Bet you were mad! You probably stormed back to the market to find the silver-tongued bastard who convinced you it was magical, only to find his stall vacant.

I know this because you bought that weapon from someone just like me.

That's right, I used to pass off the shoddiest merchandise I could get my hands on to folk like you. I'd buy apprentices' failures, find rusted heirlooms at the pawnbroker, and make a profit off people who didn't have much more than big dreams about becoming a hero. Those days are behind me. I've done wrong and want to make amends, so I'm going to arm you with a little knowledge.

The best advice is to buy your weapon from a trusted smith. It may not look like much, but you don't need fancy. I passed off cartloads of giant two-handers on youths with starry eyes, but you'll want to start out with something reasonable—a simple, solid one-hander. A warrior's only as good as his weapon, and you won't learn anything with one that's going to fall apart.

If you insist on visiting market stalls, your first goal is to get a weapon in-hand. Never purchase anything without giving a nearby post a few good hacks with it first. If the merchant won't let you handle it and keeps coming up with excuses, he's up to something.

I got good at distracting customers with fancy moves or a sappy yarn. You'd be surprised how easy it is to con someone into a purchase with a tale about how the noble knight's poor widow is just having such a hard time getting by these days, and how, being such a kind-hearted trader, I'm going to take all the profits from his old sword to her anyway—doing an honest deed for a sweet old lady who can't travel to the market on her own.

Don't let this happen to you. Ignore the chatter, get hold of the weapon, and check it for signs of painted-over rust. Examine the hilt or haft with care; look for traces of adhesives where metal contacts other materials. Avoid flashy weapons studded with gems, since you probably can't tell real jewels from glass fakes. The best cons know just a little bit of illusion magic, too, so be skeptical about supposed magical properties, and make sure you examine the item for more than a few minutes.

You should know enough now about what to look for in a good one-hander, and I hope you won't fall for any of these tricks. I'm sorry to anyone I pulled them on in the past, and I wish you the best of luck out in the market and in your training.
A Thorn in your Side

*This article is a stub. You can help TESO Wiki by expanding it.*

 Quest objectives

## Objectives

> “
> To save the Mages' Guild members that were forced to compete in the Observer's game, I decided to side with Angof. Now I just need to find a way to win the game.
>
>
>
>
> **Talk to Angof the Undying**
>
> I should find Angof in the battlegrounds. Maybe he has a plan for how we can win the game.
>
>
>
>
> **Defeat Thallik's and Estre's Champion**
>
> To win this contest, I need to defeat the champions of the other two leaders. Angof gave me more seeds. I can plant them in slain enemies to gain allies in this battle.
>
>
>
>
> **Return to the Cave Entrance**
>
> I defeated the other champions. Now the Observer wants to meet me at the cave entrance that leads to the watch portal.
>
>
>
>
> **Enter the Observer's Watch**
>
> The Observer wasn't at the entrance to the watch. I should enter the cave and use the portal so I can find him.
>
>
>
>
> **Talk to the Observer**
>
> What? I killed the Observer, but there he is, standing in front of me. I should speak to him and find out what else he has in store for me.
>
>
>
> — game journal
>
>
>

## Note

The Observer gives the player now the choice to take either the Mages' Guild members or the chosen competitor. One also can talk with the NPCs before this decision.
It is also possible to threaten the Observer to release the chosen competitor AND the Mages' Guild members, but the player needs the Fighters' Guild skill intimidate.

## Charactes linked with this quest

* Mim
* The Observer
* Thallik Wormfather
* Relmus
* Juline Ginis
* High Kinlady Estre
* Angof the Undying
Bad Soldiers

*This article is a stub. You can help TESO Wiki by expanding it.*

 Quest objectives

> “
> It appears that soldiers known as Sentinels are terrorizing the fortress.
>
>
>
>
> **Talk to Commander Taldyn**
>
> I need to speak to Commander Taldyn in the training yard to determine what to do about the Sentinels.
>
>
>
> — game journal
>
>
>

To stop the bullying, the player should duell the Sentinels to make them surrender.

## Characters linked with this Quest

* Fervyn
* Commander Taldyn
Alik'r Desert

*This article is a stub. You can help TESO Wiki by expanding it.*

The **Alik'r Desert** belongs to the Redguards of Hammerfell, part of the Daggerfall Covenant. Zenimax has stated in a Q&A "The Alik’r Desert has a vibrant ecology, from small critters like lizards up to apex predators such as dunerippers and giant scorpions. And nearly everything in it is either venomous or carnivorous. You won’t be bored – because if you let your guard down, you’ll be dead."

