Oghma Infinium
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📋 Oghma Infinium Entries
| Topic | Aliases | Topic Description (Advanced) | Knowledge Class (Advanced) | Topic Description (Basic) | Knowledge Class (Basic) | Tags | Category | Source | Action |
|---|---|---|---|---|---|---|---|---|---|
| 16_accords_of_madness | None | In 16 Accords of Madness, written by Shalidor recounts vivid tales of Sheogorath's chaotic encounters with other Daedric Princes, highlighting his unparalleled cunning and penchant for disorder. One such tale details a contest between Sheogorath and Hircine, where each was to groom a beast for battle. While Hircine bred a monstrous Daedroth imbued with lycanthropy, Sheogorath introduced a tiny, colorful bird. Despite its size, the bird's antics drove the Daedroth into a self-destructive frenzy, humiliating Hircine. Another account describes a wager between Sheogorath and Vaermina, testing their influence over a mortal bard, Darius Shano. Vaermina subjected the bard to horrific dreams that fueled his notoriety, while Sheogorath withdrew her presence, letting bitterness and madness consume him. Ultimately, Sheogorath claimed Darius's soul, demonstrating the intricate interplay of madness and creation. In another tale, Sheogorath's manipulations involve the Orc champion Emmeg Gro-Kayra, who receives a cursed blade, Neb-Crescen, from a mysterious figure. The blade drives Emmeg to commit an unspeakable act, killing another Orc in a frenzied state. This crime draws Malacath, who, seeking vengeance, unknowingly slays his own son. Sheogorath appears to claim the fallen champion's severed head and weapon, leaving Malacath in despair. These stories exemplify Sheogorath's talent for sowing chaos, exposing the vulnerabilities of even the mightiest beings, and illustrating the destructive yet oddly creative nature of his madness. | scholar | 16 Accords of Madness, you do not know the author of the book, explores Sheogorath’s cunning manipulations of other Daedric Princes and mortals, showcasing his ability to create chaos and expose vulnerabilities. The stories highlight his destructive creativity, where his schemes lead to madness, conflict, and unexpected outcomes. | common | Sheogorath, Hircine, Vaermina, Malacath, Shalidor, Lycanthropy, Daedroth, Orcs, Madness, Chaos, Daedric Princes | lore | factory skyrim-official-20260814-v2.0 | |
| 1st_era | None | The First Era of Tamriel, sometimes referred to as the First Age, is a significant period in the history of Nirn, characterized by the rise and fall of various kingdoms and the establishment of political structures that shaped subsequent eras. This era began with the founding of the Camoran Dynasty by King Eplear in 1E 0 and marked a time of conflict, expansion, and cultural development among the various races of Tamriel, particularly the Nords, Bretons, and Ayleids. During the First Era, notable events included the consolidation of Nordic power under High King Harald, who established the first Moot and became a pivotal figure in Nordic history. The era also saw the rise of the Alessian Empire following the Alessian Slave Rebellion, which overthrew the Ayleid rulers of Cyrodiil. The political landscape shifted with the expansion of the Nords into Morrowind and High Rock, culminating in a series of conflicts, including the War of the First Council between the Chimer and the Dwemer. The First Era concluded with the assassination of Emperor Reman III in 1E 2920, paving the way for the rise of the Akaviri Potentate and the beginning of the Second Era. | snow_elfscholar | The First Era, or First Age, was a pivotal period in Tamriel's history, beginning with the founding of the Camoran Dynasty in 1E 0. It was marked by the rise and fall of kingdoms, cultural development, and significant conflicts. Key events included the consolidation of Nordic power under High King Harald, the Alessian Slave Rebellion that ended Ayleid rule, and the War of the First Council between the Chimer and Dwemer. The era ended in 1E 2920 with Emperor Reman III's assassination, leading to the Akaviri Potentate and the Second Era. | common | Camoran Dynasty, High King Harald, Alessian Slave Rebellion, Ayleids, Alessian Empire, War of the First Council, Chimer, Dwemer, Emperor Reman III, Akaviri Potentate, Second Era | lore | factory skyrim-official-20260814-v2.0 | |
| 2nd_era | None | The Second Era of Tamriel, often referred to as the Common Era (CE), is a period marked by significant political upheaval, the decline of the Second Empire, and the rise of powerful factions and alliances. The era began in 2E 1 with the official assumption of stewardship by Potentate Versidue-Shaie, following the fall of the Reman Dynasty. This period is characterized by the power struggles and fragmentation of Tamriel's kingdoms, alongside the emergence of notable organizations such as the Mages Guild and the Dark Brotherhood. Throughout the Second Era, various events shaped the political landscape, including the establishment of the Elsweyr Confederacy in 2E 309 and the founding of the Mages Guild in 2E 230. The assassination of Versidue-Shaie in 2E 324 marked a turning point, leading to the dissolution of the Second Empire and the fragmentation of Imperial authority. A notable conflict during this era was Varen's Rebellion in 2E 576, sparked by Emperor Leovic's controversial legalization of Daedra worship. Varen Aquilarios, the leader of the rebellion, eventually took the throne but was lost in the chaos of the Soulburst in 2E 578, an event that unleashed Daedric forces upon Nirn. The Second Era also saw the formation of the Aldmeri Dominion, the Ebonheart Pact, and the Daggerfall Covenant, which clashed in the Three Banners War for control of the Ruby Throne. The era concluded with Tiber Septim's unification of Tamriel in 2E 896, marking the rise of the Third Empire and the end of the Second Era. This period set the stage for the events of the Third Era, establishing the complex political landscape and alliances that would continue to evolve in the following ages. | scholardark_brotherhood | The Second Era, or Common Era, was a time of political turmoil, the decline of the Second Empire, and the rise of influential factions and alliances. Beginning in 2E 1 with Potentate Versidue-Shaie's stewardship, it saw events like the founding of the Mages Guild (2E 230), the Elsweyr Confederacy (2E 309), and the assassination of Versidue-Shaie (2E 324), which led to the Empire's fragmentation. Key conflicts included Varen's Rebellion (2E 576) and the Three Banners War, as factions vied for the Ruby Throne. The era ended in 2E 896 with Tiber Septim's unification of Tamriel, paving the way for the Third Era. | common | Versidue-Shaie, Second Empire, Mages Guild, Dark Brotherhood, Elsweyr Confederacy, Varen's Rebellion, Soulburst, Three Banners War, Tiber Septim, Daedra worship | lore | factory skyrim-official-20260814-v2.0 | |
| 3rd_era | None | The Third Era, often referred to as the Septim Era, marks a significant period in Tamriel's history, beginning in 3E 0 with the proclamation of the era by Emperor Tiber Septim following the unification of the provinces. This era is characterized by the reign of the Septim dynasty, whose emperors oversaw a time of both prosperity and turmoil. The political landscape was shaped by various conflicts, including the War of the Red Diamond and the rise of influential figures such as the Wolf Queen, Potema, and the historian Destri Melarg. Throughout the Third Era, notable events include the establishment and dissolution of knightly orders, like the Knights of the Nine, and the expansion of the Empire's influence across Tamriel. However, the era concludes with the devastating Oblivion Crisis in 3E 433, initiated by the secretive Mythic Dawn cult. The invasion of Daedric forces culminated in a fierce battle in the Imperial City, leading to the defeat of Mehrunes Dagon and the transformation of Martin Septim into the Avatar of Akatosh. This pivotal conflict not only marks the end of the Third Era but also sets the stage for the subsequent challenges faced by Tamriel. | scholar | The Third Era, or Septim Era, began in 3E 0 with Emperor Tiber Septim's unification of Tamriel. Defined by the Septim dynasty's rule, it saw periods of prosperity and strife, including the War of the Red Diamond and the influence of figures like Potema, the Wolf Queen. Key events included the rise and fall of knightly orders and the Empire's expansion. The era ended in 3E 433 with the Oblivion Crisis, when Daedric forces invaded, culminating in Martin Septim's transformation into the Avatar of Akatosh to defeat Mehrunes Dagon, closing the Third Era and reshaping Tamriel's future. | common | Septim dynasty, Tiber Septim, Oblivion Crisis, Martin Septim, Mehrunes Dagon, Akatosh, War of the Red Diamond, Potema, Mythic Dawn, Knights of the Nine, Imperial City | lore | factory skyrim-official-20260814-v2.0 | |
| 4th_era | None | The Fourth Era of Tamriel began in 4E 1, following the conclusion of the Oblivion Crisis, which saw the banishment of the Daedric Prince Mehrunes Dagon and the end of the Septim bloodline. In the absence of an emperor, the High Chancellor Ocato and the Elder Council struggled to maintain order as the provinces began to exploit the Empire's weakened state. Major events included the catastrophic eruption of Red Mountain in 4E 5, leading to the devastation of Vvardenfell and the subsequent invasion of Morrowind by Argonians, which significantly weakened House Telvanni and House Dres. As the Fourth Era progressed, the Empire faced further decline and challenges, including the assassination of Potentate Ocato and the rise of the Aldmeri Dominion. This period was marked by conflict, such as the Great War in 4E 171, where Aldmeri forces invaded Imperial provinces, culminating in the sacking of the Imperial City in 4E 174. The war ended in 4E 175 with the White-Gold Concordat, which imposed harsh terms on the Empire and led to Hammerfell's secession. The era continued to be defined by unrest and rebellion, notably the rise of the Stormcloak Rebellion, igniting tensions between the Empire and the provinces, particularly Skyrim. | scholar | The Fourth Era began in 4E 1 after the Oblivion Crisis and the end of the Septim dynasty. The Empire struggled to maintain unity as provinces exploited its weakened state. Major events included the eruption of Red Mountain in 4E 5, devastating Vvardenfell, and Morrowind's invasion by Argonians. The rise of the Aldmeri Dominion brought further conflict, with the Great War (4E 171–175) culminating in the sacking of the Imperial City and the harsh White-Gold Concordat. Hammerfell's secession and the Stormcloak Rebellion in Skyrim marked continued unrest, defining the era as one of decline and turmoil for the Empire. | common | Oblivion Crisis, Septim bloodline, Red Mountain eruption, Aldmeri Dominion, Great War, White-Gold Concordat, Stormcloak Rebellion, Mehrunes Dagon, Vvardenfell, Hammerfell secession, Argonian invasion | lore | factory skyrim-official-20260814-v2.0 | |
| abacean_longfish | None | Abacean Longfish are a long grey ship that can be caught with your hands around Skyrim. When used as an ingredient for potion making, they offer effects such as Weakness to Frost, Fortify Sneak, Weakness to Poison and Fortify Restoration. | fisher | Abacean Longfish are a long greyfish that can be caught with your hands around Skyrim. You do not know much more about the fish, but a fisher would. | common | alchemy, Weakness to Frost, Fortify Sneak, Weakness to Poison, Fortify Restoration, potion making, fishing | creatures | factory skyrim-official-20260814-v2.0 | |
| abandoned_lodge | None | The Abandoned Lodge is a small, secluded shack located north-northeast of Raven Rock on Solstheim. | solstheimtraveler | You do not know anything about this area. | common | Solstheim, Raven Rock, Shack, Seclusion, Ashlands, Dunmer | solstheim | factory skyrim-official-20260814-v2.0 | |
| abandoned_prison | None | The Abandoned Prison is a small, desolate Imperial prison located southwest of Windhelm and north-northwest of Fort Amol in Eastmarch. The prison, long out of use, is haunted by the ghosts of prisoners who met their end by drowning when the facility flooded. | eastmarchimperial_legiontraveler | The Abandoned Prison is a small, desolate Imperial prison located southwest of Windhelm in Eastmarch.You do not know anything else about this area. | commonpaleriftwinterholdwhiterun | Windhelm, Fort Amol, Eastmarch, Imperial, ghosts, haunted, drowning | eastmarch | factory skyrim-official-20260814-v2.0 | |
| abandoned_shack | None | The Abandoned Shack is an isolated house located east-southeast of Solitude in Hjaalmarch. It is the location where Dark Brotherhood iniates are taken to see if have the heart to kill | dark_brotherhoodtraveler | The Abandoned Shack is an isolated house located east-southeast of Solitude in Hjaalmarch. No one really knows who the shack belonged to, or what purpose it had. However it is rumored to be haunted and best stayed away from.You do not know anything else about this area. | commonhjaalmarch | Dark Brotherhood, Solitude, Hjaalmarch, initiation, assassins, assassination test | hjaalmarch | factory skyrim-official-20260814-v2.0 | |
| absorb_health | None | These magical effects are offensive Destruction enchantments that drain health from the target and transfer it to the wielder. This effect can be applied through custom enchanting and is also found on enchanted weapons, combining offense and self-healing. | alchemistmage | This magic drains health from an enemy and gives it to the person using the enchantment. An alchemist or mage might know more though. | common | Destruction, Enchanting, Healing, Weapons, Magic, Offensive | spells | factory skyrim-official-20260814-v2.0 | |
| absorb_magicka | None | These magical effects are offensive Destruction enchantments that siphon magicka from the target, replenishing the wielder;s reserves. This effect can be applied through custom enchanting and is also found on enchanted items, making it particularly effective against enemy spellcasters. | mage | This effect steals magicka from the target, giving it to whoever is wielding the enchanted item. A mage might know more though. | common | Destruction, Enchanting, magicka, spellcasters, enchantments, weapon enchantments | spells | factory skyrim-official-20260814-v2.0 | |
| absorb_stamina | None | These magical effects are offensive Destruction enchantments that drain stamina from the target, restoring it to the wielder. This effect can be applied through custom enchanting and is also found on enchanted gear, ensuring sustained performance in prolonged physical combat. | mage | This enchantment takes stamina from an enemy, giving it to the user to keep them fighting longer. A mage might know more though. | common | Destruction magic, Enchanting, Stamina, Weapon enchantments, Soul gems, Combat endurance | spells | factory skyrim-official-20260814-v2.0 | |
| a_children's_anuad | The Anuad Paraphrased | A Children's Anuad: The Anuad Paraphrased, written by an unknown author, is a simplified recounting of the Anuad creation myth, describing the origins of Nirn and the interplay of cosmic forces. The myth begins with Anu and Padomay, primordial brothers whose interactions in the Void created Nir, who gave birth to Creation after a tragic conflict. Anu and Padomay clashed over Nir, leading to her death and the shattering of the twelve worlds of Creation. In the aftermath, Anu reformed the remnants into Nirn, only to be mortally wounded by Padomay, and both were cast outside Time. Their mingled blood gave rise to the Aedra, while Padomay’s blood formed the Daedra, and Anu’s blood became the stars. The myth continues with the descendants of Creation’s survivors, the Ehlnofey and Hist, who shaped the world through war and migration. The Old Ehlnofey became the ancestors of Mer, giving rise to elves like the Altmer, Bosmer, and Dunmer in Tamriel, while the Wandering Ehlnofey spread across other continents to become Men, such as the Nords and Redguards. The great Ehlnofey war reshaped Nirn, forming its continents and oceans, while the Hist were largely destroyed, surviving only in Black Marsh. The tale ends with the Nords returning to Tamriel under Ysgramor’s leadership, marking the end of the Mythic Era and the start of recorded history. | scholar | A Children's Anuad: The Anuad Paraphrased, you do not know the author of the book and have limited knowledge of it, retells the Anuad creation myth in a simplified manner, focusing on the cosmic struggle between Anu and Padomay, their offspring, and the formation of Nirn. The myth traces the origins of Tamriel’s races and the shaping of the world through war, migration, and the rise of the Ehlnofey and Hist. | common | Anu, Padomay, Aedra, Daedra, Ehlnofey, Nirn, Ysgramor, Black Marsh, creation myth, Merethic Era, cosmology | lore | factory skyrim-official-20260814-v2.0 | |
| adamantine_tower | Direnni Tower, Balfiera Tower, Ada-mantia | The Adamantine Tower, also known as the Balfiera Tower, Direnni Tower, or Ada-mantia, is an ancient and towering structure located at the highest point of the Isle of Balfiera in the Iliac Bay. Renowned as the oldest known structure in Tamriel, its construction is estimated to date back to around ME 2500. The tower has served various purposes over the centuries, including as a fortress, prison, and palace for the Direnni Hegemony. Despite numerous modifications to its exterior, the tower's central cylindrical core of metal remains untouched, rumored to extend deep into the ground, with its depths still largely unexplored. | scholardaedrabretontraveler | The Adamantine Tower, located on the Isle of Balfiera in the Iliac Bay, is the oldest known structure in Tamriel, dating back to around ME 2500. It has served as a fortress, prison, and palace, with its central metal core remaining largely unexplored despite numerous modifications over the centuries. | common | Isle of Balfiera, Iliac Bay, Direnni Hegemony, metal core, Merethic Era, ancient ruins, unexplored depths, Breton, Tower of Balfiera | locationother | factory skyrim-official-20260814-v2.0 | |
| a_dance_in_fire | None | A Dance in Fire, written by Waughin Jarth, is a seven-chapter compilation chronicling the misadventures of Decumus Scotti, a middling clerk from the Imperial City, as he navigates the political chaos and wild dangers of Valenwood. Following a dismissal from his stable position at the Atrius Building Commission, Scotti receives an ill-fated invitation from a former colleague, Liodes Jurus, to exploit post-war rebuilding opportunities in Valenwood. Through a series of increasingly perilous events—including encounters with mercenaries, natural disasters, predatory wildlife, and betrayals—Scotti stumbles his way through the Bosmer province, eventually landing an audience with the enigmatic Silvenar, the spiritual leader of Valenwood. The text explores themes of survival, greed, cultural misunderstanding, and the absurdity of imperial ambitions in a foreign land. The book, divided into seven parts, combines a satirical critique of imperial bureaucracy with an adventurous narrative rich in cultural detail. Scotti’s journey mirrors the chaotic nature of Valenwood itself, with its dense jungles, mystical traditions, and ongoing conflicts with neighboring territories like Elsweyr and Summerset Isle. Despite his lack of skill or heroism, Scotti’s inadvertent cunning allows him to secure contracts that benefit himself and the Imperial Building Commission, albeit at the cost of moral compromise. The story also highlights the absurdities of colonialism, as outsiders profit from a war-torn province’s misfortunes while failing to understand or respect its people. Ultimately, Scotti returns to the Imperial City, only to find that his success comes with eerie consequences, leaving readers to ponder the price of ambition and the dissonance between civilized ideals and the savage reality of conquest. | scholar | A Dance in Fire, you do not know the author of the book and have limited knowledge of it, is a satirical adventure chronicling the misadventures of Decumus Scotti, an Imperial clerk, as he navigates the political chaos and dangers of Valenwood. The book explores themes of survival, greed, imperialism, and cultural misunderstanding, critiquing bureaucracy and the absurdity of colonial ambitions in a foreign land. | common | Waughin Jarth, Decumus Scotti, Valenwood, Bosmer, Imperial City, Silvenar, Elsweyr, Summerset Isle, Atrius Building Commission, imperial bureaucracy, colonialism | lore | factory skyrim-official-20260814-v2.0 | |
| addvar's_house | None | Addvar's House is a small residence located in the residential district of Solitude, right next to Evette San's House. It is the home of Addvar, the town's fishmonger, along with his wife Greta and their daughter Svari. | haafingartraveler | Addvar's House is a small residence located in the residential district of Solitude. You do not know Addvar.You do not know anything else about this area. | commonreachhjaalmarch | Solitude, Evette San, fishmonger, Greta, Svari, residential district | haafingar | factory skyrim-official-20260814-v2.0 | |
| a_dream_of_sovngarde | None | A Dream of Sovngarde, written by Skardan Free-Winter, recounts the vision experienced by a Nord soldier before the Battle of the Red Ring, offering him guidance and courage in the face of certain death. As he prepares for a desperate battle against the Aldmeri, Skardan prays to Talos and dreams of walking through mists towards Sovngarde, the hall of the honored dead. There, he meets the warrior Tsun, who grants him passage to the great hall, where Ysgramor, the father of Skyrim, shares wisdom about death and valor. Ysgramor tells him that a Nord is judged not by how they live, but by how they die, imparting a sense of pride and bravery in the face of imminent peril. The themes of the story focus on bravery, honor, and the Nordic perspective on life and death, particularly the importance of dying with courage and strength. Skardan’s dream offers a reflection on what it means to be a true Nord, reinforcing the values of their culture—courage in battle, respect for ancestors, and a focus on how one faces death. The story is a single volume, conveying a poignant and personal message to those who may follow in Skardan’s footsteps, instilling them with the courage needed to face their own trials. | scholar | A Dream of Sovngarde, you do not know the author of the book and have limited knowledge of it, explores themes of bravery, honor, and the Nordic belief that a Nord is judged by how they die, not how they live. The story highlights the importance of courage in battle, respect for ancestors, and the wisdom imparted by Ysgramor in Skardan’s dream, providing him with strength to face his impending battle. | common | Battle of the Red Ring, Aldmeri Dominion, Talos, Sovngarde, Tsun, Ysgramor, Nordic culture, valor, ancestor worship, Skardan Free-Winter | lore | factory skyrim-official-20260814-v2.0 | |
| advances_in_lockpicking | The Locked Room | The Locked Room, written by an unnamed thief, is a brief, practical guide to lockpicking, interwoven with the author’s candid self-assessment of their skills as a thief rather than a writer. The book shares straightforward tips for overcoming various lock designs, such as using bent or copper lockpicks for angled keyholes and heating locks to standardize spring tension. Despite its simplicity, it offers useful advice to aspiring thieves while cautioning them about potential dangers. Thematically, the book highlights resourcefulness, adaptation, and the transfer of niche expertise through practical experience. This standalone work serves as both a how-to guide and an insight into the mind of a thief, illustrating the ingenuity required in their craft. | scholar | The Locked Room, you do not know the author of the book and have limited knowledge of it, is a practical guide to lockpicking, offering advice on overcoming different lock designs while reflecting the author's self-assessment as a thief. The book emphasizes resourcefulness, adaptation, and the value of practical experience in mastering a craft, serving both as a how-to manual and an insight into the mind of a thief. | common | lockpicking, thief, copper lockpicks, resourcefulness, crime, security | lore | factory skyrim-official-20260814-v2.0 | |
| aedra | Dead Gods, Mortal Gods, Outer Gods, Ancestor Spirits | The Aedra are primordial spirits associated with the creation of Mundus. In many elven traditions their name means 'our ancestors,' contrasting them with the Daedra, or 'not our ancestors.' Their sacrifice or binding during creation diminished them and established many of the laws of mortal existence. Different cultures identify and worship these spirits in different ways, most visibly through the Divines of Imperial and Nordic religion. | priestscholar | The Aedra are ancient spirits associated with creating the mortal world. Many cultures worship them as the Divines, though their names and stories differ. | common | Mundus, Daedra, Divines, creation, Elves, Nords, Imperials, Earth Bones, et'Ada, Lorkhan | lore | factory skyrim-official-20260814-v2.0 | |
| aedra_and_daedra | None | Aedra and Daedra, written by an anonymous author, provides an accessible explanation of the fundamental differences between Aedra, Daedra, and their associations with gods and demons. The book clarifies that the terms "Aedra" and "Daedra" are precise in Elvish, with Aedra meaning "ancestor" and Daedra translating to "not our ancestors." This distinction is particularly important to the Dunmer, reflecting their ideological and mythical divide. Aedra are tied to stasis, creation, and the mortal world, bound to the Earth Bones and vulnerable to death, as illustrated by the fate of Lorkhan. In contrast, Daedra embody change and transformation, lacking the ability to create but possessing the power to influence and alter reality, and they can only be banished, not killed. Thematically, the book explores concepts of permanence versus adaptability, creation versus influence, and the nature of divine authority in Tamriel. It also touches on cultural perspectives, such as the Dunmer's unique interpretation of these entities. This single-volume work is an essential primer for understanding the cosmology of The Elder Scrolls universe and the roles of these powerful beings. | scholar | Aedra and Daedra, you do not know the author of the book and have limited knowledge of it, explains the differences between Aedra and Daedra, focusing on their roles in creation, change, and influence in Tamriel's cosmology. The book explores themes of permanence versus adaptability, creation versus influence, and divine authority, while also addressing cultural interpretations, especially those of the Dunmer. | esoteric | Aedra, Daedra, Dunmer, Lorkhan, Earth Bones, creation, cosmology, divine authority, Elvish language, mortality | lore | factory skyrim-official-20260814-v2.0 | |
| aerin's_house | None | Aerin's House is a small two-story home with a basement located near the main entrance of Riften, situated between Bolli's House and Snow-Shod Manor. It serves as the residence of Aerin and Mjoll the Lioness, the latter being a well-known adventurer and champion of justice in the city. | rifttraveler | Aerin's House is a small two-story home with a basement located near the main entrance of Riften, situated between Bolli's House and Snow-Shod Manor. You do not know anything else about this area. | commoneastmarchfalkreath | Riften, Aerin, Mjoll the Lioness, Bolli's House, Snow-Shod Manor, Adventurer | rift | factory skyrim-official-20260814-v2.0 | |
| aetherium_forge | None | The Aetherium Forge is an ancient Dwemer forge located southeast of Ivarstead and east of the Rift Imperial Camp in the Rift. It is rumoured that the mighty forge can be used to craft Aetherium items, powerful Dwemer Relics. Aetherium is a rare, blue, luminescent crystal found exclusively in Dwemer city ruins, originally discovered by Dwemer miners in the vast underground expanse of Blackreach. | katriah | The Aetherium Forge is a rumor of an ancient Dwemer forge that is hidden somewhere in the Rift. But you do not know where.You do not know anything else about this area. | rift | rift | custom | ||
| aetherius | the immortal plane, the aether, spirit worlds of eternity, heaven | Aetherius, the Immortal Plane, is the luminous realm of pure magic and origin of the Aedra within the Aurbis. The sun and stars are believed to be wounds in the firmament left by Magnus and the Magna Ge as they fled the creation of Mundus, channeling aetherial light and magicka into the mortal world. Mortal souls, carrying a spark of this Aetherial essence, are said to return there after death. Various cultures envision distinct afterlife realms within its infinite expanse, including Sovngarde, the Far Shores, and the Sands Behind the Stars. Since the conclusion of the Mythic Era, Aedric spirits rarely interfere directly with Nirn, leaving the plane's mysteries largely inaccessible to the living. | scholar | Aetherius is the Immortal Plane, a realm of pure magic and the origin of the Aedra. The sun and stars are believed to be holes in the sky left by spirits fleeing the creation of the mortal world, through which magicka flows. It is also widely believed to be the destination of mortal souls after death. | esoteric | Magnus, Magna Ge, magicka, Aurbis, Mundus, Aedra, afterlife, Sovngarde, Far Shores, Sands Behind the Stars, Nirn | lore | factory skyrim-official-20260814-v2.0 | |
| aevar_stone-singer | The Story of Aevar Stone-Singer | The Story of Aevar Stone-Singer, written by an anonymous Skaal storyteller, recounts the myth of Aevar, a young and unassuming member of the Skaal, who restores the stolen Gifts of the All-Maker to his people. The tale follows Aevar's journey as he retrieves essential elements of life—water, earth, beasts, trees, the sun, and winds—from the clutches of the malevolent Greedy Man, an embodiment of the Adversary. Guided by the All-Maker, Aevar overcomes trials that test his courage, resourcefulness, and perseverance, ultimately restoring balance and harmony to the Skaal's world. His deeds highlight themes of humility, selflessness, and the power of determination in the face of overwhelming odds. Thematically, the story emphasizes the Skaal’s belief in living in harmony with nature and the dangers of complacency. It also serves as a cautionary tale about greed and the disruption it causes. While framed as a singular tale, its cyclical nature reflects the Skaal's cultural focus on preserving the balance between humanity and the natural world. The story, ending on an ambiguous note, leaves the listener to ponder Aevar’s fate, reinforcing the myth’s moral teachings over its resolution. | scholar | The Story of Aevar Stone-Singer, you do not know the author of the book and have limited knowledge of it, tells the myth of Aevar, a young Skaal who retrieves the stolen Gifts of the All-Maker and restores harmony to his people. The book emphasizes themes of humility, selflessness, and the dangers of greed, highlighting the importance of living in balance with nature and the consequences of disrupting that harmony. | common | Skaal, All-Maker, Greedy Man, Solstheim, nature, humility, greed, balance, Adversary, myth | lore | factory skyrim-official-20260814-v2.0 | |
| a_game_at_dinner | None | A Game at Dinner, written by an anonymous spy, recounts the harrowing experience of a spy embedded in the court of Prince Helseth, the cunning and paranoid heir to the throne of Morrowind. Framed as a letter to a shadowy superior, the story revolves around a tense dinner where the Prince uses a macabre test of loyalty to identify disloyal advisors and spies. Guests discover that their cutlery, not the food, is poisoned, leaving them uncertain of their fate as they navigate the Prince's mind games. Themes of betrayal, paranoia, and the ruthlessness of political ambition permeate the narrative, painting Helseth as a figure who thrives on manipulation and fear. The book stands alone as a vivid exploration of the deadly politics within Morrowind’s royal court. Through the spy's perspective, the reader experiences the psychological torment of Helseth's machinations, culminating in a gruesome and public display of power. The story underscores the precariousness of loyalty and the personal toll of espionage, leaving the spy pleading for release from their role. With its blend of suspense and moral ambiguity, the book highlights the dangerous interplay of trust and deception in the pursuit of power. | scholarbladesmorag_tonghouse_hlaalu | A Game at Dinner, you do not know the author of the book and have limited knowledge of it, tells the harrowing story of a spy embedded in Prince Helseth's court, where a dinner party becomes a deadly test of loyalty. The book explores themes of betrayal, paranoia, and the ruthlessness of political ambition, highlighting the psychological torment of espionage and the precariousness of trust in a manipulative, power-hungry environment. | common | Morrowind, House Hlaalu, Morag Tong, Blades, poison, espionage, betrayal, paranoia, royal court, loyalty, political ambition | lore | factory skyrim-official-20260814-v2.0 | |
| a_hypothetical_treachery | None | A Hypothetical Treachery, written by Anthil Morvir, is a one-act play depicting the darkly humorous and treacherous dynamics between a group of adventurers seeking to escape Eldengrove with the prized Ebony Mail. The main characters—a High Elf battlemage (Malvasian), a Dark Elf battlemage (Inzoliah), a Cyrodiil healer (Dolcettus), and an Argonian barbarian (Schiavas)—succumb to paranoia and betrayal as they navigate the perilous forest. The play masterfully blends tension, irony, and wit, showcasing the characters’ moral ambiguities and self-serving motivations. The narrative crescendos with a double-cross where scheming battlemages eliminate one another in pursuit of power, ending with Inzoliah’s ruthless triumph. Thematically, the play explores trust, ambition, and the seductive allure of power, highlighting how alliances crumble under greed and suspicion. It cleverly critiques human (and mer) nature through its satirical portrayal of manipulative and self-serving characters, ultimately leading to their downfall. The epilogue reinforces the futility of treachery, as even the victor’s success is marred by unforeseen consequences. This stand-alone work captivates with its layered dialogue, moral complexity, and biting humor, making it a quintessential commentary on betrayal in the guise of an adventurous tale. | scholar | A Hypothetical Treachery, you do not know the author of the book and have limited knowledge of it, is a one-act play that delves into the treacherous dynamics among a group of adventurers seeking the Ebony Mail. The play explores themes of trust, ambition, and betrayal, highlighting the destructive nature of greed and suspicion, with its dark humor and satirical portrayal of manipulative characters who ultimately meet their downfall. | common | Ebony Mail, Eldengrove, Anthil Morvir, Altmer, Dunmer, Argonian, Cyrodiil, betrayal, ambition, battlemage, satire | lore | factory skyrim-official-20260814-v2.0 | |
