recursal/Fanatic-Fandom huggingface dataset:
Argonian

The **Argonians** are one of the three races representing the Ebonheart Pact. Their homeland is Black Marsh, sometimes known as "Argonia". It is a land of swamps.

Argonians are reptilian. Their heads are lizard-like, they have lizard's tails, their skin is scaled, and they have some webbing of their hands and feet. Their lack of strength is compensated for by natural quickness and agility. They do not like direct battles. They are masters of hidden movements and guerrilla tactics. Many thieves can be found among Argonians. They are not very talented in magic.

## Notes

After leaving Coldharbour, the player will awake at Bal Foyen.
Bolga's Guide to Island Beasts

Collection | The World and Its Creatures

## Text

**Bolga's Guide to Island Beasts**

by Bolga gra-Bur, Huntswoman of Mistral

Beasts from all over Tamriel come here on trade ships. Those that find killing easy call this island home. From weak to strong, Bolga tells you where to find them. How to best them. Whether they are good for eating.

—

Skeevers

Big rats from up north. Pack roamers. Meat is good for stew. Very stringy.

Live in burrows under sand. Camping on beach? Bad idea. Water comes up and skeevers with it. Better to camp on rocks. Solid ground.

Jump like tiny tigers. Sometimes spin about. You think they are running? Do not be fooled! You wonder why Bolga has only one hand? This is why. Stand firm. Ready a shield if you have one to keep both your hands.

—

Alits

Mouths on legs. Eat anything they wrap their teeth around. Go anywhere their legs carry them.

Meat is tough, gamey. Sometimes poison.

Solitary. Tend toward easy prey, like sheep. Enough in one place? They raid thunderbug nests.

Alit attack with bites, but feet are more deadly. If one crouches, get your guard up! They are high jumpers.

—

Thunderbugs

Keep to themselves. Nest in soft dirt near trees and under ridges, Lay eggs and guard them from anything that gets near. Eggs are sweet and tingly going down.

Get their name from the shock you get when they bite you. They can also shock from a distance. If one tries it, punch it in the head until it stops!

Some bugs bigger than others. Spit tiny shock balls and call thunder from the sky. Bolga suggest avoiding these. You cannot fight the weather.

—

Giant Snake

Hard to find. Occasionally eat small boats. Find one swimming? Make for land. If it catches you, it will drag you under.

Bolga has only fought one on land. When it was close to death, it coiled up. Its wounds started to close. When Bolga saw this, she ran and did not look back. Suggest you do the same.
Anchors from the harbour

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

 * Find Merric and Aelif
* Defeat Doshia
* Report to Sees-All-Colors

> “
> The Guildmaster of the Fighters Guild wants me to perform a task for her. Now that I've reported in to Sees-All-Colors, she wants me to join Aelif. To keep Merric safe. I should make my way to them at once.
> I'm supposed to meet with Merric and Aelif, top lieutnatns in the Fighters Guild. They're investigating a Coldharbour anchor near the city.
>
>
>
>
> **Defeat Doshia**
>
> Doshia holds Merric in a spell-lock. I need to defeat her to free my comrade.
>
>
>
> — game journal
>
>
>

## Note

Like the Mages Guild, also the Fighters Guild is neutral in the war. Their members come from all the different races of Tamriel.
A Valuable Distraction

Quest objectives

> “
> Brea Snowrider, a member of the Pact scouting party, barely escaped capture after discovering a hidden Lion Guard base in the mountains of the Rift. She needs a distraction to buy some time, so she can return with reinforcements.
>
>
>
>
> **Eliminate the Officers: 0/3**
>
> Brea Snowrider identified three Lion Guards to be targeted. Eliminating these three will send the camp into disarray.
>
>
>
> — game journal
>
>
>
A Pirate Parley

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

 Quest objectives

> “
> S'jash has a plan to steal treasure from Dominion Troops before they find out what happened to Tsanjii, their contat in Alten Corimont.
>
>
>
>
> **Find the Dominion Treasure Ship**
>
> Once I find the Dominion treasure ship, I can board it and take their treasure.
>
>
>
>
> **Find the Pirate Treasure on the Dominion Ship**
>
> I've found the Dominion's treasure ship. Now I can board it and take their treasure. With that, Tsanji's death, One-Eye will release Senil Fenrila. The Dominion's trading in Alten Corimont will end.
>
>
>
>
> **Talk to One-Eye**
>
> One-Eye is waiting for me to return to Alten Corimont. Supposedly, she has some important information I must hear. S'jash said she would be waiting on the docks.
>
>
>
>
> **Kill Sirinaire**
>
> One-Eye told me the High Elf in charge of the Dominion in Alten Corimont was waiting for her in her cabin on the lower hold of her ship. If I want to end this supply running once and for all, I should kill her before she learns of One-Eye's treachery.
>
>
>
>
> **Talk to Vicecanon Servyna**
>
> Vicecanon Servyna arrived to thank me for ending the Dominion's presence here.
>
>
>
>
>
>
>
> — game journal
>
>
>
Bad Medicine

* Talk to Serk Townsfolk
* Talk to Aerona
* Find the Old Graveyard Key
* Enter the Maulborn Quarantine
* Investigate the Maulborn Quarantine
* Enter the Plague Production Chamber
* Destroy Maulborn ResearchDestroy Plague Stockpiles: 0/3
* Talk to Aerona