## Skyshard locations

There are 16 skyshards scattered around the Alik'r Desert.
With special thanks to Garkin, who created the SkyShards v0.7 add-on!

* Download it here: Garkin's Skyshard Pins
* Also available: Garkin's Lorebook Pins

## Gallery

* Alik'r Desert concept art
* TESO loading screen
* TESO loading screen
Armor of Myth and Legend

*This article is a stub. You can help TESO Wiki by expanding it.*

 Collection | Skill Books

**Description:** Adds a level to Heavy Armor

* Armor of Myth and Legend Pg1.png
* Armor of Myth and Legend Pg2.png

## Text

**Armor of Myth and Legend**

by Aurelienne Dulroi

Famous (and possibly fictional) armors

In studying history, one often encounters tales of exceptional arms and armors possessed of incredible powers. It can be difficult to separate mythical exaggeration from actual, recoverable relics, but it is my duty as a historian and scholar to preserve any details of such items, even those that may prove untrue. I have recorded here what I have read regarding a few powerful legendary armors. As far as I am aware, none of these have been located, but how exciting it is to consider that they may yet exist!

Lapidary's Slab

Commissioned by an unknown Dark Elven general, this ebony chestplate was engraved with the names of the Dunmer saints and their teachings. According to the tales, the artisan tried to explain to the general that etching the names and stories into the plate would weaken its integrity, but to no avail. The general demanded completion of the piece. Three costly cuirasses shattered or cracked as the crafter attempted the feat, attempting to configure the names and parables in an arrangement that would hold. He consulted with priests and enchanters, and by his fourth attempt, the plate was complete. It is said that nothing short of a Daedric Prince itself could damage the finished product.

Skinmail

References to this incredible work are few. I have seen a few texts mentioning a vial of liquid that, if applied to the skin, can harden it and produce plate-like coverings whenever the wearer wills. It is said to be the crowning achievement of a powerful High Elven alchemist who stopped at nothing, including horrific experimentation on live subjects, to reach the result. Only a very few vials are thought to exist, as the process for creation was not only costly, but lengthy, requiring decades of attention and enchantment to produce.

Widowill

In a small, impoverished Imperial village lived a soldier's widow. She and the other villagers led quiet lives until necromancers began operating nearby, robbing graves and stealing people away in the night. There were no fighters or mercenaries among them, and they were so poor that sending for help seemed impossible, so she donned her husband's old armor, though it did not fit well, and hefted his sword, determined to drive the necromancers away. Stendarr took notice of this selfless, if foolish, act, and imbued the armor with holy protections so powerful that the necromancers who attacked her were reduced to dust.
Abah's Watch Motifs

Abah's watch motifs are chapters needed to craft the Abah's watch style. It uses the polished shilling to craft. Which is found by pickpocketing guards , making it a challenging style to craft, and therefore a great way to show of your thieving skills. The motifs are found with the repeatable thieves guild job quests . They are a rare drop from the crates you get as a reward for said quests.
Anu

The first ones were brothers, **Anu** and Padomay. They came into the Void, And Time began.

As **Anu** and Padomay traveled the Void, the interplay of light and darkness created Nir. Nir loved **Anu** which caused Padomay to leave bitter. Soon after, Nir became pregnant and Padomay returned to confess his love to Nir, however she only loved **Anu**, and Padomay beat her in his rage. **Anu** returned, fought Padomay, and cast him outside Time.

After many ages Padomay was able to return to time. He saw Creation and hated it. He swung his sword and shattered the twelve worlds in their alignment. **Anu** awoke, an fought Padomay again. The long and ferocious battle ended with **Anu** being the victor. **Anu** attempted to save the twelve worlds by forming them into one, creating Nirn. As he was doing so, Padomay struck him through the chest with one last blow. **Anu** then grabbed onto his brother and brought them both outside of Time forever.

The blood of **Anu** became the stars, while the mingled blood of both **Anu** and Padomay became the Aedra.

## Names of Anu

* Anu
* Anuiel
* Ak
* Satek
* Is

## Sources

* The Monomyth
* The Annotated Anuad
Blacksmithing Basics

Collection | Crafting Books

## Text

**Blacksmithing Basics**

by Zeg gra-Dush

Orc forge-wives say they're the only ones who know how to smith. I say mudcrabs to that! I'll show you how to find ore, extract ingots from the ore, explain crafting styles, and then teach you how to craft a weapon. Soon enough, you'll call yourself a blacksmith.

Step 1: Get Some Iron Ore

Iron ore is the simplest to work, and easy to replace if you make a mistake. Look for rusty, dull rock near big rock outcroppings. Then you mine it. If you don't mine it yourself, buy it from people who mine it, or ask a friend to loan you some. When you have ten chunks of iron ore, you're ready for the next step.