| ahzidal | None | Ahzidal, known as "the Embittered Destroyer," was a powerful Dragon Priest and the first great Nord enchanter. He was born in Saarthal and, after his home was destroyed by Elves, sought vengeance by mastering various magical disciplines, including Elven and Dwemer enchantments. He later became a high-ranking Dragon Priest, gaining power through dragon magic and Daedric knowledge. His obsession with power led to his eventual exile and servitude under Miraak. After Miraak's defeat, Ahzidal was sealed in Kolbjorn Barrow with his powerful relics. | scholardragonmiraak_cult | Ahzidal must of been one of those Dragon Priests buried around Solstheim. You really don't know much more apart from that. | common | Dragon Priest, Saarthal, enchanter, Dwemer, Elven magic, Daedric knowledge, Miraak, Kolbjorn Barrow, Solstheim, dragon magic | figures | factory skyrim-official-20260814-v2.0 | |
| ahzidal's_descent | None | Ahzidal's Descent, written by Halund Greycloak, tells the tragic tale of Ahzidal, a gifted enchanter whose relentless pursuit of knowledge and vengeance led to his downfall. Born in Saarthal, Ahzidal left his home to study under elven masters, only to return years later to find his city in ruins, destroyed by the elves. Consumed by grief and anger, he vowed revenge and devoted himself to mastering the magical arts, learning from the Dwemer, Ayleids, Falmer, and others. His skills proved instrumental in helping Ysgramor and the Companions reclaim Saarthal, fulfilling his oath of vengeance against the elves. However, his insatiable hunger for power drove him further, delving into forbidden knowledge of Dragon Priests and the realms of Oblivion, which ultimately consumed him. Thematically, the story warns against the dangers of obsession and the cost of unchecked ambition. Ahzidal’s descent serves as a cautionary tale about losing oneself in the pursuit of perfection and vengeance. The legend, intertwined with historical and mythical elements, underscores the thin line between genius and madness. Though part of a single text, the account carries universal lessons, resonating with the recurring Skyrim theme of power’s corrupting influence. | scholarcompanions | Ahzidal's Descent, you do not know the author of the book and have limited knowledge of it, recounts the tragic tale of Ahzidal, an enchanter whose obsessive pursuit of vengeance and power ultimately led to his ruin. The book explores themes of unchecked ambition, the dangers of obsession, and the corrupting influence of power, serving as a cautionary tale about losing oneself in the quest for revenge and perfection. | common | Ahzidal, Saarthal, Ysgramor, Companions, Dwemer, Ayleids, Falmer, Dragon Priests, Oblivion, enchanting, vengeance | lore | factory skyrim-official-20260814-v2.0 | |
| ahzirr_traajijazeri | None | Ahzirr Traajijazeri, written by Anonymous, serves as the public manifesto of the Renrijra Krin, a Khajiit resistance group fighting against Imperial oppression and the Count of Leyawiin’s exploitation of their homeland. The text outlines the group’s philosophy and tactics, emphasizing their unorthodox approach to warfare and life. Themes of defiance, cultural identity, and survival are woven throughout. The Renrijra Krin advocate for bravery in the face of impossible odds, the necessity of strategic retreat, the importance of enjoying life despite struggle, and an unflinching willingness to kill and reclaim what was unjustly taken from them. The book is structured around six core principles, expressed through Khajiiti proverbs, such as "It Is Good to Be Brave" and "We Justly Take by Force," blending humor, pragmatism, and righteous anger. It reflects the Khajiiti ethos of resilience and cunning, prioritizing the reclamation of their ancestral lands while fostering a deep connection to their community. The manifesto emphasizes their role as both a political and military force, asserting that the fight for freedom is as much about preserving culture and identity as it is about winning battles. This single-volume work is a blend of wisdom, rebellion, and dark humor. | scholar | Ahzirr Traajijazeri, you do not know the author of the book and have limited knowledge of it, is the manifesto of the Renrijra Krin, a Khajiit resistance group against Imperial rule, advocating for cultural preservation and freedom through defiance and strategic warfare. The book explores themes of bravery, survival, and defiance, blending humor and pragmatic wisdom, while emphasizing the importance of reclaiming what was unjustly taken and maintaining a strong cultural identity. | common | Renrijra Krin, Khajiit, Leyawiin, Imperial oppression, resistance, cultural identity, warfare, survival, reclamation | lore | factory skyrim-official-20260814-v2.0 | |
| akatosh | Alkosh, Auri-El, Bormahu, Dragon God of Time | Akatosh, also known by different names such as Auri-El to the elves and Alkosh to the Khajiit, is the chief deity of the Nine Divines in Tamrielic religion. He is revered as the Dragon God of Time, the patron of endurance, invincibility, and legitimacy, and is often depicted as a golden dragon. As one of the first Aedric spirits to form at the beginning of time, Akatosh holds a central place in many cultures, symbolizing both the orderly progression of time and the eternal stability of the Empire. His worship extends across Tamriel, where he is seen as the father of all dragons, and Alduin, a god of destruction in Nordic myth, is considered a controversial aspect of Akatosh. Akatosh is also closely associated with the founding of the Cyrodilic Empire. His blood was mystically joined with that of the first human Empress, Alessia, creating a divine covenant that protected the Empire from Daedric influence, symbolized by the Amulet of Kings. His role in maintaining the cosmic order is further emphasized during significant historical events like the Oblivion Crisis, where the Septim Emperor Martin transformed into Akatosh's fiery avatar to defeat the Daedric Prince Mehrunes Dagon. Akatosh is revered as the guardian of time and the embodiment of divine order, with his influence felt in the very fabric of the world. | priestsnow_elfscholardragon | Akatosh, the Dragon God of Time, is a powerful and honored deity in Tamriel, often seen as a golden dragon. He represents endurance, order, and the steady flow of time. Worshiped across the land, Akatosh is said to be the father of all dragons and played a key role in protecting the Empire through a divine bond with its first ruler, Alessia. His influence is felt in great events like the Oblivion Crisis, where his avatar defeated a Daedric prince to save the world. To many, he symbolizes stability, time’s guardianship, and the Empire’s divine right to rule. | common | Nine Divines, Alessia, Amulet of Kings, Alduin, Mehrunes Dagon, Oblivion Crisis, Aedra, Cyrodilic Empire, Martin, Khajiit, dragons, Dragon Break | figures | factory skyrim-official-20260814-v2.0 | |
| akavir | Dragon Land | Akavir, often referred to as Dragon Land, is a vast continent located east of Tamriel, home to various unique races and cultures. The two continents share a tumultuous history marked by animosity and conflict, with Akavir having launched several invasions into Tamriel, and vice versa. Much of what Tamriel knows about Akavir is considered incomplete or potentially inaccurate, shrouded in mystery and speculation. | scholardaedratraveler | kavir, also known as Dragon Land, is a large continent east of Tamriel, home to various unique races and cultures. The two continents have a history of conflict and invasions, but much of what Tamriel knows about Akavir is shrouded in mystery and speculation. | common | Tamriel, Tsaesci, Kamal, Tang Mo, Ka Po' Tun, Dragons, invasions, beast races, Tosh Raka, Versidue-Shaie | locationother | factory skyrim-official-20260814-v2.0 | |
| a_kiss_sweet_mother | None | A Kiss, Sweet Mother, written by an anonymous author, serves as a chilling manual for invoking the Dark Brotherhood, Skyrim's infamous assassins' guild. The book describes the profane ritual of the Black Sacrament, a ceremony that calls upon the Night Mother to send an assassin to carry out a contracted killing. The instructions detail constructing an effigy from human remains, encircling it with candles, and stabbing it with a Nightshade-coated dagger while reciting a specific incantation. The text's macabre tone underscores the weight of summoning such dark forces and the blood-bound nature of the resulting contract. Thematically, the book delves into the interplay of desperation, vengeance, and moral corruption. It reflects the lengths individuals might go to seek justice or retribution, blurring the lines between justice and cruelty. The narrative's emphasis on ritualistic precision and patience also underscores the consequences of entering a pact with shadowy, amoral entities. | scholardark_brotherhood | A Kiss, Sweet Mother, you do not know the author of the book and have limited knowledge of it, is a chilling guide to performing the Black Sacrament, a dark ritual used to invoke the Dark Brotherhood in Skyrim. The book explores themes of desperation, vengeance, and moral corruption, illustrating the lengths people go to for justice or retribution, while highlighting the deadly consequences of making a pact with the Dark Brotherhood. | common | Dark Brotherhood, Black Sacrament, Night Mother, Nightshade, assassination, vengeance, ritual magic | lore | factory skyrim-official-20260814-v2.0 | |
| alchemist's_shack | None | The Alchemist's Shack is a small, secluded dwelling located south of Ivarstead and east of Haemar's Shame in the Rift. The humble shack is surrounded by nature, making it an ideal spot for gathering alchemical ingredients. | rifttraveler | The Alchemist's Shack is a small, secluded dwelling located south of IvarsteadYou do not know anything else about this area. | commoneastmarchfalkreath | Ivarstead, Haemar's Shame, The Rift, Alchemy, Alchemical ingredients, Secluded dwellings | rift | factory skyrim-official-20260814-v2.0 | |
| aldmeri | Aldmer | The Aldmer, meaning "First Folk" or "Elder Folk," are the original inhabitants of Tamriel, having settled in Summerset Isle and much of the mainland during the Merethic Era. They are regarded as the first technologically advanced beings on Nirn, although this claim is sometimes contested. The Aldmer are said to have originated from a mythical continent known as Aldmeris, though this is widely debated among scholars. As they spread across Tamriel, they evolved into various types of elves, leading to the distinct groups known today, including the Altmer, Bosmer, Dwemer, Chimer, Ayleids, Snow Elves, Maormer, and Orcs. Although specific details of Aldmer culture remain elusive, they were known for their chivalric high culture and musical traditions. Notable figures from Aldmer history include High Lord Torinaan, who established the Summerset Isles, and Topal the Pilot, who explored much of Tamriel. The modern Altmer are believed to closely resemble their Aldmer ancestors and strive to emulate their ways, even going so far as to selectively breed for traits associated with the original Aldmer. The term "Aldmeri" is often used to refer collectively to all elves or to denote members of the Aldmeri community. | altmerscholar | The Aldmer, or "First Folk," were the original inhabitants of Tamriel, settling in Summerset Isle and beyond during the Merethic Era. Believed to have originated from the mythical Aldmeris, they are regarded as Nirn's first advanced civilization, though this is debated. Over time, the Aldmer evolved into distinct elven groups, including the Altmer, Bosmer, Dwemer, Chimer, Ayleids, and others. Known for their high culture and musical traditions, figures like High Lord Torinaan and Topal the Pilot are central to their history. Modern Altmer closely emulate their Aldmer ancestors, and "Aldmeri" often collectively refers to all elves or their shared heritage. | common | Summerset Isle, Merethic Era, Aldmeris, Altmer, Bosmer, Dwemer, Chimer, Ayleids, Topal the Pilot, High Lord Torinaan, elven origins, selective breeding | lore | factory skyrim-official-20260814-v2.0 | |
| aldmeri_pantheon | Altmeri pantheon, Altmer pantheon, Aldmeri gods, Altmeri gods | The Aldmeri pantheon venerated by the Altmer is headed by Auri-El, soul of Anui-El and chief of the elven gods. Trinimac, the warrior spirit later associated with Malacath's origin, follows him in importance. Other honored spirits include Magnus, Syrabane, Y'ffre, Xarxes, Mara, Stendarr, and Phynaster. Lorkhan also occupies a hostile place in Altmeri theology as the Missing God blamed for sundering the elves from the spirit world. Related Aldmeri peoples preserve distinct variants: Bosmeri worship, for example, gives an explicit place to the lunar spirits Jone and Jode. | altmerpriestscholar | The Altmeri pantheon is headed by Auri-El and includes Trinimac, Magnus, Syrabane, Y'ffre, Xarxes, Mara, Stendarr, and Phynaster. Lorkhan holds a hostile place as the Missing God blamed for separating elves from the spirit world. Related elven peoples preserve their own variants of this tradition. | common | Altmer, Auri-El, Trinimac, Lorkhan, Magnus, Phynaster, Syrabane, Xarxes, Y'ffre, Bosmer, Malacath | lore | factory skyrim-official-20260814-v2.0 | |
| alduin | None | Alduin, often referred to as the World-Eater, is a powerful black dragon revered in Nord mythology as the harbinger of the end times. Known by various titles, including the First Dragon and the Time-Eater, Alduin is believed to periodically destroy the world, making way for a new cycle of existence. He is considered the self-proclaimed First-Born of Akatosh, embodying a malevolent aspect of the deity associated with time and dragons. The name "Alduin" can be translated in the Dragon Language to mean "Destroyer Devour Master," reflecting his fearsome nature and role as a force of annihilation. Alduin commands a legion of dragons, dragon priests, and draugr, and his return is seen as a sign of impending doom, signaling the end of the current world and the dawn of a new one. His lore intertwines with the beliefs and traditions of the Nords, who view him both as a deity and a harbinger of destruction. | scholardragonpriestmiraak_cult | Alduin, the World-Eater, is a powerful black dragon in Nord mythology, known as the harbinger of the end times. Believed to destroy the world periodically, Alduin is considered the First-Born of Akatosh and represents a malevolent aspect of the deity tied to time and dragons. His name, "Alduin," translates to "Destroyer Devour Master" in the Dragon Language, highlighting his destructive nature. He commands dragons, dragon priests, and draugr, with his return signaling the end of the world and the start of a new cycle. Nords view him both as a deity and a force of annihilation. | common | World-Eater, Akatosh, Dragon Language, dragons, dragon priests, draugr, Nord mythology, end times | figures | factory skyrim-official-20260814-v2.0 | |
| alduin_is_real | Alduin is Real and He Ent Akatosh | Alduin is Real, and He Ent Akatosh, written by Thromgar Iron-Head, is an impassioned, if poorly written, essay by a self-described "prowd Nord" seeking to clarify the distinction between Alduin, the World-Eater, and Akatosh, the Dragon God of Time. Thromgar's argument hinges on cultural and moral differences: Akatosh is revered as a protective and benevolent deity across Tamriel, while Alduin is an evil, flesh-and-blood dragon intent on destruction. The essay draws from Nordic oral traditions and Imperial legends, such as the tale of Martin Septim, to emphasize the vast divide between these two figures. Themes of cultural pride, skepticism toward Imperial perspectives, and the importance of oral tradition in preserving Nordic history are central to the work. Written in a single volume with intentional spelling errors reflecting Thromgar's lack of formal education, the text serves as both a declaration of Nordic identity and a critique of the Imperial conflation of their gods with other cultures' beliefs. Through humor and earnest conviction, it highlights the tension between Skyrim's fiercely independent traditions and Imperial influence. | scholar | Alduin is Real, and He Ent Akatosh, you do not know the author of the book and have limited knowledge of it, is an essay by Thromgar Iron-Head, defending the distinction between the Nordic dragon god Alduin and Akatosh, emphasizing their cultural and moral differences. The book highlights themes of Nordic pride, skepticism toward Imperial beliefs, and the importance of oral tradition in preserving cultural identity, using humor and conviction to critique the blending of these figures by other cultures. | common | Alduin, Akatosh, Thromgar Iron-Head, Martin Septim, Nordic oral tradition, World-Eater, Dragon God of Time, Imperial pantheon, Nordic culture | lore | factory skyrim-official-20260814-v2.0 | |
| alessia | Queen Alessia, Saint Alessia, Lady of Heaven, Mother of the Empire | Alessia, also known as Queen Alessia, Saint Alessia, Lady of Heaven, and the Mother of the Empire, was a pivotal figure in Tamriel's history as the first Empress of Cyrodiil and the founder of the Alessian Empire. Born in the early First Era, she led the Alessian Slave Rebellion against the Ayleids, liberating the Nedes of Cyrodiil from enslavement and establishing a new order in the region. Her reign lasted from 1E 243 until her death in 1E 266, during which she created a new religion that fused elements of the Nordic and Aldmeri pantheons, known as the Eight Divines. On her deathbed, Alessia was canonized by Akatosh, with her soul encased in the central stone of the Amulet of Kings, forming a divine covenant to protect Tamriel from the forces of Oblivion. | imperialaltmerscholarpriest | Alessia, also known as Queen Alessia, Saint Alessia, and Lady of Heaven, was the first Empress of Cyrodiil and the founder of the Alessian Empire. She led the Alessian Slave Rebellion in the early First Era, liberating the Nedes from Ayleid enslavement. Her reign from 1E 243 to 1E 266 saw the creation of the Eight Divines, a new religion blending Nordic and Aldmeri pantheons. On her deathbed, Alessia was canonized by Akatosh, and her soul was placed in the Amulet of Kings, creating a divine covenant to protect Tamriel from Oblivion. | common | Alessian Empire, Alessian Slave Rebellion, Nedes, Ayleids, Akatosh, Amulet of Kings, Eight Divines, Cyrodiil, First Era, Aldmeri pantheon, Nordic pantheon, Oblivion | figures | factory skyrim-official-20260814-v2.0 | |
| alessian_empire | Empire of Cyrodiil, First Empire of Cyrodiil, Empire of Men, First Empire | The Alessian Empire, established in 1E 243, was founded by former Nede slaves who revolted against their Ayleid oppressors during the Alessian Slave Rebellion. Centered in the Imperial City, the empire was marked by its founding figure, Queen Alessia, who received the Amulet of Kings from Akatosh, a gift that promised to protect Tamriel from the Daedra as long as the Dragonfires remained lit. Over its long history, the empire expanded to include parts of Cyrodiil, Skyrim, and High Rock, enduring for over two thousand years and heavily influenced by the religious teachings of the Alessian Order. The empire's governance transitioned from an absolute monarchy to a theocratic rule as the power of the Alessian Order grew, especially after its doctrines were adopted in 1E 361. However, internal strife and the rising influence of the Colovian Estates ultimately led to the empire's decline. By 1E 2331, the Alessian Empire had fragmented, resulting in the dissolution of the Order and the establishment of a puppet government in Cyrodiil, setting the stage for the eventual rise of the Second Empire under Reman I in 1E 2703. | imperialaltmerscholar | The Alessian Empire, founded in 1E 243 after the Alessian Slave Rebellion, was established by freed Nede slaves led by Queen Alessia, who received the Amulet of Kings from Akatosh. Centered in the Imperial City, it expanded to include parts of Cyrodiil, Skyrim, and High Rock, lasting over two thousand years. The empire shifted from monarchy to theocratic rule under the influence of the Alessian Order, whose doctrines shaped its governance from 1E 361. Internal conflicts and the rise of the Colovian Estates led to its fragmentation by 1E 2331, paving the way for the Second Empire under Reman I in 1E 2703. | common | Alessian Order, Ayleids, Nedes, Akatosh, Amulet of Kings, Dragonfires, Imperial City, Colovian Estates, Cyrodiil, Alessian Slave Rebellion, Reman I | lore | factory skyrim-official-20260814-v2.0 | |
| alessian_slave_rebellion | None | The Alessian Slave Rebellion was a landmark conflict in Tamrielic history, spanning from 1E 242 to 1E 243. Led by the Slave-Queen Alessia, the rebellion marked the liberation of the Nedic people from their Ayleid overlords, who had dominated Cyrodiil through a brutal regime of Daedra worship, enslavement, and ritual cruelty. With divine guidance from the Eight Divines and the aid of key allies like Pelinal Whitestrake and Morihaus, Alessia united human slaves and sympathetic Ayleid factions in a desperate uprising. The rebellion culminated in the Siege of White-Gold Tower, where Pelinal slew the demigod Umaril the Unfeathered but fell in battle. This victory dismantled the Ayleid Empire and laid the foundation for the Alessian Empire, ushering in the dominance of men over mer in Cyrodiil. The rebellion not only freed the Nedic slaves but also began the Ayleids' gradual decline. Many Daedra-worshipping Ayleids fled to Valenwood and High Rock, while their remaining city-states either integrated into the new Empire as vassals or were annihilated by the Alessian forces. The rebellion’s aftermath saw Alessia crowned as the first Empress of Cyrodiil, the establishment of the Amulet of Kings to protect Mundus from Oblivion, and the rise of the Imperial Pantheon, blending elements of Nordic and Elven faiths. However, centuries later, the rise of the Alessian Order would erase much of the Ayleid presence from Cyrodiil, ensuring the once-mighty Heartland High Elves faded into obscurity. The rebellion marked a critical turning point in Tamriel’s history, redefining its religious, cultural, and political landscape. | altmerscholarimperial | The Alessian Slave Rebellion, occurring between 1E 242 and 1E 243, was a pivotal conflict in Tamriel's history, led by the Slave-Queen Alessia. It marked the liberation of the Nedic people from the oppressive Ayleid overlords, who ruled Cyrodiil through Daedra worship and cruelty. With divine guidance from the Eight Divines and support from allies like Pelinal Whitestrake and Morihaus, Alessia led a rebellion that culminated in the Siege of White-Gold Tower. The Ayleids were defeated, and Alessia became the first Empress of Cyrodiil, establishing the Alessian Empire and the Amulet of Kings. The rebellion weakened the Ayleid Empire, causing many Ayleids to flee or be destroyed, and reshaped Cyrodiil’s political, religious, and cultural landscape, marking the rise of men over mer. | common | Alessia, Ayleids, Pelinal Whitestrake, Morihaus, Umaril the Unfeathered, White-Gold Tower, Amulet of Kings, Nedes, Alessian Empire, Daedra worship, Cyrodiil, First Era | lore | factory skyrim-official-20260814-v2.0 | |
| alftand | None | Alftand is a large Dwarven ruin located southwest of Winterhold, in the Winterhold region, and east of Driftshade Refuge. This ancient and sprawling ruin is one of many remnants of the Dwarven civilization, now abandoned and overrun by various dangerous creatures. The ruin is filled with the remnants of Dwarven architecture and technology, showcasing the advanced craftsmanship of the long-lost Dwemer. | winterholdtraveler | Alftand is a large Dwarven ruin located southwest of Winterhold, in the Winterhold region.You do not know anything else about this area. | commonpaleeastmarch | Winterhold, Dwemer, Driftshade Refuge, Dwarven Ruin, Dwarven Architecture, Dwarven Technology | winterhold | factory skyrim-official-20260814-v2.0 | |
| alinor | None | Alinor, the ancient capital of the Summerset Isles, is a shining symbol of High Elven civilization, renowned for its towering, light-catching architecture and its position as the seat of the High Kingship for millennia. Nestled on the Oleander Coast between verdant mountains and idyllic beaches, Alinor boasts a sophisticated layout, from bustling lower streets and marketplaces to the majestic Royal Palace that overlooks the city. Known as the "forest city of Summerset," it is surrounded by vineyards and features the Alinor Docks, a hub for trade despite its landlocked location. Alinor's sister city, Sunhold, lies just beyond the mountains, and together they form the cultural heart of the Altmer. The city has long been a focal point for diplomacy, art, and governance, maintaining its grandeur through eras of isolation and global engagement. Throughout its history, Alinor has been central to major events shaping Tamriel. It has weathered conflicts with Maormer and Sload, contributed to the All Flags Navy, and led the formation of the Aldmeri Dominions under leaders like Queen Ayrenn. The city played a pivotal role in resisting Tiber Septim's conquests, though it ultimately fell to the Numidium, leading to the integration of Summerset into the Third Empire. By the Fourth Era, Alinor was transformed under Thalmor rule, as the monarchy was abolished and the province was renamed "Alinor" to evoke its ancient past. Despite periods of turmoil, the city's enduring legacy as a beacon of Altmeri culture and innovation remains unchallenged. | scholaraltmertravelerthalmor | Alinor, the ancient capital of the Summerset Isles, is a symbol of High Elven civilization known for its striking architecture and central role in the Altmer culture. Situated between mountains and beaches, the city boasts a sophisticated layout with bustling streets and the majestic Royal Palace. Historically, Alinor has been a hub for diplomacy, art, and governance, playing a significant role in events such as conflicts with the Maormer, the formation of the Aldmeri Dominion, and resistance to Tiber Septim's conquest. By the Fourth Era, it was transformed under Thalmor rule, though it remains a key center of Altmeri culture and innovation. | common | Summerset Isles, Altmer, Thalmor, Aldmeri Dominion, Tiber Septim, Numidium, Maormer, Sload, Sunhold, Queen Ayrenn | locationother | factory skyrim-official-20260814-v2.0 | |
| all-maker | All-Father | The All-Maker, also known as the All-Father, is an ancient and mysterious deity revered by the Skaal of Solstheim, representing the wellspring of creation. It is believed that the All-Maker resides in the spirit world, where the souls of the dead return to be shaped into new life. This eternal cycle is seen as a flow of life from and back to the All-Maker, with death marking the next phase in the journey. The Skaal view life as a sacred gift from the All-Maker, with harmony and respect for nature being central to their practices. They believe the All-Maker blesses them with power when they live in balance with their surroundings, and the six All-Maker Stones are seen as conduits through which the All-Maker’s power flows into the world. The Skaal believe that their harmony with the land is crucial to pleasing the All-Maker, and they practice rituals like the Ristaag and the Ritual of the Gifts to demonstrate their gratitude. The All-Maker is also opposed by the Adversary, a force that seeks to corrupt the All-Maker’s dominion. In some traditions, the All-Maker is speculated to have connections with other deities, such as Alduin or Sithis, though these relationships remain mysterious. The All-Maker's teachings emphasize the sanctity of life, the importance of preserving balance, and the rejection of greed, while also warning of the consequences of disrupting the natural order. | skaalpriestscholar | The All-Maker, also known as the All-Father, is an ancient and mysterious deity revered by the Skaal of Solstheim, representing the wellspring of creation. It is believed that the All-Maker resides in the spirit world, where the souls of the dead return to be shaped into new life. | common | Skaal, Solstheim, All-Maker Stones, Adversary, spirit world, Ristaag, Ritual of the Gifts, Alduin, Sithis, harmony | figures | factory skyrim-official-20260814-v2.0 | |
| almalexia | Almalexia the Lover, Ayem, Lady Almalexia, Mother Morrowind | Almalexia, revered as Almalexia the Lover and Ayem, was one of the three God-Kings of the Tribunal, a pantheon that included Vivec and Sotha Sil. Known for her compassion and protective nature, she earned titles such as "Healing Mother," "Lady of Mercy," and "Mother Morrowind" among the Dunmer. Residing in the temple city of Mournhold, Almalexia was deeply connected with House Indoril and was well-regarded for her approachability, often walking among her people. As a mortal, she was married to Lord Indoril Nerevar, the First Councilor of Resdayn, and later became the Consort of Vivec after her husband's death in the Battle of Red Mountain. Following Nerevar's demise, Almalexia and the other Tribunal members swore an oath to never exploit the divine power of the Heart of Lorkhan, a promise they eventually broke to achieve godhood. This transformation not only changed the Chimer into the Dunmer but also established the Tribunal as immortal protectors of the Dunmer people. However, the truth of their ascendance was obscured, portrayed instead as a result of their virtues and wisdom. Over time, Almalexia's powers waned, particularly during her battles against Dagoth Ur. Eventually, she succumbed to madness, culminating in the murder of Sotha Sil and her own death in a failed attempt to eliminate the Nerevarine in 3E 427. | dunmerdaedrascholar | Almalexia, also known as Almalexia the Lover and Ayem, was one of the three God-Kings of the Tribunal, along with Vivec and Sotha Sil. She was revered for her compassion and earned titles like "Healing Mother" and "Lady of Mercy." After her husband, Lord Indoril Nerevar, died, she became Vivec's Consort. Almalexia and the Tribunal initially swore to never use the Heart of Lorkhan's power, but they eventually did, achieving godhood and transforming the Chimer into the Dunmer. Over time, her powers faded, and she succumbed to madness, leading to the murder of Sotha Sil and her own death in a failed attempt to kill the Nerevarine in 3E 427. | common | Tribunal, Vivec, Sotha Sil, Mournhold, House Indoril, Lord Indoril Nerevar, Heart of Lorkhan, Battle of Red Mountain, Dunmer, Chimer, Dagoth Ur, Nerevarine | figures | factory skyrim-official-20260814-v2.0 | |
| alocasia_fruit | None | Alocasia Fruit is a purple fruit that can be purchased from Khajiit caravans in Skyrim. Alchemy effects: Regenerate Stamina, Light, Ravage Magicka, and Regenerate Health. | alchemisthealer | Alocasia Fruit is a purple fruit that can be purchased from Khajiit caravans in Skyrim. You do not know the alchemical effects of this ingredient. However, an alchemist might. | common | Khajiit caravans, alchemy, Regenerate Stamina, Light, Ravage Magicka, Regenerate Health | items | factory skyrim-official-20260814-v2.0 | |
| aloe_vera_leaves | None | Aloe Vera Leaves are a plant ingredient used in alchemy for their healing and restorative properties. Alchemy effects: Restore Health, Restore Stamina, Damage Magicka, and Invisibility. | alchemist | Aloe Vera Leaves are a plant ingredient used in alchemy for their healing and restorative properties. You do not know the alchemical effects of this ingredient. However, an alchemist might. | Everyone | items | custom | ||
| alor_house | None | Alor House is the residence of Fethis Alor and his daughter Dreyla Alor, located in the heart of Raven Rock on Solstheim. Dreyla Alor, a young and resilient Dark Elf, follows in her father's footsteps, working the land and contributing to the community's survival. | solstheimtraveler | You do not know anything about this area. | common | Raven Rock, Solstheim, Fethis Alor, Dreyla Alor, Dunmer, Dark Elves | solstheim | factory skyrim-official-20260814-v2.0 | |
| altar_of_thrond | None | The Altar of Thrond is a mysterious landmark located due west of the Temple of Miraak and east-northeast of Frostmoon Crag on Solstheim. The altar is adjacent to a cave inhabited by hagravens, making it a dangerous and foreboding site. | solstheimtraveler | You do not know anything about this area. | common | Temple of Miraak, Frostmoon Crag, Solstheim, Hagravens, Witchcraft, Daedric landmarks | solstheim | factory skyrim-official-20260814-v2.0 | |
| alteration | None | Alteration is one of the recognized schools of magic. It changes the physical world rather than merely changing how a subject perceives it. Common effects harden the caster's skin like armor, create light, detect living or dead creatures, move objects at a distance, paralyze a target, allow breathing underwater, or transmute mineral ore. Alteration requires the caster to impose a temporary rule upon reality, which makes precise control as important as raw power. | magescholar | Alteration magic temporarily changes the physical world. It can create magical armor or light, detect creatures, move objects, paralyze targets, and transmute ore. | common | schools of magic, magical armor, Transmute Mineral Ore, Paralyze, underwater breathing, detection, reality manipulation, telekinesis | lore | factory skyrim-official-20260814-v2.0 | |
| altmer | High Elves, high elf | The Altmer, commonly known as High Elves, are a tall, golden-skinned race originating from the Summerset Isles. Renowned for their mastery of the arcane arts, they are considered the most gifted in magic among all races of Tamriel. The Altmer possess long lifespans, living two to three times longer than humans, which allows them to dedicate many years to the study of magic and scholarly pursuits. Known for their intelligence and cultured way of life, the Altmer have contributed greatly to Tamriel's language, laws, arts, and sciences, with much of the Empire’s customs derived from their traditions. Despite their contributions, the Altmer are often viewed with suspicion and resentment by other races, who see them as proud, elitist, and aloof. This perception is reinforced by the Altmer's own belief in their cultural superiority, which has caused friction between them and the other inhabitants of Tamriel. Nevertheless, the Altmer's influence, particularly in magic and intellectual endeavors, remains a defining aspect of their legacy in the continent. | altmerscholar | The Altmer, or High Elves, are a tall, golden-skinned race from the Summerset Isles, renowned for their unparalleled mastery of magic and intellectual pursuits. Their long lifespans enable them to excel in the arcane arts, scholarship, and culture, with much of Tamriel's language, laws, and traditions influenced by their contributions. While admired for their achievements, they are often seen as aloof and elitist due to their belief in their cultural superiority, causing tension with other races. Despite this, their impact on magic and civilization is undeniable. | common | Summerset Isles, mastery of magic, long lifespans, cultural superiority, elitism, scholarly pursuits, Imperial traditions, Aldmer, golden-skinned, arcane arts | lore | factory skyrim-official-20260814-v2.0 | |