> “
> The virulent Llodos plague spreads throughout Deshaan, and the town known as the Serk suffers under the effects of the ravaging disease. A group known as the Maulborn arrived to help, but some of the townsfolk are dubious about their true intentions.
>
>
> **Talk to Serk Townsfolk**
>
> Aerona Berendas wants me to help her find her brother, the town consul Dethisam. She thinks he may have gone to check on the afflicted townsfolk before he disappeared.
>
>
> **Talk to Aerona**
>
> We've talked to a few townsfolk and witnessed the effects of the Llodos plague firsthand, but we're no closer to finding Dethisam. Aerona is growing increasingly anxious about her brother. I should talk to her.
>
>
> **Find the Old Graveyard Key**
>
> Aerona says that her brother gave the Maulborn a key to the old graveyard when they first arrived. She's seen the Maulborn using the back gate, so our best chance for finding the key and getting into the quarantine is to head over the back gate.
>
>
> **Enter the Maulborn Quarantine**
>
> The Maulborn attacked us, but I found the old graveyard key. Now we can enter the Maulborn quarantine and find out what they're hiding in there.
>
>
> **Investigate the Maulborn Quarantine**
>
> We're inside the Maulborn quarantine. I should see what I can discover about the Maulborn's activities here.
>
>
> **Enter the Plague Production Chamber**
>
> The Maulborn are producing the Llodos plague in one of the deeper chambers, but the chamber directly ahead of me is filled with plague husks. I need to find a way through there so i can reach the production facilities.
>
>
> **Destroy Maulborn Research**
>
> **Destroy Plague Stockpiles: 0/3**
>
> I need to destroy the Maulborn production facility. I should destroy any research I find, as well as the stockpiles of Llodos plague that have already been produced. And if Nostrum Breva is present, I should eliminate her.
>
>
> **Talk to Aerona**
>
> I need to find Aerona Berendas and make sure she made it out of the quarantine safely. I'll check to see if she's with her uncle.
>
>
>
> — game journal
>
>
>
Altmer

The **Altmer**, or High Elves, are one of the three races representing the Aldmeri Dominion. Their homeland is the Summerset Isles.

Altmer are among the tallest of the races of Nirn. They resemble other elves with prominent pointed ears and almond-shaped eyes. They are smaller physiques built than humans and do not have a high bodily strength. This disadvantages them in melee combat. Their physical disadvantages are compensated by intelligence and magical abilities. Altmer are known for their outstanding magical skills. They are probably the best mages in Tamriel.

## Racial bonuses and penalties

Their magical skill also makes them susceptible to magical attacks; however, they have strong resistance to disease.
Blacksmithing

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

**Blacksmithing** is a profession, which allows the creation of heavy armor and weapons and their improvement.
Typically, blacksmiths needs a forge and an anvil for their work. Crafting stations can be found in almost every larger settlement. The player should explore the area for useful material. To start refining iron ore, one needs 10 chunks of ore.

**The blacksmithing profession comes with 5 tabs:**
* **Refine** – melt ore into ingots and use them later in the crafting process
* **Creation** – craft weapons and heavy armor
* **Deconstruct** – destroys the existing heavy armor or weapon, but extracts crafting ingredients in that process.
 **Warning:** During crafting, the player has also access to the items stored inside of the bank account!
* **Improvement** – with reagents, one can upgrade weapons and armor from normal to legendary. Normal to Fine requires 5 reagents with a 20% chance. Fine to Superior requires 7 reagents (15% per reagent), Superior to Epic 10% and Epic to Legendary just 5%.
* **Research** – learn the traits of a weapons or heavy armor, this feature is similar to deconstruct and has a 6 hour cool down.

## Available skills

The basic ore the player will find, is iron ore, but as the game proceeds and with the leveling of the character, other ore types can be found.

**Note:** The Metalworking skill is necessary to use ingots from new ore types.

 **Keen Eye** is another useful skill, if one intends to craft a lot. This skill helps to find ore much faster/easier.

To progress in this profession, it is advised to collect a huge batch of ore.

## Ingredients for racial styles

Each item has 14 different styles, but by default the player only knows his/her own, specific racial style at the beginning of the game and must learn the other styles. There are special Racial Motifs, the player can find during the game. Mostly these can be found while exploring the country, a good source maybe is also the book shelves in the numerous homes.
Anonymous Journal

This is an item used in the quest For Their Own Protection.

> “
> -Day 26
>
>
> The plague is slowly spreading from Quarantine Serk, covering Deshaan like a black rain. Vox will be pleased. Many have left Narsis for Mournhold. They think they'll be safe there, but they can't escape the coming reckoning.
>
>
> -Day 32
>
>
> The substance isn't strong enough when added to water. The solution becomes diluted, and most of the effective properties fade. So puttin it in wells won't work. Until we can formulate a stronger version, we need to look for other ways to spread the plague.
>
>
> -Day 42
>
>
> We figured out how to spread the plague. By injecting the substance into a corpse's blood and letting it fester, the plague's potency increases tenfold! It must be the dead blood. We need more bodies. Luckily, Narsis can provide an abundant supply.
>
>
>
> — Journal text
>
>
>
A Storm Broken

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

 * Find Pash-Riha Again
* Kill the Covenant LieutenantUse Pash-Riha's Dagger on the Lieutenant's Corpse
* Talk to Pash-Riha

> “
> Pash-Riha hasn't returned to town yet. She's still hunting a Covenant lieutnant. Seven-Bellies is concerned for her safety. He believes she may be hunting southwest of the town.
>
>
> **Find Pash-Riha Again**
>
> I must find Pash-Riha.
>
>
> **Kill the Covenant Lieutenant
> Use Pash-Riha's Dagger on the Lieutenant's Corpse**
>
> I must slay a Covenant lieutenant southwest of Lukiul Uxith. Then I can use Pash-Riha's dagger, the Mota Fang, on his corpse.
>
>
> **Talk to Pash-Riha**
>
> The Covenant lieutenant is dead. I should return to Lukiul Uxith and speak to Pash-Riha.
>
>
>
> — game journal
>
>
>
Ayleid Inscriptions Translated

## Text

**Ayleid Inscriptions Translated**

By Beredalmo the Signifier

The following inscriptions were painstakingly transcribed and interpreted over many long years. They are preserved here for all time.

Av molag anyammis, av latta magicka.