Step 2: Refine Ingots

Find a blacksmithing station. Then make iron ingots from your ten chunks of iron ore. This is called "refinement." If you want to know why, ask a forge-wife.

Step 3: Choose A Style

Every race has a style of blacksmithing, and each favors a traditional material. I call this a "style material" because it's easy to remember. The Orc style works best for me, but I'm an Orc. If you're an Imperial, start with material for the Imperial style. Blacksmiths sell them, if you can't find them anywhere else.

Step 4: Make An Iron Dagger

Iron daggers are easy to make. You need one style material, two iron ingots, and a steady hand with a hammer. When you have these things, find a blacksmithing station and craft an iron dagger. For better quality blades, use more ingots to make it. But for now, use two iron ingots.

Step 5: Admire Your Iron Dagger

Take a moment to admire your work. It's not "just an iron dagger." You pulled metal from the ground and forged into a tool that can end lives. Respect what you've made.

Forge-wives won't be impressed with your iron dagger, but what do they know? You're a blacksmith if you do the work, not if you marry into it. Remember: iron daggers today, ebony greatswords tomorrow.

Appendix: Advanced Smithing

If you really want to show up the forge-wives, you need to know more than just iron daggers.

Improving Weapons and Armor

Use a "temper" to improve weapons and armor you've smithed. I call them that because I can never find one when I need it. This always makes me lose my temper.

When you find one, bring it to a blacksmithing station with the item you want to improve. The more tempers you have, the greater the chance to improve the quality. But this is not a guarantee. If you do it wrong, you'll lose the tempers and the item.

Deconstruction

If you're short on materials, you can deconstruct them from weapons or armor. You'll destroy the item when you break it down, and you'll only salvage part of what went into making it, but it's a quick way to get ingots.

Researching Traits

One way to annoy a forge-wife is to buy her finest items, take them apart, and research the best traits of her weapons and armor. Then you can make copies of her best work and sell them for less. Do it all on her own blacksmithing station if you really want to make her angry.
Advances in Lockpicking

*This article is a stub. You can help TESO Wiki by expanding it.*

 Collection | Skill Books

* Advances in Lockpicking Pg1.png
* Advances in Lockpicking Pg2.png

## Text

**Advances in Lockpicking**

I am not a writer. I am a thief. I am a good thief. I am not such a good writer. Anyway, I want to write about picking locks. I read a book about designing locks once. It was good. It gave me lots of ideas.

Some guys make locks with angled keyholes. Always carry a bent lockpick. They will work good in these locks. I do, and I open lots of locks. Sometimes I carry copper lockpicks. Copper bends easy. That way I can bend it right there. Copper lockpicks break easy too. Be careful.

Sometimes the locks have weird springs. They all spring differently, which makes picking it hard. I hold my torch close to the lock. This makes it hot. When it's hot, the springs are all the same. They don't bounce so differently any more. Be careful not to burn yourself.

Some thieves can't read. If you can't read, get someone to read this book to you. It will make more sense then.
Akavir

The continent of **Akavir**, also known as "Dragon Land", is a landmass east of Tamriel. The two continents have a history of animosity towards each other, with Akavir invading Tamriel several times in the past and Tamriel invading Akavir at least once.

There are four major nations within Akavir:

* Ka Po' Tun
* Kamal
* Tang Mo
* Tsaesci

When they are not trying to invade Tamriel, they are fighting each other.

> “
> Akavir is the kingdom of the beasts. No Men or Mer live in Akavir, though Men once did. These Men, however, were eaten long ago by the vampiric Serpent Folk of Tsaesci. Had they not been eaten, these Men would have eventually migrated to Tamriel. The Nords left Atmora for Tamriel. Before them, the Elves had abandoned Aldmeris for Tamriel. The Redguards destroyed Yokuda so they could make their journey. All Men and Mer know Tamriel is the nexus of creation, where the Last War will happen, where the Gods unmade Lorkhan and left their Adamantine Tower of secrets. Who knows what the Akaviri think of Tamriel, but ask yourself: why have they tried to invade it three times or more?
>
>
>
> — Mysterious Akavir
>
>
>
Aetherius

**Aetherius** is the realm from which Aedra such as the Nine Divines originate. It can be construed as the inverse of Oblivion, from which the Daedra rule; conversely, Aetherius is the realm from which the Aedra are connected. Oblivion is considered the dualistic inverse of Aetherius.