| alva's_house | None | Alva's House is a small residence located in Morthal, home to Alva and her husband, Hroggar. The house is situated along the jetty, just next to the Guardhouse. | hjaalmarchtraveler | Alva's House is a small residence located in Morthal, home to Alva, who you do not know.You do not know anything else about this area. | commonwhiterunpalehaafingar | Morthal, Hjaalmarch, Jetty district, Guardhouse, Residence, Vampire | hjaalmarch | factory skyrim-official-20260814-v2.0 | |
| ambrosia | None | Ambrosia is a greenish, scaly fruit that can be purchased from Khajiit caravans. Alchemy effects: Restore Health, Regenerate Health, Fortify Health, and Cure Poison. | alchemisthealer | Ambrosia is a greenish, scaly fruit that can be purchased from Khajiit caravans You do not know the alchemical effects of this ingredient. However, an alchemist might. | common | Khajiit caravans, Restore Health, Regenerate Health, Fortify Health, Cure Poison, alchemy ingredients | items | factory skyrim-official-20260814-v2.0 | |
| a_minor_maze | None | A Minor Maze: Shalidor & Labyrinthian, written by an anonymous author, explores the history of Labyrinthian, a foreboding ruin with ties to Skyrim's ancient Dragon Cult and later, the Archmage Shalidor. Originally built as a temple and evolving into the city of Bromjunaar, it was once the seat of the Dragon Cult's power. Following the cult's collapse, the site lay abandoned until Shalidor repurposed it as a rigorous testing ground for aspiring archmages. Labyrinthian's mazes, designed to challenge both intellect and survival skills, embodied Shalidor's philosophy of blending academic and practical mastery in the magical arts. Thematically, the book reflects on the legacy of power, ambition, and the relentless pursuit of knowledge. It contrasts the brutal rites of the Dragon Cult with the calculated trials of Shalidor, both of which left enduring marks on the ruins and their history. The site gained renewed fame in the Third Era as a pivotal location in the overthrow of Jagar Tharn during the Imperial Simulacrum. Though the labyrinth now lies deserted, its enigmatic past as a crucible for leadership and magical prowess continues to captivate the imagination of scholars and adventurers alike. This is a standalone work. | scholar | A Minor Maze: Shalidor & Labyrinthian, you do not know the author of the book and have limited knowledge of it, explores the history of Labyrinthian, from its origins as a Dragon Cult temple to its later use by Archmage Shalidor as a testing ground for aspiring archmages. The book reflects themes of power, ambition, and the pursuit of knowledge, contrasting the brutal rituals of the Dragon Cult with Shalidor's intellectual challenges, leaving a legacy of leadership and magical mastery that continues to intrigue scholars and adventurers. | common | Labyrinthian, Bromjunaar, Dragon Cult, Shalidor, Jagar Tharn, Imperial Simulacrum, Third Era, archmage trials, magical mastery | lore | factory skyrim-official-20260814-v2.0 | |
| amongst_the_draugr | None | Amongst the Draugr, written by Bernadette Bantien of the College of Winterhold, explores the enigmatic nature of the draugr, their behaviors, and their ties to the ancient dragon cults. After months of cautious observation, Bantien discovers that the draugr exhibit complex, ritualistic behaviors centered around the worship of dragon priests. These undead warriors perform daily acts of homage and even transfer life energy to sustain their masters for eternity. Bantien theorizes that the draugr were originally buried as living humans, and over the centuries, their physical forms deteriorated into the grotesque undead creatures known today. Themes of religious devotion, the preservation of life force, and the interplay between life and undeath dominate the text. The work also emphasizes the intersection of scholarly curiosity and personal peril, as Bantien aims to uncover deeper truths about the draugr and their connection to Skyrim’s ancient history. This singular book captures a blend of academic inquiry and eerie folklore. | scholarcollege_of_winterhold | Amongst the Draugr, you do not know the author of the book and have limited knowledge of it, delves into the mysterious behaviors of draugr and their connections to ancient dragon cults. The book explores themes of religious devotion, the preservation of life force, and the boundary between life and undeath, while highlighting the risks of scholarly curiosity in uncovering such ancient and eerie truths. | common | draugr, Dragon Priests, dragon cults, College of Winterhold, Bernadette Bantien, undeath, Nordic ruins, life energy | lore | factory skyrim-official-20260814-v2.0 | |
| amren's_house | None | Amren's House is a modest residence located in the Wind District of Whiterun, nestled beside Uthgerd's House and directly across from the House of Clan Battle-Born. This cozy home serves as the dwelling of Amren, a Redguard warrior, his wife Saffir, and their spirited daughter Braith. | whiteruntraveler | Amren's House is a modest residence located in the Wind District of Whiterun.You do not know anything else about this area. | commonfalkreatheastmarchreachpalehjaalmarch | Whiterun, Wind District, Amren, Saffir, Braith, Redguard, House of Clan Battle-Born, Uthgerd's House | whiterun | factory skyrim-official-20260814-v2.0 | |
| amulet_of_kings | None | The Amulet of Kings, often referred to as the Amulet of the Kings of Glory, is a prestigious pendant traditionally worn by the ruling emperor of Cyrodiil. At its center lies the Chim-el Adabal, known as the Red Diamond, a significant soul gem of Ayleid origin, which is surrounded by eight smaller gems representing the Eight Divines of the original Cyrodilic pantheon established by Queen Alessia. The amulet symbolizes the divine right of Cyrodilic emperors and plays a crucial role in the coronation ceremony, serving as a powerful artifact for divination. The soul of each reigning emperor is believed to be enshrined within the central stone during the coronation ritual involving the Dragonfires, forming a collective 'oversoul' that provides counsel to their successors. Only those with the 'Dragon Blood' in their veins can wear the amulet, though the precise criteria for this have been debated. While the Amulet of Kings is a sacred symbol of the Empire, many regard the Red Dragon Crown as the primary emblem of imperial power, and the Red Diamond has become closely associated with the Imperials. | daedrascholar | The Amulet of Kings is a sacred pendant symbolizing the divine right of Cyrodilic emperors, featuring the Ayleid Red Diamond and gems representing the Eight Divines. It is tied to the Dragon Blood lineage and plays a key role in coronation rituals and the Empire's legacy. | esoteric | Cyrodiil, Ayleid, Eight Divines, Alessia, Dragonfires, coronation, Red Dragon Crown, Empire, oversoul, Dragon Blood, Imperials | artifacts | factory skyrim-official-20260814-v2.0 | |
| an_accounting_of_the_scrolls | None | An Accounting of the Scrolls, written by Quintus Nerevelus, Former Imperial Librarian, is a reflective exploration of the mysteries surrounding the Elder Scrolls and the author's personal journey into the Cult of the Ancestor Moth. The book begins with Nerevelus's attempt to catalog the Scrolls to prevent theft or loss, only to confront their unquantifiable nature. His efforts reveal contradictions and anomalies, culminating in a moment where the number of Scrolls in a repository seemingly changes before his eyes. This experience leads him to abandon his skepticism and join the Cult to seek deeper understanding. Thematically, the book delves into the limits of human comprehension, the allure of forbidden knowledge, and the transition from intellectual curiosity to spiritual surrender. This standalone work portrays the Elder Scrolls as enigmatic artifacts that defy conventional logic, underscoring their connection to fate, prophecy, and metaphysical truths beyond mortal grasp. | scholar | An Accounting of the Scrolls, written by Quintus Nerevelus, Former Imperial Librarian, explores the mysteries of the Elder Scrolls through the author's attempts to catalog them, only to encounter their unquantifiable and paradoxical nature. The book reflects on the limits of human understanding, the allure of forbidden knowledge, and the shift from intellectual curiosity to spiritual surrender, portraying the Scrolls as enigmatic artifacts tied to fate and metaphysical truths beyond mortal comprehension. | esoteric | Elder Scrolls, Cult of the Ancestor Moth, Quintus Nerevelus, Imperial Library, prophecy, fate, forbidden knowledge, metaphysics | lore | factory skyrim-official-20260814-v2.0 | |
| ancestor_glade | None | The Ancestor Glade is a small, serene glade located east-southeast of Falkreath and northwest of Bloodlet Throne in Falkreath Hold. Situated within a cavern, it consists of a single zone, Ancestor Glade, and is one of the few such locations in Tamriel, as well as the only one in Skyrim. The glade is home to swarms of ancestor moths and the rare yellow mountain flowers. | dawnguardvampirevolkiharscholartraveler | The Ancestor Glade is a small, serene glade located somewhere in the South of Skyrim, but you do not know where.You do not know anything else about this area. | commonfalkreath | Falkreath, Bloodlet Throne, ancestor moths, yellow mountain flowers, cavern, Falkreath Hold | falkreath | factory skyrim-official-20260814-v2.0 | |
| ancestor_moth_wing | None | Ancestor Moth Wing is a delicate brownish ingredient that is prized for its magical properties, especially in enhancing conjuration and enchanting abilities. Alchemy effects: Damage Stamina, Fortify Conjuration, Damage Magicka Regen, and Fortify Enchanting. | alchemist | Ancestor Moth Wing is a delicate brownish ingredient that is prized for its magical properties, especially in enhancing conjuration and enchanting abilities. You do not know the alchemical effects of this ingredient. However, an alchemist might. | common | Fortify Conjuration, Fortify Enchanting, Damage Stamina, Damage Magicka Regen, alchemy, Ancestor Moth, Conjuration, Enchanting | items | factory skyrim-official-20260814-v2.0 | |
| ancestors_and_the_dunmer | None | Ancestors and the Dunmer, written by an anonymous scholar, is a guide for outsiders seeking to understand the ancestor veneration and spirit magic practiced by the Dunmer of Morrowind. The text explores the sacred bond between the Dunmer and their ancestors, maintained through rituals at family shrines called Waiting Doors and fortified by ghost fences constructed from ancestral remains. These practices emphasize the importance of familial duty and the spiritual protection ancestors provide to their descendants. However, spirits bound against their will may become "mad ghosts," used as guardians or manipulated for rituals. The book highlights how the Dunmer view Oblivion as interconnected with the mortal world, unlike the dualistic perspective of humans, and how foreign views often misinterpret ancestor worship as necromancy. Thematically, the book delves into reverence, familial loyalty, and the clash of cultural perceptions, particularly regarding necromancy, which the Dunmer abhor outside their sacred traditions. The text also touches on the Empire’s policy of tolerance and the adaptation of ancestral practices in the wake of changes like the construction of the Great Ghostfence. This singular work offers insight into the spiritual foundations of Dunmer society and their intricate relationship with death and memory. | scholar | Ancestors and the Dunmer, you do not know the author of the book and have limited knowledge of it, explores the Dunmer's practices of ancestor veneration, spirit magic, and the sacred bond with their ancestors. Thematically, it examines reverence, familial loyalty, and the clash of cultural perceptions, especially regarding the misinterpretation of ancestor worship as necromancy, while highlighting the Dunmer's unique spiritual relationship with death and Oblivion. | common | Dunmer, Morrowind, Great Ghostfence, ancestor worship, necromancy, Waiting Doors, ghost fence, mad ghosts, Oblivion, familial duty | lore | factory skyrim-official-20260814-v2.0 | |
| ancestral_worship | Ancestor worship, Ghosts and ancestors | Dunmer ancestor worship venerates the spirits of the dead and maintains bonds between living families and their forebears through blood, ritual, tombs, and household shrines. The practice predates the Tribunal. Ashlanders preserve older customs centered on ancestors and the Good Daedra, while settled Dunmer traditions changed after the Tribunal fell and the New Temple restored the Reclamations. Ancestor spirits may offer counsel or protection, but neglected or disturbed dead can become dangerous. | priestscholardunmer | Dunmer families honor their ancestors through tombs, offerings, and household rites. Ancestor spirits may guide or protect their descendants, but disturbed dead can become hostile. | common | Dunmer, Ashlanders, Tribunal, New Temple, Reclamations, Good Daedra, ancestor spirits, House Dunmer, necromancy | lore | factory skyrim-official-20260814-v2.0 | |
| ancient_nord_equipment | nord hero arrow, ancient nord arrow, ancient nord armor, ancient nord boots, ancient nord gauntlets, ancient nord helmet | Ancient Nordic equipment includes weathered weapons, arrows, and heavy armor associated with early Nordic warriors. Surviving pieces bear old Nordic forms and carvings and are often recovered from draugr. Some can be recreated through the traditions of the Skyforge. Individual pieces serve different combat roles, but their exact damage, protection, and crafting requirements depend on the piece rather than the family name. | blacksmithwarriormerchant | Ancient Nordic equipment includes weathered weapons, arrows, and heavy armor associated with early Nordic warriors. Individual pieces differ in use. | common | draugr, Skyforge, Nordic warriors, heavy armor, blacksmithing, ancient carvings, weapons | equipment | factory skyrim-official-20260814-v2.0 | |
| ancient's_ascent | None | Ancient's Ascent is a mountaintop dragon lair located southwest of Helgen and north of Bloodlet Throne in Falkreath Hold. | falkreathdragontraveler | Ancient's Ascent is a mountaintop dragon lair located southwest of Helgen in Falkreath Hold. You do not know anything else about this area. | commonwhiterunriftreach | Falkreath Hold, Helgen, Bloodlet Throne, Dragon lair, Mountaintop, Dragon | falkreath | factory skyrim-official-20260814-v2.0 | |
| angarvunde | None | Angarvunde is a medium-sized Nordic ruin located west of Riften and south of Treva's Watch in the Rift. The ruin is inhabited by draugr. | rifttraveler | Angarvunde is a medium-sized Nordic ruin located west of Riften.You do not know anything else about this area. | commoneastmarchfalkreath | Riften, Treva's Watch, Draugr, Nordic ruins, The Rift, Undead | rift | factory skyrim-official-20260814-v2.0 | |
| anga's_mill | None | Anga's Mill is a small wood mill located along the north bank of the River Yorgrim, west of the Windhelm Stables and north of Morvunskar, in The Pale. The mill consists of two houses and a sawmill, providing lumber for the surrounding area. The mill is owned by Aeri, a Nord woman who inherited it from her father, who perished during the Great War. | paletraveler | Anga's Mill is a small wood mill located along the north bank of the River Yorgrim, west of the Windhelm Stables in The Pale. You do not know much about Anga, apart from the fact she runs the mill. You do not know anything else about this area. | commoneastmarchwinterholdwhiterunhjaalmarch | The Pale, River Yorgrim, Windhelm Stables, Morvunskar, Aeri, Great War, Lumber, Nords | pale | factory skyrim-official-20260814-v2.0 | |
| angelfish | None | Angelfish are rare orange fish with black stripes found in temperate lakes. When used as an ingredient for potion making, they offer effects such as Regenerate Health, Resist Fire, Fortify Marksman, and Waterbreathing. | fisherhealer | Angelfish are rare orange fish with black stripes. You do not know much more about the fish, but a fisher would. | common | Regenerate Health, Resist Fire, Fortify Marksman, Waterbreathing, Alchemy, Temperate Lakes, Potion Making | creatures | factory skyrim-official-20260814-v2.0 | |
| angeline's_aromatics | None | Angeline's Aromatics is the alchemy shop in Solitude, located as the second building on the left after passing through Solitude's main gate, just past The Winking Skeever. The shop is owned by Angeline Morrard, who specializes in selling potions, food, ingredients, and books. | haafingartraveler | Angeline's Aromatics is the alchemy shop in Solitude. You do not know.who owns it.You do not know anything else about this area. | commonreachhjaalmarch | Solitude, The Winking Skeever, Alchemy shop, Potions, Ingredients, food and books | haafingar | factory skyrim-official-20260814-v2.0 | |
| angi's_camp | None | Angi's Camp is a secluded cabin and camp located high in the mountains southeast of Falkreath in Falkreath Hold. The camp is home to Angi, a Nord ranger from Helgen, who lives in hiding after killing two drunken Imperial soldiers responsible for her parents' deaths. It is known that Angi is willing to offer free Archery training for those brave enough to reach her. | falkreathtraveler | Angi's Camp is a secluded cabin and camp located high in the mountains southeast of Falkreath in Falkreath Hold. The camp is home to Angi, a Nord ranger from Helgen. You do not know anything else about Angi.You do not know anything else about this area. | commonwhiterunriftreach | Falkreath Hold, Falkreath, Angi, Helgen, Nord, Imperial soldiers, Archery, ranger | falkreath | factory skyrim-official-20260814-v2.0 | |
| angler | None | The elusive Angler is a very small, rare fish found exclusively in freezing waters when using an Argonian Fishing Rod. It has large teeth, a glowing lantern on its head, and dark slimey scales. It can be eaten though it has a rather horrible smell. | fisher | The elusive Angler is a very small, rare fish. It has large teeth, a glowing lantern on its head, and dark slimey scales. It can be eaten though it has a rather horrible smell. You do not know much more about the fish, but a fisher would. | common | Argonian Fishing Rod, freezing waters, rare fish, bioluminescence, Argonian, edible ingredients | creatures | factory skyrim-official-20260814-v2.0 | |
| angler_larvae | None | Angler Larvae are very small pink fish covered in a translucent embryo commonly found in freezing waters. When used as an ingredient for potion making, they offer effects such as Lingering Damage Health, Regenerate Stamina, Waterbreathing and Fortify Two-Handed. | fisher | Angler Larvae are very small pink fish covered in a translucent embryo .You do not know much more about the fish, but a fisher would. You do not know much more about the fish, but a fisher would. | common | Alchemy, Potion ingredients, Lingering Damage Health, Regenerate Stamina, Waterbreathing, Fortify Two-Handed, Freezing waters, Fish | creatures | factory skyrim-official-20260814-v2.0 | |
| animal_allegiance | raan mir tah | Animal Allegiance is a Shout that calls upon the beasts of the wild to fight in your defense, with the three words of power being Raan (Animal), which summons the animals; Mir (Allegiance), which binds them to your cause; and Tah (Pack), which rallies them into a united group to fight alongside you. | dragon | This is a Dragon Shout. You do not know much about Dragon shouts, or their language. | common | Dragon Shouts, Thu'um, Dragons, Word Wall, Beasts, Way of the Voice, Greybeards | spells | factory skyrim-official-20260814-v2.0 | |
| anise's_cabin | None | Anise's Cabin is a small shack located west-southwest of Riverwood in Falkreath Hold, near the Guardian Stones to the south and Bleak Falls Barrow to the north. The cabin lies close to your escape route from Helgen, making it an early point of interest for travelers. The sole occupant, Anise, is an elderly Nord woman who is rumored to be a witch. | falkreathtraveler | Anise's Cabin is a small shack located west-southwest of Riverwood in Falkreath Hold, to the south and Bleak Falls Barrow. You do not know anything about who Ansie is.You do not know anything else about this area. | commonwhiterunriftreach | Falkreath Hold, Riverwood, Guardian Stones, Bleak Falls Barrow, Helgen, witch, Nord | falkreath | factory skyrim-official-20260814-v2.0 | |
| annals_of_the_dragonguard | None | Annals of the Dragonguard, written by Brother Annulus, chronicles the activities of the Dragonguard in the late First Era, particularly during the years 2800–2819. The records detail their role as protectors, dragon hunters, and builders of Alduin’s Wall, a monumental archive of dragon lore. Key events include their resistance to Emperor Kastav's unpopular policies, the siege of Sky Haven Temple during the Winterhold Rebellion, and their eventual recovery of prestige under Emperor Reman II. Highlights include the commencement and completion of Alduin’s Wall, a testament to the Dragonguard’s knowledge and legacy, as well as the consecration of the Blood Seal, an honor witnessed by the Dragonguard of Skyrim. Thematically, the annals explore loyalty, duty, and the tension between political obedience and moral integrity. The Dragonguard's defiance of imperial orders, their strained relations with Skyrim’s populace, and their dedication to preserving dragon lore reveal a complex organization balancing its role as enforcers and scholars. This single volume captures a pivotal era in the Dragonguard’s history, showcasing their resilience and enduring contributions to Tamrielic culture and defense. | scholar | Annals of the Dragonguard, you do not know the author of the book and have limited knowledge of it, details the Dragonguard's history, focusing on their role as protectors and preservers of dragon lore. The book explores themes of loyalty, duty, and the moral conflict between political loyalty and the group's dedication to safeguarding Tamriel's history. | common | Dragonguard, Alduin's Wall, Sky Haven Temple, Blood Seal, Emperor Kastav, Emperor Reman II, Winterhold Rebellion, dragon lore, First Era, Skyrim | lore | factory skyrim-official-20260814-v2.0 | |
| ansilvund | None | Ansilvund is a medium-sized Nordic ruin located north of Riften and east of Cragslane Cavern in Eastmarch. The ruins were originally constructed as a tomb by Holgeir in memory of Fjori, a tragic love story detailed in the book Of Fjori and Holgeir. It is rumoured to be occupied by dangerous necromancers and draugr. | eastmarchtraveler | Ansilvund is a medium-sized Nordic ruin located north of Riften in Eastmarch.You do not know anything else about this area. | commonpaleriftwinterholdwhiterun | Eastmarch, Riften, Cragslane Cavern, Nordic ruins, Tragic romance, Necromancers, Draugr, Tomb | eastmarch | factory skyrim-official-20260814-v2.0 | |
| anu | Anu the Everything, Anui-El, Ahnurr, Satak | Anu, or Anu the Everything, is the anthropomorphization of the primal force of Stasis and Order, the eternal counterpart to Padomay's Change and Chaos. In the oldest cosmogenic myths, the brothers entered the Void, and their interplay birthed Nir. After Padomay's violence shattered the twelve worlds of Creation, Anu salvaged their remnants to form Nirn. Grappling his brother outside of Time forever, Anu's spilled blood became the stars, while mingled blood formed the Aedra. Revered across Tamriel under diverse names—Ahnurr to the Khajiit, Satak to the Redguards, and Anui-El to the Altmer—he represents the foundational principle of existence. | scholar | Anu, or Anu the Everything, is the primal force of Stasis and Order, eternally opposed to Padomay's Change. After Padomay shattered the twelve worlds of Creation, Anu salvaged their remnants to form Nirn. His blood became the stars, and his mingled blood with Padomay formed the Aedra. He is known across Tamriel by many names, including Anui-El, Ahnurr, and Satak. | esoteric | Stasis, Order, Padomay, Aedra, Nirn, Creation, Cosmology, Khajiit mythology, Redguard mythology, Altmer religion, stars | lore | factory skyrim-official-20260814-v2.0 | |
| anvil | None | Anvil, located on the Gold Coast by the Abecean Sea, is a prominent harbor city and the seat of County Anvil in southwestern Cyrodiil. Known for its Redguard-influenced architecture and bustling maritime trade, Anvil features notable districts such as Castle Anvil, Chapelgate, and Harborside. The city's landmarks include the Chapel of Dibella, the mysterious Mermaid Statue, and Benirus Manor, which carries a dark history of necromancy. Anvil also hosts the Fighters Guild and a Mages Guild chapter specializing in Restoration. Historically, the city served as a pirate haven before being transformed into a fortified settlement by King Bendu Olo, who led the All Flags Navy against the Sload in the First Era. Throughout its history, Anvil has endured periods of turmoil and prosperity. In the Second Era, it became a free city under pirate control, and during the Oblivion Crisis in the Third Era, it faced attacks by Daedra, thieves, and the Dark Brotherhood. Despite these challenges, the city thrived under Count Corvus Umbranox and his lineage. Anvil's strategic location made it a target during the Great War in the Fourth Era, resulting in a siege by the Aldmeri Dominion. Despite this, Anvil remains a vital cultural and economic hub, blending its rich maritime heritage with the resilience of its people. | scholarimperialsailortraveler | Anvil is a prominent harbor city on the Gold Coast of Cyrodiil, known for its Redguard-influenced architecture and bustling maritime trade. It features landmarks like the Chapel of Dibella, the Mermaid Statue, and Benirus Manor, with a history rooted in piracy and maritime warfare. The city has hosted both the Fighters Guild and a Mages Guild chapter, and has endured periods of turmoil, including pirate control, Daedric attacks during the Oblivion Crisis, and a siege in the Fourth Era. Despite these challenges, Anvil remains a vital cultural and economic hub with a rich history. | common | Gold Coast, Abecean Sea, Redguard, Chapel of Dibella, All Flags Navy, Sload, Oblivion Crisis, Great War, Aldmeri Dominion, maritime trade, piracy | locationother | factory skyrim-official-20260814-v2.0 | |
| apocrypha | None | Apocrypha, the realm of Hermaeus Mora, Daedric Prince of Knowledge and Fate, is a vast and surreal domain designed to house all forbidden knowledge. Its geography alternates between eerie open fields, an endless library of black-covered books, and a dark, inky sea populated by writhing tentacles. This plane, haunted by the ghosts of mortals seeking knowledge, features towering book stacks, labyrinthine mazes, and ominous ruins under an unnatural green sky. Entry is primarily granted through Black Books, powerful artifacts scattered across Tamriel. Mortals who venture into Apocrypha risk insanity from unending revelations, as the realm operates outside the laws of the mortal world. Among its inhabitants are grotesque Daedric servants like Seekers, Lurkers, and the Watchers, who catalog and guard its secrets. The realm is dotted with significant locations, including the Infinite Panopticon, a pocket dimension holding Mora's most precious and dangerous knowledge, and Cipher’s Midden, a mortal settlement governed by the Prince’s will. Mortals entering Apocrypha are often drawn into Mora's web of intrigue, with many succumbing to the overwhelming truths contained within. Historical events, such as the saga of Miraak, the First Dragonborn, highlight the realm's power. Apocrypha also serves as the setting for Mora's omnipresent influence, where secrets shape destiny, and knowledge becomes both a blessing and a curse. | scholardaedratraveler | Apocrypha, the realm of Hermaeus Mora, is a surreal and vast domain filled with forbidden knowledge. Its landscape includes endless libraries, dark seas, and eerie fields, all under a green sky. Accessible through Black Books, this plane is dangerous, often driving mortals insane with its overwhelming revelations. Its inhabitants include grotesque Daedric servants, such as Seekers and Lurkers, who protect Mora's secrets. Key locations in Apocrypha include the Infinite Panopticon and Cipher’s Midden, with the realm serving as the setting for events like Miraak's saga, where knowledge becomes both a power and a curse. | esoteric | Hermaeus Mora, Black Books, Seekers, Lurkers, Miraak, Infinite Panopticon, Cipher's Midden, Daedric Prince, forbidden knowledge, insanity | locationother | factory skyrim-official-20260814-v2.0 | |
| arcadia's_cauldron | None | Arcadia's Cauldron is a bustling alchemy shop located in Whiterun's market district, serving as a hub for those seeking potions, ingredients, and expertise in the art of alchemy. The shop is owned and operated by Arcadia, a skilled apothecary and trainer in alchemy, who also resides within the premises. Open daily from 8 a.m. to 8 p.m. | whiteruntraveler | Arcadia's Cauldron is a bustling alchemy shop located in Whiterun's market district.You do not know anything else about this area. | commonfalkreatheastmarchreachpalehjaalmarch | Whiterun, Arcadia, alchemy, potions, apothecary, ingredients | whiterun | factory skyrim-official-20260814-v2.0 | |
| arcana_restored | None | Arcana Restored, written by Wapna Neustra, serves as a cryptic and esoteric manual for restoring magical artifacts to their full potency through a hazardous process involving a Mana Fountain. In this single-volume work, Neustra details the ritual’s steps, emphasizing the need for pure gold to prime the Mana Fountain, precise recitations from the manual to avoid catastrophic results, and swift healing after enduring the inevitable injuries caused by "manacaust." The text is interspersed with vitriolic remarks against rival scholars, highlighting Neustra’s contentious personality and his claim to unmatched expertise. The book’s themes revolve around the peril and precision of arcane restoration, the interplay between knowledge and risk, and the author's disdain for competing theories. While the instructions are presented with authority, their convoluted language and the author’s arrogance make the manual as much a critique of academic rivalries as it is a guide to arcane practice. | scholar | Arcana Restored, you do not know the author of the book and have limited knowledge of it, serves as a manual for restoring magical artifacts using a hazardous ritual involving a Mana Fountain. Thematically, it explores the risks and precision required in arcane restoration, the interplay of knowledge and danger, and the author's arrogance and critique of academic rivalries. | common | Mana Fountain, magical artifacts, pure gold, manacaust, arcane restoration, Wapna Neustra, academic rivalries, ritual magic, healing | lore | factory skyrim-official-20260814-v2.0 | |
| arctic_char | None | Arctic Char are long blue and green fish uncommonly found in freezing waters. They can be eaten with a mild, delicate, and slightly sweet flavor. | fisher | Arctic Char are long blue and green fish. They can be eaten with a mild, delicate, and slightly sweet flavor. You do not know much more about the fish, but a fisher would. | common | Fish, Freezing waters, Food, Fishing, Seafood, Northern waters | creatures | factory skyrim-official-20260814-v2.0 | |
| arctic_grayling | None | Arctic Grayling are long grey fish with a big top fin commonly found in freezing waters. They can be eaten and have are a white-fleshed fish with flaky meat that some say is delicious and versatile. | fisher | Arctic Grayling are long grey fish with a big top fin commonly found in freezing waters. They can be eaten and have are a white-fleshed fish with flaky meat that some say is delicious and versatile. You do not know much more about the fish, but a fisher would. | common | freezing waters, white-fleshed fish, flaky meat, food fish, Skyrim fishing, cold climate | creatures | factory skyrim-official-20260814-v2.0 | |
| arcwind_point | None | Arcwind Point is a small Nordic ruin located south of Ivarstead and west of the Rift Imperial Camp in the Rift. This open-air site comprises several separate ruins scattered across the area. | rifttraveler | Arcwind Point is a small Nordic ruin located south of Ivarstead.You do not know anything else about this area. | commoneastmarchfalkreath | Ivarstead, Rift Imperial Camp, The Rift, Nordic ruin, open-air site, ancient architecture | rift | factory skyrim-official-20260814-v2.0 | |
| aretino_residence | None | The Aretino Residence is a house located on the eastern side of Windhelm, above the Gray Quarter. The building is distinctive, spanning over the road with its unique shape, making it easy to identify. Following the death of Naalia Aretino, her son Aventus was sent to Honorhall Orphanage in Riften. However, Aventus later escaped the orphanage and returned to the house, where he performed the Black Sacrament in hopes of summoning the Dark Brotherhood. | eastmarchdark_brotherhoodtraveler | The Aretino Residence is a house located on the eastern side of Windhelm, above the Gray Quarter. You do not know anything else about this area. | commonpaleriftwinterholdwhiterun | Windhelm, Gray Quarter, Aventus Aretino, Dark Brotherhood, Black Sacrament, Honorhall Orphanage, Riften, Naalia Aretino | eastmarch | factory skyrim-official-20260814-v2.0 | |