"From fire, life; from light, magic."

Barra agea ry sou karan.

"Wear lore as your armour."

Agea haelia ne jorane emero laloria.

"Wisdom learned by pain is a reliable guide in dark times." (literally, "Terrible wisdom never betrayed the loremasters.")

Nou aldmeris mathmeldi admia aurane gandra sepredia av relleis ye brelyeis ye varlais.

"Our exiled Elven ancestors heard the welcoming gifts of peace in the streams and beech trees and stars." ("Mathmeldi" means literally "from-home-driven.")

Suna ye sunnabe.

"Bless and blessed be."

Va garlas agea, gravia ye goria, lattia mallari av malatu.

"In the caverns of lore, ugly and obscure, shines the gold of truth."

Vabria frensca, sa belle, sa baune, amaraldane aldmeris adonai.

"The foaming wave, so thunderous, so mighty, heralds the lordly Elves."
A Diamond in the Root

Quest objectives

> “
> I found an abandoned campfire at the entrance to Broken Helm Hollow. I should figure out what happened to the campers.
>
>
> **Read the Notes**
>
> I found a sheaf of notes near the campfire. Perhas they will provide clues.
>
>
>
>
> **Talk to Seryna**
>
> I recovered the diamond. From the note, I should take it to Seryna, a fence in Riften.
>
>
>
>
> **Search the Cairn**
>
> Seryna took my diamond and directed me to the graveyard behind the Fighters Guild in Riften. Fresh flowers on the cairn indicate my payment is inside.
>
>
>
> — game journal
>
>
>

**Note**: Players find three skeletons in the area, who obviously got in a fight with a Troll. Exploring the cave unlocks the Achievement **Explore Broken Helm Hollow**.
Auridon

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

**Auridon** is the second-largest island in the Summerset Isles, part of the Aldmeri Dominion. It is the only playable region of the Summerset Isles.

> “
> The second largest of the Summerset Isles, Auridon has always served the High Elves as a buffer between their serene archipelago and the turmoil of Tamriel. The Altmer of Auridon have been hardened by generations of repelling invaders, pirates, and plagues.
>
>
>
> — loading screen
>
>
>

## Locations

### Cities

* Firsthold
* Skywatch
* Vulkhel Guard ‎

### Areas/Towns/etc

* College of Aldmeri Propriety
* Dawnbreak
* Glister Vale
* Greenwater Cove
* Mathiisen
* North Beacon
* Phaer
* Shattered Grove
* Silsailen
* South Beacon

### Caves/Ayelid Ruins/etc

* Castle Rilis
* Ezduiin
* The Harborage
* Quendeluun
* Tanzelwil
* Torinaan

### Mundus Stones

* The Lady
* The Lover

### Points of Interest

* Beacon Falls
* Buraniim Isle
* Eastshore Islets Camp
* Errinorne Isle
* Hightide Keep
* Isle of Contemplation
* Maormer Invasion Camp
* Monkey's Rest
* Nine-Prow Landing
* Smuggler's Cove

### Skyshard locations

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

## Auridon Quests

### Vulkhel Guard Objectives

* New in Town - removed
* Ensuring Security
* A Hostile Situation
* To Tanzelwil - see below

* Aicessar’s Invitation
* Curinure’s Invitation
* Unaccounted Crew
* Anchors from the Harbour
* Corruption Stones
* One of the Undaunted
* The Serpent’s Beacon
* Long Lost Lore - Mages' Guild Quest
* The Racer
* Assisting the Assistant
* Final Blows
* Repentant Son
* Preventative Measure
* Simply Misplaced
* The Dangerous Past - Fighters' Guild Quest
* The Mallari-Mora
* Altmeri Relic
* Blessings of the Eight
* Spirited Away
* Banishing the Banished
* The Great Tree
* Take Me Home
* The Jester’s Joke

### Dawnbreak Objective

* To Dawnbreak
* Through the Ashes

### Firsthold Objective

* Breaking the Barrier
* Sever All Ties

### North Beacon Objective

* Eye Spy
* The Wayward Dagger

### Mathiisen Objective

* To Mathiisen
* Putting the Pieces Together
* The Unveiling

### Phaer Objective

* The First Patient
* Plague of Phaer

### Shattered Grove Objective

* A Village Awakened
* Silent Village

### Skywatch Objective

* To Skywatch
* Lifting the Veil
* The Veil Falls
* Wearing the Veil

### Silsailen Objective

* Real Marines
* Teldur’s End
* Silsailen Rescue

### Tanzelwil Objective

* To Tanzelwil
* In the Name of the Queen
* Rites of the Queen

### Toothmaul Gully Objective

* The Toothmaul Ploy
* Well-Armed Savages
Bowyer and Fletcher

Collection | Skill Books

**Description:** Add a level to Woodworking

## Text

**Bowyer and Fletcher**

By Hoary Durotzel, the Wood Butcher of Ska'vyn

Now listen here, younglings, and I'll tell ye a thing or three about making bows and arrows, because you're going to need them if the Goblins come back. So pay attention, and put away those blasted cup-and-ball toys.

Now a bow what's made of one piece of springy wood is called a "self" bow, because it's only itself, d'ye see? Them Bretons with their longbows prefers it that way, and say a bow ain't no bow unless it's as tall as its archer before stringing. They like to use bow staves of yew, elm, or ash, 'cause those are woods that are dense and strong, yet flexible if tillered right.

Elven bows are usually shorter and more complicated. They're called "composite" bows because they're composed of several different pieces—are you listening, you jackanapes?—and even different materials. The central stave is usually wood, curved as in a self bow, but then pieces curved in the opposite direction are attached to the ends for added power. These "recurved" end-pieces are often made of horn or carapace.