*This article is a stub. You can help TESO Wiki by expanding it.*
By Invitation Only

> “
> Deshaan's Academy of Magic, Shad Astula, trains only the most promising mages to become leaders of the Ebonheart Pact. However, the Academy only accepts those who've received a special invitation.
>
>
> **Acquire a Shad Astula Invitation**
>
> If I want to visit Shad Astula, I need to acquire an invitation. Maybe I can get an invitation from one of the students waiting along the docks.
>
>
>
>
> **Find Arch-Mage Valelyn**
>
> Somehow, the Arch-Mage knows I arrived at the Academy. He wants to talk to me in the main building.
>
>
> **Repeat the Sequences of Lights**
>
> I watched the sequences of the lights. All I have to do now is touch the orbs in the same order.
>
>
>
> — game journal
>
>
>

## Note

To get an invitation, the player must speak to the people around the dock. It possibly is easier with the skill persuade or intimidate, else one also can challenge them to a duel.

## Hint

I'm not sure if the light sequence is for every player the same, but for me it was:

I hope you got enough imagination... but the lights are almost arranged this way.

## Characters linked with this Quest

* Nosaleeth
* Geirvarda Frostwind
* Renus Falvani
* The Boatmaster
* Arch-Mage Valelyn
* Registrar Bameni
Aggressive Negotiations

* Talk to Grandmaster Omin Dres

> “
> Tanval Indoril has fled towards the Tormented Spire with the Coral Heart in hand. He wants to unleash Sadal, Brother of Strife, from his imprisonment. Kragenmoor's Grandmaster Omin Dres is the only one who can allow me access to the mountain.
>
>
> **Talk to Grandmaster Omin Dres**
>
> I need to talk to Grandmaster Omin Dres and find out what's happening in Kragenmoor.
>
>
>
> — game journal
>
>
>

**Note:**
This quest is part of the Kragenmoor Objective. The player must free Kragenmoor from the grip of Tanval's Vanguard.
Bangkorai

*This article is a stub. You can help TESO Wiki by expanding it.*

**Bangkorai** is the northeast region of Hammerfell, part of the Daggerfall Covenant.

## Skyshard locations

With special thanks to Garkin, who created the SkyShards v0.7 add-on!

There are 16 skyshards scattered around the Bangkorai.

* Download it here: Garkin's Skyshard Pins
* Also available: Garkin's Lorebook Pins

* *Answer the call to battle.*
* *Bjoulsae bandits' hidden lair.*
* *Found in spite.*
* *Hears hags but sees mobile limbs.*
* *Listening to Silaseli's whispers.*
* *Meddling Imperials disrupt the wheel.*
* *Nested in an Imperial camp.*
* *A scenic view of Evermore's bridge.*
* *Secret shrine by Pelin's Church.*
* *Sent away to stay with the dead.*
* *Stuck in a troll's maw.*
* *Take a fall from the grotto.*
* *Tossed into a coveside tower.*
* *Tragic tale of architect and princess.*
* *Waiting to be inducted to the Hall.*
* *Where a stormy ritual brews.*
A Fair Warning

*This article is a stub. You can help TESO Wiki by expanding it.*

 Quest objectives

> “
> A note posted at the entrance to Knife Ear Grotto by scholar warns of dangers inside.
>
>
>
>
> **Search for an Artifact**
>
> The note said that if I find any Daedric artifacts, Aralyon the Scholar will pay handsomely for them.
>
>
>
> — game journal
>
>
>
Beneath the Surface

Quest objectives

> “
> A Pact soldier and his brother were captured by bandits after being caught spying. They were investigating the cult-like activity of the bandits.
>
>
>
>
> **Free Nathon**
>
> I must find and free Nathon.
>
>
>
>
> **Talk to Israk in Riften**
>
> I must reach Riften and speak to the brothers.
>
>
>
> — game journal
>
>
>
A Life of Privilege

*This article is a stub. You can help TESO Wiki by expanding it.*

 Quest objectives

> “
> I met a Breton in the middle of the swamps of Shadowfen. She seems to be lost.
>
>
>
>
> **Find Suriel's Belongings: 0/3**
>
> I should search the nearby swamp for Suriel's belongings. She said they were probably hidden in tree stumps nearby.
>
>
>
>
> **Talk to Suriel**
>
> I've collected Suriel's things from the dubious hiding spots in the swamp. She ran off almost immediately. I should bring her the trinkets and see what's got her so exited.
>
>
>
>
> **Follow Suriel**
>
> Something fishy is going on with Suriel. She ran off when I asked her about the items she had me collect. I should follow her and find out what this is really all about.
>
>
>
>
>
>
>
> — game journal
>
>
>

It turns out, Suriel is a victim of slavery and fled her Dunmer slave trader Aldyna. The player now must decide, whom he/she will support here. If Suriel is set free, Aldyna will be upset, but despite her disappointment, she'll give the player a reward.
Bosmer

The **Bosmer**, or Wood Elves, are one of the three races representing the Aldmeri Dominion. Their homeland is Valenwood.