| argonian | Saxhleel | Argonians, known to themselves as Saxhleel or "People of the Root," are the reptilian natives of Black Marsh, a vast swampy province in southeastern Tamriel. Their unique physiology grants them a natural resistance to poison and disease, making them well-suited to their treacherous homeland. They are agile swimmers, able to breathe underwater, and are known for their skills in stealth and guerrilla warfare, which they have employed for centuries to defend their borders from invaders. Their connection to the Hist, a race of sentient trees, is central to their culture and way of life, and their alien nature often makes them seem mysterious to outsiders. Argonians are often misunderstood and referred to derogatorily by other races as "lizards" or "beasts." They are known for their reserved and expressionless demeanor, making it difficult for other races to relate to them. Some Argonians who have left Black Marsh for other regions, such as Cyrodiil, adopt Imperial customs and names to better integrate into foreign societies. Despite their reputation for being difficult to know, those who take the time to understand Argonian culture often gain a deep respect for this resilient and noble people. | argonianscholar | Argonians, or Saxhleel, are the reptilian natives of Black Marsh, known for their natural resistance to poison and disease, their ability to breathe underwater, and their skills in stealth and guerrilla warfare. Deeply connected to the Hist, sentient trees central to their culture, Argonians are often seen as mysterious by outsiders due to their reserved demeanor. While some integrate into other societies by adopting foreign customs, those who take the time to understand them find a resilient and noble people. | common | Black Marsh, Hist, underwater breathing, disease resistance, poison resistance, guerrilla warfare, stealth, Cyrodiil, Imperial customs | lore | factory skyrim-official-20260814-v2.0 | |
| argonian_account | None | The Argonian Account, written by Waughin Jarth, is a four-book compilation chronicling the misadventures of Decumus Scotti, a senior clerk for Lord Vanech's Building Commission, as he navigates the perilous and surreal landscape of Black Marsh. Sent to improve commerce in the region, Scotti faces the challenges of corrupt leadership, dangerous wildlife, cultural misunderstandings, and his own incompetence. From being paralyzed and swept into rivers to encountering cannibalistic creatures and bizarre Argonian tribes, Scotti's journey highlights the futility of imposing Imperial systems on Black Marsh, a land resistant to external control and thriving on its unique rhythms. Thematically, the series explores the clash between Imperial ambition and local resilience, the absurdity of bureaucracy, and the unintended consequences of misguided interventions. Despite Scotti’s ineptitude and eventual embezzlement of funds, Black Marsh paradoxically benefits, returning to sustainable subsistence practices after years of exploitation. The books blend dark humor, political satire, and cultural critique, presenting Black Marsh as a place where external agendas crumble under the weight of its natural and social complexities. | scholar | The Argonian Account, you do not know the author of the book and have limited knowledge of it, chronicles the absurd and dangerous misadventures of Decumus Scotti in Black Marsh, highlighting the clash between Imperial ambitions and local resilience. Thematically, the book explores the futility of external interventions, the absurdity of bureaucracy, and the unintended consequences of imposing foreign systems on a land that thrives on its own unique rhythm. | common | Black Marsh, Decumus Scotti, Waughin Jarth, Argonian, Imperial bureaucracy, Lord Vanech's Building Commission, political satire, cultural clash | lore | factory skyrim-official-20260814-v2.0 | |
| argonian_ale | None | Argonian Ale is a rare and potent drink, said to invigorate the body at the cost of slowing its recovery. It is sought after by certain individuals and is a point of pride among Argonians. | argonianbrenuin | You have only heard vague references to Argonian Ale but know nothing specific about it. | common | Argonian, Black Marsh, bodily invigoration, slowed recovery, alcohol, potent drink, rare beverages, vitality | items | factory skyrim-official-20260814-v2.0 | |
| argonian_assemblage | None | The Argonian Assemblage is a building located on the docks of Windhelm, serving as the residence for all the Argonian dockworkers who are prohibited from living within the city itself. Positioned west of the stairs leading up to Windhelm and east of the Shatter-Shield office, the assemblage reflects the segregation and harsh living conditions faced by the Argonian community. | eastmarchargoniantraveler | The Argonian Assemblage is a building located on the docks of Windhelm, serving as the residence for all the Argonian dockworkers who are prohibited from living within the city itself.You do not know anything else about this area. | commonpaleriftwinterholdwhiterun | Windhelm, Argonians, Dockworkers, Shatter-Shield clan, Segregation, Eastmarch, Windhelm docks | eastmarch | factory skyrim-official-20260814-v2.0 | |
| arkay | Lord of the Wheel of Life, God of the Cycle of Birth and Death, Light of Lights, Bringer of Light, Lord of the Seasons, Mortals' God | Arkay, also known as the Lord of the Wheel of Life, is the Divine associated with the cycle of birth and death, and the god of funerals, burial rites, and seasons. As a member of the Divines, Arkay ensures the natural order of life and death is maintained, and his priests play a critical role in preventing necromancy by bestowing Arkay's Law on the deceased. This divine protection ensures that the dead cannot be raised as undead. Necromancers see Arkay as their greatest foe, as his followers are dedicated to stopping the profane manipulation of mortal souls. Arkay’s worship is widespread across Tamriel, from the Bretons, who believe he was once a mortal granted godhood by Mara, to the Nords, where he has replaced the older figure of Orkey. Redguards see him as a guide of souls through life and death, while Bosmer invoke him in matters concerning the Green Pact. Temples dedicated to Arkay, such as the Great Chapel of Arkay in Cyrodiil, perform sacred rites and house relics such as the Sword of the Crusader, a holy artifact. His followers, known as Arkayns, uphold his teachings by maintaining the balance of life and death, fiercely opposing necromancy and ensuring the proper passage of souls into the afterlife. | priestscholar | Arkay, the Divine of birth, death, and the seasons, governs the natural cycle of life and death. Known as the Lord of the Wheel of Life, he is revered for his role in funerals, burial rites, and preventing necromancy through Arkay's Law, which protects the dead from being raised as undead. Worship of Arkay is widespread, with cultures like the Bretons believing he was once mortal, the Nords replacing Orkey with him, and the Redguards viewing him as a soul guide. Temples dedicated to Arkay, such as the Great Chapel in Cyrodiil, uphold his teachings, perform sacred rites, and house relics like the Sword of the Crusader, while his followers fiercely oppose necromancy and safeguard the passage of souls. | common | Divines, Orkey, Mara, Sword of the Crusader, Great Chapel of Arkay, necromancy, undead, burial rites, Arkay's Law, Bretons, Green Pact | figures | factory skyrim-official-20260814-v2.0 | |
| arkngthamz | None | Arkngthamz is a small Dwarven ruin located southeast of Dushnikh Yal and west of Valthume in Falkreath Hold. The ruin can be accessed via a path heading east from the Orc stronghold of Dushnikh Yal. | reachdwemertraveler | Arkngthamz is a small Dwarven ruin located southeast of Dushnikh Yal in Falkreath Hold. You do not know anything else about this area. | commonfalkreathwhiterunhjaalmarchhaafingar | Dwemer, Falkreath Hold, Dushnikh Yal, Valthume, Orc Stronghold, Dwarven Ruin | reach | factory skyrim-official-20260814-v2.0 | |
| armor | None | These magical effects are defensive Alteration spells that create barriers around the caster, temporarily increasing their armor rating to reduce incoming physical damage. This effect is only available as a spell, offering a reliable option for mages seeking enhanced protection in combat. | mage | Spells like this make a person harder to hurt, as if they're wearing invisible armor. A mage might know more though. | common | Alteration, defensive magic, barrier spells, physical damage, armor rating, mage protection | spells | factory skyrim-official-20260814-v2.0 | |
| arniel's_convection | None | Arniel's Convection is a Destruction spell that creates a stream of fire around the caster, dealing fire damage to nearby enemies over time. It requires an Apprentice skill level to cast. | mage | Arniel's Convection is a spell that creates a stream of fire around the caster, dealing fire damage to nearby enemies over time. You do not know much else about this spell. | common | Destruction, fire damage, Apprentice skill level, area of effect, Arniel Gane, fire magic | spells | factory skyrim-official-20260814-v2.0 | |
| arnleif_and_sons_trading_company | None | Arnleif and Sons Trading Company is a general goods store located next to the market stalls on the north side of Markarth, near the entrance to the city. The store is managed by Lisbet, who inherited it from her husband Gunnar, the son of Arnleif, the original owner. | reachtraveler | Arnleif and Sons Trading Company is a general goods store located next to the market stalls on the north side of Markarth. You do not know who runs the store.You do not know anything else about this area. | commonfalkreathwhiterunhjaalmarchhaafingar | Markarth, Lisbet, general goods, The Reach, trade, Gunnar | reach | factory skyrim-official-20260814-v2.0 | |
| ash_blight | None | In 2E 882, Dagoth Ur awoke from his slumber and unleashed the Ash Blight upon Morrowind, a severe weather phenomenon originating from Red Mountain. This volcanic event manifested as ash-heavy storms that carried a tainted, crimson dust, significantly affecting the health of those exposed to it. These blight storms became increasingly common and widespread, particularly by 3E 400, leading to a rise in soul sickness in areas near Red Mountain. House Redoran, struggling under the strain, mobilized volunteer forces to combat the encroaching effects of the Blight. By 3E 427, the blight storms reached their peak intensity, contributing to the Vvardenfell Crisis. As the infection spread, boats from Vvardenfell were turned away from the mainland due to fears of contamination, isolating the island from the capital, Mournhold. Deformed beings known as "corprus men" emerged from the slopes of Red Mountain, bringing death and disease in their wake. The landscape became increasingly dangerous, as mortals and animals twisted by the Blight roamed the Ashlands, complicating travel and threatening the safety of those who ventured into the region. | dunmersolstheimscholarhealerhouse_redoran | In 2E 882, Dagoth Ur's awakening triggered the Ash Blight in Morrowind, a volcanic phenomenon from Red Mountain that caused ash-heavy storms carrying crimson, tainted dust. These blight storms worsened by 3E 400, leading to widespread soul sickness near Red Mountain. House Redoran mobilized volunteers to combat the crisis, but by 3E 427, the storms peaked, isolating Vvardenfell as boats were barred from mainland Mournhold. Deformed "corprus men" and blight-twisted creatures emerged, making the Ashlands increasingly perilous and exacerbating the Vvardenfell Crisis. | common | Dagoth Ur, Red Mountain, Vvardenfell, House Redoran, corprus, soul sickness, Morrowind, Ashlands, Mournhold, Vvardenfell Crisis, disease | lore | factory skyrim-official-20260814-v2.0 | |
| ash_creep_cluster | None | Ash Creep Cluster is a unique red ingredient from Solstheim, distinguished by its yellow-tan color and distinct alchemical properties compared to the mainland creep cluster. Alchemy effects: Damage Stamina, Invisibility, Resist Fire, and Fortify Destruction. | alchemist | Ash Creep Cluster is a unique red ingredient from Solstheim, distinguished by its yellow-tan color and distinct alchemical properties compared to the mainland creep cluster. You do not know the alchemical effects of this ingredient. However, an alchemist might. | Everyone | items | custom | ||
| ashen_grass_pod | None | Ashen Grass Pod is a unique ingredient from Solstheim, distinguished by its grey color and different alchemical properties compared to the grass pods of mainland Skyrim. Alchemy effects: Resist Fire, Weakness to Shock, Fortify Lockpicking, and Fortify Sneak. | alchemist | Ashen Grass Pod is a unique ingredient from Solstheim, distinguished by its grey color and different alchemical properties compared to the grass pods of mainland Skyrim. You do not know the alchemical effects of this ingredient. However, an alchemist might. | Everyone | items | custom | ||
| ashfallow_citadel | None | Ashfallow Citadel is a small, abandoned Imperial fort located east of Highpoint Tower and northwest of the Sun Stone on Solstheim. The fort, once a symbol of Imperial authority, has fallen into disrepair and is now used as a base of operations by the Morag Tong, a secretive and deadly assassins' guild with ties to Morrowind. | solstheimtravelermorag_tong | You do not know anything about this area. | common | Morag Tong, Solstheim, Highpoint Tower, Sun Stone, Imperial fort, Morrowind, abandoned fort, assassins' guild | solstheim | factory skyrim-official-20260814-v2.0 | |
| ashfall's_tear | None | Ashfall's Tear is a small, secluded cave located north of Raven Rock and southeast of Bloodskal Barrow on Solstheim. | solstheimtraveler | You do not know anything about this area. | common | Raven Rock, Bloodskal Barrow, Solstheim, Caves, Ashlands, Dunmer | solstheim | factory skyrim-official-20260814-v2.0 | |
| ash_hopper_jelly | None | Ash Hopper Jelly is a red substance dropped by ash hoppers, known for its healing and protective properties. Alchemy effects: Restore Health, Fortify Light Armor, Resist Shock, and Weakness to Frost. | alchemist | Ash Hopper Jelly is a red substance dropped by ash hoppers, known for its healing and protective properties. You do not know the alchemical effects of this ingredient. However, an alchemist might. | Everyone | items | custom | ||
| ash_rune | None | Ash Rune is an Alteration from Solstheim spell that places a rune on a surface, which explodes when triggered, immobilizing targets in a pile of ash for a short duration. It requires an Adept skill level to cast. | mage | Ash Rune is a spell that places a rune on the ground, which explodes when triggered, trapping targets in a cloud of ash and holding them still for a short time. You do not know much else about this spell. | common | Alteration, Solstheim, rune, immobilization, ash, Adept | spells | factory skyrim-official-20260814-v2.0 | |
| ash_shell | None | These magical effects are offensive Alteration spells that encase the target in hardened volcanic ash, immobilizing them completely while rendering them impervious to damage for the duration of the spell. This effect is exclusively available as a spell and highlights the advanced control of skilled Alteration mages. | mage | This spell traps someone in ash, leaving them stuck but safe from harm for a bit. A mage might know more though. | common | Alteration, immobilization, damage immunity, volcanic ash, defensive magic, Paarthurnax, Nahfahlaar, Dragonguard, Dragon War, Greybeards, Brother Mathnan, Alduin | spells | factory skyrim-official-20260814-v2.0 | |
| ash_spawn | ash creatures | Ash Spawn are eerie, undead-like creatures that inhabit the Ashlands of southern Solstheim. These beings are formed from the remains of the deceased, specifically bones buried beneath the ashen terrain, which are animated by Heart Stones and infused with the ash of Red Mountain. Notably, Ash Spawn exhibit immunity to poison and possess a strong resistance to fire, though they do not have any specific weaknesses. | solstheim | Ash Spawn are eerie, undead-like creatures that inhabit Solstheim. | common | Solstheim, Red Mountain, Heart Stones, undeath, Ashlands, fire resistance, poison immunity | creatures | factory skyrim-official-20260814-v2.0 | |
| aster_bloom_core | None | Aster Bloom Core is a red, spiky plant that can be purchased from Khajiit caravans. Alchemy effects: Resist Magic, Fortify Light Armor, Fortify Block, and Paralysis. | alchemist | Aster Bloom Core is a red, spiky plant that can be purchased from Khajiit caravans. You do not know the alchemical effects of this ingredient. However, an alchemist might. | Everyone | items | custom | ||
| ataxia | None | Ataxia is a disease that causes generalized pain, muscle stiffness, paleness, and affects muscle coordination with complex tasks. It can be contracted from slaughterfish, bears, zombies, skeevers, and alit. If left untreated, it weakens the bones and can eventually lead to death, making actions like picking locks and pockets harder. | alchemisthealer | Ataxia is a disease that causes generalized pain, muscle stiffness, paleness, and affects muscle coordination with complex tasks. It can be contracted from slaughterfish, bears, zombies, skeevers, and alit. You do not know much else about this disease, but an alchemist would. | common | disease, slaughterfish, bear, zombie, skeever, alit, muscle stiffness, lockpicking, pickpocketing | spells | factory skyrim-official-20260814-v2.0 | |
| atheron_residence | None | The Atheron Residence is the home of the Atheron family, located in the lower Gray Quarter of Windhelm, directly across the street from the New Gnisis Cornerclub. The residence is modest and consists of a single area. The house is inhabited by Aval Atheron, a street vendor; Faryl Atheron, who works as a farm laborer; and their sister, Suvaris Atheron. | eastmarchtraveler | The Atheron Residence is the home of the Atheron family, located in the lower Gray Quarter of Windhelm.You do not know anything else about this area. | commonpaleriftwinterholdwhiterun | Windhelm, Gray Quarter, New Gnisis Cornerclub, Dunmer, Aval Atheron, Suvaris Atheron, Dark Elves, Eastmarch | eastmarch | factory skyrim-official-20260814-v2.0 | |
| atlas_of_Dragons | None | Atlas of Dragons, 2E 373, written by Brother Mathnan, serves as a detailed glossary of dragons in Skyrim, documenting both deceased and living dragons from the Dragon War to the Second Era. The text categorizes dragons into those reportedly slain in ancient times, those definitively killed by the Dragonguard, and those known to still live. Notable entries include Paarthurnax, Alduin's lieutenant now residing under the Greybeards' protection, and Nahfahlaar, a dragon known for forming alliances with mortals to evade elimination. The book highlights the efforts of the Dragonguard and the ongoing challenges of confronting these powerful creatures. Thematically, the work reflects the persistent struggle between mortals and dragons, emphasizing themes of perseverance, record-keeping, and the blend of myth and history. While it acknowledges the limitations of its records, the book offers a vital historical resource, preserving the legacies of legendary dragons and the heroes who battled them. This single-volume work is both an archival document and a testament to the enduring influence of dragons in Tamriel. | scholar | Atlas of Dragons, 2E 373, you do not know the author of the book and have limited knowledge of it, provides a detailed catalog of dragons in Skyrim, documenting their history from the Dragon War to the Second Era. Thematically, it explores the ongoing struggle between mortals and dragons, emphasizing perseverance, historical record-keeping, and the blending of myth and reality. | common | Paarthurnax, Nahfahlaar, Dragonguard, Dragon War, Greybeards, Brother Mathnan, Alduin, Second Era, Skyrim, dragon hunting | lore | factory skyrim-official-20260814-v2.0 | |
| atmora | Altmora, Elder Wood | Atmora, meaning "Elder Wood" in Ehlnofex, is a continent located to the north of Tamriel. According to tradition, it is believed to be the original homeland from which the first humans migrated to Tamriel. The name "Atmora" is a corrupted form of the Aldmeris term "Altmora," which refers to the northernmost landmass inhabited by the Mer (Elves). In ancient Nords' lore, Atmora was revered as "the land of truth." It served as the homeland for the Nedic peoples, who are considered the ancestors of modern-day Nords, Imperials, and Bretons. The cultural and historical significance of Atmora remains an essential aspect of the identity and heritage of these human races in Tamriel. | scholarnordtraveler | Atmora is a continent located north of Tamriel, believed to be the original homeland of the first humans who migrated to Tamriel. Known as "the land of truth" in ancient Nordic lore, Atmora was home to the Nedic peoples, ancestors of the Nords, Imperials, and Bretons. The name "Atmora" is derived from the Aldmeris term "Altmora," referring to the northernmost land inhabited by the Elves. Its cultural and historical significance remains central to the heritage of several human races in Tamriel. | common | Tamriel, Nedic peoples, Nords, Imperials, Bretons, Ehlnofex, Aldmeris, Mer, human migration, Ysgramor, Sea of Ghosts | locationother | factory skyrim-official-20260814-v2.0 | |
| a_tragedy_in_black | None | A Tragedy in Black, written by an anonymous author, recounts a grim folk tale from the time of the Oblivion Crisis, illustrating the dangers of naivety and hubris in dealing with Daedric forces. The story follows a young, overconfident aspiring mage who summons a Dremora to create a magical gift for his mother. Despite his bravado and belief in his knowledge, the boy falls victim to the Dremora's cunning, resulting in his soul being trapped in a black soul gem—a cruel reminder of the perilous consequences of meddling with forces beyond his understanding. Thematically, the tale explores hubris, innocence, and the inherent dangers of ambition unchecked by wisdom. It underscores the manipulative nature of Daedra and the harsh lessons of overconfidence. This standalone work serves as both a cautionary tale and a chilling narrative, warning against the recklessness of summoning Daedric entities without understanding their true nature. | scholar | A Tragedy in Black, you do not know the author of the book and have limited knowledge of it, tells the story of a young mage who, driven by overconfidence, summons a Dremora to create a gift for his mother, only to fall victim to the Daedra's manipulation. The book explores themes of hubris, innocence, and the dangers of unchecked ambition, warning against the recklessness of engaging with Daedric forces without fully understanding their power. | common | Oblivion Crisis, Daedra, Dremora, black soul gem, hubris, conjuration, soul trapping, cautionary tale, innocence, deception | lore | factory skyrim-official-20260814-v2.0 | |
| aura_whisper | laas yah nir | Aura Whisper is a Shout that is not a traditional shout but a whisper, revealing the life forces of all nearby creatures. The three words of power in this Shout are Laas (Life), which allows you to sense the life forces of those around you; Yah (Seek), which helps you locate them; and Nir (Hunt), which aids in tracking them down. | dragon | This is a Dragon Shout. You do not know much about Dragon shouts, or their language. | common | Dragon, Thu'um, Dragon Language, Words of Power, Life Detection, Stealth, Tracking, Dragonsreach, High Hrothgar, Greybeards | spells | factory skyrim-official-20260814-v2.0 | |
| aurbis | Gray Maybe, Unnatural Realm | The Aurbis is the totality of existence, the imperceptible Gray Maybe born from the intersection of the primordial forces Anu and Padomay. It encompasses all planes of existence—Aetherius, Oblivion, and the mortal center, Mundus—as well as the Void beyond. Often conceptualized as the Wheel, its hub is Mundus, its spokes the Eight Divines, its rim Aetherius, and the empty spaces between Oblivion. The et'Ada, the Original Spirits, emerged within the Aurbis from the interplay of stasis and change, eventually crystallizing into gods and demons. Psijic apologists describe it as a fanciful Unnatural Realm where magical beings lived complex narrative lives before their communal death or transfiguration birthed the mortal plane and its inhabitants. Some Altmeri scholars alternatively envision the Aurbis as a telescope stretching back to the eye of Anui-El, with innumerable Padomaics along its infinite walls. | scholarpsijic_order | The Aurbis is the entire cosmos, the Gray Maybe formed between the primordial forces of Anu and Padomay. It encompasses all known planes of existence, including the mortal realm of Mundus, the magical realms of Aetherius, the planes of Oblivion, and the surrounding Void. | esoteric | Anu, Padomay, Mundus, Aetherius, Oblivion, et'Ada, Psijic Order, Altmer, Anui-El, cosmology | lore | factory skyrim-official-20260814-v2.0 | |
| auriels_bow | None | Auriel's Bow, also known as Auri-El's Bow, is a revered artifact associated with the elven god Auriel. It manifests as a modest elven moonstone bow but is recognized as one of the most formidable weapons in all of Tamriel. The bow draws its immense power from Aetherius, channeling energy through the sun, allowing it to transform ordinary arrows into devastating projectiles. | dawnguardvampiresnow_elfscholarpriest | Auriel's Bow is a powerful artifact of the elven god Auriel, drawing energy from Aetherius to transform ordinary arrows into devastating projectiles. It is revered as one of Tamriel's most formidable weapons. | esoteric | Aetherius, Moonstone, Dawnguard, Snow Elf, Sun magic, Elven religion, Weapon enchantment, Aedric artifact, Vampire | artifacts | factory skyrim-official-20260814-v2.0 | |
| autumnshade_clearing | None | Autumnshade Clearing is a tranquil circular glade in the Rift, located north of Goldenglow Estate and southwest of Shor's Stone. There are many plants and trees surronding the area. However that are rumors that the place is dangerous and should be avoided at all costs. As anyone who enters never leaves alive. | rifttraveler | Autumnshade Clearing is a tranquil circular glade in the Rift.You do not know anything else about this area. | commoneastmarchfalkreath | the Rift, Goldenglow Estate, Shor's Stone, glade, danger, flora | rift | factory skyrim-official-20260814-v2.0 | |
| autumnwatch_tower | None | Autumnwatch Tower is a dragon lair located south of Ivarstead and west of Froki's Shack in the Rift. The site consists of two abandoned towers connected by a stone bridge. | riftdragontraveler | Autumnwatch Tower is a dragon lair located south of Ivarstead.You do not know anything else about this area. | commoneastmarchfalkreath | Dragon, Ivarstead, Froki's Shack, The Rift, Dragon Lair, Word Wall, Shouts, Lake Honrich, Riften | rift | factory skyrim-official-20260814-v2.0 | |
| avanchnzel | None | Avanchnzel is a medium-sized Dwarven ruin located west of Riften, in the Rift. It lies southeast of Angarvunde and is part of the region's scattered Dwemer ruins. | riftdwemertraveler | Avanchnzel is a medium-sized Dwarven ruin located west of Riften, in the Rift.You do not know anything else about this area. | commoneastmarchfalkreath | Dwemer, Riften, Angarvunde, Rift, Dwarven ruins, Mer | rift | factory skyrim-official-20260814-v2.0 | |
| aversion_poisons | aversion to fire, aversion to frost, aversion to magic, aversion to shock | Aversion poisons create a temporary weakness to fire, frost, shock, or magic. Their gameplay effect makes later attacks of the named type more damaging rather than causing most of the harm by themselves. | alchemist | Aversion poisons make a target temporarily weaker to an element or magic. | common | elemental weakness, fire, frost, shock, magic, poison, alchemy, Weakness To Fire | items | factory skyrim-official-20260814-v2.0 | |
| ayleid_crown_of_nenalata | None | The Ayleid Crown of Nenalata is an ancient artifact associated with the Ayleid city-state of Nenalata, known for its Daedraphile culture and allegiance to the Alessian Empire. Distinguished by its royal glyph, the crown enhances spell reflection and boosts skills in Alteration and Conjuration magic. Traditionally worn by Nenalata's king, its last known bearer was Laloriaran Dynar, the Last King of the Ayleids, who inherited it before 1E 331. The crown's immense value and mysterious potential make it a significant piece of Ayleid history. | scholar | The Ayleid Crown of Nenalata is an ancient artifact linked to the Ayleid city-state of Nenalata, enhancing spell reflection and magic skills. Last worn by Laloriaran Dynar, the Last King of the Ayleids, it is a valuable and significant relic of Ayleid history. | common | Ayleids, Nenalata, Laloriaran Dynar, Alessian Empire, spell reflection, Alteration, Conjuration, Daedraphile, First Era | artifacts | factory skyrim-official-20260814-v2.0 | |
| ayleids | Heartland High Elves, Saliache | The Ayleids, also known as the Heartland High Elves, Wild Elves, or Saliache, were the first race to establish an empire in Tamriel, ruling over what is now modern-day Cyrodiil for countless generations. Their physical appearance was characterized by a thin, lean build, pointed ears, and angular facial features. They possessed a complexion that ranged from light tan to dark bronze, with eye colors varying from white to turquoise. Fluent in Ayleidoon, their language, the Ayleids created the Imperial City and were responsible for constructing the White-Gold Tower, originally known as the "Temple of the Ancestors," in emulation of the Adamantine Tower. The Ayleid Empire ultimately collapsed during the early First Era, following the Alessian Slave Rebellion. While legends suggest that remnants of the Ayleids may still exist in the wilds of Tamriel, documented sightings have been extremely rare, with none reported in the Third or Fourth Eras. | altmerimperialscholar | The Ayleids, or Heartland High Elves, were the first to establish an empire in Tamriel, ruling modern-day Cyrodiil for generations. Known for their lean build, bronze-toned skin, and varied eye colors, they spoke Ayleidoon and built the Imperial City and the White-Gold Tower, inspired by the Adamantine Tower. Their empire fell in the early First Era after the Alessian Slave Rebellion. While legends suggest some Ayleids may survive in Tamriel's wilds, no confirmed sightings have been reported since the Third Era. | common | Cyrodiil, Imperial City, White-Gold Tower, Alessian Slave Rebellion, Adamantine Tower, Ayleidoon, First Era, Altmer, Alessia, Mer, Tamriel, Daedra | lore | factory skyrim-official-20260814-v2.0 | |
| azura | Queen of Dawn and Dusk | Azura, also known as the Queen of Dawn and Dusk, is one of the most revered Daedric Princes in Tamrielic mythology, especially in Dunmeri and Khajiiti cultures. She governs over the realms of dusk and dawn, the in-between moments of twilight, as well as fate, prophecy, mystery, and magic. Though a Daedric Prince, Azura is often seen as benevolent compared to others, with a deep concern for the well-being of her mortal followers, seeking their genuine love and emotional engagement. Azura's followers believe that she desires not only devotion but also self-love, and that her pain is shared when they hate themselves. This attitude has made her followers, called Azurites, deeply loyal and devoted. She is often represented in a female form, symbolizing beauty, fate, and the transitional moments of day and night. Her realm, Moonshadow, is described as a place of overwhelming beauty that can render mortals "half-blind" with its splendor. | dunmerkhajiitdaedrascholar | Azura, the Queen of Dawn and Dusk, is a revered Daedric Prince associated with twilight, fate, prophecy, mystery, and magic. Especially venerated by the Dunmer and Khajiit, Azura is considered more benevolent than other Daedric Princes, caring deeply for her mortal followers and seeking their love and emotional connection. Her teachings emphasize devotion and self-love, with followers, known as Azurites, believing she shares their pain in times of self-loathing. Often depicted as a female symbolizing beauty and transition, Azura’s realm, Moonshadow, is a breathtakingly beautiful place said to overwhelm mortals with its splendor. | common | Daedric Prince, Dunmer, Khajiit, Moonshadow, Azurites, prophecy, twilight, fate, Good Daedra, Ashlanders | figures | factory skyrim-official-20260814-v2.0 | |
| azura_and_the_box | None | Ancient Tales of the Dwemer, Part XI: Azura and the Box, written by Marobar Sul, recounts a fable exploring Dwemer skepticism and divine power. The story follows Nchylbar, a wise Dwemer sage determined to test the limits of the gods' omniscience. Assisted by a reluctant Chimer priest named Athynic, Nchylbar summons the Daedric Prince Azura and presents her with a sealed wooden box, challenging her to identify its contents. Azura declares the box holds a red-petaled flower, but when it is opened, it is empty. Though Azura vanishes in fury, a single red petal later falls from Nchylbar’s robe. The sage, content with his newfound understanding, dies peacefully that night, leaving an enigmatic truth behind. The tale's themes include the pursuit of knowledge, skepticism, and the complex relationship between mortals and divine beings. It reflects the Dwemer's characteristic irreverence for the gods, which may have contributed to their mysterious disappearance from Tamriel. The story also contrasts various cultural interpretations, with Dunmer and Aldmeri versions presenting different outcomes, from Azura’s wrath to an intricate magical illusion. This single book is part of a larger series that encapsulates the values and mysteries of the Dwemer civilization. | scholar | Ancient Tales of the Dwemer, Part XI: Azura and the Box, you do not know the author of the book and have limited knowledge of it, explores the Dwemer’s skepticism toward divine power through the story of a sage who tests Azura’s omniscience. Thematically, the book delves into the pursuit of knowledge, mortal skepticism, and the complex relationship between gods and mortals, with a focus on the Dwemer’s irreverence and their mysterious disappearance. | common | Marobar Sul, Nchylbar, Athynic, Azura, Dwemer, Chimer, Daedric Prince, skepticism, omniscience, Dunmer, Aldmeri, Illusion | lore | factory skyrim-official-20260814-v2.0 | |
| azurah | Khajiiti Azura, Goddess of Dusk and Dawn | Azurah is the Khajiiti name and cultural understanding of the Daedric Prince Azura, revered as the spirit of dusk and dawn and the favored daughter of Fadomai. Khajiiti myth says Fadomai entrusted her greatest secrets to Azurah. Using them, Azurah shaped the forest people into the Khajiit, bound their many forms to the Lunar Lattice, and charged them with protecting the moons. These traditions emphasize roles and relationships distinct from Dunmeri teachings about Azura, while recognizing the same divine being through a Khajiiti cosmological lens. | khajiitpriestscholar | Azurah is the Khajiiti name and understanding of Azura, the spirit of dusk and dawn. Khajiiti tradition says she received Fadomai's secrets, shaped the forest people into the Khajiit, and bound their many forms to the Lunar Lattice. | common | Fadomai, Lunar Lattice, Khajiit, Daedric Prince, dusk and dawn, Dunmeri teachings, forest people, moons, dro-m'Athra, Twilight Cantors | lore | factory skyrim-official-20260814-v2.0 | |
| azura_star | Azura's Star | Azura's Star is a legendary Daedric artifact linked to the Daedric Prince Azura. It functions as a reusable grand soul gem, capable of storing souls without being consumed like ordinary soul gems. This makes it an invaluable tool for enchanters and adventurers alike, as it can be used repeatedly to recharge weapons or enchant items. | daedrascholar | Azura's Star is a powerful Daedric artifact that is thought to act like a soul gem. | esoteric | Azura, Daedric Prince, Daedric artifacts, Soul gems, Enchanting, Grand souls, Weapon recharging | artifacts | factory skyrim-official-20260814-v2.0 | |