Them Wood Elves down in Valenwood, now, they've got a problem, because they love their bows more even than me and you, but they can't cut no wood for staves 'cause of their loony Green Pact. So they make composite bows built entirely from horn, bug-shell, antlers, and even bone—though how they get that bone to flex is way beyond me. Treat it somehow, they do, boiling it in vinegars or suchlike, or so I hear tell.

Next is arrows. We'll start with the feathers what go on the back end to make them fly straight. Here, look how this arrow is fletched—are the vanes in a straight line parallel to the shaft? No, they ain't. Come back tomorrow, and I'll tell you why.
Beneath the Stone

> “
> I've travelled to Shor's Stone, which is under attack by Reachmen. The Companions and the Pact military have marshaled a defense.
>
>
>
>
> **Talk to Ree-Zish**
>
> Companion leader Vigrod Wraithbane is offering aid to the Pact at Shor's Stone. He's asked me to work with the Argonian, Ree-Zish to break into the Shor's Stone mine.
>
>
>
>
> **Imbue Effigy of Life and Effigy of Death**
>
> Ree-Zish asked that I channel the corrupted magicka into the effigies. That should lower the energy shield around the mine.
>
>
>
>
>
>
>
> — game journal
>
>
>
A Goblin's Affection

* Save Dithis
* Kill Chieftain Grimmstal
* Talk to Valdam Andoren

> “
> While attempting to test a new spell, Denthis Romori transformed his brother, Dithis, into a female goblin. The goblin lass has been kidnapped by a local goblin warlord named Chieftain Grimmstal.
>
>
>
>
> **Talk to Valdam Andoren**
>
> Now that I've saved Dithis, I should return to the other mages and give them the good news.
>
>
>
> — game journal
>
>
>
A Hero's Weapon

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

 Collection | Skill Books

* A Hero's Weapon Pg1.png
* A Hero's Weapon Pg2.png

## Text

**A Hero's Weapon**

by Lizabet Delrusc

A panegyric to the greatsword

What do you think of when you hear the phrase "A hero's weapon"? My guess is you don't think of a dagger or call to mind an image of a soldier huddling behind his shield. No, you think of a fine greatsword, gleaming in the sun, slicing through enemies just as easily as it cuts the air and singing against armored foes sent staggering by the force of its strikes. That is a hero's weapon.

I have spent long hours observing the soldiers training in the courtyard below my chambers. It is quite clear to me that the strongest, bravest, smartest, and most handsome of the warriors always choose the greatsword (trust me). It balances brute force with skillful maneuvers, and it is neither as clumsy as a hammer or axe nor as easily broken as a smaller sword or bow. The wielder must have immense strength, but he must also have great agility and insight, knowing when to dodge and how to parry blows.

Of course there are legendary figures who used other weapons, but you'll certainly agree that none inspire the same kind of wonder and awe. When you see someone striding into town covered in heavy armor with a greatsword in tow, you know you're looking at the very face of daring. A greatsword wielder doesn't fear injury; he charges into battle knowing that foes will flee or suffer grave consequences. You might feel a bit faint as they walk by, overwhelmed by such a valiant sight!

One who wields such a sword shows they embody the hero's approach: to master all aspects of combat. I watch them train their endurance and strength by lifting and running, see them practice moving and dodging. Greatsword wielders train harder than all the other soldiers and are much stronger—that is quite clear.

Not everyone is cut out for heroism, and not every soldier or adventurer will have legends crafted from their deeds. If you aspire to more than just your duty or daily work, and feel the call of battle, then I advise you to set your sights high; aspire to master the greatsword!
Bleakrock Isle

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

**Bleakrock Isle** is a small, barren island south of Solstheim. It is part of the Ebonheart Pact. This was the starting point for the player after the character generation and the tutorial in the beta. Now a boat will bring the player to the island from the new arrival point Davon's Watch.

## Skyshard locations

     There are 3 skyshards scattered around the Bleakrock Isle.

1. High atop the shrouded barrow
	* Skyshroud Barrow, just off the largest altar and the cave door. A large stone in front of the door hides it. As you pass the stone you may not see it unless looking. Door 5 steps stone, 2 steps the shard.
2. A Hollow victory beyond the iceflows
	* Above Orkey's Hollow. At Rolunda's Campfire. Below Orkey's hollow where you fight bears and get Rolunda's brother out of ice.
3. To dig too deep would be no Folly
	* Western Hozzin’s Folly. Have to have a disguise to get in the mine but can get to the shard with only 1 fight.

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

## Places of Interest

* Bleakrock Village
* Companion's Point
* Deathclaw's Lair
* Paddleflow Fishing Camp
* Frostedge Camp
* Halmaera's House
* Hozzin's Folly
* Hunter's Camp
* Orkey's Hollow
* Skyshroud Barrow

## Bleakrock Isle Quests

* Lost on Bleakrock
* A beginning at Bleakrock
* Escape from Bleakrock
* The Frozen Man (Quest)
* Underfoot
* Dangerous Webs
* The Missing of Bleakrock
* Sparking the Flame
* At Frost's Edge
* Tracking the Game
* Hozzin's Folly

## Characters found on the Island

* Molla - after the Quest Underfoot is solved, she and her buddies can be found in Bleakrock Village
* Rolunda and Eiman - they also return to the Village after the Frozen Man Quest.
* Hoknir - he also returns home after the Deathclaw is defeated
* Darj
* Bura-Natoo - she and her hunting party will leave the island after the botched spider hunt on the island.
* Bjorynolf - he was captured by bandits, one finds him tied to a tree in the quest The Missing of Bleakrock.
* Sergeant Seyne - she's close to the entrance to Hozzin's Folly and gives the player the quest with the same name.
* Halmaera - she is missing her husband. The player must find him with the help of Rexus, the dog, in the quest Lost on Bleakrock.
Angier Stower

Location
 Services | Banker

**Angier Stower** is a banker found in Daggerfall in Glenumbra and the Hollow City in Coldharbour.

## Dialogue

In Daggerfall:

**Do you know the old saying? Neither a borrower or a lender be? Rubbish! Without borrowers and lenders, how would we ever be able to buy or sell anything?**

**But pardon me. Welcome to the bank of Daggerfall.**

*Bank*
*Guild Bank*
*Guild Store*
*Goodbye.*
In The Hollow City:

**A secure vault makes for a confident heart.**

*Bank*
*Guild Bank*
*Guild Store*
*Goodbye.*
Tranquil Moon

*This article or section may contain **spoilers**. To avoid them, please consider navigating away from this page.*

## Stats

### Special Attributes/Abilities:

No hostile Enemies will appear on the player's Farm.