**The Bosmer** are a people of the forest. At the time of The Elder Scrolls: Online, Camoran Aeradan is King of the Wood Elves.

The Bosmer are one of the smallest races in Tamriel. Their appearance is similar to that of other elves. They have slight bodies but their height makes them quick and agile. There are no finer archers and thieves.

Bosmer mostly prefer wild areas to metropolitan ones.

## Abilities

Bosmer can train skills that improve their stamina regeneration, disease and poison resistance, and stealth. They also inherently train bow skills faster than other races.
Call to the Faithful (note)

*This article is a stub. You can help TESO Wiki by expanding it.*

 Collection | The Devoted and the Deranged

## Text

**Call to the Faithful (note)**

Those who revere the light of the Moons! Take heart and hear the words of the lunar clergy. Our research has confirmed the sites of several ruins dating back to the days of the oldest Manes.

— Ja'zennji Siir, or "Jode's Light" in Reaper's March: north of the modern town of S'ren-ja

— Zennrili Keep, near the center of the bend in Topal Bay

— Shaasanath Point, at the mouth of the Xylo River

It is our hope they may once again sing with moonlight. For those with a stout heart and a strong arm, know of these ruin sites and make of them what you can. Perhaps one day the faithful shall shout your name in the halls of the lunar faith!

Bright Moons hang above us all!
Boethiah's Glory

Collection | Daedric Cults

## Text

**Boethiah's Glory**

Look upon the face of Boethiah and wonder. Raise your arms that Boethiah may look on them and bestow a blessing. Know that battle is just such a blessing. Know that death is inevitable. Know that you are dust in the eyes of Boethiah.

Long is the arm of Boethiah, and swift is the blade.

Deep is the cut, and subtle is the poison.

Worship, O faithful. Pray your death is short.

Worship, O faithful. Pray your death is quiet.

Worship, O faithful. Worship the glory that is Boethiah.

Into battle strides the Daedric Prince, blade at the ready to cleave the unworthy.
Aura of the Righteous

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 Collection | Skill Books

* Aura of the Righteous Pg1.png
* Aura of the Righteous Pg2.png

## Text

**Aura of the Righteous**

Insomuch as all fell things abhor the light, so has Stendarr gifted all those who invoke His Name with the ability to clothe themselves in a righteous aura of blessed light. Over time, even as evil's many Abominations found new ways to afflict Tamriel's mortals with destruction and death, the Priests and Resolutes of Stendarr have adapted Stendarr's glowing gift to many purposes, whether to smite, to defend, or to heal.

For offensive means, Stendarr's gift most often manifests as a piercing beam of light, resembling a spear of purifying sunlight and oft referred to in those terms.

As a form of armor, Stendarr's gift may take the form of a diffuse aura that surrounds the righteous, mitigating the attacks of the abominable, or it may focus into an almost-palpable shield to ward off a specific threat.

Worshipers who eschew all forms of violence, such as the Harmonious Masters of Lillandril, have turned Stendarr's glowing gift into a tool for healing, and then freely spread their knowledge of cleansing and healing rituals, even to Stendarr's more militant adherents. For even in the hands of a warrior, how can the curing of ills be an ill thing?
Alliance War

*This article is a stub. You can help TESO Wiki by expanding it.*

The **Alliance War** is the backdrop for *The Elder Scrolls: Online*.

## Skills

### Emperor Skills

All Emperor skills are passive skills. As a ruling emperor, each skill provides maximum benefits, but as a deposed emperor, the player receives vastly diminished benefits.
A Clothier's Primer

Collection | Crafting Books

## Text

**A Clothier's Primer**

by the Shattered Masque

Future challengers! The Shattered Masque has fought far too many opponents who fail to realize the importance of proper footwear.

This basic primer will to teach you how to make a simple pair of homespun shoes. If we're to face each other in the Blessed Crucible, I want you to fall because of my unmatched skill—not your pathetic boot stitching.

Step 1: Acquire Jute

Raw jute is cheap, plentiful, and easy to weave. Look for the distinctive yellow flowers in the wild. I suppose you could pay someone to pick them for you, and it's that kind of laziness I look forward to punishing in the arena.

Step 2: Refine Cloth

You can work with raw jute at any clothing station. Professional clothiers call this process "refinement," which can be done with any raw material. For now, you'll need ten raw jute plants to make the refined jute you'll need for shoes.

Unless working a loom is beneath you. Weakling.

Step 3: Style!