| baan_dar | None | Baan Dar, known as the Bandit God, the Pariah, or the Man of a Thousand Faces, is a trickster spirit worshipped primarily by the Khajiit of Elsweyr, but also influential in places like Valenwood. He embodies the cleverness and desperate genius of the Khajiit, helping them outplay their oppressors and outwit others. His domain, the Five Fingers Dance, symbolizes his ability to shape lives and lands for the better, often through unconventional means. His name is widely used, particularly by thieves and criminals who take on the persona of Baan Dar to mask their identity or seek inspiration. To the Khajiit, Baan Dar represents defiance against oppression, while to other races, such as the Bretons, he is associated with sneaky thieves and living legends. Baan Dar’s influence extends beyond his Khajiiti followers. In Valenwood, he is viewed as a god of archery, while to the Bretons, he is known as the Bandit and revered by the Thieves Guild in the Iliac Bay. His name is even used by the Baandari Pedlars, a traveling merchant tribe. In addition, Baan Dar is commemorated by the Khajiit and Bosmer at the ruins of Thormar, where they participate in the "Boast," a festival of pranks between the two races. Despite the varying interpretations of his nature across cultures, Baan Dar remains a symbol of defiance, resourcefulness, and the clever trickster spirit that shapes the world around him. | bosmerkhajiitscholarthieves_guild | Baan Dar, the Bandit God or Man of a Thousand Faces, is a trickster spirit worshipped by the Khajiit of Elsweyr and influential in Valenwood. He embodies cleverness and defiance, helping the Khajiit outwit their oppressors. His domain, the Five Fingers Dance, symbolizes his power to shape lives and lands through unconventional means. | common | Khajiit, Elsweyr, Bosmer, Valenwood, Thieves Guild, Five Fingers Dance, Baandari Pedlars, Thormar, Breton, trickster | figures | factory skyrim-official-20260814-v2.0 | |
| baldor_iron-shaper's_house | None | Baldor Iron-Shaper's House is a sturdy, well-crafted home located on the south side of Skaal Village, nestled between Deor Woodcutter's House to the west and the Shaman's Hut to the east. As the name suggests, it is the residence of Baldor Iron-Shaper, a skilled Nord blacksmith known for his expertise in forging weapons and armor. Baldor Iron-Shaper is a respected member of Skaal Village, contributing to the community through his craft. | skaaltraveler | You do not know anything about this area. | common | Baldor Iron-Shaper, Skaal Village, Deor Woodcutter's House, Shaman's Hut, blacksmith, Skaal, Nord, Solstheim | solstheim | factory skyrim-official-20260814-v2.0 | |
| balgruuf | Balgruuf the Greater | Balgruuf the Greater is the Jarl of Whiterun and a direct descendant of King Olaf One-Eye. Known for his prowess as a Nord warrior, he has a deep respect for the Greybeards and made the pilgrimage to High Hrothgar in his youth. Throughout his life, Balgruuf has maintained a rivalry with Ulfric Stormcloak, which has roots in their shared upbringing. | scholarnoble | Balgruuf the Greater is the Jarl of Whiterun and a direct descendant of King Olaf One-Eye. A skilled Nord warrior, he respects the Greybeards and made the pilgrimage to High Hrothgar in his youth. Balgruuf has a longstanding rivalry with Ulfric Stormcloak, rooted in their shared upbringing. | common | Whiterun, King Olaf One-Eye, Greybeards, High Hrothgar, Ulfric Stormcloak, Jarl, Nord warriors, Pilgrimage | figures | factory skyrim-official-20260814-v2.0 | |
| balmora | None | Balmora, meaning "Stonewood" or "Stoneforest" in the Dark Elvish tongue, was a prominent city in Vvardenfell, serving as the seat of House Hlaalu's power and the second-largest settlement after Vivec City. Located in the river valley of the West Gash, on the banks of the Odai River, the city was divided into three key districts: the bustling Commercial District, the residential Labor Town, and the affluent High Town. Known for its strategic trade location and Hlaalu-style architecture, Balmora played a vital role in the economic and political landscape of Vvardenfell, acting as a gateway between the region's rugged landscapes and fertile coastlines. Significant landmarks included the Hlaalu Council Manor, the Tribunal Temple, and the Moonmoth Imperial Legion Fort. Historically, Balmora was initially a House Redoran stronghold before it was transformed by House Hlaalu through strategic construction projects and business maneuvers. During the Third Era, it grew under Imperial influence, becoming a hub of trade and administration. It played a central role in the Nerevarine Prophecy when the outlander destined to fulfill the prophecy operated from Balmora under the guidance of Caius Cosades. However, the city was devastated in the Red Year (4E 5) due to the eruption of Red Mountain, leaving it in ruins. Rebuilt over time, Balmora persisted into the late Fourth Era as a symbol of resilience, though its exact state in later years remains ambiguous, with conflicting accounts suggesting its abandonment or continued habitation. | scholardunmertravelerhouse_hlaaluhouse_redoran | Balmora, located in Vvardenfell's West Gash region, was the second-largest city after Vivec City and the seat of House Hlaalu's power. Known for its strategic trade location and Hlaalu-style architecture, it played a vital role in Vvardenfell's economy and politics. Historically, it was a House Redoran stronghold before House Hlaalu transformed it into a thriving center during the Third Era. Balmora was also significant in the Nerevarine Prophecy, serving as the base for the outlander destined to fulfill it. After being devastated during the Red Year in 4E 5, the city was rebuilt, continuing to stand as a symbol of resilience despite conflicting reports of its later status. | common | House Hlaalu, Vvardenfell, Red Year, West Gash, Odai River, House Redoran, Red Mountain, Nerevarine, Moonmoth Legion Fort, Tribunal Temple, Vivec City | locationother | factory skyrim-official-20260814-v2.0 | |
| balmora_blue | None | Balmora Blue is a highly illicit and rare substance, known for its invigorating effects and its ties to smuggling operations. Its rarity and illegality make it a prized and dangerous commodity. | erikurthiefthieves_guilddark_brotherhood | You have heard whispers of Balmora Blue but know nothing specific about its effects or origins. | common | smuggling, contraband, stimulant, Thieves Guild, Dark Brotherhood, Erikur, black market, Balmora, rare substance | items | factory skyrim-official-20260814-v2.0 | |
| banded_iron_equipment | banded iron armor, banded iron shield | Banded Iron equipment includes reinforced iron armor and shields. Additional metal bands strengthen otherwise simple iron protection, giving the pieces a rugged layered appearance without making them refined work. Individual pieces serve different combat roles, but their exact damage, protection, and crafting requirements depend on the piece rather than the family name. | blacksmithwarriormerchant | Banded Iron equipment includes reinforced iron armor and shields. Individual pieces differ in use. | common | Iron, Heavy armor, Shield, Metal reinforcement, Blacksmithing, Rugged appearance | equipment | factory skyrim-official-20260814-v2.0 | |
| bane_of_the_undead | None | Bane of the Undead is a Restoration spell that significantly damages undead creatures in the area, while healing the caster if the target is undead. It requires an Expert skill level to cast. | magehealer | Bane of the Undead is a spell that significantly damages undead creatures in the area, while healing the caster if the target is undead. You do not know much else about this spell. | common | Restoration, Undead, Healing, Expert magic, Necromancy, Turn Undead | spells | factory skyrim-official-20260814-v2.0 | |
| banish | None | These magical effects are defensive Conjuration spells that forcibly return summoned Daedra to Oblivion, severing their connection to Nirn. This effect is available as a spell and can also be found on enchanted weapons, making it a critical countermeasure against conjured threats. | mage | This spell sends summoned Daedra back to where they came from, making them disappear. A mage might know more though. | common | Conjuration, Daedra, Oblivion, Nirn, summoned creatures, enchanted weapons | spells | factory skyrim-official-20260814-v2.0 | |
| banish_daedra | None | Banish Daedra is a Conjuration spell that sends a summoned Daedra back to Oblivion, effectively dispelling it. It requires an Adept skill level to cast. | mage | Banish Daedra is a spell that sends a summoned Daedra back to Oblivion, banishing it from the caster's presence. You do not know much else about this spell. | common | Conjuration, Daedra, Oblivion, Adept, magic, dispel | spells | factory skyrim-official-20260814-v2.0 | |
| bannermist_tower | None | Bannermist Tower is a small, ruined Nordic tower located northwest of Falkreath and south of Hunter's Rest in Falkreath Hold. The tower is occupied by bandits. | falkreathtraveler | Bannermist Tower is a small, ruined Nordic tower located northwest of Falkreath and south of Hunter's Rest in Falkreath Hold. You do not know anything else about this area. | commonwhiterunriftreach | Falkreath, Falkreath Hold, Hunter's Rest, Bandits, Nordic ruins, Outlaws | falkreath | factory skyrim-official-20260814-v2.0 | |
| bards_college | None | The Bards College is a prestigious institution located in Solitude, dedicated to the arts of music, poetry, and storytelling. Aspiring bards from across Skyrim come to the college to train in the skills of song and tale-telling. It is situated near Proudspire Manor and the Blue Palace within the city. Its influence extends throughout Skyrim, with many of the province’s bards having trained there. | bardnoble | The Bards College, located in Solitude near Proudspire Manor and the Blue Palace, is a renowned institution dedicated to music, poetry, and storytelling. Aspiring bards from across Skyrim come to train in the art of song and tale-telling, making the college a key influence on Skyrim's cultural traditions. | common | Solitude, Blue Palace, Proudspire Manor, music, poetry, storytelling, bards, Skyrim | lore | factory skyrim-official-20260814-v2.0 | |
| bard's_leap_summit | None | Bard's Leap Summit is a wooden plank situated at the very top of Lost Valley Redoubt in the Reach, roughly halfway between Markarth and Falkreath. Reaching the summit requires battling through Forsworn who occupy the ruins and ascending to the highest point of the structure. At the summit, a narrow walkway extends over the edge of a waterfall, offering a dramatic and scenic view. Legend has it that leaping from the plank and surviving the fall can lead to great reawrds. | reachbardtravelerforsworn | Bard's Leap Summit is a wooden plank situated at the very top of Lost Valley Redoubt in the Reach.You do not know anything else about this area. | commonfalkreathwhiterunhjaalmarchhaafingar | Lost Valley Redoubt, Forsworn, Markarth, Falkreath, The Reach, Waterfalls, Bardic legends, Nordic ruins | reach | factory skyrim-official-20260814-v2.0 | |
| battle-born_farm | None | Battle-Born Farm is a productive homestead located just east of Whiterun and north of Chillfurrow Farm, nestled in the rolling fields of Whiterun Hold. Owned by the influential Battle-Born clan, the farm is tended by Alfhild and Gwendolyn, who diligently manage its fertile fields and livestock. The farm boasts expansive fields planted with leeks, gourds, and wheat, along with a penned cow and free-roaming chickens. | whiteruntraveler | Battle-Born Farm is a productive homestead located just east of Whiterun.You do not know anything else about this area. | commonfalkreatheastmarchreachpalehjaalmarch | Whiterun, Chillfurrow Farm, Battle-Born clan, Alfhild, Gwendolyn, Agriculture, Wheat farming, Leek cultivation, Livestock | whiterun | factory skyrim-official-20260814-v2.0 | |
| battle_fury | mid vur shaan | Battle Fury is a Shout that enchants the weapons of your nearby allies, allowing them to attack faster. The three words of power in this Shout are Mid (Loyal), which strengthens the bond of your allies, Vur (Valor), which imbues them with courage and power, and Shaan (Inspire), which increases their speed and effectiveness in combat. | dragon | This is a Dragon Shout. You do not know much about Dragon shouts, or their language. | common | Dragon Shout, Mid, Vur, Shaan, weapon enchantment, attack speed, Courage, Dragon, ally enhancement | spells | factory skyrim-official-20260814-v2.0 | |
| battle_of_moesring | Battle of the Moesring | The Battle of the Moesring was the decisive final conflict between the Nord invaders and the native Snow Elves on Solstheim. Led by Ysgramor's forces, who had already driven the Elves from Skyrim, the Nords initially dominated the fighting. The Elven ranks rallied, however, with the sudden arrival of the Snow Prince, a warrior who commanded ice and snow, slaying several renowned Nord champions. The battle's outcome shifted unexpectedly when Finna, a twelve-year-old squire, avenged her mother Jofrior by hurling a sword that struck and killed the Snow Prince. Demoralized by their champion's fall, the remaining Elves were routed. The victorious Nords honored their formidable foe with a proper barrow burial. This Nord victory secured their dominance over Solstheim. | scholar | The Battle of the Moesring was the final clash between Nords and Snow Elves on Solstheim. The Nords held the advantage until the Snow Prince entered the fray, killing several champions. He was slain by Finna, a young squire avenging her mother. The Elves were routed, securing Nord dominance over the island. | common | Solstheim, Snow Elves, Ysgramor, Snow Prince, Finna, Jofrior, Nordic conquest, Moesring Mountains, First Era | lore | factory skyrim-official-20260814-v2.0 | |
| bear | None | Bears are large, aggressive creatures found in the wilderness or caves, attacking if their territory is threatened. They carry the disease Bone Break Fever, which reduces stamina, but they typically growl or roar before attacking, making them easy to avoid. Standard, cave, and snow bears are found in Skyrim and Solstheim, with snow bears living in high altitudes. Bear carcasses can be harvested for pelts and claws. | hunter | Bears are large, aggressive creatures found in the wilderness or caves, attacking if their territory is threatened. | common | caves, wilderness, Bone Break Fever, stamina reduction, snow bears, cave bears, Solstheim, pelts, claws | creatures | factory skyrim-official-20260814-v2.0 | |
| bear_claws | None | Bear Claws are a potent alchemical ingredient known for their ability to enhance stamina, health, and combat abilities. Alchemy effects: Restore Stamina, Fortify Health, Fortify One-handed, and Damage Magicka Regen. | alchemist | Bear Claws are a potent alchemical ingredient known for their ability to enhance stamina, health, and combat abilities. You do not know the alchemical effects of this ingredient. However, an alchemist might. | Everyone | items | custom | ||
| beast_stone | None | The Beast Stone is one of the All-Maker Stones found on Solstheim, located west of Thirsk Mead Hall and east-southeast of the Temple of Miraak. This sacred stone holds spiritual significance for the Skaal people. | solstheimtraveler | You do not know anything about this area. | common | All-Maker Stones, Solstheim, Thirsk Mead Hall, Temple of Miraak, Skaal, All-maker, Miraak, sacred site | solstheim | factory skyrim-official-20260814-v2.0 | |
| become_ethereal | feim zii gron | Become Ethereal is a Shout that transforms your form to one that cannot harm or be harmed, as it reaches out to the Void. The three words of power in this Shout are Feim (Fade), which allows you to slip from the physical world; Zii (Spirit), which grants you a ghostly form; and Gron (Bind), which anchors you in a state where you are untouchable by physical harm. | dragon | This is a Dragon Shout. You do not know much about Dragon shouts, or their language. | common | Dragon Shout, Void, Feim, Zii, Gron, Invulnerability, Dragon Language | spells | factory skyrim-official-20260814-v2.0 | |
| bee | None | Bees are passive creatures that can be caught while flying or collected from beehives, along with other components like beehive husks and honeycombs. Alchemy effects: Restore Stamina, Ravage Stamina, Regenerate Stamina, and Weakness to Shock. | alchemist | Bees are passive creatures that can be caught while flying or collected from beehives, along with other components like beehive husks and honeycombs. You do not know the alchemical effects of this ingredient. However, an alchemist might. | Everyone | items | custom | ||
| beehive_husk | None | Beehive Husk is a versatile ingredient known for its ability to enhance defense and magical abilities. Alchemy effects: Resist Poison, Fortify Light Armor, Fortify Sneak, and Fortify Destruction. | alchemist | Beehive Husk is a versatile ingredient known for its ability to enhance defense and magical abilities. You do not know the alchemical effects of this ingredient. However, an alchemist might. | Everyone | items | custom | ||
| before_the_ages_of_Man | None | Before the Ages of Man, written by Aicantar of Shimerene, is the first volume in the Timeline Series and chronicles the mythical and historical events of the Dawn and Merethic Eras, the ages before recorded history. The Dawn Era, characterized by the formation of the cosmos and the actions of gods, ends with the creation of the mortal plane and the departure of divine powers after Lorkhan’s heart was cast to form the Red Mountain. The Merethic Era, or “Era of the Elves,” follows, marked by the arrival of the Aldmeri to Tamriel, the construction of landmarks like the Adamantine and White-Gold Towers, and the cultural rise of the Chimer and Dwemer. It also recounts the migration of humans from Atmora and their clashes with Elves, such as the Night of Tears and Ysgramor’s return with his Five Hundred Companions. Themes include the interplay between divine intervention and mortal agency, the rise and decline of civilizations, and the cultural conflicts that shaped Tamriel’s history. Through its detailed recounting of mythical events, migrations, and the foundations of historical institutions, the book highlights how myth and history intertwine in Tamrielic tradition. | scholarcompanions | Before the Ages of Man, you do not know the author of the book and have limited knowledge of it, explores the mythical and historical events of the Dawn and Merethic Eras, focusing on the creation of the cosmos, the rise of the Aldmeri, and the cultural conflicts that shaped Tamriel. Thematically, the book examines divine intervention, the rise and fall of civilizations, and the blending of myth and history in Tamrielic tradition. | common | Aicantar, Dawn Era, Merethic Era, Lorkhan, Red Mountain, Aldmeri, Chimer, Dwemer, Atmora, Ysgramor, Night of Tears, Five Hundred Companions | lore | factory skyrim-official-20260814-v2.0 | |
| beggar_prince | None | Before the Ages of Man, written by Aicantar of Shimerene, is the first volume in the Timeline Series and chronicles the mythical and historical events of the Dawn and Merethic Eras, the ages before recorded history. The Dawn Era, characterized by the formation of the cosmos and the actions of gods, ends with the creation of the mortal plane and the departure of divine powers after Lorkhan’s heart was cast to form the Red Mountain. The Merethic Era, or “Era of the Elves,” follows, marked by the arrival of the Aldmeri to Tamriel, the construction of landmarks like the Adamantine and White-Gold Towers, and the cultural rise of the Chimer and Dwemer. It also recounts the migration of humans from Atmora and their clashes with Elves, such as the Night of Tears and Ysgramor’s return with his Five Hundred Companions. Themes include the interplay between divine intervention and mortal agency, the rise and decline of civilizations, and the cultural conflicts that shaped Tamriel’s history. Through its detailed recounting of mythical events, migrations, and the foundations of historical institutions, the book highlights how myth and history intertwine in Tamrielic tradition. | scholar | Before the Ages of Man, you do not know the author of the book and have limited knowledge of it, explores the mythical and historical events of the Dawn and Merethic Eras, focusing on the creation of the mortal plane, the rise of the Aldmeri, and the cultural conflicts between Elves and humans. Thematically, the book examines the role of divine intervention, the rise and fall of civilizations, and how myth and history intertwine to shape Tamriel's past. | common | Aicantar, Dawn Era, Merethic Era, Lorkhan, Red Mountain, Aldmeri, Chimer, Dwemer, Ysgramor, Atmora, Night of Tears, Mundus | lore | factory skyrim-official-20260814-v2.0 | |
| beggar's_row | None | Beggar's Row is a small section of Riften's sewer system that has been repurposed as a refuge for the homeless. Located in lower Riften by the canal, it lies opposite Elgrim's Elixirs and near the northern stairs leading down from upper Riften. | rifttraveler | Beggar's Row is a small section of Riften's sewer system that has been repurposed as a refuge for the homeless.You do not know anything else about this area. | commoneastmarchfalkreath | Riften, Elgrim's Elixirs, Sewers, Homeless, Canal, Rift | rift | factory skyrim-official-20260814-v2.0 | |
| beitild's_house | None | Beitild's House is the residence of Beitild, a Nord miner and the owner of Iron-Breaker Mine, located in Dawnstar. Beitild is known for her strong personality and her position as a key figure in Dawnstar's economy, with the mine being one of the town's primary sources of income. | paletraveler | Beitild's House is the residence of Beitild, located in Dawnstar. You do not know who Betilid is.You do not know anything else about this area. | commoneastmarchwinterholdwhiterunhjaalmarch | Dawnstar, Iron-Breaker Mine, Beitild, mining, Nords, The Pale | pale | factory skyrim-official-20260814-v2.0 | |
| belethor's_general_goods | None | Belethor's General Goods is a bustling shop located in Whiterun's market area within the Plains District. Nestled next door to Arcadia's Cauldron and across from The Bannered Mare, it serves as a convenient stop for travelers and residents seeking a variety of wares. Owned by the charming and opportunistic Belethor, the store offers an eclectic selection of goods, from weapons and armor to household items and curiosities. His assistant, Sigurd, helps with the shop's upkeep and can often be found outside chopping wood near the northwest side. Open daily from 8 a.m. to 8 p.m. | whiteruntraveler | Belethor's General Goods is a bustling shop located in Whiterun's market area within the Plains District.You do not know anything else about this area. | commonfalkreatheastmarchreachpalehjaalmarch | Whiterun, Plains District, Arcadia's Cauldron, The Bannered Mare, Belethor, Sigurd, Merchants, Market | whiterun | factory skyrim-official-20260814-v2.0 | |
| belyn_hlaalu's_house | None | Belyn Hlaalu's House is a modest dwelling located in the Gray Quarter of Windhelm, positioned as the first house on the left when entering the district from Candlehearth Hall. The house is the residence of Belyn Hlaalu, the owner of Hlaalu Farm, who lives there alone. | eastmarchtraveler | Belyn Hlaalu's House is a modest dwelling located in the Gray Quarter of Windhelm.You do not know anything else about this area. | commonpaleriftwinterholdwhiterun | Gray Quarter, Windhelm, Belyn Hlaalu, Hlaalu Farm, Candlehearth Hall, Dunmer residence | eastmarch | factory skyrim-official-20260814-v2.0 | |
| bend_will | gol hah dov | Bend Will is a Shout that allows you to bend the very stones to your will, and as it grows stronger, animals, people, and even dragons are compelled to obey your commands. The three words of power in this Shout are Gol (Earth), which gives you control over the land itself; Hah (Mind), which influences the minds of others; and Dov (Dragon), which allows you to command even dragons to do your bidding. | dragon | This is a Dragon Shout. You do not know much about Dragon shouts, or their language. | common | Dragon Shout, Dragon Language, Dragons, Mind Control, Animal Command, Earth, Mind, Gol, Hah, Dov | spells | factory skyrim-official-20260814-v2.0 | |
| benkongerike | None | Benkongerike is a medium-sized cave located southeast of Saering's Watch and northwest of the Headwaters of Harstrad on Solstheim. The cave is home to bristlebacks and rieklings, the diminutive yet fierce creatures that have claimed the area as their territory. | solstheimtraveler | You do not know anything about this area. | common | Solstheim, rieklings, bristlebacks, Saering's Watch, Headwaters of Harstrad, cave | solstheim | factory skyrim-official-20260814-v2.0 | |
| bilegulch_mine | None | Bilegulch Mine is a location northwest of Falkreath in Falkreath Hold, situated south-southwest of Fort Sungard. It is a small orichalcum mine occupied by a group of Orc bandits and features a single zone. The mine's camp is fortified with barricades and includes several Orc-style outbuildings. | falkreathtraveler | Bilegulch Mine is a location northwest of Falkreath in Falkreath Hold. You do not know anything else about this area. | commonwhiterunriftreach | Falkreath Hold, Fort Sungard, Orichalcum, Orc bandits, Falkreath, fortified camp, Orc-style outbuildings | falkreath | factory skyrim-official-20260814-v2.0 | |
| biography_of_barenziah | None | Biography of Queen Barenziah, written by Stern Gamboge, Imperial Scribe, is a trilogy chronicling the life of Queen Barenziah, from her royal birth in Mournhold to her reign in Wayrest, weaving her story into key historical events. The books detail her early displacement following Tiber Septim's conquest of Morrowind, her fosterage in Skyrim, and her adventurous escape from her adoptive family, which ultimately led to her reclaiming her throne as Queen of Mournhold. The narrative reveals her political acumen, her marriage to General Symmachus, her children, and her entanglement with the theft of the Staff of Chaos, culminating in her critical role in the events of The Elder Scrolls: Arena. Themes in the trilogy include resilience, duty, and the interplay of personal sacrifice and political ambition. Barenziah's story emphasizes her ability to navigate turbulent periods of betrayal, loss, and rebellion, shaping her into a figure revered for both her strength and wisdom. Her later years as a counselor to Emperor Uriel Septim VII and her eventual contentment in Wayrest reflect a lifetime of adaptation and perseverance, embodying the complexities of leadership and loyalty in a fractious Tamriel. | scholar | Biography of Queen Barenziah, you do not know the author of the book and have limited knowledge of it, chronicles the life of Queen Barenziah, detailing her rise from displacement to power, political struggles, and role in key historical events. Thematically, the trilogy explores resilience, political ambition, personal sacrifice, and the complexities of leadership and loyalty in a tumultuous Tamriel. | common | Barenziah, Stern Gamboge, Mournhold, Wayrest, Tiber Septim, Symmachus, Staff of Chaos, Uriel Septim VII, Morrowind, Imperial Scribe | lore | factory skyrim-official-20260814-v2.0 | |
| biography_of_the_wolf_queen | None | Biography of the Wolf Queen, written by Katar Eriphanes, chronicles the infamous life of Queen Potema, known as the Wolf Queen of Solitude. Born in 3E 67 to the Imperial family, Potema rose to power through her marriage to King Mantiarco of Solitude, leveraging her influence and intelligence to pursue an unrelenting ambition for dominance. The text details her manipulation of political alliances, involvement in civil war, and eventual rebellion against the Empire, culminating in the War of the Red Diamond. Potema's relentless pursuit of power saw her employing necromancy, summoning daedra, and creating a kingdom of death and madness until her final defeat at the siege of Solitude in 3E 137. The themes of Biography of the Wolf Queen include unchecked ambition, political manipulation, and the consequences of hubris. Potema's story serves as a cautionary tale of how power, when sought without restraint or morality, can lead to ruin and infamy. Her legacy persists as a figure of terror and malevolence, with some rumors even suggesting her spirit continues to inspire chaos and treachery. This single-volume account paints a vivid picture of Potema's life, her downfall, and the enduring stain of her deeds on Tamriel's history. | scholar | Biography of the Wolf Queen, you do not know the author of the book and have limited knowledge of it, chronicles the life of Queen Potema, detailing her ruthless rise to power, political manipulation, and eventual fall from grace. Thematically, the book explores unchecked ambition, the destructive nature of political manipulation, and the consequences of hubris, painting Potema as a cautionary figure whose pursuit of power led to ruin. | common | Potema, Katar Eriphanes, Solitude, War of the Red Diamond, Mantiarco, Necromancy, Daedra, Third Era, Imperial family, Political Manipulation, Hubris | lore | factory skyrim-official-20260814-v2.0 | |
| birna's_oddments | None | Birna's Oddments is a general goods store located in the heart of Winterhold, nestled between the Jarl's Longhouse and Kraldar's House. This two-story building is run by Birna, a Nord pawnbroker known for her wide range of goods, from mundane items to rare treasures. Birna lives in the store with her brother, Ranmir, a troubled Nord citizen of Winterhold. While Birna focuses on her business, Ranmir spends much of his time drinking away his sorrows in The Frozen Hearth, the local tavern. | winterholdtraveler | Birna's Oddments is a general goods store located in the heart of Winterhold. You only know Birna runs the store.You do not know anything else about this area. | commonpaleeastmarch | Winterhold, Birna, Ranmir, The Frozen Hearth, general goods, pawnbroker | winterhold | factory skyrim-official-20260814-v2.0 | |
| bits_and_pieces | None | Bits and Pieces is the general goods store in Solitude, run by Sayma, a Redguard merchant. The store is located next door to Radiant Raiment, on the corner by the market square. It is the second building on the right as you enter Solitude from the main gate. Sayma is married to Beirand, and together they have a son named Kayd, a Redguard child. Bits and Pieces offers a variety of general goods, catering to the needs of Solitude's residents and travelers passing through the city. The store plays an important role in the local economy, providing various items to those in need. | haafingartraveler | Bits and Pieces is the general goods store in Solitude. You do not know who owns it.You do not know anything else about this area. | commonreachhjaalmarch | Solitude, Sayma, Redguard, Radiant Raiment, Beirand, Kayd, general goods | haafingar | factory skyrim-official-20260814-v2.0 | |
| bittergreen_petals | None | Bittergreen Petals is a green-yellowish plant originally from Morrowind, available for purchase from Khajiit caravans. Alchemy effects: Lingering Damage Stamina, Invisibility, Cure Poison, and Damage Magicka. | alchemist | Bittergreen Petals is a green-yellowish plant originally from Morrowind, available for purchase from Khajiit caravans. You do not know the alchemical effects of this ingredient. However, an alchemist might. | common | Morrowind, Khajiit caravans, Invisibility, Lingering Damage Stamina, Cure Poison, Damage Magicka, Alchemy | items | factory skyrim-official-20260814-v2.0 | |
| black_books | None | Black Books are Daedric artifacts created by Hermaeus Mora, the Daedric Prince of Fate and Knowledge. These ancient tomes, bound in black covers and emitting an eerie mist, contain forbidden secrets from the past, present, or future. Each book serves as a gateway to Apocrypha, Mora's realm in Oblivion, and holds dangerous yet tantalizing knowledge for those the Prince favors. Crafted with extraordinary materials, such as Seeker ink and Lurker leather, the books are perilous to read, often driving mortals insane. However, those who can navigate Apocrypha’s trials are rewarded with powerful insights or abilities. The true number of Black Books is known only to Hermaeus Mora, and they are often found hidden in ancient, treacherous dungeons across Tamriel. In 4E 201, several Black Books were discovered on Solstheim, drawing mortals into Mora's realm to test their resolve. When read, tentacles from the book envelop the reader, transporting their consciousness to Apocrypha while leaving a tethered apparition behind in Mundus. Within the realm, readers must face Mora’s gauntlets to claim the book’s secrets. While death in Apocrypha typically results in banishment back to Tamriel, the knowledge gained can be revisited by rereading the book. Revered for their otherworldly power, Black Books stand as a testament to the vast, unfathomable reach of Hermaeus Mora's influence over time, space, and mortal curiosity. | daedrascholar | Black Books are Daedric artifacts created by Hermaeus Mora, the Daedric Prince of Fate and Knowledge. These ancient tomes, bound in black and emitting mist, contain forbidden secrets and serve as gateways to Apocrypha, Mora's realm. They are dangerous to read, often driving mortals insane, but those who survive the trials of Apocrypha gain powerful knowledge or abilities. | esoteric | Hermaeus Mora, Apocrypha, Daedric Prince, Oblivion, Solstheim, Seekers, Lurkers, Mundus, Madness, Forbidden knowledge | artifacts | factory skyrim-official-20260814-v2.0 | |