The **Tranquil Moon** is a rare event that occurs on the player's Farm.

## General Description

The Tranquil Moon is a rare, random event that only occurs on the player's Farm. It cannot occur in Spring, and can only appear beginning in Summer during any nights that aren't the third day of the given Season. Once the event is triggered, the Tranquil Moon will rise from the base of the player's screen to the top, signaling the start of the event. In addition, should the player be caught outside their Farm the Moon Pursuer will immediately be deployed. Furthermore, a unique theme will begin playing that is different from other Blood Moons. During the event, no hostile Enemies will appear. This allows for players to farm Crops in relative peace. Likewise, the appearance of Loot Lanterns allows the player to easily amass more resources.

## Tranquil Moon Enemies

The Tranquil Moon only offers one kind of Enemy that will appear on the player's Farm instead of the one's in the normal nightly waves.
Boethiah

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

**Boethiah** is the daedric prince of deceit, conspiracy, and secret plots of murder. Many dark elves consider her to be their god-ancestor. Her rival is Molag Bal.
Due to her rivalry with Molag Bal, she bears a terrible, relentless hatred of all undead, particularly his creations, vampires, and charges her followers with their destruction.
Assassins League Motifs

Assassins league Motifs are chapters in the assassins league crafting Style. They drop from various bosses in the Dark Brotherhood DLC. They need Tainted Blood, which is rarely found by killing npc's with the blade of woe, to be crafted.

Bosses that drop the chapters are only the world and delve bosses.

Legs, helmets, shoulders, staves and shields.

Exulus:
boots, bows, Maces, chest and swords

Kvacth arena:
Daggers and gloves

Limenauruus:
Exes and belts
A Story Told in Footprints

* Follow the Rioters' Steps
* Follow the Rioters' Plan
* Find J'kur
* Deliver Letter to Vahara

> “
> I found a note on a dead Khajiit with plans for the riot. Apparently, the riot started with fires, followed by the freeing of prisoners.
>
>
> **Follow the Rioters' Steps**
>
> I should follow the directions in this note to learn what the rioters did next. I could start by following the note's directions to the area south of the barn.
>
>
> **Follow the Rioters' Plan**
>
> The Khajiit sent to free the prisoners must have been slain. Once the prisoners were freed, they were to meet up in the quarters east of the barn. I should go there and continue tracing their steps.
>
>
> **Find J'kur**
>
> A Khajiit named J'kur was the leader of this riot. He told the slaves to meet him in the pumpkin patch near the stables.
>
>
> **Deliver Letter to Vahara**
>
> I found J'kur's body. He was holding a note and a map. The note was intended for someone named Vahara. The map points to an area north of the plantation. I should go there and look for Vahara.
>
>
>
> — game journal
>
>
>

## Note

Obviously, there was a riot at the farm. The player must follow the rioters steps.

The player will find a Khajiit named Qa'tesh dead on the ground. With him is a letter:

> “
> "Qa'tesh, once you've started the fire by the house, meet with Unjasi and free the prisoners. He'll be waiting south of the barn. Tonight we will find freedom!"
>
>
>
> — A message from J'kur
>
>
>

As mentioned in the message of J'kur, south of the barn is Unjasi, but she's also dead. With her is another message from J'kur:

> “
> "Unjasi, after the prisoners are free, bring them to the quarters east of the barn. We've hidden weapons there. Arm them and prepare to fight!"
>
>
>
> — Another message from J'kur
>
>
>

The player will also find a scroll of the slaves on a crate:

> “
> "Everyone take heart! Qa'tesh will set fires, and Ra-Shadda will summon spirits to create chaos. Unjasi will bring the prisoners here.
>
>
> Meet J'kur in the pumpkin patch by the stables. Until then, be brave and think of home."
>
>
>
> — Slave's Scroll
>
>
>

J'kur is indeed in the pumpkin patch, but lies dead on the ground. With him is a letter addressed to Vahara. An area north of the plantation is circled on the map.

## Characters linked with this quest

* Vahara - she grew up in Senchal with J'kur, who looked after her. He fought the slavers to protect her. The player should deliver the letter from J'kur to her.
Bethesda Softworks

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

**Bethesda Softworks** is the company behind Elder Scrolls series of computer games. Other titles featured under the Bethesda label include such blockbuster franchises as DOOM, QUAKE, Fallout, Wolfenstein and RAGE. They were also the first company to produce a true-3D series of games for the Terminator license, and in recent times for the Fallout series. They are based in Bethesda, Maryland, USA.

Bethesda Softworks, part of the ZeniMax Media Inc. family of companies, is a worldwide publisher of premier interactive entertainment software.
Burning Revenge

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

 Quest objectives

> “
> Tennus Andalen and his brothers want to take revenge on the Vereansu for killing their father, who was afflicted with the Llodos plague and was being cared for by the monks of Muth Gnaar.
>
>
> **Torch southern, eastern and northern supplies**
>
> I see several crates of supplies around the Vereansu camp. I should set them on fire to exact revenge for the Vereansu's attack on Muth Gnaar.
>
>
>
>
> **Talk to Tennus Andalen**
>
> Now that the Vereansu supplies are burning, I need to find Tennus Andalen. He's on the road north of Muth Gnaar. I should tell him what happened.
>
>
>
>
>
>
>
>
>
>
>
> — game journal
>
>
>
Breton

The **Bretons** are one of the three races representing the Daggerfall Covenant. Their homeland is High Rock.