Clothiers from all across Tamriel have their own cultural style. You need style to make an impression in the dueling ring, so find the style material that's easiest for you to work. If you're an Imperial, start with material for the Imperial style. Purchase it from clothiers or take them from your whimpering, defeated enemies.

Step 4: Craft Your Shoes

Bring your style material and five bolts of jute to a clothing station. (Remember—refined jute, not raw jute plants.) Now, get to work and craft yourself a pair of homespun shoes. You can use more bolts for better quality shoes, but you should start with five bolts.

Easy work! As easy as it will be for me to crush your pathetic and deluded hopes of winning the Brimstone Crown.

Making Clothes the Shattered Masque Way

Any arena fighter worth their salt doesn't stop with a simple pair of shoes. Try making a pair of rawhide boots for added protection, or a colorful sash to make you stand out in the ring. If you get the hang of this clothier business, you'll even have a trade to fall back upon after I thoroughly humiliate you in front of everyone you've ever loved.

Improving Your Shoes

The art of improving the shoes you make—or any other bit of clothing, really—requires you to work with tannins at a clothing station. If you aren't careful, you'll ruin the clothing and the tannins in the process. Use as many tannins as you think you'll need.

Find them on your own. I won't make everything easy for you.

Deconstruction

Maybe you're the kind of person who cuts corners. If you don't have time to collect raw materials, you can always deconstruct clothing you no longer need. This will destroy the clothing, but maybe you'll salvage enough to make a hat I can knock off your head.

Researching Traits

By now you're thinking. "I'll need an edge if I'm going dare to fight the Shattered Masque." You could always research unique traits of items made by better clothiers than you by taking their clothing apart and studying their techniques. Anything to boost your confidence long enough for me to stomp it into dust.
Azura

*This article is a stub. You can help TESO Wiki by expanding it.*

**Azura** is the daedric prince of dusk and dawn, and one of the few not considered to be inherently evil.
The Khajiit have "Azurah", the Goddess of Dusk and Dawn and sister of Nirni.

One mighty known artifact of Azura is Azura's Star, which is a reusable, Grand Soul Gem. It already played a role in the previous installments of the game series. In The Elder Scrolls V: Skyrim, the player even could travel (with Azura's help) into the star itself to cleanse it from the influence of a mad mage.
Basic Provisioning Guide

Collection | Crafting Books

## Text

**Basic Provisioning Guide**

by Cloelius Maluginensis

Supply Sergeant, Seventh Legion

In my twenty years as supply captain for the Seventh Imperial, I learned one absolute truth: provisioning is the same whether feeding yourself or an entire army. Per Magus-General Septima Tharn's request, I will share what I know to aid the provisioners of less accomplished legions.

Step 1: Acquire Ingredients

When you are in the field, your backpack is the only pantry upon which your soldiers can rely. Requisition anything you can find—every barrel, chest, or sack of grain should make its contribution to your cause.

As an Imperial soldier you have the right to requisition as much as you want, but use discretion. A citizen with an empty larder will have long memories of Imperial imposition. A single handful, scoop, or item from each barrel, chest, or sack is my simple rule.

Step 2: Acquire Recipes

Never forget that you are a provisioner, not a chef. You aren't cooking personal meals for the Duchess of Cheydinhal. It doesn't matter how the food tastes as long as it feeds your cohort. You want recipes that are fast, simple, and best made in bulk.

Take grilled capons, a meal that requires capon meat and drippings. It doesn't matter that you know the ingredients required—without a proper recipe, they're just raw meat and grease. Locals always have their own ways to prepare local ingredients, so stay vigilant for recipes while requisitioning supplies.

Step 3: Cook, Cook, Cook

Once you've learned a recipe, bring those ingredients to a cooking fire. Then cook them. Don't burn the food.

Remember to serve your cohort what it needs most. Scouts and skirmishers need roast goat. Mages in your cohort are best fed capon noodle soup. Infantry can always use trotter pie. Never forget that a hot meal can make the difference between life and death.

Addendum: Brewing On The Go

I hear enough questions about brewing to warrant its own section. I recommend you never keep more than a flask of fine brew with you. Your cohort will know it's a prize for those who truly distinguish themselves.

Yet sometimes the cohort needs liquid courage, such as before a battle or a parade review. This is when I brew horrible swill from local recipes, both to shock the soldiers into a state of confident readiness and to keep them from growing fond of the stuff.

Step 1 and Step 2 are identical to the similar steps for cooking. As for the third?

Step 3: Brew, Brew, Brew

Once you've learned a recipe, bring those ingredients to a cooking fire. Then brew them. Don't spoil the drink.