| black_briar | None | The Black-Briars are a powerful and influential family faction based in Riften, Skyrim, with far-reaching control over the city's affairs and beyond. Led by the ruthless Maven Black-Briar, the family dominates local politics, industry, and the criminal underworld. Maven, the matriarch, is known for her cunning and willingness to use whatever means necessary to expand her wealth and influence, including leveraging the Thieves Guild, the Dark Brotherhood, and even the Thalmor. Through manipulation and bribery, she keeps Riften's guards and Jarl Laila Law-Giver in her pocket, ensuring the family’s dominance in the region. The family’s primary business, Black-Briar Meadery, is a significant source of their power, with aspirations of expanding its reach across Tamriel. The Black-Briar family consists of four main members, each with their own ambitions and flaws. Hemming Black-Briar, Maven's loyal son, is pompous and ambitious, aiming to spread the family's meadery empire far and wide. Sibbi Black-Briar, the disgraced son, tarnishes the family name with his crimes, including murder and adultery, and is imprisoned in a comfortable cell beneath Mistveil Keep. Ingun Black-Briar, the eccentric daughter, distances herself from the family’s scheming, focusing instead on her passion for alchemy, fascinated by the delicate balance between life and death. Together, the Black-Briars represent a dark yet formidable force within Skyrim, their alliances and cunning ensuring their influence extends well beyond the walls of Riften. | riftinnkeepernobledark_brotherhoodthieves_guildthalmor | The Black-Briars are a powerful family in Riften, Skyrim, led by the ruthless Maven Black-Briar, who controls local politics, industry, and the criminal underworld. Through manipulation, bribery, and alliances with groups like the Thieves Guild and the Dark Brotherhood, Maven ensures the family's dominance, particularly through their profitable business, Black-Briar Meadery. The family includes Maven's loyal son Hemming, the disgraced Sibbi, and the eccentric Ingun, who focuses on alchemy rather than the family's schemes. The Black-Briars are a formidable force in Skyrim, with their influence extending far beyond Riften. | common | Riften, Maven Black-Briar, Black-Briar Meadery, Thieves Guild, Dark Brotherhood, Thalmor, Laila Law-Giver, Mistveil Keep, Hemming Black-Briar, Sibbi Black-Briar, Ingun Black-Briar | lore | factory skyrim-official-20260814-v2.0 | |
| black_briar_lodge | None | Black-Briar Lodge is a large, secluded estate located east of Riften in the Rift, south of Lost Prospect Mine. Owned by the influential Black-Briar family, the lodge is guarded by hostile Black-Briar Mercenaries. | riftnobletraveler | Black-Briar Lodge is a large, secluded estate located east of Riften in the Rift.You do not know anything else about this area. | commoneastmarchfalkreath | Black-Briar family, Riften, Lost Prospect Mine, the Rift, Black-Briar Mercenaries, mercenaries, estates | rift | factory skyrim-official-20260814-v2.0 | |
| black-briar_manor | None | Black-Briar Manor is the opulent residence of the powerful Black-Briar family in Riften. It is home to Maven Black-Briar, her son Hemming, her daughter Ingun, and her housecarl, Maul. Ingun spends most of her day at Elgrim's Elixirs, returning to the manor only to sleep at night, leaving the house often unoccupied during the day. It is a tempting target for thieves due to its valuable contents and periods of vacancy. | riftnobletraveler | Black-Briar Manor is the opulent residence of the powerful Black-Briar family in Riften. It is home to Maven Black-Briar.You do not know anything else about this area. | commoneastmarchfalkreath | Maven Black-Briar, Hemming Black-Briar, Ingun Black-Briar, Maul, Riften, Elgrim's Elixirs, Black-Briar family, housecarl, thieves, nobility | rift | factory skyrim-official-20260814-v2.0 | |
| black-briar_meadery | None | Black-Briar Meadery is a bar and brewery located in the western part of Riften in the Rift. Owned by the influential Maven Black-Briar, the meadery serves as a cornerstone of her business empire. While Maven oversees the operation, day-to-day tasks are handled by her employees. Ungrien acts as the barkeeper and greets most visitors, while Indaryn, the brewmaster, oversees the production of the renowned Black-Briar Mead. Other employees, including Romlyn Dreth, Niluva Hlaalu, and Asgeir Snow-Shod, perform various duties around the establishment. | riftnoble | Black-Briar Meadery is a bar and brewery located in the western part of Riften in the Rift. Owned by the influential Maven Black-Briar, the meadery serves as a cornerstone of her business empire.You do not know anything else about this area. | skyrimalleastmarchfalkreath | rift | custom | ||
| black_heart_blight | None | Black-Heart Blight is an acute disease that affects strength and endurance, potentially draining the victim's carry weight. It can be contracted from corprus beasts, other blight monsters, or zombies, allowing the disease to persist even after the end of the Blight in 3E 427. The disease causes lasting effects, weakening the afflicted over time. | alchemist | Black-Heart Blight is an acute disease that affects strength and endurance, potentially draining the victim's carry weight. It can be contracted from corprus beasts, other blight monsters, or zombies, allowing the disease to persist even after the end of the Blight in 3E 427. You do not know much else about this disease, but an alchemist would. | common | corprus beasts, blight disease, zombies, strength drain, endurance drain, carry weight, Red Mountain, Ashlands, acute disease | spells | factory skyrim-official-20260814-v2.0 | |
| blacklight | None | Blacklight, situated in northwestern Morrowind, serves as the capital of House Redoran and became the provincial capital after the sacking of Mournhold during the Accession War in 4E 6. The city is renowned for its disciplined architecture, hedge maze parks, and bustling harbors. Strategically located near the Velothi Mountains, it connects House Redoran’s expansive holdings across the region. The Rootspire, a central landmark, now hosts the Council of the Great Houses, solidifying Blacklight as the political and cultural heart of Morrowind. Throughout history, Blacklight has symbolized Redoran resilience and honor. While raiders and bandits plagued the surrounding region in the First Era, the city endured and thrived, withstanding conflicts such as Tiber Septim's invasion and the cataclysmic Red Year in 4E 5. By the Fourth Era, Blacklight's size and grandeur rivaled that of the fallen Mournhold, reflecting centuries of growth and the Redoran ethos of perseverance and strength. | scholardunmertravelerhouse_redoran | Blacklight, the capital of House Redoran in northwestern Morrowind, became the provincial capital after the fall of Mournhold in 4E 6. Known for its disciplined architecture, hedge maze parks, and bustling harbors, it serves as the political and cultural center of Morrowind. Key landmarks include the Rootspire, which now houses the Council of the Great Houses. Throughout history, Blacklight has symbolized Redoran resilience, surviving invasions, banditry, and the Red Year, growing into a city that rivals Mournhold's former grandeur by the Fourth Era. | common | House Redoran, Morrowind, Mournhold, Accession War, Red Year, Rootspire, Velothi Mountains, Council of the Great Houses, Tiber Septim | locationother | factory skyrim-official-20260814-v2.0 | |
| black_marsh | Argonia | Black Marsh, also called Argonia by the Mer, is a dense and treacherous swampland in southeastern Tamriel, home to the Argonians and the sapient Hist trees. The Argonians, who organize into tribes rather than a unified nation, thrive in this tropical and hostile environment filled with poisonous plants and dangerous predators. Foreign attempts at colonization and agriculture have largely failed due to the land's resilience against outside interference. In addition to Argonians, Black Marsh has been home to various other sapient races, including the now-extinct Kothringi and Lilmothiit, who were wiped out by the Knahaten Flu. The region also hosts unique creatures like the serpent-bodied Lamias and the fox-like Lilmothiit, adding to its rich and mysterious cultural and ecological diversity. Black Marsh remains one of the most enigmatic provinces of Tamriel, resisting full integration into the Cyrodiilic Empire. | scholarargoniantraveler | Black Marsh, or Argonia, is a dense, dangerous swampland in southeastern Tamriel, inhabited by the Argonians and the sapient Hist trees. The Argonians live in tribes and thrive in the hostile environment filled with poisonous plants and dangerous animals. Foreign attempts at colonization have failed due to the land's resilience. The region also hosted extinct races like the Kothringi and Lilmothiit, and unique creatures like Lamias. Despite its rich cultural and ecological diversity, Black Marsh remains enigmatic and resistant to full integration into the Cyrodiilic Empire. | common | Argonians, Hist, Kothringi, Lilmothiit, Knahaten Flu, Lamias, Cyrodiilic Empire, Tamriel, swampland, tribal society, Dunmer, slavery | locationother | factory skyrim-official-20260814-v2.0 | |
| blackreach | None | Blackreach is a vast illuminated cavern beneath Skyrim, reached through several ancient Dwemer ruins. Abandoned towers, roads, workshops, and the Silent City stand among giant luminous fungi, underground rivers, Falmer settlements, and surviving automatons. The Tower of Mzark rises within the cavern as part of the Dwemer complex. | dwemerscholartraveler | Blackreach is an immense underground cavern containing Dwemer ruins, luminous fungi, Falmer, and ancient automatons. | common | Dwemer, Falmer, Tower of Mzark, Silent City, Dwemer automatons, Dwemer ruins, luminous fungi, underground rivers, caverns | locationother | factory skyrim-official-20260814-v2.0 | |
| blackwood_company | None | The Blackwood Company was a notorious mercenary faction operating in Cyrodiil during the late Third Era, particularly around the Oblivion Crisis. Comprised mainly of Argonians and Khajiit, the Company originated from soldiers who had failed to reclaim Black Marsh for the Empire. They set up operations in Leyawiin and the surrounding Blackwood Forest, naming themselves after the region and Khajiiti lore of "black charcoal warriors." Unlike the Fighters Guild, the Blackwood Company had no ethical constraints, taking on morally dubious contracts and accepting recruits without regard for criminal records or reputation. Their willingness to undercut competitors and employ reckless methods led to significant tensions with the Fighters Guild, culminating in a dangerous rivalry that nearly dismantled the Guild. The Company’s rise to power was tied to their use of Hist sap, extracted from a sick Hist tree smuggled out of Black Marsh. This sap granted their members increased combat prowess but caused dangerous hallucinogenic bloodlust in non-Argonians. The Hero of Kvatch, infiltrating the Company on behalf of the Fighters Guild, uncovered this secret after being drugged and manipulated into slaughtering innocent townsfolk at Water’s Edge, believing them to be goblins. The Hero later destroyed the Hist tree and its extraction mechanism, killing the remaining Blackwood Company members in the process. With the Blackwood Company dismantled, the Fighters Guild was saved from collapse, and the Hero of Kvatch was named Guildmaster, marking the end of the Blackwood Company’s chaotic legacy. | imperialwarrior | The Blackwood Company was a notorious mercenary faction active in Cyrodiil during the late Third Era, particularly around the Oblivion Crisis. Comprised mainly of Argonians and Khajiit, they originated from soldiers who failed to reclaim Black Marsh for the Empire and operated out of Leyawiin. Unlike the Fighters Guild, the Company accepted morally questionable contracts and recruits with criminal backgrounds, creating a dangerous rivalry. Their use of Hist sap, which enhanced combat abilities but caused hallucinogenic bloodlust in non-Argonians, played a key role in their rise. The Hero of Kvatch infiltrated the Company, destroyed the Hist tree, and ended their influence, saving the Fighters Guild from collapse. | common | Fighters Guild, Leyawiin, Argonians, Khajiit, Hist sap, mercenaries, Blackwood, Black Marsh, Water's Edge, hallucinogenic bloodlust, Oblivion Crisis | lore | factory skyrim-official-20260814-v2.0 | |
| blade_of_woe | Night Mother's Kiss | The Blade of Woe, also known as the Night Mother's Kiss, is a ritualistic dagger tied to Sithis and the Dark Brotherhood. This deadly weapon is said to send the soul of anyone slain by it directly to the Void. The dagger, typically made of Ebony or Daedric material, is capable of instantly killing an unaware target, shrouding the wielder from view, and increasing movement speed for a quick escape. In addition to its lethal capabilities, the Blade of Woe can drain health, magicka, and willpower, and it demoralizes those struck by it. The blood spilled by the blade is also said to become tainted. | dark_brotherhoodscholar | The Blade of Woe, also known as the Night Mother's Kiss, is a ritualistic dagger tied to Sithis and the Dark Brotherhood. It is rumored to be able to kill anyone unaware in a single strike. | common | Dark Brotherhood, Sithis, Ebony, Daedric material, Void, ritualistic dagger, health drain, magicka drain, assassination | artifacts | factory skyrim-official-20260814-v2.0 | |
| blades | Imperial Intelligence | The Blades are an elite organization originally formed from the Akaviri Dragonguard, tasked with protecting and serving the Dragonborn emperors of Tamriel. Their origins trace back to the Reman Dynasty, where they began as the personal bodyguard of Emperor Reman I. Over time, the Blades expanded into an Imperial intelligence network, operating in secret as spies, diplomats, and military leaders. They played key roles in shaping major events across Tamriel, such as the reassembly of Numidium and the defeat of Dagoth Ur. The Blades are best known for their loyalty to the Dragonborn emperors, including their service to Tiber Septim and Uriel Septim VII. With the rise of the Aldmeri Dominion and the outbreak of the Great War, the Blades were disbanded and targeted for elimination by the Thalmor. Many Blades were hunted down and killed, and the organization went into hiding. Their headquarters, such as the famous Cloud Ruler Temple, became sacred sites, and their members continued to operate in secret, awaiting the arrival of a new Dragonborn to serve. | imperialimperial_legionesberndelphinebladesthalmor | The Blades, originally formed from the Akaviri Dragonguard, were an elite group dedicated to serving and protecting the Dragonborn emperors of Tamriel. Initially bodyguards to Emperor Reman I, they evolved into a secretive intelligence network, playing crucial roles in Tamriel's history. Known for their loyalty to the Dragonborn, they served figures like Tiber Septim and Uriel Septim VII. Disbanded after the Great War and persecuted by the Thalmor, the Blades went into hiding and have not been seen since. | common | Akaviri Dragonguard, Reman Dynasty, Tiber Septim, Uriel Septim VII, Dragonborn, Thalmor, Aldmeri Dominion, Great War, Cloud Ruler Temple, Dagoth Ur, Numidium, Imperial Legion | lore | factory skyrim-official-20260814-v2.0 | |
| bleakcoast_cave | None | Bleakcoast Cave is a small cave located southeast of Winterhold, directly east of the Shrine of Azura, in the Winterhold region. The cave is home to a number of frost trolls, making it a dangerous location for adventurers who may venture inside. | winterholdtraveler | Bleakcoast Cave is a small cave located southeast of Winterhold, directly east of the Shrine of Azura, in the Winterhold region. You do not know anything else about this area. | commonpaleeastmarch | Winterhold, Shrine of Azura, Frost trolls, Caves, Daedric shrines, Azura | winterhold | factory skyrim-official-20260814-v2.0 | |
| bleak_falls_barrow | None | Bleak Falls Barrow is a medium-sized Nordic ruin located west of Riverwood and south of Secunda's Kiss in Falkreath Hold. This ancient structure is inhabited by draugr. It is rumoured that a bandit party has taken residence in the barrow, looking for a valuable golden artifact of some kind. | falkreathtraveler | Bleak Falls Barrow is a medium-sized Nordic ruin located west of Riverwood in Falkreath Hold. You do not know anything else about this area. | commonwhiterunriftreach | Nordic ruin, Riverwood, Secunda's Kiss, Falkreath Hold, Draugr, Bandits, Golden artifact | falkreath | factory skyrim-official-20260814-v2.0 | |
| bleakfalls_tower | None | Bleak Falls Tower is a tall, imposing structure located atop the hill above Riverwood. The tower might be described as a crumbling, ancient ruin, possibly linked to the same mysterious history that surrounds Bleak Falls Barrow. Some speculate that the tower was once part of a larger complex, possibly related to old Nordic rituals or military defenses, though few would know its exact purpose. Some might believe the tower is haunted or tied to dark forces that are linked to the barrow's ancient curse. Some believe that this is a story circulated by bandits who have made it their hideout, in order to keep people away. | whiteruntraveler | Bleak Falls Tower is a tall, imposing structure located atop the hill above Riverwood. The tower might be described as a crumbling, ancient ruin, possibly linked to the same mysterious history that surrounds Bleak Falls Barrow. You do not know anything else about this area. | commonfalkreatheastmarchreachpalehjaalmarch | Bleak Falls Barrow, Riverwood, Nordic ruins, bandits, ancient curse, haunted structure, Nordic rituals | whiterun | factory skyrim-official-20260814-v2.0 | |
| bleakwind_basin | None | Bleakwind Basin is a giants camp located west of Whiterun and north of the Western Watchtower, set against the wide, open plains of Whiterun Hold. The camp is home to a small group of giants and their mammoths, who roam peacefully amidst the sparse vegetation and scattered boulders characteristic of the region. Marked by a large central fire pit and the towering figures of its inhabitants, Bleakwind Basin serves as a tranquil yet imposing presence in the Hold. | whiteruntraveler | Bleakwind Basin is a giants camp located west of Whiterun. The camp is home to a small group of giants and their mammoths.You do not know anything else about this area. | commonfalkreatheastmarchreachpalehjaalmarch | Whiterun, Western Watchtower, Giants, Mammoths, Whiterun Hold, Giant Camp | whiterun | factory skyrim-official-20260814-v2.0 | |
| bleakwind_bluff | None | Bleakwind Bluff is a small, ruined Nordic tower located northwest of Rorikstead in the Reach. Perched on an outcrop of rock, it is inhabited by hagravens and Forsworn, making it a dangerous site for unwary travelers. The tower is accessed via a winding path marked by a pile of rocks on the north side of the main route connecting Old Hroldan Inn with Rorikstead. The path loops around a large rock, doubles back on itself, and ascends several flights of stairs that circle the outcrop, eventually leading to the tower. | reachtravelerforsworn | Bleakwind Bluff is a small, ruined Nordic tower located northwest of Rorikstead in the Reach. You do not know anything else about this area. | commonfalkreathwhiterunhjaalmarchhaafingar | Reach, Rorikstead, Old Hroldan Inn, hagravens, Forsworn, Nordic ruins, towers | reach | factory skyrim-official-20260814-v2.0 | |
| bleeding_crown | None | Bleeding Crowns are red-capped mushrooms commonly found on cave floors, known for their blood-like appearance and their usefulness in creating defensive potions. Alchemy effects: Weakness to Fire, Fortify Block, Weakness to Poison, and Resist Magic. | alchemist | Bleeding Crowns are red-capped mushrooms commonly found on cave floors, known for their blood-like appearance and their usefulness in creating defensive potions. You do not know the alchemical effects of this ingredient. However, an alchemist might. | Everyone | items | custom | ||
| blind_cliff_cave | None | Blind Cliff Cave is a medium-sized cave located southwest of Karthwasten along the banks of the Karth River in the Reach. The cave is inhabited by Forsworn, making it a dangerous location for adventurers. | reachtravelerforsworn | Blind Cliff Cave is a medium-sized cave located southwest of Karthwasten along the banks of the Karth River in the Reach.You do not know anything else about this area. | commonfalkreathwhiterunhjaalmarchhaafingar | Karthwasten, Karth River, Forsworn, The Reach, cave, dangerous location | reach | factory skyrim-official-20260814-v2.0 | |
| blind_watchers_eye | None | Blind Watcher's Eye is an ingredient originating from the Shivering Isles, available for purchase from Khajiit caravans. Alchemy effects: Light, Fortify Magicka, Fortify Alteration, and Spell Absorption. | alchemist | Blind Watcher's Eye is an ingredient originating from the Shivering Isles, available for purchase from Khajiit caravans. You do not know the alchemical effects of this ingredient. However, an alchemist might. | Everyone | items | custom | ||
| bliss_bug_thorax | None | Bliss Bug Thorax is an ingredient harvested by catching Bliss Bugs. Alchemy effects: Weakness to Fire, Resist Fire, Fortify Heavy Armor, and Fortify Illusion. | alchemist | Bliss Bug Thorax is an ingredient harvested by catching Bliss Bugs. You do not know the alchemical effects of this ingredient. However, an alchemist might. | Everyone | items | custom | ||
| blister_pod_cap | None | Blister Pod Cap is an ingredient originating from the Shivering Isles, and can be purchased from Khajiit caravans. Alchemy effects: Restore Magicka , Fortify Magicka, Night Eye, and Invisibility. | alchemist | Blister Pod Cap is an ingredient originating from the Shivering Isles, and can be purchased from Khajiit caravans. You do not know the alchemical effects of this ingredient. However, an alchemist might. | Everyone | items | custom | ||
| blisterwort | None | Blisterwort is a type of red topped fungus often found in caves, valued for its alchemical versatility. Alchemy effects: Damage Stamina, Frenzy, Restore Health, and Fortify Smithing. | alchemist | Blisterwort is a type of red topped fungus often found in caves, valued for its alchemical versatility. You do not know the alchemical effects of this ingredient. However, an alchemist might. | Everyone | items | custom | ||
| blizzard | None | Blizzard is a Destruction spell that summons a powerful snowstorm, dealing continuous frost damage to all enemies within its area of effect. It requires a Master skill level to cast. | mage | Blizzard is a spell that summons a powerful snowstorm, dealing continuous frost damage to all enemies within its area of effect. You do not know much else about this spell. | common | Destruction, Master Skill, Frost Damage, Area of Effect, Snowstorm, Magic | spells | factory skyrim-official-20260814-v2.0 | |
| blizzard_rest | None | Blizzard Rest is a giant camp located south of Dawnstar and north-northeast of Loreius Farm in The Pale. The camp is inhabited by giants and features the usual assortment of items associated with their camps, including mammoth bones and cooking fires,. | paletraveler | Blizzard Rest is a giant camp located south of Dawnstar in The Pale. You do not know anything else about this area. | commoneastmarchwinterholdwhiterunhjaalmarch | Dawnstar, Loreius Farm, Giants, Mammoths, The Pale, Giant camps, Mammoth bone cooking | pale | factory skyrim-official-20260814-v2.0 | |
| bloated_man's_grotto | None | Bloated Man's Grotto is a small, picturesque cave located north of Falkreath and south of Sleeping Tree Camp in Falkreath Hold. Known for its serene atmosphere and natural beauty. It is rumoured that hunters from around Skyrim are travling to this place for whatever reason. It is usally inhabited by animals and Spriggans. | falkreathtraveler | Bloated Man's Grotto is a small, picturesque cave located north of Falkreath in Falkreath Hold. You do not know anything else about this area. | commonwhiterunriftreach | Falkreath Hold, Sleeping Tree Camp, Spriggans, hunters, cave, wildlife | falkreath | factory skyrim-official-20260814-v2.0 | |
| bloodgrass | None | Bloodgrass is an ingredient harvested from the Deadlands. Alchemy effects: Invisibility, Resist Poison, Slow, and Fortify Health. | alchemist | Bloodgrass is an ingredient harvested from the Deadlands. You do not know the alchemical effects of this ingredient. However, an alchemist might. | Everyone | items | custom | ||
| blood_horkers | None | The Blood Horkers are a notorious group of pirates operating in the Sea of Ghosts under the command of a battlemage named Haldyn. Known for their ruthless raids along the northern coastline of Tamriel, they have exploited the chaos of the Civil War in Skyrim to intensify their attacks without fear of reprisal from the major factions. The group has a secret stronghold, Japhet's Folly, where Haldyn employs powerful magic to shroud the island in fog, ensuring its location remains hidden. | eastmarchsailorthief | The Blood Horkers are a ruthless pirate group led by the battlemage Haldyn, operating in the Sea of Ghosts. Exploiting Skyrim's Civil War, they conduct raids along Tamriel's northern coast. | common | piracy, Sea of Ghosts, Haldyn, battlemage, Japhet's Folly, Skyrim Civil War, raiding, illusion magic | lore | factory skyrim-official-20260814-v2.0 | |
| bloodlet_throne | None | Bloodlet Throne is a small, secluded fort located southwest of Helgen and east-southeast of Angi's Camp in Falkreath Hold. The fort is overrun by vampires, wolves, gargoyles, and death hounds, and consists of a single zone, Bloodlet Throne. Finding the fort is challenging due to the crumbled and hidden paths leading to it. To reach it, follow the road east from Falkreath, passing markers and winding trails. Be cautious of bandit camps and patrolling enemies along the way. The path winds through mountainous terrain near Ancestor Glade, eventually leading to the eerie and dangerous Bloodlet Throne, a stronghold of dark forces and the undead. | falkreathtraveler | Bloodlet Throne is a small, secluded fort located southwest of Helgen.You do not know anything else about this area. | commonwhiterunriftreach | Vampires, Helgen, Angi's Camp, Falkreath Hold, Death hounds, Gargoyles, Wolves, Ancestor Glade, Undead | falkreath | factory skyrim-official-20260814-v2.0 | |
| bloodskal_barrow | None | Bloodskal Barrow is a small Nordic ruin on Solstheim, north of Raven Rock and south of Damphall Mine. Its sealed inner chamber is associated with the Bloodskal Blade and an old line of Zahkriisos's dragon cult. | solstheimtraveler | Bloodskal Barrow is an old Nordic ruin north of Raven Rock on Solstheim. | common | Solstheim, Raven Rock, Bloodskal Blade, Zahkriisos, dragon cult, Nordic ruin, Damphall Mine | solstheim | factory skyrim-official-20260814-v2.0 | |
| bloodthirst | None | Bloodthirst is a legendary Akaviri longsword, crafted in the style of Dawnfang and Duskfang, with a design that evokes unease through its beast-like blade and blood-infused jewel. Renowned for its unquenchable thirst for blood, the sword enhances its wielder's strength and speed. After a convoluted history involving betrayal, necromancy, and failed plots. | scholar | Bloodthirst is a legendary Akaviri longsword with a beast-like design and blood-infused jewel, known for enhancing the wielder's strength and speed. Its history is marked by betrayal, necromancy, and failed schemes. | common | Akaviri, longsword, Dawnfang, Duskfang, Necromancy, Fortify Strength, Fortify Speed, artifact | artifacts | factory skyrim-official-20260814-v2.0 | |
| bloodworm_helm | None | The Bloodworm Helm is a necromantic artifact crafted by the lich Mannimarco from trollbone, known for its unsettling beauty and dark powers. The helm enhances Conjuration skills, allows the wearer to turn undead, drain enemy essence, and summon a skeletal minion. For undead wearers, it also strengthens their attacks. Mannimarco left the helm behind upon ascending to godhood during the Warp in the West. | scholar | The Bloodworm Helm is a necromantic artifact created by Mannimarco, enhancing Conjuration, turning undead, and summoning minions. Left behind during Mannimarco's ascent to godhood, it also boosts attacks for undead wearers. | esoteric | Mannimarco, Warp in the West, Conjuration, Turn Undead, Skeletal Minion, Essence Drain, Necromancy, Lich, Trollbone | artifacts | factory skyrim-official-20260814-v2.0 | |
| blue_butterfly_wing | None | Blue Butterfly Wings are delicate, vibrant wings that can be caught from blue butterflies fluttering around Skyrim. Alchemy effects: Damage Stamina, Fortify Conjuration, Damage Magicka Regen, and Fortify Enchanting. | alchemist | Blue Butterfly Wings are delicate, vibrant wings that can be caught from blue butterflies fluttering around Skyrim. You do not know the alchemical effects of this ingredient. However, an alchemist might. | Everyone | items | custom | ||
| blue_dartwing | None | Blue Dartwings are dragonfly wings that can be caught while they dart around Skyrim's waters. Alchemy effects: Resist Shock, Fortify Pickpocket, Restore Health, and Fear. | alchemist | Blue Dartwings are dragonfly wings that can be caught while they dart around Skyrim's waters. You do not know the alchemical effects of this ingredient. However, an alchemist might. | Everyone | items | custom | ||
| blue_mountain_flower | None | Blue Mountain Flower is a vibrant blue-flowered plant commonly found in Skyrim's mountainous regions. Alchemy effects: Restore Health, Fortify Conjuration, Fortify Health, and Damage Magicka Regen. | alchemist | Blue Mountain Flower is a vibrant blue-flowered plant commonly found in Skyrim's mountainous regions. You do not know the alchemical effects of this ingredient. However, an alchemist might. | Everyone | items | custom | ||
| blue_palace | None | The Blue Palace is the seat of power for Solitude, Haafingar, and all of Skyrim. It serves as the home of Jarl Elisif the Fair, the current High Queen of Skyrim, following the death of her husband, High King Torygg. Perched on the tip of the arch that Solitude is built upon, the palace is an imposing structure that commands attention, especially once you pass Castle Dour. The palace walls are part of Solitude’s city walls, built on the edge of the natural arch overlooking the Sea of Ghosts. The Blue Palace is located on the south side of Solitude, and it is home to several key figures: Bolgeir Bearclaw, the housecarl; Falk Firebeard, the steward; and Sybille Stentor, the court wizard. | haafingarnoblescholartraveler | The Blue Palace is the seat of power for Solitude, Haafingar, and all of Skyrim. It serves as the home of Jarl Elisif the Fair, the current High Queen of Skyrim, following the death of her husband, High King Torygg. Perched on the tip of the arch that Solitude is built upon, the palace is an imposing structure that commands attention. | common | Solitude, Haafingar, Elisif the Fair, High King Torygg, Castle Dour, Sea of Ghosts, Falk Firebeard, Sybille Stentor, High Queen, Jarl | haafingar | factory skyrim-official-20260814-v2.0 | |
| boar_tusk | None | Boar Tusks are ingredients dropped by bristlebacks and rieklings, valued for their robust alchemical properties. Alchemy effects: Fortify Stamina, Fortify Health, Fortify Block, and Frenzy. | alchemist | Boar Tusks are ingredients dropped by bristlebacks and rieklings, valued for their robust alchemical properties. You do not know the alchemical effects of this ingredient. However, an alchemist might. | Everyone | items | custom | ||
| boethiah | Prince of Plots | Boethiah, also known as the Prince of Plots, is one of the more enigmatic and fearsome Daedric Princes in The Elder Scrolls universe. Revered for her dominion over deceit, conspiracy, treachery, murder, and the overthrow of authority, Boethiah is a force of destruction and transformation. Known by many names, such as the Dark Warrior, Deceiver of Nations, and Goddess of Destruction, Boethiah's influence is often destructive yet foundational for change. Her sphere of influence revolves around inspiring mortals to act through cruelty and violence, making battle and death seen as blessings in her view. Boethiah is a shapeshifter and frequently changes form, appearing as either male or female, sometimes within the same narrative. Her realm of Oblivion is called Attribution’s Share, a twisted landscape filled with plots, betrayals, and endless challenges. She often tests mortals by pitting them against each other in deadly contests, fostering a culture where strength, treachery, and cunning are paramount. | dunmerdaedrascholar | Boethiah, the Prince of Plots, is a fearsome Daedric Prince associated with deceit, treachery, conspiracy, and the overthrow of authority. Known for inspiring mortals through acts of cruelty and violence, Boethiah views destruction and death as tools for transformation and change. A shapeshifter, Boethiah appears as male or female, adapting forms as suits her purposes. Her realm, Attribution’s Share, is a chaotic landscape of betrayal and endless challenges, reflecting her focus on strength, cunning, and treachery. Often testing mortals in deadly contests, Boethiah fosters a ruthless culture where survival and dominance are seen as blessings of her favor. | common | Daedric Prince, Attribution's Share, deceit, treachery, conspiracy, shapeshifter, Dark Elves, destruction, Anticipations, murder | figures | factory skyrim-official-20260814-v2.0 | |
| boethiah's_glory | None | Boethiah's Glory, written by an unknown author, serves as a devotional text to the Daedric Prince Boethiah, emphasizing the deity's dominion over battle, treachery, and the inevitability of death. The text exhorts worshippers to embrace the Prince’s teachings by viewing combat and death as sacred acts, portraying Boethiah as a merciless figure wielding a long arm and swift blade to reward the worthy and destroy the unworthy. Themes of devotion, mortality, and the glorification of conflict pervade the text, highlighting Boethiah's demand for unwavering loyalty and strength in the face of life’s trials. The work, likely a single volume, encapsulates the essence of Boethiah’s philosophy, urging followers to seek their end with dignity and reverence for their Prince. | scholar | Boethiah's Glory, you do not know the author of the book and have limited knowledge of it, serves as a devotional text to Boethiah, emphasizing the sacredness of combat, treachery, and death. Thematically, the book explores devotion, mortality, and the glorification of conflict, urging followers to embrace Boethiah’s teachings with strength, loyalty, and reverence for life’s trials and inevitable end. | common | Boethiah, Daedric Prince, treachery, battle, devotion, mortality, conflict, worship | lore | factory skyrim-official-20260814-v2.0 | |
| bog_beacon | None | Bog Beacon is an ingredient originating from Cyrodiil, available for purchase from Khajiit caravans. Alchemy effects: Restore Magicka, Fortify Heavy Armor, Fear, and Damage Stamina. | alchemist | Bog Beacon is an ingredient originating from Cyrodiil, available for purchase from Khajiit caravans. You do not know the alchemical effects of this ingredient. However, an alchemist might. | common | Cyrodiil, Khajiit Caravans, Restore Magicka, Fortify Heavy Armor, Fear, Damage Stamina | items | factory skyrim-official-20260814-v2.0 | |
| bolli's_house | None | Bolli's House is a small, two-story residence with a cellar, located near the city gates in Riften. Owned by Bolli and his wife Nivenor, it is the first house on the left when entering the city from the north. | rifttraveler | Bolli's House is a small, two-story residence with a cellar, located near the city gates in Riften. You do not know anything else about this area. | commoneastmarchfalkreath | Riften, Bolli, Nivenor, residence, city gates, cellar | rift | factory skyrim-official-20260814-v2.0 | |