Bretons are an interesting race. They look like humans but have better magical talents. Their bodies are strong and their magical abilities allow them to use powerful spells. They can be both good warriors and mages.
Achievements

* General Achievements
* Alliance War Achievements
* Crafting Achievements
* Collectibles Achievements
* Dark Anchor Achievements
* Dungeon Achievements
	+ General Dungeon Achievements
	+ Group Dungeon Achievements
	+ Public Dungeon Achievements
	+ Veteran Dungeon Achievements
* Faction Achievements
	+ Aldmeri Dominion Achievements
	+ Daggerfall Covenant Achievements
	+ Ebonheart Pact Achievements
* Fishing Achievements
* Miscellaneous Achievements
* Quest Achievements
* Skyshard Achievements
Bloodthorn Assassins

Quest objectives

> “
> Bloodthorn assassins plan to kill King Casimir. If the King dies, the entire Daggerfall Covenant could fall apart.
>
>
>
>
> **Talk to Sasana at-Abbas**
>
> The assassins are hiding in crates on the docks. Captain Aresin suggested I speak to the harbor overseer, Sasana at-Abbas. She should be able to help me.
>
>
>
>
> **Search for Verrik and His Assassins**
>
> I need to search the cargo on the docks to find Verrik and his assassins. Sasana, meanwhile, is calling out the guard to prevent any of the assassins from slipping past me and into the city.
>
>
>
>
> **Protect King Casimir**
>
> Verrik intends to kill King Casimir of Daggerfall. I need to stop him.
>
>
>
>
> **Talk to King Casimir**
>
> Verrik is dead and King Casimir is safe. I should speak to King Casimir.
>
>
>
> — game journal
>
>
>
Breaking the Cycle of Tyranny

Collection | Handbills, Posters, and Decrees

## Text

**Breaking the Cycle of Tyranny**

by Alla Llaleth

The brash young kingdoms of the Covenant want to reestablish the empire of Men. They are too callow and immature to realize that the Empire was a failed experiment whose time has passed. Now is a time of crisis for all of Nirn, and Tamriel cannot afford to have these unlearned barbarians destabilizing Cyrodiil and jeopardizing our efforts to stave off world-destroying doom.

The Ebonheart Pact will not allow the Daggerfall Covenant to establish another bloody-handed dynasty of Imperial tyrants. Time and again throughout history, armies of men have marched in from the rim of Tamriel to conquer its center, enjoying a brief moment of power before sliding into inevitable discord and decay. It's time to break this destructive cycle once and for all. We need to defeat the armies of the Covenant, depose their kings, and bring their chastened successors into a new Tamriel Pact, where wiser heads shall prevail.
Aedra

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

The **Aedra** are also called the "Eight Divines", from some sects also "Eight and One" and are associated with the primordial force known as Anu. They are part of religion instituted by the Empress Alessia which is described as an elegant, well-researched synthesis of both pantheons, Nordic and Aldmeri. They include:

* Akatosh
* Arkay
* Dibella
* Julianos
* Kynareth
* Mara
* Stendarr
* Zenithar

* Lorkan can also be included in this group.

* Talos, although Talos is not recognized by the Aldmeri Dominion. 4E 200 removed from the pantheon and his worship became illegal.
Bonesplinter

Level | 3

**Description:** The Bonesplinter is a one-handed mace. Binds on equip. Grants a 16 point Damage Shield for 5 seconds.
**Weighted** Increase weapon attack speed by 12%. This hammer was frost-forged for extra strength. The player receives this weapon from Rolunda, when the Quest The Frozen Man is completed.
Delaying the Daggers

* Burn North Ballista
* Burn Central Ballista
* Burn South Ballista
* Burn Siege Ladders

> “
> Tanval Indoril asked me to help slow the Covenant's siege of Davon's Watch.
>
>
> To disrupt the siege of Davon's Watch, I've been instructed to destroy two Covenant ballistae on the western beach. Holgunn also wants me to start a fire at the construction site where they're building siege ladders.
>
>
>
> — game journal
>
>
>
Alchemy Practicum

Collection | Skill Books

**Description:** Adds a level to Alchemy

## Text

**Alchemy Practicum**

by Defessus Lector

Bardus,

The traditional approach for a novice alchemist to learn how to concoct potions is to experiment. This means systematically trying a mix of carefully selected reagents in a solvent, and observing the results. Then you change one of the reagents and see if you get different results.

You, on the other hand, seem to think throwing random handfuls of reagents into a cauldron of boiling water will result in some mystical potion.

I was willing to let you flail away like this, since I believe you learn by mistakes, even if the road is long - and in your case, all uphill, rocky, and blocked by deadfalls. But your father's saneschal has informed me that you have gone through 725 gold pieces' worth of reagents to no result.

So, I am going to assign you a Practicum that should both teach you something and save your father money.

In addition to the standart fungus and flower powders, you will use some rodent parts from your latest victory against the rats in the pantry, just to keep expenses low. Please try, this time, to use reagents that have at least some matching traits.

Alchemy Practicum

I added 1: and 2: to 3: , and got the following result:

I added A: and B: to C: , and got the following result:

I added X: and Y: to Z: , and got the following result:
Atmora

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

**Atmora** is the continent to the north of Tamriel, from which the races of men (excluding the Redguard) first came. It is said to be a frozen wasteland now. Atmora means "Elder wood". This is where the proto-Nords descended into Tamriel, more specifically Skyrim. These Nords eventually started the Cyro-Nordic peoples as well.
Alchemy: Discovering Traits

Collection | Skill Books

**Description:** Adds a level to Alchemy

## Text

**Alchemy: Discovering Traits**

By Defessus Lector

Bardus,

The method by which an alchemist learns the traits of various reagents is by tasting them. The key word here is "taste"—there is no need to consume more than a single portion of a reagent, even if you find it appealing. And, based on what the seneschal tells me about your visit to your father's wine cellar, you've already determined that common liquors do not possess alchemical traits, even if consumed in quantity.