I often present excess brew to the locals who "donated" the ingredients in the first place. This is not Imperial requisition policy, but I it helps my cohort stay in their future good graces should we suffer a retreat due to the actions of less stalwart legions.
A Request for Relief

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 Collection | Skill Books

**Description:** Adds a level to Enchanting

* A Request for Relief Pg1.png
* A Request for Relief Pg2.png

## Text

**A Request for Relief**

by Defessus Magister

An enchanter's plea regarding manufactured runestones and the collapse of the enchanting market

My dear Exchequer,

I once again implore you to revisit the levy that has been placed upon myself for this year. I admit that I am a licensed enchanter residing inside the Imperial City. But circumstances have changed, and the business that was once profitable, is now just a drain on my income.

A few years ago, enchanters would take the physical object to be enchanted and, using various ingredients and tools, imbue the object with the necessary mystical powers. Because of this, enchanters only competed with other enchanters who resided in the same city, since most people did not want to carry a sword hundreds of leagues to another enchanter just to save a few gold drakes. Prices for the city could be set at a friendly meeting of three or four enchanters, and a fine profit could be made. As the right of the crown, a hefty levy for allowing us to operate in the city could be assessed.

But now this has all changed. Enchanters now just make a glyph with the desired effect trapped within it. A glyph is just a simple gem that anyone can attach to the pommel of a sword or on a piece of armor. Once attached the magic in the glyph then flows into the item.

Seems simple, doesn't it? Well, this has caused a collapse of the market. Instead of the price for an enchantment being set on a city-by-city basis, all of the enchanters of Tamriel have to compete with each other. A hedge enchanter in Daggerfall can make ten fire glyphs and sell them to a traveling merchant, who brings them to the Imperial City and sells them in the marketplace, at a price much below the price set by the Cyrodilic enchanters.

All this competition means that I now make just a few gold over the cost my materials. And this profit does not cover the levy your office places on me. Unless your office stops the importation of foreign manufactured glyphs, you must reduce the levy to allow me to stay in business. I will be forced to sell my home of twenty years and take up another profession, perhaps tutoring some merchant's son.

Eagerly waiting your response,

Defessus Magister
Alchemy

*This article is a stub. You can help TESO Wiki by expanding it.*

Alchemy is a profession, which allows the player to create useful potions, which improve player stats temporarily. Like in the game **Skyrim**, the player must research the found plants and find out which effects they can reveal. Each plant, has four traits.

Traits are originally unknown and can be found by either consuming new reagents to find out traits or using them in combination
with other reagents or by even looking them up online.
The first thing you will want to do is find an alchemy station to combine raw materials or in this case reagents and solvents into potions.

Reagents have a total of four possible traits or effects each, which can be combined to make potions. Although at the lowest level,
only two matching traits will be used and up to three later with passives.
The key to successfully create potions is pairing different reagents with common alchemical traits.
The final product will be made only through shared traits, if the ingredients do not match in any way shape or form, the potion will fail.
There are also opposing or 'anti traits' such as ravage health vs restore health which can negate the others effect.
When you craft potions you will gain yourself some Alchemy XP.
The higher your crafting level paired with higher solvents and reagents will yield a bigger XP gain and more powerful potions.
A Word to the Wise

## Text

R,

Your shipments have dropped off. Stockpiles are acceptable for now, but we anticipate a greater need by the next moons. If shipments don't resume by then, there'll be consequences.

Your competition lost one of its flock to the storm. If you recover it, you might expect a sizeable kickback. We may even ignore your recent lapse.

— H
</poem>
A Walk Above the Clouds

Quest objectives

> “
> I've discovered a Worm Cult cell has come to the ruins of a Dragon Cult stronghold. No good can come of this.
>
>
> <The player finds a Grimoire with descriptions.
>
>
> **Talk to Nordahl, Perform the Ritual**
>
> I have all the reagents mentioned in the grimoire. I can now summon the leader's spirit from within his ritual circle.
>
>
>
>
> **Unseal the Entrance to the Dragon Cult Temple**
>
> I've learned from Nordahl that the entrance to Forelhorst proper is sealed by a puzzle. I need to work out the proper order of images on the stones before the doors.
>
>
>
>
> **Talk to Veldrana**
>
> I've recovered the Wuuthrad Shard. I should leave the peak and return to Veldrana to make sure she's all right.
>
>
>
> — game journal
>
>
>

**Note**: It is necessary to stay warm! Running for too long in areas without fire places, the player character will soon start to freeze and die.
The player finds the Nordahl's summoning circle ready and prepared with candles. These must be lit in the right order. The Animus Geode can be used to summon Nordahl's spirit, he'll be bound to it's place, but answer all questions.
An Archer's Archive

*This article is a stub. You can help TESO Wiki by expanding it.*

 Collection | Skill Books

* An Archer's Archive Pg1.png
* An Archer's Archive Pg2.png

## Text

**An Archer's Archive**

by Sabarid the Seeker

The far-ranging travels of a student of archery

To truly master anything, you must leave everything you know behind. When I set out to travel Tamriel in search of new techniques, some already called me a master of the bow. I knew this wasn't true. I'd heard tales from distant lands about hunters who could sit motionless for days stalking elusive prey, of bowmen who could fire two and three arrows at a time and still hit their marks, and other, similar stories everyone assured me were just legends and hearsay. Every legend starts somewhere.