| bone_break_fever | None | Bone Break Fever is a disease contracted from rats and bears, causing a loss of strength and stamina. It initially drains your stamina and progresses to more severe stages, draining up to even more stamina at its most crippling. If left untreated, the disease worsens, significantly reducing stamina and hindering the victim's physical capabilities. | alchemisthealer | Bone Break Fever is a disease contracted from rats and bears, causing a loss of strength and stamina. It initially drains your stamina and progresses to more severe stages, draining up to even more stamina at its most crippling. You do not know much else about this disease, but an alchemist would. | common | rats, bears, disease, stamina drain, strength loss, fever, wildlife disease | spells | factory skyrim-official-20260814-v2.0 | |
| bonechill_passage | None | Bonechill Passage is a small cave located east of Falkreath and southwest of Helgen in Falkreath Hold. | falkreathtraveler | Bonechill Passage is a small cave located east of Falkreath and southwest of Helgen in Falkreath Hold.You do not know anything else about this area. | commonwhiterunriftreach | Falkreath, Helgen, Falkreath Hold, Cave, Whiterun Hold, Haafingar | falkreath | factory skyrim-official-20260814-v2.0 | |
| bone_meal | None | Bone Meal is an ingredient dropped by most undead creatures, commonly used in various alchemical concoctions. Alchemy effects: Damage Stamina, Resist Fire, Fortify Conjuration, and Ravage Stamina. | alchemist | Bone Meal is an ingredient dropped by most undead creatures, commonly used in various alchemical concoctions. You do not know the alchemical effects of this ingredient. However, an alchemist might. | Everyone | items | custom | ||
| bonemold_armor | None | Bonemold Armor is a basic bonemold chest piece with basic protection quality. Its visual design is rough and organic, with a tan, bone-like texture reinforced by dark bindings and a utilitarian shape. To craft it: 2 netch leather, 1 iron ingots, 10 bonemold, at a blacksmith forge. An Apprentice smith can craft it. It can be tempered/improved by using bonemeal at a workbench. | blacksmith | Bonemold Armor is a basic bonemold chest piece with basic protection quality. Its visual design is rough and organic, with a tan, bone-like texture reinforced by dark bindings and a utilitarian shape. You do not know how to craft it, but a blacksmith would. | Everyone | equipment | custom | ||
| bonemold_boots | None | Bonemold Boots are a pair of bonemold boots with basic protection quality. Its visual design is rough and organic, with a tan, bone-like texture reinforced by dark bindings and a utilitarian shape. To craft it: 1 netch leather, 1 iron ingots, 6 bonemold ingot at a blacksmith forge. An Apprentice smith can craft it. It can be tempered/improved by using bonemeal at a workbench. | blacksmith | Bonemold Boots are a pair of bonemold boots with basic protection quality. Its visual design is rough and organic, with a tan, bone-like texture reinforced by dark bindings and a utilitarian shape. You do not know how to craft it, but a blacksmith would. | Everyone | equipment | custom | ||
| bonemold_equipment | bonemold armor, bonemold guard armor, bonemold pauldron armor, bonemold boots, bonemold gauntlets, bonemold bracers, bonemold helmet, bonemold shield | Bonemold equipment includes molded Dunmer armor and shields common on Solstheim. Dunmer armorers shape a hard composite derived from bone meal into practical, organic-looking protection strongly associated with House Redoran. Individual pieces serve different combat roles, but their exact damage, protection, and crafting requirements depend on the piece rather than the family name. | blacksmithwarriormerchanthouse_redoran | Bonemold equipment includes molded Dunmer armor and shields common on Solstheim. Individual pieces differ in use. | common | Solstheim, Dunmer, House Redoran, Bone Meal, heavy armor, armorer | equipment | factory skyrim-official-20260814-v2.0 | |
| bonemold_gauntlets | bonemold bracers | Bonemold Gauntlets are a pair of bonemold bracers withbasic protection quality. Its visual design is rough and organic, with a tan, bone-like texture reinforced by dark bindings and a utilitarian shape. To craft it: 1 netch leather, 1 iron ingot, 4 bonemold at a blacksmith forge. An Apprentice smith can craft it. It can be tempered/improved by using bonemeal at a workbench. | blacksmith | Bonemold Gauntlets are a pair of bonemold bracers withbasic protection quality. Its visual design is rough and organic, with a tan, bone-like texture reinforced by dark bindings and a utilitarian shape. You do not know how to craft it, but a blacksmith would. | Everyone | equipment | custom | ||
| bonemold_guard_armor | None | Bonemold Armor is a basic bonemold chest piece with basic protection quality. Its visual design is rough and organic, with a tan, bone-like texture reinforced by dark bindings and a utilitarian shape. To craft it: 2 netch leather, 1 iron ingots, 10 bonemold, at a blacksmith forge. An Apprentice smith can craft it. It can be tempered/improved by using bonemeal at a workbench. | blacksmith | Bonemold Armor is a basic bonemold chest piece with basic protection quality. Its visual design is rough and organic, with a tan, bone-like texture reinforced by dark bindings and a utilitarian shape. You do not know how to craft it, but a blacksmith would. | Everyone | equipment | custom | ||
| bonemold_helmet | None | Bonemold Helmet is a basic bonemold helmet with basic protection quality. Its visual design is rough and organic, with a tan, bone-like texture reinforced by dark bindings and a utilitarian shape. To craft it: 1 netch leather, 1 iron ingots, 6 bonemold at a blacksmith forge. An Apprentice smith can craft it. It can be tempered/improved by using bonemeal at a workbench. | blacksmith | Bonemold Helmet is a basic bonemold helmet with basic protection quality. Its visual design is rough and organic, with a tan, bone-like texture reinforced by dark bindings and a utilitarian shape. You do not know how to craft it, but a blacksmith would. | Everyone | equipment | custom | ||
| bonemold_pauldron_armor | None | Bonemold Armor is a basic bonemold chest piece with basic protection quality. Its visual design is rough and organic, with a tan, bone-like texture reinforced by dark bindings and a utilitarian shape. To craft it: 2 netch leather, 1 iron ingots, 10 bonemold, at a blacksmith forge. An Apprentice smith can craft it. It can be tempered/improved by using bonemeal at a workbench. | blacksmith | Bonemold Armor is a basic bonemold chest piece with basic protection quality. Its visual design is rough and organic, with a tan, bone-like texture reinforced by dark bindings and a utilitarian shape. You do not know how to craft it, but a blacksmith would. | Everyone | equipment | custom | ||
| bonemold_shield | None | Bonemold Shield is a basic bonemold helmet with basic protection quality. Its visual design is rough and organic, with a tan, bone-like texture reinforced by dark bindings and a utilitarian shape. To craft it: 1 netch leather, 1 iron ingots, 8 bonemold at a blacksmith forge. An Apprentice smith can craft it. It can be tempered/improved by using bonemeal at a workbench. | blacksmith | Bonemold Shield is a basic bonemold helmet with basic protection quality. Its visual design is rough and organic, with a tan, bone-like texture reinforced by dark bindings and a utilitarian shape. You do not know how to craft it, but a blacksmith would. | Everyone | equipment | custom | ||
| bonestrewn_crest | None | Bonestrewn Crest is a mountaintop dragon lair located south of Windhelm and west of Steamcrag Camp in Eastmarch. The site is aptly named for the abundance of mammoth bones scattered across the area, lending it an eerie and foreboding atmosphere. A blueish mist hangs over the lair, and numerous dragon's tongue plants grow in its vicinity. Adventurers can access the crest by ascending a slope on the south side, leading to the word wall at the top of the hill. | eastmarchtraveler | Bonestrewn Crest is a mountaintop dragon lair located south of Windhelm and west of Steamcrag Camp in Eastmarch.You do not know anything else about this area. | commonpaleriftwinterholdwhiterun | Dragon lair, Mammoth, Word wall, Dragon's tongue, Windhelm, Steamcrag Camp, Eastmarch | eastmarch | factory skyrim-official-20260814-v2.0 | |
| boots_of_the_crusader | Boots of Kynareth | The Boots of the Crusader, also known as the Boots of Kynareth, are a sacred artifact created by Kynareth, granting the wearer harmony with nature, preventing attacks from forest creatures. After Sir Juncan's death while seeking the boots, a pilgrim visited the Shrine of Kynareth and was guided to the Grove of Trials, where they faced the Forest Guardian. By showing reverence for nature and refusing to fight, the pilgrim earned access to the grotto where the boots were hidden. | imperialscholar | The Boots of the Crusader, created by Kynareth, grant harmony with nature and prevent attacks from forest creatures. They were recovered by a pilgrim who earned them by showing reverence for nature in the Grove of Trials. | common | Kynareth, Divine Crusader, nature, Grove of Trials, Forest Guardian, Sir Juncan, wildlife | artifacts | factory skyrim-official-20260814-v2.0 | |
| bosmer | Wood Elves, wood elf, Boiche, Tree-Sap People | The Bosmer, commonly known as Wood Elves, are the native Elven people of Valenwood, a forested region in southwestern Tamriel. Unlike their Altmeri cousins, the Bosmer embrace a simpler, more natural lifestyle, living in harmony with their forested environment. Agile and nimble, they are renowned for their skill as archers and scouts, often regarded as the best bowmen in Tamriel. Many Bosmer are also adept at stealth and possess the unique ability to command animals or blend seamlessly into the forest. Despite their wild and free-spirited nature, they are also known for their quick wit and often succeed in scholarly or mercantile pursuits. Bosmer society is shaped by the Green Pact, a unique belief system that prohibits harming Valenwood’s plant life, leading many Bosmer to live as strict carnivores, even practicing ritual cannibalism in accordance with their religious customs. Though less politically influential than other Elven races, the Bosmer are prolific and have spread across Tamriel, living two to three times as long as humans. Despite being perceived by some as unruly or naive, their deep connection to the wilderness and survival skills make them a formidable people. | bosmerscholar | The Bosmer, or Wood Elves, are the native Elves of Valenwood, known for their harmony with nature and exceptional archery and scouting skills. Agile and stealthy, they can command animals and blend into forests. Their society is shaped by the Green Pact, a belief forbidding harm to Valenwood's plants, making them strict carnivores and ritualistic cannibals. While less politically influential than other Elves, their wit, survival skills, and deep connection to the wilderness make them a resilient and unique people. | common | Valenwood, Green Pact, Tamriel, Altmer, Archery, Stealth, Ritual Cannibalism, Y'ffre, Meat Mandate, Command Animal, Mer | lore | factory skyrim-official-20260814-v2.0 | |
| boulderfall_cave | None | Boulderfall Cave is a small, remote cave northwest of Riften and southeast of Clearspring Tarn, inhabited by necromancers. Marked by a flagpost fluttering above the entrance, the cave is accessible via a path branching from a game trail in the wilderness. It is rumoured that necromancers have taken over the cave. | rifttraveler | Boulderfall Cave is a small, remote cave northwest of Riften.You do not know anything else about this area. | commoneastmarchfalkreath | Riften, Clearspring Tarn, necromancers, Rift, wilderness, caves, undead, dark magic | rift | factory skyrim-official-20260814-v2.0 | |
| bound_battleaxe | None | Bound Battleaxe is a Conjuration spell that summons a magical battleaxe made of Daedric energy, serving as a temporary two-handed weapon. It requires an Apprentice skill level to cast. | mage | Bound Battleaxe is a spell that summons a magical battleaxe made of Daedric energy, providing the caster with a temporary two-handed weapon. You do not know much else about this spell. | common | Conjuration, Daedric energy, Two-handed weapon, Apprentice skill level, Bound weapon, Magical weapon | spells | factory skyrim-official-20260814-v2.0 | |
| bound_bow | None | Bound Bow is a Conjuration spell that summons a magical bow made of Daedric energy along with a quiver of ethereal arrows, serving as a temporary ranged weapon. It requires an Adept skill level to cast. | mage | Bound Bow is a spell that summons a magical bow made of Daedric energy, along with a quiver of ethereal arrows, providing the caster with a temporary ranged weapon. You do not know much else about this spell. | common | Conjuration, Daedric energy, summoning, archery, Adept, ethereal weapons | spells | factory skyrim-official-20260814-v2.0 | |
| bound_dagger | None | Bound Dagger is a Conjuration spell that summons a magical dagger made of Daedric energy, which functions as a temporary weapon. It requires a Novice skill level to cast. | mage | Bound Dagger is a spell that summons a magical dagger made of Daedric energy, giving the caster a temporary weapon to use in combat. You do not know much else about this spell. | common | Conjuration, Novice Skill, Daedric Energy, Bound Weapon, Daedra, Daggers | spells | factory skyrim-official-20260814-v2.0 | |
| bound_sword | None | Bound Sword is a Conjuration spell that summons a magical sword made of Daedric energy, serving as a temporary weapon. It requires an Apprentice skill level to cast. | mage | Bound Sword is a spell that summons a magical sword made of Daedric energy, providing the caster with a temporary weapon to use in battle. You do not know much else about this spell. | common | Conjuration, Daedric energy, summoned weapons, Apprentice skill level, temporary weapons, magical swords, Daedra | spells | factory skyrim-official-20260814-v2.0 | |
| bound_weapon | None | These magical effects are offensive Conjuration spells that summon spectral weapons, such as swords or bows, crafted from Daedric energy. This effect is only available as a spell, offering battlemages weightless, unbreakable weapons that cannot be disarmed. | mage | This magic creates a weapon out of thin air, like a glowing sword or bow, to use in a fight. A mage might know more though. | common | Conjuration, Daedric energy, Battlemage, Unbreakable, Disarm immunity, Weightless equipment, Spectral sword, Spectral bow | spells | factory skyrim-official-20260814-v2.0 | |
| bow_of_shadows | None | The Bow of Shadows is a Daedric artifact attributed to Nocturnal, granting its wielder invisibility and increased speed. Originally given to the ranger Raerlas Ghile for a failed mission, the bow was lost, though legends say Raerlas used it to vanquish many foes before his demise. | daedrascholar | The Bow of Shadows is a Daedric artifact from Nocturnal, granting invisibility and increased speed. | esoteric | Nocturnal, Daedric artifact, invisibility, Raerlas Ghile, speed, stealth, thievery | artifacts | factory skyrim-official-20260814-v2.0 | |
| brain_rot | None | Brain Rot is a disease contracted from zombies and hagravens, causing a gradual loss of strength and magicka. As the disease progresses, it severely weakens the victim’s magical abilities and overall physical condition. If left untreated, the disease can lead to debilitating effects, leaving the afflicted unable to effectively use their magicka and becoming significantly weaker. | alchemisthealer | Brain Rot is a disease contracted from zombies and hagravens, causing a gradual loss of strength and magicka. As the disease progresses, it severely weakens the victim’s magical abilities and overall physical condition. You do not know much else about this disease, but an alchemist would.magicka and becoming significantly weaker. | common | zombies, hagravens, magicka loss, strength loss, undead, disease, debilitation, alchemy | spells | factory skyrim-official-20260814-v2.0 | |
| brandy-mug_farm | None | Brandy-Mug Farm is a modest wheat farm located a short distance east of Windhelm Stables in Eastmarch. The farmhouse is a simple single-room dwelling and serves as the home of Bolfrida Brandy-Mug. The farm consists of two zones: the exterior, where wheat is cultivated, and the cozy interior of the farmhouse. | eastmarchtraveler | Brandy-Mug Farm is a modest wheat farm located a short distance east of Windhelm Stables in Eastmarch.You do not know anything else about this area. | commonpaleriftwinterholdwhiterun | Windhelm Stables, Eastmarch, Windhelm, wheat, Bolfrida Brandy-Mug, farming, agriculture | eastmarch | factory skyrim-official-20260814-v2.0 | |
| bravil | None | Bravil, a Nibenese city on the banks of Niben Bay in southern Cyrodiil, is known for its squalid charm and rich history. Surrounded by the tropical rainforests of the Nibenay Valley, the city is crisscrossed by the Larsius River and characterized by its wooden, stacked buildings, giving it a distinctive appearance. Beneath Bravil lies an ancient Ayleid settlement, a testament to its deep roots in Tamrielic history. The city's symbol is the wild stag, and it has been shaped by events such as the Alessian conquest, the Oblivion Crisis, and the Great War, where it endured sieges and turmoil. Throughout its history, Bravil has faced economic struggles and social unrest, including periods of independence and conflict with neighboring Leyawiin. Its darker chapters include riots, skooma wars, and involvement with the Dark Brotherhood, culminating in the destruction of the iconic Lucky Old Lady statue. Despite its hardships, Bravil remains a notable cultural and historical site, with its Ayleid ruins, connections to Imperial legends, and role in Cyrodiil's storied past. | scholarimperialdark_brotherhoodtraveler | Bravil is a Nibenese city in southern Cyrodiil, known for its squalid charm and deep historical roots. Situated on the banks of Niben Bay and crisscrossed by the Larsius River, the city features wooden, stacked buildings and an ancient Ayleid settlement beneath its streets. Bravil has endured various struggles, including economic hardships, social unrest, and involvement with the Dark Brotherhood. Despite facing sieges, riots, and skooma wars, it remains an important cultural and historical site with connections to Imperial legends and its role in Cyrodiil's past. | common | Nibenay Valley, Niben Bay, Larsius River, Ayleid ruins, Leyawiin, Dark Brotherhood, Skooma, Great War, Oblivion Crisis, Alessian conquest, Lucky Old Lady, Wild stag | locationother | factory skyrim-official-20260814-v2.0 | |
| breathing_water | None | Breathing Water, written by Haliel Myrm, is a story blending magic, ambition, and fatal irony. It follows Tharien Winloth, a smuggler seeking the power to breathe underwater. He apprentices himself to the eccentric sorceress Seryne Relas, who teaches him the School of Alteration's lessons on breaking reality to achieve the impossible. Through practice and understanding, Tharien masters the spell of water breathing and sets off to retrieve treasure from the sunken ship Morodrung. Despite his magical skill, his obsession with the treasure blinds him to the spell's limitations, and he tragically drowns, clutching two unused potions of water breathing. Themes of the book include the pursuit of power, the dangers of overconfidence, and the impermanence of human defiance against nature. The narrative underscores the importance of understanding the boundaries of magic and life, emphasizing that desire alone cannot override reality. This standalone work is a cautionary tale for those who wield magic, highlighting the balance between ambition and prudence. | scholar | Breathing Water, you do not know the author of the book and have limited knowledge of it, tells the story of Tharien Winloth, a smuggler who seeks the power to breathe underwater, only to tragically drown due to his obsession with treasure and overconfidence in his magical abilities. The book explores themes of the pursuit of power, the dangers of overconfidence, and the importance of understanding the limitations of magic and life. | common | Alteration, Haliel Myrm, Tharien Winloth, Seryne Relas, water breathing, smuggling, Morodrung, overconfidence, potions | lore | factory skyrim-official-20260814-v2.0 | |
| breezehome | None | Breezehome is a cozy and practical residence available for purchase in Whiterun, conveniently located just inside the city gates, next to Warmaiden's. Proventus Avenicci will sell you the house. | whiteruntraveler | Breezehome is a cozy and practical residence available for purchase in Whiterun.You do not know anything else about this area. | commonfalkreatheastmarchreachpalehjaalmarch | Proventus Avenicci, Warmaiden's, Whiterun, property, residence, city gates | whiterun | factory skyrim-official-20260814-v2.0 | |
| breton | Half-Elf, Half-Elves, Manmer | Bretons are a race of both human and elven ancestry, primarily inhabiting the province of High Rock and the Systres Archipelago. Their origins stem from centuries of interbreeding between the Nedic peoples and Aldmer settlers, particularly Clan Direnni. This mixed heritage has given Bretons a natural affinity for magic, with many excelling in spellcraft, enchantment, and alchemy. Despite their human lifespans, which limit their study time compared to their elven peers, Bretons are known for their intelligence and magical resistance, making them formidable in both intellectual and combative pursuits. Culturally, Bretons are shaped by a feudal society, with a deep-rooted obsession with nobility, status, and lineage. They have a strong tradition of knighthood and chivalry, which forms a key part of their identity. Their lands are politically fragmented, with frequent internal conflicts, but Bretons share common traditions of bardic storytelling and heroic tales. They are also known for their unique druidic roots, with some Bretons seeking to reconnect with the natural world through these ancient traditions. Overall, Bretons balance their human and elven heritage, blending aspects of both into a distinct culture that values magic, honor, and adventure. | bretonscholarforsworn | Bretons, a race of mixed human and elven ancestry, primarily inhabit High Rock and the Systres Archipelago. Known for their natural affinity for magic and resistance to spells, they excel in spellcraft, alchemy, and enchantment. Bretons are shaped by a feudal society, emphasizing nobility, knighthood, and chivalry, with a shared tradition of bardic storytelling and heroism. Despite their politically fragmented lands, they balance their human and elven heritage, blending magic, honor, and adventure into a unique culture. | common | High Rock, Systres Archipelago, Clan Direnni, Nedic peoples, Aldmer, magical resistance, feudal society, druidic traditions, bardic storytelling, knighthood | lore | factory skyrim-official-20260814-v2.0 | |
| briar_heart | None | Briar Hearts are powerful ingredients that look like a cluster of red and green spiked leavesas a heart for Forsworn Briarhearts, known for their potent magical properties. Alchemy effects: Restore Magicka, Fortify Block, Paralysis, and Fortify Magicka. | alchemist | Briar Hearts are powerful ingredients that look like a cluster of red and green spiked leavesas a heart for Forsworn Briarhearts, known for their potent magical properties. You do not know the alchemical effects of this ingredient. However, an alchemist might. | Everyone | items | custom | ||
| briarheart_geis | None | These magical effects are offensive Destruction enchantments linked to the Forsworn and their Briarheart warriors. This effect binds life force and magical energy to a harvested briar heart and is available only on enchanted gear, amplifying the wielder;s power. | mageforsworn | This powerful effect ties someone;s life force to a special heart, making them stronger. A mage might know more though. | common | Forsworn, Briarheart, Destruction, enchanting, life force, offensive magic | spells | factory skyrim-official-20260814-v2.0 | |
| brief_history_of_the_empire | None | A Brief History of the Empire, written by Stronach k'Thojj III, Imperial Historian, is a four-volume series chronicling the rise and reign of the Septim Dynasty. Beginning with Tiber Septim’s conquest of Tamriel and the establishment of the Third Era, the books explore the subsequent rulers, political struggles, and pivotal events that shaped the Empire. From the glory of Tiber’s rule to the War of the Red Diamond and the turmoil of assassinations, rebellions, and betrayals, the series provides a detailed account of the Empire’s fluctuating fortunes. Themes of power, unity, ambition, and the consequences of governance underlie the narrative, emphasizing the challenges of maintaining a vast empire. The series concludes with the reign of Uriel Septim VII, detailing his imprisonment by the treacherous Battlemage Jagar Tharn and his subsequent liberation. Uriel VII’s efforts to restore Tamriel to its former glory reflect the ongoing struggle to uphold the vision of the Septim legacy. This comprehensive history offers a rich perspective on the political and cultural evolution of the Empire, blending triumph and tragedy in its portrayal of one of Tamriel’s most iconic dynasties. | scholar | A Brief History of the Empire, you do not know the author of the book and have limited knowledge of it, chronicles the rise and reign of the Septim Dynasty, from Tiber Septim’s conquest of Tamriel to the reign of Uriel Septim VII. The book explores themes of power, unity, ambition, and the challenges of governance, highlighting the political struggles and fluctuating fortunes of the Empire throughout its history. | common | Stronach k'Thojj III, Septim Dynasty, Tiber Septim, Uriel Septim VII, Jagar Tharn, War of the Red Diamond, Third Era, Tamriel, Imperial history, governance | lore | factory skyrim-official-20260814-v2.0 | |
| brina's_house | None | Brina's House is a small residence in Dawnstar, home to Brina Merilis, a Nord warrior and former commander in the Imperial Legion. She is accompanied by Horik Halfhand, a retired Nord Legionnaire who remains fiercely loyal to Brina, his former commander. | paletravelerimperial_legion | Brina's House is a residence in Dawnstar, home to Brina Merilis. You do not know who she is.You do not know anything else about this area. | commoneastmarchwinterholdwhiterunhjaalmarch | Dawnstar, Brina Merilis, Horik Halfhand, Imperial Legion, Nord, veteran | pale | factory skyrim-official-20260814-v2.0 | |
| brinewater_grotto | None | Brinewater Grotto is a small cave located north of Solitude, on the coast near the path that leads to Solitude Lighthouse. As you approach the lighthouse, the path splits, with a branch leading northwest toward a small jetty where a rowboat is moored. At the end of this path, a lantern hangs from a post, marking the entrance to the cave. Bandits occupy the grotto. | haafingartraveler | Brinewater Grotto is a small cave located north of Solitude, on the coast near the path that leads to Solitude Lighthouse. You do not know anything else about this area. | commonreachhjaalmarch | Solitude, Solitude Lighthouse, bandits, Haafingar, coastal cave, rowboat | haafingar | factory skyrim-official-20260814-v2.0 | |
| bristleback_cave | None | Bristleback Cave is a medium-sized cave located due northwest of Broken Tusk Mine on Solstheim. The cave serves as a stronghold for rieklings and their bristleback companions, both of which fiercely defend their territory from intruders. | solstheimtraveler | You do not know anything about this area. | common | Solstheim, riklings, bristlebacks, Broken Tusk Mine, stronghold, cave | solstheim | factory skyrim-official-20260814-v2.0 | |
| brittleshin_pass | None | Brittleshin Pass is a small mountain passage connecting Whiterun Hold and Falkreath Hold, located southwest of Whiterun and west of Bleak Falls Barrow. | falkreathtraveler | Brittleshin Pass is a small mountain passage connecting Whiterun Hold and Falkreath Hold, located southwest of Whiterun and west of Bleak Falls Barrow. You do not know anything else about this area. | commonwhiterunriftreach | Whiterun Hold, Falkreath Hold, Bleak Falls Barrow, mountain pass, hold border, Whiterun | falkreath | factory skyrim-official-20260814-v2.0 | |
| brodir_grove | None | Brodir Grove is a small circle of ancient stones located northeast of Raven Rock and west of the Ramshackle Trading Post on Solstheim. The grove, once a place of unknown significance, is now occupied by reavers who have claimed it as their territory. | solstheimtraveler | You do not know anything about this area. | common | Raven Rock, Ramshackle Trading Post, Solstheim, reavers, ancient stones, petrified warriors, Sovngarde | solstheim | factory skyrim-official-20260814-v2.0 | |
| broken_fang_cave | None | Broken Fang Cave is a shadowy and ominous cavern located southeast of Rorikstead and west-northwest of Sleeping Tree Camp, hidden amidst the rocky terrain of Whiterun Hold. It is rumoured the cave serves as a dark refuge for vampires who lurk within, accompanied by skeletons that guard the entrance and interior. | whiterun | Broken Fang Cave is a shadowy and ominous cavern located southeast of Rorikstead.You do not know anything else about this area. | skyrimallfalkreatheastmarchreachpalehjaalmarch | whiterun | custom | ||
| broken_helm_hollow | None | Broken Helm Hollow is a small cave in the southeast corner of the Rift, located southeast of Riften and northwest of Stendarr's Beacon. Situated near a large waterfall, the cave serves as a hideout for bandits. | rifttraveler | Broken Helm Hollow is a small cave in the southeast corner of the Rift,.You do not know anything else about this area. | commoneastmarchfalkreath | the Rift, Riften, Stendarr's Beacon, bandits, hideout, waterfall | rift | factory skyrim-official-20260814-v2.0 | |
| broken_limb_camp | None | Broken Limb Camp is a giant camp located north-northwest of Darkwater Crossing and south of Mixwater Mill in Eastmarch. The camp serves as a home for giants and their mammoths, featuring the typical large bonfires and scattered mammoth bones associated with such locations. | eastmarchtraveler | Broken Limb Camp is a giant camp located north-northwest of Darkwater Crossing in Eastmarch.You do not know anything else about this area. | commonpaleriftwinterholdwhiterun | giants, mammoths, Darkwater Crossing, Mixwater Mill, Eastmarch, giant camp | eastmarch | factory skyrim-official-20260814-v2.0 | |
| broken_oar_grotto | None | Broken Oar Grotto is a small cave located north of Solitude, northwest of Brinewater Grotto, along the northern tip of the coastline in Haafingar. The entrance to the cave is marked by a landslide, next to a small cave opening, with a crushed longboat visible among the rubble, rocks, and broken trees. Inside, the cave is inhabited by the Blackblood Marauders, a group of bandits led by Captain Hargar. | haafingartraveler | Broken Oar Grotto is a small cave located north of Solitude in Haafingar.You do not know anything else about this area. | commonreachhjaalmarch | Solitude, Haafingar, Brinewater Grotto, Blackblood Marauders, Captain Hargar, coastal cave, shipwreck | haafingar | factory skyrim-official-20260814-v2.0 | |
| broken_tower_redoubt | None | Broken Tower Redoubt is a medium-sized fort located east of Karthwasten and north of Rebel's Cairn in the Reach. The fort is occupied by Forsworn and consists of two zones, both named Broken Tower Redoubt: the ground level and the upper tower. The fort's position along the route between Karthwasten and Rorikstead makes travel through the area particularly hazardous, with Markarth's guards warning travelers of the Forsworn presence. Its rugged, defensible structure and strategic location highlight the Forsworn's efforts to control the region and resist outside forces. | reachimperial_legionstormcloakstravelerforsworn | Broken Tower Redoubt is a medium-sized fort located east of Karthwasten in the Reach. You do not know anything else about this area. | commonfalkreathwhiterunhjaalmarchhaafingar | Forsworn, Karthwasten, Rebel's Cairn, Rorikstead, Markarth, The Reach, Fort | reach | factory skyrim-official-20260814-v2.0 | |
| broken_tusk_mine | None | Broken Tusk Mine is a small heart stone mine located north of Raven Rock and southeast of Bristleback Cave on Solstheim. The mine is inhabited by rieklings, who have taken over the site and claimed it as their own. | solstheimtraveler | You do not know anything about this area. | common | Solstheim, Raven Rock, Bristleback Cave, riklings, heart stone, mine | solstheim | factory skyrim-official-20260814-v2.0 | |
| bronze_water_cave | None | Bronze Water Cave is a small cave located west of Windhelm and east-southeast of Nightgate Inn in The Pale. | paletraveler | Bronze Water Cave is a small cave located west of Windhelm and east-southeast of Nightgate Inn in The Pale. You do not know anything else about this area. | commoneastmarchwinterholdwhiterunhjaalmarch | Windhelm, Nightgate Inn, The Pale, cave, Eastmarch border, wilderness | pale | factory skyrim-official-20260814-v2.0 | |
| brood_cavern | None | Brood Cavern is a small cave located southwest of Morthal and southeast of Dead Men's Respite in Hjaalmarch. The cavern is inhabited by dagnerous animals. | hjaalmarchvampiretraveler | Brood Cavern is a small cave located southwest of Morthal in HjaalmarchYou do not know anything else about this area. | commonwhiterunpalehaafingar | Morthal, Dead Men's Respite, Hjaalmarch, cave, animals, wilderness | hjaalmarch | factory skyrim-official-20260814-v2.0 | |
| brook_bass | None | Brook Bass are small slender grey fish commonly found in temperate lakes and rivers. They can be eaten and have a terrible taste. | fisher | Brook Bass are small slender grey fish. They can be eaten and have a terrible taste. You do not know much more about the fish, but a fisher would. | common | Temperate lakes, Temperate rivers, Fish, Food, Terrible taste, Edible | creatures | factory skyrim-official-20260814-v2.0 | |