Tasting a reagent will reveal that ingredient's most obvious alchemical trait—but most have secondary and tertiary magical properties as well. Combining reagents and observing the results will reveal these hidden traits, some of which can be quite astonishing. As you experiment, your skill at alchemy will increase, and it will become easier to recognize these traits and combine them effectively.

You will also begin to notice that certain classes of reagents feature common or even matching traits. For example, the traits of flowers tend to be beneficial, while those of fungus are often detrimental—as you discovered last Morndas when, trying to finish all your homework at the last minute, you consumed nine different kinds of fungus within a few minutes. The resulting projectile regurgitation was most impressive.
Betnikh

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

**Betnikh** (or Betony) is an island formerly owned by the Bretons, but now occupied by the Orcs, who conquered it nine generations ago. It is part of the Daggerfall Covenant.

## Stores

* Loose Tooth Lodge seems to share the same place with Magula's Longhouse.

## Skyshard locations

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

There are 3 skyshards scattered around the Betnikh.

## Quests on Betnikh

* Carzog's Demise
* Daughter of the Seamount
* Farsight
* Into the Hills
* On to Glenumbra
* Prove your Worth
* The Bloodthorn Plot
* Tormented Souls
* Unearthing the Past
Dark Brotherhood (DLC)

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

**Dark Brotherhood (DLC)** was released in 2016 for all systems and contains several quests for the Dark Brotherhood and also new game mechanics.

## Mounts and Pets

Highland Wolf - 1800 Crowns
Sylvan Nixad - 700 Crowns
## Releases

May 31, 2016 - PC
June 14, 2016 - Xbox One and PlayStation 4
A New Recipe?

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

 Collection | Skill Books

**Description:** Adds a level to Provisioning

* A New Recipe Pg1.png
* A New Recipe Pg2.png

## Text

**A New Recipe?**

I've been trying to find a way to prepare troll meat so it's both flavorful and appetizing. The rest of the logging camp would banish me if they knew what culinary experiments I was conducting, but I'm hoping that the fatty flesh and its amazing healing properties might make a healthy and sustainable food source for the foresters.

Would a small piece of troll meat continue to grow, so the pantry would constantly restock itself? I think so, but I need a piece of troll meat to test this theory. Also, there's the fire issue. Troll meat really doesn't react well to fire, and I can't see the foresters eating raw troll flesh.

I'm sure I can work this out. I just need more time.
Darj

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

 Location
 Quests | What waits beneath
Crossroads
Zeren in Peril

**Darj** is a male Nord, who lives on Bleakrock Isle. If the player helps him in Fort Zeren in the quest Crossroads on Bal Foyen, this choice unfortunately will lead to the demise of Captain Rana at the docks. In one of the houses on Bleakrock Isle, there is a letter from Darj to the Fighters Guild Leader, Sees-All-Colors. Obviously, he had received an invitation from the Fighters Guild.
Desperate Souls

* Find the Firesap Gel

> “
> Rogue Dark Elves flaunting the Pact are enslaving Argonians at a mine near Ash Mountain. A powerful Daedra rebelled against the mine's master. Then the Daedra took most of the people at the mine into Oblivion.
>
>
>
>
> Neposh is the only slave at the mine who managed to stay out of the Daedra's clutches. He has a plan to free people taken to Oblivion. He suggested I recover firesap gel, an Argonian mixture confiscated by the Dark Elves.
>
>
>
> — game journal
>
>
>
Captain Rana

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

 Location
 Quests | A beginning at Bleakrock
Sparking the Flame
Escape from Bleakrock
If by Sea
Crossroads

**Captain Rana** is a female Dunmer and the Ebonheart Pact commander stationed on Bleakrock Isle. If the player helps her at the docks in the quest Crossroads on Bal Foyen, she'll later be promoted and carry the rank of a Centurion. This choice unfortunately will lead to the demise of Darj in Fort Zeren.
Crossroads

* Help Captain Rana at the Docks
* Help Darj at the Fort

> “
> I returned to Dhalmora. All of the Bleakrock villagers are gone. Aera Earth-Turner informed me of a large Covenant attack on Bal Foyen. Darj has lead some of the non-combatants to Fort Zeren. Captain Rana is leading a defense of the docks.
>
>
> I must decide whether to help Darj at the fort or Rana at the docks. Once I've made my choice, there won't be time to change my mind before the Covenant attacks.
>
>
>
> — game journal
>
>
>
Daughter of the Seamount

* Talk to Lokra
* Talk to Sholg
* Talk to Glurala
* Advise Lokra

> “
> The hunt-wife of the Seamount clan thinks the chief's daughter
> is not mindful of her duties to the clan. She believes I could help
> sort things out.
> Lokra, the daughter of Chief Tazgol, is causing trouble. Her family
> wants to marry her to forge an alliance with another clan. But
> she wants to see the world first.
>
>
>
> — game journal
>
>
>
Daggerfall

**Daggerfall** is the capital of the province of High Rock, and its also home to the Daggerfall Covenant. It is located on the west coast on the southern tip of the Glenumbra peninsula and is currently the largest city in Tamriel after the Imperial City.

## Quests in Daggerfall

* Back-Alley Murders
* Basile’s Invitation - invitation to the Fighters' Guild
* Blood and Crescent Moon
* Long Lost Lore - A Mages Guild Quest
* Nemarc’s Invitation - invitation to the Mages' Guild
* Swine Thief
* Bloodthorn Assassins
* Anchors from the Harbour - A Fighters Guild Quest

## Gallery

* Daggerfall concept
* Marked map
Shem

"Shem"  *une Région dans Conan le barbare.*

## Localisation

Sur la côte Ouest du continent, les "fils de Shem" vivent regroupés en clans sauvages et nomades.