The Wood Elves are renowned archers, so I traveled first to Valenwood. The journey into the heart of the forest itself was long and fraught with perils I had never known. I spent months searching for a teacher, challenging every Elf with a bow I could find. Finally, I met a Jaqspur, an unerringly accurate long-distance archer. He never spoke a word, but accepted my challenge and split my own arrows mid-flight. He tolerated my company, and we hunted beasts deep in the heart of the woods, stalking creatures that I had never seen nor heard of. I learned how to quiet my mind and slow my breathing, and how to lie in wait unmoving, waiting for the perfect shot, no matter how long it took.

After we parted ways (the Jaqspur was simply gone one morning), I tried in vain to gain passage on ships headed for the Summerset Isles, desperate to discover if High Elves could truly create physical arrows out of nothing but concentrated magicka. I'd heard tales of their potent alchemy, rumors of a potion that can sharpen a man's vision to be like that of an eagle. No ship would have me, though, and I couldn't bribe, beg, or connive my way in.

Undaunted, I continued to the east and into Elsweyr, longing to obtain an authentic Khajiiti shortbow. There are many roaming bands of Khajiit in the northern grasslands, and I've been told since that I was fortunate indeed to encounter a group that found me entertaining instead of just an easy mark. Perhaps I was still a bit green, but it was worth the risk to learn their method of rapid shooting from horseback, and how they craft their barbed arrowheads to puncture even tough leather.

Now, I will set out for Black Marsh, that dread swamp. My Khajiiti companions find my intent to venture there a source of great hilarity, but I won't be turned away. Who knows what the Argonians have learned to do with a bow deep in the bogs? What unique approach might they have? I leave this record with the Khajiit to donate to any bookseller in hopes that someone might draw inspiration or knowledge from my efforts.

My journey is not yet over, though I have been away from home for many years. I have learned much since setting out, but most importantly, I have learned that there is far more that I do not know than I ever could have believed.
Acolyte Cararilde

Location

**Acolyte Cararildes** is found in Vulkhel Guard in the Temple of Auri-El.

## Dialogue

**Auri-El, soul of Anu and of Everything, graced the world with coherency of time and being.**

**Through Auri-El's grace, was the tyrant Lorkhan defeated, and though his benevolence, did we learn to reach Aetherius. Praise be him.**

*Goodbye.*
Ash and Reprieve

Quest objectives

> “
> The village of Deleyn's Mill is under siege. Fire threatens to burn the village to the ground while enraged forest creatures attack the remaining villagers. The witches of the Beldama Wyrd are trying to contain the situation. I should help them.
>
>
> **Rescue Villagers: 0/6**
>
> I need to search for surviving villagers and send them to the mill. While I'm doing that, I should put cut as fires as I can with water drawn from the village well.
>
>
>
> — game journal
>
>
>

In one of the buildings players can find a note called Deleyn's Mill Order Form, written by Morric Miller, obviously an order by Lord Alain Diel.

## Related Quests

* Turning of the Trees
* The Wyrd Tree's Roots

## Characters linked to this quest

* Wyress Jehanne
* Wyress Helene
* Luzmash
* Mura
* Shawna Loghammer
* Gailen Tramnil
A Blow for Order

*This article is a stub. You can help TESO Wiki by expanding it.*

 Quest objectives

> “
> The Ordinators are outnumbered. They asked me to reduce Vox's forces to help even things up a bit.
>
>
>
>
> **Kill Maulborn: 0/5, Kill Daedra: 0/5**
>
> Cultists and various creatures loyal to Vox lurk in the ruins of Eidolon's Hollow. I need to kill as many as I can to help out the Ordinators.
>
>
>
> — game journal
>
>
>
Buried Secrets

* Talk to Neramo

> “
> A researcher by the name of Neramo is exploring the Dwemer ruins of Bthzark, looking for a way inside.
>
>
> Neramo is searching for something among these ruins. His helper said I should speak to him if I want to know more. I should look for him near the entrance.
>
>
>
> — game journal
>
>
>