Leur territoire est bordé au Nord par les Hyboriens de Koth et au Sud par les belliqueux Stygiens.

## Généralités

Les Shemites sont des hommes de grandeur moyenne aux nez aquilins, aux yeux sombres et aux barbes noires bleutées.

## Liens externes

http://aoc.jeuxonline.info/actualite/10851/histoire-monde-hyborien

http://hyboria.xoth.net/history/hyborian\_age.htm
Character creation

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

Like in the previous games, it is possible for the player to create a very individual character and choose out of nine races of the TES-Universe. Those are:

* Argonians
* Dunmer
* Bretons
* Redguards
* Altmer
* Orc
* Bosmer
* Khajiits
* Nord

For players, who bought the Imperial Editon, it's also possible to play as an Imperial and choose any faction.
Deshaan

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

**Deshaan** is a region in southern Morrowind and home to Dunmer nomads. It is part of the Ebonheart Pact.

## Skyshard locations

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

There are 16 skyshards scattered around Deshaan.

## Places of Interest

* Mournhold
* Silent Mire
* Tal'Deic Fortress
* Malak's Maw
* Muth Gnaar
* Narsis
* Quarantine Serk
* Selfora
* Shad Astula
* Tribunal Temple - in Mournhold
* Vale of the Ghost Snake

## Characters in Deshaan

* Almalexia
* Vara-Zeen
* Leel-Vata
* Sergeant Hadril
* General Gavryn Redoran
* Ragna Stormcrag
* Captain Valec Doronil
* Fervyn
* Commander Taldyn
* Sergeant Maril
* Priest Dilyne

## Deshaan Quests

* A Favor Returned
* A Letter for Deshaan
* Bad Medicine
* Challenge the Tide
* Death Trap
* Fighting Back
* For Their Own Protection
* Hiding in Plain Sight
* Intruders in Deshaan
* Nothing left to Waste
* Oath Breaker
* Payback
* Proprietary Formula
* Race for the Cure
* Ratting Them Out
* Ritual of Anguish
* The Llodos Plague
* The Naked Nord
* Tracking the Plague
* Unwanted Guests
* Honor Bound
* Plague Bringer
* Ritual of Anguish
* Vengeance of the Oppressed
* Cultural Exchange
* The Mournhold Underground
* By Invitation Only
* The Seal of Three
* You have to Break a Few
* Mechanical Murder
* That which Matters Most
* Dissonant Commands
* Trade Negotiations
* The Trial of the Ghost Snake
* Remembering Risa
* The Ravaged Village
* Rules of Regulations
* Bad Soldiers
* What lies Beneath
* The Wounds in the World
* The Soldier's Alibi
* Search and Rescue
* Carving Cuttle
* The Medallions of Saint Veloth
* Burning Revenge
* Vision Quest
* School Daze
* The Light Fantastic
* The Dungeon Delvers
* Chasing the Magistrix
* A Saint Asunder
* A Blow for Order
* A Fair Warning
* A Family Divided
* A Bitter Pill
* Healing Hearts
* Into the Mouth of Madness
* Motive for Heresy
* The Saving of Silent Mire
* Cold-Blooded Vengeance
* Restless Spirits
Carving Cuttle

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

 Quest objectives

> “
> Orona, one of the Deepcrag Den miners, mentioned that killing the Kwama and letting them rot is a waste. She'd much rather harvest the cuttle, which apparentlyy has a lot of profitable uses.
>
>
> **Harvest Kwama Cuttle: 0/9**
>
> I can bring any cuttle I collect back to Orona, but I made no promises.
>
>
>
> — game journal
>
>
>

One should get this quest after entering the mine in the quest Search and Rescue from Edrasa Drelas.

## Note

Orona obviously wants to make profit form the cuttle, although the Kwama belong to Boril Drelas. One gets this hint from the miner Valds and Orona can be convinced, that the player gives the cuttle to Boril.

## Characters linked with this Quest

* Orona
* Valds
Covert Note

This item is used in the quest Fighting Back.

> “
> We know where the missing villagers are, but we need your help. Due to the lockdown, no one can leave Narsis. Except you, that is. Yes, we know all about the special dispensation the councilor gave you.
>
>
> We'd like to speak to you, but please understand that we need to keep our presence hidden. We couldn't just leave directions lying around for the House Guard to find. Instead, we give you this:
>
>
> "Don't look at the sky. Follow the Star. She provides the key. She will guide your way."
>
>
> Follow these directions and we will speak soon.
>
>
>
> — Note text
>
>
>
Auridon Explored, Chapter I

## Text

**Auridon Explored, Chapter I**

Gentle reader, welcome. Welcome to the crystal blue waters and gentle zephyrs of Auridon. Jewel of the Summerset Archipelago and gateway to Tamriel, this fair isle has long been home to the friendliest, the most outward-facing of my noble race.

Herein, I've included an undedited journal of observations. Thoughts jotted down during my most recent trip across the isle. Some of the hidden gems of the isle, some of the most striking locales of this sheltered isle, will see description in these pages.

From I, your humble guide … enjoy!

- Fenlil the Wayfarer

<The rest of the pages in this tome have been torn out.>
Daedric prince

**Daedric princes**, or Daedra Lords, are the most powerful of the Daedra, and frequently worshipped as gods. Each prince governs his or her own plane of Oblivion. There are sixteen acknowledged daedric princes:

* Azura
* Boethiah
* Clavicus Vile
* Hermaeus Mora
* Hircine
* Malacath
* Mehrunes Dagon
* Mephala
* Meridia
* Molag Bal
* Namira
* Nocturnal
* Peryite
* Sanguine
* Sheogorath
* Vaermina