| brothers_of_darkness | None | The Brothers of Darkness, written by Pellarne Assi, explores the enigmatic origins and evolution of the Dark Brotherhood, Tamriel's infamous guild of assassins. The text traces their roots to the Morag Tong, a Second Era religious cult devoted to the Daedric Prince Mephala. The Morag Tong's shift to the Dark Brotherhood marked a significant transformation, as they transitioned from ritualistic murder to a profit-driven organization serving rulers and wealthy patrons. This shift solidified their role as both a feared cult and a necessary, albeit unlawful, institution across Tamriel. The book highlights key historical moments, such as the assassination of Potentate Versidue-Shaie in 2E 324 and the infamous massacre of Emperor-Potentate Savirien-Chorak and his heirs in 2E 430. Themes of secrecy, power, and moral ambiguity run throughout, emphasizing the Brotherhood's dual identity as both a cult and a business. Though officially condemned, their services remain widely tolerated, securing their position as a shadowy yet indispensable force in Tamriel's political landscape. | scholardark_brotherhoodmorag_tong | The Brothers of Darkness, you do not know the author of the book and have limited knowledge of it, explores the origins and evolution of the Dark Brotherhood, tracing its roots from the Morag Tong cult to a profit-driven assassin organization. The book highlights themes of secrecy, power, and moral ambiguity, emphasizing the Brotherhood’s dual identity as both a feared cult and a necessary force in Tamriel's political landscape. | common | Dark Brotherhood, Morag Tong, Mephala, assassination, Second Era, Versidue-Shaie, Savirien-Chorak, Pellarne Assi, Daedric Prince | lore | factory skyrim-official-20260814-v2.0 | |
| brown_rot | None | Brown Rot is a mild disease that affects a victim's strength and behavior, causing symptoms such as necrosis and sleeplessness. It can be contracted from draugr and other undead creatures. As the disease progresses, it reduces the effectiveness of light and heavy armor, making it less able to prevent damage, and disrupts sleep, leaving the victim increasingly restless. | alchemisthealer | Brown Rot is a mild disease that affects a victim's strength and behavior, causing symptoms such as necrosis and sleeplessness. It can be contracted from draugr and other undead creatures. You do not know much else about this disease, but an alchemist would. | common | draugr, undead, armor degradation, necrosis, sleeplessness, disease, alchemy | spells | factory skyrim-official-20260814-v2.0 | |
| bruca's_leap_redoubt | None | Bruca's Leap Redoubt is a small cave located southwest of Dragon Bridge in the Reach. The cave is inhabited by Forsworn, making it a dangerous destination for travelers and adventurers in the area. | reachtravelerforsworn | Bruca's Leap Redoubt is a small cave located southwest of Dragon Bridge in the Reach. You do not know anything else about this area. | commonfalkreathwhiterunhjaalmarchhaafingar | Dragon Bridge, the Reach, Forsworn, caves, danger, travelers | reach | factory skyrim-official-20260814-v2.0 | |
| bruma | None | Bruma, a Nibenese city nestled in the Jerall Mountains north of the Imperial City, is known for its Nordic population and snow-covered, cold climate. The city's architecture reflects its Nordic influence, and its residents practice a mix of traditional Nordic beliefs and the worship of the Divines. The Great Chapel of Talos dominates the city center, and Bruma is connected to other regions by the Silver Road to the Imperial City and the Orange Road to Chorrol. Nearby landmarks include the historic Cloud Ruler Temple, and the city's underground network of sewers and caves has been the site of significant events, including use by the Mythic Dawn during the Oblivion Crisis. Bruma has a storied history, playing a key role in various conflicts, such as Varen's Rebellion and the Oblivion Crisis in 3E 433. The city successfully repelled a Daedric siege during the Crisis, thanks to Martin Septim and reinforcements from other Cyrodiilic cities. Later, Bruma endured attacks from Molag Bal's forces during the Planemeld in 2E 582 and suffered losses like the destruction of its Mages Guild hall by the Order of the Black Worm. In the Fourth Era, Bruma faced continued challenges, including the destruction of the Dark Brotherhood sanctuary and raids by groups like the Crimson Dirks. Despite these adversities, Bruma remains a resilient and culturally rich city in northern Cyrodiil. | scholarimperialtraveler | Bruma, located in the Jerall Mountains north of the Imperial City, is known for its cold climate and Nordic population. The city's architecture and religious practices reflect its Nordic influence, with the Great Chapel of Talos at its center. Bruma has played a significant role in Cyrodiil's history, notably during the Oblivion Crisis and the Planemeld, when it successfully repelled Daedric forces. The city has also faced other challenges, including raids by the Crimson Dirks and the destruction of its Mages Guild hall. Despite these struggles, Bruma remains a resilient and culturally rich city in northern Cyrodiil. | common | Jerall Mountains, Imperial City, Nordic architecture, Great Chapel of Talos, Cloud Ruler Temple, Martin Septim, Mythic Dawn, Oblivion Crisis, Planemeld, Molag Bal, Order of the Black Worm, Crimson Dirks | locationother | factory skyrim-official-20260814-v2.0 | |
| brunwulf_free-winter's_house | None | Brunwulf Free-Winter's House is a one-story home with a partial loft, located in Windhelm near the main entrance. Positioned next to the Aretino Residence and almost directly across from Calixto's House of Curiosities, it is easily recognizable. The house belongs to Brunwulf Free-Winter, a Nord known for his progressive views and advocacy for equality among Windhelm's diverse inhabitants. | eastmarchtraveler | Brunwulf Free-Winter's House is a one-story home with a partial loft, located in Windhelm near the main entrance.You do not know anything else about this area. | commonpaleriftwinterholdwhiterun | Windhelm, Brunwulf Free-Winter, Aretino Residence, Calixto's House of Curiosities, Nord, equality | eastmarch | factory skyrim-official-20260814-v2.0 | |
| bryling's_house | None | Bryling's House is a small residence in Solitude, home to Bryling, a Thane of Solitude. The house is located just outside the Blue Palace on the left-hand side, next door to the Bards College. Bryling spends most of her time at the Blue Palace. Irnskar Ironhand, a Nord warrior, serves as Bryling's personal protector and also resides in Solitude, ensuring her safety while she holds her position as Thane. | haafingartraveler | Bryling's House is a small residence in Solitude, home to Bryling, a Thane of Solitude. You do not know much about Bryling apart from the fact he is the Thane of Solitude.You do not know anything else about this area. | commonreachhjaalmarch | Bryling, Blue Palace, Bards College, Solitude, Irnskar Ironhand, Thane | haafingar | factory skyrim-official-20260814-v2.0 | |
| bthardamz | None | Bthardamz is a large Dwarven ruin located west-northwest of Karthwasten and south-southeast of Deep Folk Crossing in the Reach. The ruin is inhabited by the Afflicted, followers of Peryite. To reach Bthardamz from the Shrine to Peryite, head west to find a path, then follow it north, west, and finally south. The entrance is marked by two wide stairways leading to a winding corridor that descends into the ruin | reachdwemertraveler | Bthardamz is a large Dwarven ruin located west-northwest of Karthwasten in the Reach. You do not know anything else about this area. | commonfalkreathwhiterunhjaalmarchhaafingar | Karthwasten, Deep Folk Crossing, Shrine to Peryite, Afflicted, Peryite, Dwemer, The Reach, Dwarven ruins | reach | factory skyrim-official-20260814-v2.0 | |
| bujold's_retreat | None | Bujold's Retreat is a camp located east of Thirsk Mead Hall and south-southeast of Skaal Village on Solstheim. The camp is home to a group of Nords who have been exiled from Thirsk Mead Hall after it was taken over by a tribe of rieklings. Led by Bujold the Unworthy, the Nords at the retreat are determined to reclaim their ancestral hall from the invading rieklings. | solstheimtraveler | You do not know anything about this area. | common | Thirsk Mead Hall, Skaal Village, Bujold the Unworthy, Solstheim, Riekling, Nord | solstheim | factory skyrim-official-20260814-v2.0 | |
| bunglers_bane | None | Bungler's Bane is an ingredient originating from Vvardenfell, available for purchase from Khajiit caravans. Alchemy effects: Slow, Ravage Stamina, Damage Stamina Regen, and Resist Magic. | alchemist | Bungler's Bane is an ingredient originating from Vvardenfell, available for purchase from Khajiit caravans. You do not know the alchemical effects of this ingredient. However, an alchemist might. | Everyone | items | custom | ||
| burnt_spriggan_wood | None | Burnt Spriggan Wood is an ingredient dropped by burnt spriggans, known for its fiery and defensive properties. Alchemy effects: Weakness to Fire, Fortify Alteration, Damage Magicka Regen, and Slow. | alchemist | Burnt Spriggan Wood is an ingredient dropped by burnt spriggans, known for its fiery and defensive properties. You do not know the alchemical effects of this ingredient. However, an alchemist might. | Everyone | items | custom | ||
| butterfly_wing | None | Butterfly Wings are delicate wings collected from orange monarch butterflies, valued for their restorative and magical properties. Alchemy effects: Restore Health, Fortify Barter, Lingering Damage Stamina, and Damage Magicka. | alchemist | Butterfly Wings are delicate wings collected from orange monarch butterflies, valued for their restorative and magical properties. You do not know the alchemical effects of this ingredient. However, an alchemist might. | Everyone | items | custom | ||
| caerellius_house | None | Caerellius House is a modest home located in Raven Rock, inhabited by Crescius Caerellius and his wife, Aphia Velothi. The house is a quiet refuge amidst the bustling town, reflecting the contrasting lives of its residents. Crescius, an elderly Imperial miner, spends his days working in the mines of Raven Rock, dedicated to unearthing the rich resources of Solstheim despite his advancing age. His work is often tough, but his determination remains strong, driven by the need to provide for his family. Aphia Velothi, his wife, is a Dark Elf priestess who practices her faith in the quiet corners of their home. | solstheimtraveler | You do not know anything about this area. | common | Raven Rock, Crescius Caerellius, Aphia Velothi, Mining, Imperial, Dunmer, Priestess, Solstheim | solstheim | factory skyrim-official-20260814-v2.0 | |
| calixto's_house_of_curiosities | None | Calixto's House of Curiosities serves as both the home and museum of Calixto Corrium, showcasing an eclectic collection of oddities and curious artifacts. The house is located on the east side of Windhelm, just before entering the Gray Quarter. Visitors can explore its single interior zone, where Calixto enthusiastically shares stories about his intriguing items. | eastmarchtraveler | Calixto's House of Curiosities serves as both the home and museum of Calixto Corrium, showcasing an eclectic collection of oddities and curious artifacts.You do not know anything else about this area. | commonpaleriftwinterholdwhiterun | Windhelm, Calixto Corrium, Gray Quarter, museum, oddities, artifacts | eastmarch | factory skyrim-official-20260814-v2.0 | |
| call_dragon | od ah viing | Call Dragon is a Shout that summons a dragon to aid you in your time of need, specifically calling upon Odahviing. The three words of power in this Shout are Od (Snow), which represents the call to the dragon; Ah (Hunter), which signifies the summoning of a creature of the wild; and Viing (Wing), which invokes the dragon's wings to bring it forth. | dragon | This is a Dragon Shout. You do not know much about Dragon shouts, or their language. | common | Dragon, Thu'um, Word of Power, Dragon Language, Summoning, Snow, Hunter, Wing | spells | factory skyrim-official-20260814-v2.0 | |
| call_of_valour | hun kaal zoor, Call of Valor | Call of Valor is a Shout that summons the valiant heroes of Sovngarde to aid you, transcending space and time. The three words of power in this Shout are Hun (Hero), which calls upon the brave souls of heroes; Kaal (Champion), which invokes the might of champions; and Zoor (Legend), which summons legendary figures to fight beside you. | dragon | This is a Dragon Shout. You do not know much about Dragon shouts, or their language. | common | Sovngarde, Dragon, Thu'um, Dragon Language, heroes, summoning | spells | factory skyrim-official-20260814-v2.0 | |
| call_to_arms | None | Call to Arms is an Illusion spell that boosts the combat abilities of nearby allies, increasing their stamina, health, and attack power for a short period. It requires an Adept skill level to cast. | mage | Call to Arms is a spell that boosts the combat abilities of nearby allies, increasing their stamina, health, and attack power for a short period. You do not know much else about this spell. | common | Illusion, Adept, Stamina, Health, Attack power, Allies, Buff | spells | factory skyrim-official-20260814-v2.0 | |
| calm | None | Calm is an Illusion spell that pacifies a target, reducing their hostility and preventing them from attacking. It requires an Apprentice skill level to cast. | mage | Calm is a spell that pacifies a target, reducing their hostility and stopping them from attacking. You do not know much else about this spell. | common | Illusion, pacify, hostility, Apprentice, offensive reduction, mind magic | spells | factory skyrim-official-20260814-v2.0 | |
| calvicus_vile | Clavicus Vile | Clavicus Vile is a Daedric Prince associated with trickery, bargains, and the granting of wishes. Known as the Prince of Trickery and Bargains, Clavicus enjoys making pacts with mortals, often granting them their desires in ways that benefit him or lead to unintended consequences. He is often depicted alongside his loyal companion, Barbas, a shapeshifting Daedra who frequently takes the form of a dog. Barbas holds a portion of Clavicus Vile's power, leading to speculation that the two may be halves of the same being. Vile's realm, the Fields of Regret, is a tranquil and idyllic landscape that reflects his playful but deceptive nature. Clavicus Vile is known for his sophisticated and calculating approach, making deals that often ensnare those who seek his help. Despite his love for manipulation, he is not always malevolent and has, on occasion, acted in ways that benefit the greater good, though always with his interests in mind. His notable artifacts include the Masque of Clavicus Vile, which grants charm to its wearer, and the Umbra Sword, a soul-trapping blade tied to sentient power. Clavicus Vile is regarded as one of the more neutral Daedric Princes, though his bargains often come with hidden costs. | daedrascholar | Clavicus Vile, the Daedric Prince of Trickery and Bargains, is known for making pacts with mortals, granting their desires in ways that often lead to unintended consequences. Accompanied by Barbas, a shapeshifting Daedra who may be an extension of himself, Clavicus resides in the Fields of Regret, a deceptive yet tranquil realm. His deals are sophisticated and calculating, sometimes benefiting mortals but always serving his own interests. Notable artifacts tied to him include the Masque of Clavicus Vile, which enhances charm, and the Umbra Sword, a soul-trapping blade with sentient power. Clavicus Vile is seen as a neutral figure among the Daedric Princes, offering rewards that often come with hidden costs. | common | Barbas, Fields of Regret, Masque of Clavicus Vile, Umbra Sword, Daedric Prince, trickery, bargains, wishes, soul trapping | figures | factory skyrim-official-20260814-v2.0 | |
| camoran_dynasty | None | The Camoran Dynasty, often referred to as the Camorian Empire, was a prominent aristocratic lineage that ruled Valenwood for much of its history, traditionally founded by King Eplear, whose reign marks Year Zero of the First Era. Eplear is celebrated for uniting the disparate and wild Bosmer tribes, an achievement considered one of the greatest military feats in Tamrielic history. The dynasty maintained power for centuries, successfully resisting the expansions of the Alessian Empire until Valenwood was ultimately conquered by the Second Empire in 1E 2714, following prolonged warfare and the devastating Thrassian Plague. Though the Camorans survived, their influence diminished as the Empire granted independence to lesser nobles within Valenwood. | scholar | The Camoran Dynasty, founded by King Eplear in Year Zero of the First Era, ruled Valenwood for much of its history. Eplear is renowned for uniting the Bosmer tribes, a remarkable military achievement. The dynasty resisted the Alessian Empire's expansions but was eventually subdued by the Second Empire in 1E 2714 after prolonged warfare and the Thrassian Plague. Though the Camorans survived, their influence waned as the Empire decentralized Valenwood, granting independence to lesser nobles. | common | Valenwood, King Eplear, Bosmer, First Era, Alessian Empire, Second Empire, Thrassian Plague, Camorian Empire, Aristocracy | lore | factory skyrim-official-20260814-v2.0 | |
| camora_tong | Camonna Tong | The Camonna Tong is a notorious Dunmer criminal syndicate rooted in Morrowind, infamous for its opposition to foreign influence and its ruthless criminal activities. As one of Tamriel's oldest criminal organizations, the Tong has operated since at least the Second Era, engaging in smuggling, extortion, slavery, and murder, often targeting outlanders to protect what they see as Dunmeri sovereignty. Members of the Tong take pride in their dark history, promoting a vision of Morrowind where outsiders are either enslaved or expelled. Despite their xenophobic ideology, the Tong occasionally collaborates with foreigners when profit outweighs prejudice. Throughout its history, the Camonna Tong has clashed with abolitionist groups, Great Houses, and rival factions like the Dark Brotherhood and Thieves Guild while maintaining its power in Morrowind’s criminal underworld. By the Third Era, the Camonna Tong wielded significant influence through its alliance with House Hlaalu, operating openly in towns like Balmora, Hla Oad, and Vivec City. Under Orvas Dren, the Tong became intertwined with House Hlaalu's leadership, controlling councilors and influencing major decisions while secretly allying with the Sixth House during the Nerevarine prophecy. The Tong’s collaboration with corrupt Fighters Guild leaders further extended its reach, using the guild to eliminate competitors like the Imperial Thieves Guild. However, its dominance waned as the Nerevarine dismantled its power base, and its future after the Oblivion Crisis, Red Year, and Argonian Invasion remains uncertain. With the decline of House Hlaalu and the devastation of Morrowind, the Camonna Tong likely faced significant challenges, though its enduring legacy as a symbol of xenophobia and criminal enterprise in Dunmeri society remains indelible. | dunmerscholardark_brotherhoodthieves_guildhouse_hlaalu | The Camonna Tong is a notorious Dunmer criminal syndicate in Morrowind, known for its opposition to foreign influence and involvement in activities like smuggling, extortion, slavery, and murder. Active since at least the Second Era, the Tong promotes Dunmeri sovereignty, often targeting outsiders, though it sometimes collaborates with them for profit. By the Third Era, the Tong gained significant influence through its alliance with House Hlaalu, manipulating politics and secretly working with the Sixth House during the Nerevarine prophecy. The Tong's power diminished after the Nerevarine's actions and the Oblivion Crisis, with its future uncertain following Morrowind's devastation. Despite this, the Camonna Tong remains a symbol of Dunmeri xenophobia and criminal enterprise. | common | House Hlaalu, Thieves Guild, Dark Brotherhood, Fighters Guild, Sixth House, xenophobia, slavery, smuggling, Nerevarine, Red Year, Argonian Invasion, Dunmeri sovereignty | lore | factory skyrim-official-20260814-v2.0 | |
| candlehearth_hall | None | Candlehearth Hall is a prominent tavern located in the heart of Windhelm. It has a rich history, with the building originally serving as the home of Vundheim, a great warrior from the early Fourth Era. Upon Vundheim's death in 4E 38, his son Deroct honored his memory by lighting a candle above the hearth, a tradition that continues to this day, giving the tavern its name. The hall has become a popular gathering place for Windhelm's citizens, offering drinks, hearty meals, and performances from bards. Elda Early-Dawn is the tavern's owner, with Nils serving as the cook. | eastmarchinnkeepertraveler | Candlehearth Hall is a prominent tavern located in the heart of Windhelm.You do not know anything else about this area. | commonpaleriftwinterholdwhiterun | Windhelm, Vundheim, Deroct, Elda Early-Dawn, Nils, tavern, Eastmarch, bardic performance | eastmarch | factory skyrim-official-20260814-v2.0 | |
| candlelight | None | Candlelight is an Alteration spell that creates a hovering orb of light above the caster, illuminating the immediate area. It requires a Novice skill level to cast. | mage | Candlelight is a spell that makes a floating light appear above the caster, lighting up the area around them. You do not know much else about this spell. | common | Alteration, Light, Novice, Illumination, Magic, Spellcasting | spells | factory skyrim-official-20260814-v2.0 | |
| canis_root | None | Canis Root are spiky roots that is harvested from small, gnarled bushes found in regions like the Rift, Hjaalmarch, and Haafingar, thriving near rock formations, cliffs, and swampy areas. Alchemy effects: Damage Stamina, Fortify One-handed, Fortify Marksman, and Paralysis. | alchemist | Canis Root are spiky roots that is harvested from small, gnarled bushes found in regions like the Rift, Hjaalmarch, and Haafingar, thriving near rock formations, cliffs, and swampy areas. You do not know the alchemical effects of this ingredient. However, an alchemist might. | Everyone | items | custom | ||
| carlotta_valentia's_house | None | Carlotta Valentia's House is a modest residence located in the Wind District of Whiterun. Nestled next door to the House of Clan Battle-Born and directly across from Amren's House, it serves as the home of Carlotta Valentia and her young daughter, Mila. | whiteruntraveler | Carlotta Valentia's House is a modest residence located in the Wind District of Whiterun.You do not know anything else about this area. | commonfalkreatheastmarchreachpalehjaalmarch | Wind District, House of Clan Battle-Born, Amren's House, Whiterun, Carlotta Valentia, Mila Valentia, residential housing | whiterun | factory skyrim-official-20260814-v2.0 | |
| carp | None | Carp are a orange and white fish commonly found in temperate lakes. They can be eaten with a muddy fatty taste. | fisher | Carp are a orange and white fish commonly found in temperate lakes. They can be eaten with a muddy fatty taste. You do not know much more about the fish, but a fisher would. | common | temperate lakes, fishing, food, freshwater fish, alchemy, cooking | creatures | factory skyrim-official-20260814-v2.0 | |
| castle_dour | None | Castle Dour is a large fortress located in Solitude, serving as the headquarters of the Imperial Legion and the residence of the Emperor in Skyrim. The fortress is a significant military and political landmark in the city. The exterior of Castle Dour is separated from the rest of Solitude by high stone walls, with two main gateways providing access. One gateway is on the southwest side, leading to the Wells District of Solitude, while the other is on the southeast side, granting access to the Avenues District and the Blue Palace. The castle is a vital hub for the Imperial presence in Skyrim, overseeing military operations and strategic affairs within the region. | haafingarnobleimperial_legionstormcloakstraveler | Castle Dour is a large fortress located in Solitude, serving as the headquarters of the Imperial Legion and the residence of the Emperor in Skyrim. The fortress is a significant military and political landmark in the city. You do not know anything else about this area. | commonreachhjaalmarch | Solitude, Imperial Legion, Emperor, Blue Palace, Haafingar, Fortress, Military, Wells District, Avenues District | haafingar | factory skyrim-official-20260814-v2.0 | |
| castle_karstaag_caverns | None | Castle Karstaag Caverns is a medium-sized cave located on the north coast of Solstheim, southeast of Castle Karstaag Ruins. The cave serves as a refuge for bristlebacks and rieklings, who have made the area their domain. Its remote and rugged setting adds to its mystique and danger. The entrance to the caverns lies above a tall waterfall that cascades into an inlet by the sea. The path leading to the entrance descends from the west-southwest, following a stream that feeds the waterfall. | solstheimtraveler | You do not know anything about this area. | common | Castle Karstaag Ruins, Solstheim, riklings, bristlebacks, waterfall, north coast, caves | solstheim | factory skyrim-official-20260814-v2.0 | |
| castle_karstaag_ruins | None | Castle Karstaag Ruins is an icy clearing located just outside Castle Karstaag Caverns on the northern coast of Solstheim. Once a grand frozen keep, it has been ravaged by time and the elements following the death of its former master, the legendary frost giant Karstaag. The ruins now serve as a stronghold for rieklings, who have claimed the desolate structure as their own. | solstheimtraveler | You do not know anything about this area. | common | Solstheim, Karstaag, frost giant, riklings, Castle Karstaag Caverns, ruins, frozen keep | solstheim | factory skyrim-official-20260814-v2.0 | |
| castle_volkihar | None | Castle Volkihar is a large, ominous castle located on an island far northwest of Solitude, connected to Volkihar Keep. It serves as the base of operations for the Volkihar Vampire Clan. To reach Castle Volkihar, you can hire a rowboat at Dawnstar or Icewater Jetty. | haafingarvolkihardawnguardvampiretraveler | Castle Volkihar is a large, ominous castle located on an island far northwest of Solitude, connected to Volkihar Keep. Rumors of a powerful vampire clan lives here.You do not know anything else about this area. | commonreachhjaalmarch | Volkihar Vampire Clan, Solitude, Dawnstar, Icewater Jetty, vampires, Haafingar, island fortress | haafingar | factory skyrim-official-20260814-v2.0 | |
| catalogue_of_armor_enchantments | Complete Catalogue of Enchantments for Armor | Complete Catalogue of Enchantments for Armor, written by Yvonne Bienne, provides an overview of known armor enchantments crafted by modern mages. While not exhaustive, the catalogue covers enchantments that enhance attributes like health, magicka, and stamina, as well as resistances to elements, poisons, and magic. These enchantments are practical for warriors, wizards, and adventurers, offering benefits tailored to their needs, such as increased resilience, spellcasting efficiency, or physical endurance. The book also delves into rarer enchantments, such as waterbreathing, muffle, and those that accelerate recovery rates for health, magicka, or stamina. These enhancements reflect both the creativity and pragmatism of enchanters, catering to niche challenges like stealth, underwater exploration, or prolonged combat. Themes of adaptability, innovation, and the utility of magic underscore the text, making it a useful resource for those seeking to understand the practical applications of enchantments. | scholar | Complete Catalogue of Enchantments for Armor, you do not know the author of the book and have limited knowledge of it, provides an overview of armor enchantments that enhance various attributes, resistances, and abilities, offering practical solutions for warriors, wizards, and adventurers. Themes of adaptability, innovation, and the practical use of magic are central, highlighting how enchantments serve to meet the diverse needs of those in combat and exploration. | common | Enchanting, Armor, Yvonne Bienne, Magicka, Waterbreathing, Muffle, Resistances, Health, Stamina | lore | factory skyrim-official-20260814-v2.0 | |
| catalogue_of_weapon_enchantments | Complete Catalogue of Enchantments for Weaponry | Complete Catalogue of Enchantments for Weaponry, written by Yvonne Bienne, outlines a range of enchantments that can be applied to weapons, though it acknowledges its incompleteness due to ongoing discoveries in magical practices. Common enchantments include elemental effects—fire, frost, and lightning—that harm foes on contact. Others drain magicka or stamina, weakening enemies without being directly lethal. Fear enchantments, targeting either the living or undead, cause affected creatures to flee, while soul trap enchantments bind the souls of defeated enemies to soul gems, a practice viewed as ethical only when used on non-sentient creatures. Rarer enchantments include absorption effects that transfer health, magicka, or stamina from the victim to the wielder, with health absorption having lethal potential. The rarest enchantments are banishment, which severs summoned or raised creatures from their caster, and paralyzation, a highly sought-after effect that temporarily immobilizes foes, making them vulnerable. The book emphasizes the strategic value of these enchantments while exploring their ethical and practical implications, highlighting themes of power, morality, and the evolving nature of magical knowledge. | scholar | Complete Catalogue of Enchantments for Weaponry, you do not know the author of the book and have limited knowledge of it, outlines various weapon enchantments that enhance combat effectiveness, including elemental effects, fear, and soul trap enchantments. The book emphasizes themes of power, morality, and the evolving nature of magical knowledge, while exploring the strategic and ethical considerations of these enchantments. | common | Yvonne Bienne, Soul Trap, Soul Gems, Magicka, Stamina, Banishment, Paralyzation, Enchanting, Conjuration, Destruction | lore | factory skyrim-official-20260814-v2.0 | |
| catfish | None | Catfish are a large long green fish commonly found in Temperate lakes during rainy weather. They can be eaten with a great flavour, you are surprised there are not more shops selling cooked catfish. | fisher | Catfish are a large long green fish. They can be eaten with a great flavour, you are surprised there are not more shops selling cooked catfish. You do not know much more about the fish, but a fisher would. | common | temperate lakes, rainy weather, cooked fish, fishing, food, lakes | creatures | factory skyrim-official-20260814-v2.0 | |
| cats_of_skyrim | None | Cats of Skyrim, written by Aldetuile, offers an account of the few feline species that inhabit the cold wilderness of Skyrim. The author’s primary focus is on the indigenous sabrecat, a large and dangerous predator with distinct physical adaptations, such as sharp front teeth and varied fur patterns. The common sabrecat features reddish-brown fur, while its snowy counterpart has spotted white fur, likely for stalking prey in snow-covered regions. These creatures use a combination of biting, clawing, and pouncing in their attacks. The book also briefly mentions Khajiit outcasts living in Skyrim, though they remain elusive and unhelpful to the author’s research. The text highlights the practical uses of sabrecat pelts and teeth, which can be salvaged for crafting and alchemical purposes, such as creating stamina-restoring potions. Themes of adaptation, survival, and utility underscore this brief treatise, as the author reflects on the harsh and unwelcoming environment that shapes both predator and prey in Skyrim. | scholar | Cats of Skyrim, you do not know the author of the book and have limited knowledge of it, provides an account of feline species in Skyrim, focusing on the sabrecat and its adaptations to the harsh environment. Themes of adaptation, survival, and the practical utility of these creatures for crafting and alchemy are explored throughout the text. | common | Aldetuile, sabrecat, snowy sabrecat, Khajiit, predator, pelt, stamina potion, alchemy | lore | factory skyrim-official-20260814-v2.0 | |
| chain_lightning | None | Chain Lightning is a Destruction spell that releases a bolt of lightning, which arcs to multiple nearby enemies, dealing shock damage to each target. It requires an Adept skill level to cast. | mage | Lightning Rune is a spell that places a magical rune on the ground, which explodes with shock damage when triggered by an enemy. You do not know much else about this spell. | common | Destruction, Shock Damage, Adept, Lightning, Magic, Area of Effect | spells | factory skyrim-official-20260814-v2.0 | |
| chance's_folly | None | Chance's Folly, written by Zylmoc Golge, tells the cautionary tale of Minevah Iolos, a skilled thief known as "Chance," whose ambition and betrayal lead to her demise. The story follows her partnership with Ulstyr Moresby, a seemingly mad Breton warrior, as they explore the Heran Ancestral Tomb in search of treasure. While Chance relies on her lockpicking prowess and cunning, Ulstyr’s cryptic ramblings and combat skills prove vital to their survival. However, as they delve deeper into the tomb, Chance grows suspicious of Ulstyr’s enigmatic knowledge, ultimately plotting to betray him once the treasure is found. Themes of greed, mistrust, and divine intervention are central to the narrative. Chance's overconfidence and disregard for her partner’s peculiar insights lead her to activate a trap that seals her inside the treasure room, leaving her to perish. Ulstyr returns two months later, fulfilling his eerie prophecy of "two months and back" to claim the gold. The tale underscores the folly of deceit and the unpredictable influence of the Daedric Prince Sheogorath, whose presence looms over the story’s events. | scholar | Chance's Folly, you do not know the author of the book and have limited knowledge of it, tells the tale of Minevah Iolos, a thief whose greed and betrayal lead to her tragic end. Themes of greed, mistrust, divine intervention, and the consequences of deceit are explored, highlighting the unpredictable influence of Sheogorath and the folly of overconfidence. | common | Sheogorath, Minevah Iolos, Ulstyr Moresby, Zylmoc Golge, Breton, Heran Ancestral Tomb, Thieves, Dunmer, Daedric Princes, Lockpicking | lore | factory skyrim-official-20260814-v2.0 | |
| chaos_damage | None | These magical effects are offensive Destruction enchantments that deal randomized elemental damage—fire, frost, or shock—on each strike. This effect can be applied through custom enchanting and is also found on enchanted items, offering versatility in combat. | mage | This enchantment randomly deals fire, frost, or shock damage, making it unpredictable in battle. A mage might know more though. | common | Destruction, Enchanting, Fire Damage, Frost Damage, Shock Damage, Weapon Enchantments, Elemental Magic | spells | factory skyrim-official-20260814-v2.0 | |
| charred_skeever_hide | None | Charred Skeever Hides can be collected from charred skeevers, often found after a battle or fire. Alchemy effects: Restore Stamina, Cure Disease, Resist Poison, and Restore Health. | alchemist | Charred Skeever Hides can be collected from charred skeevers, often found after a battle or fire. You do not know the alchemical effects of this ingredient. However, an alchemist might. | Everyone | items | custom | ||
| charwich-koniinge_letters | None | Charwich-Koniinge Letters, written by Charwich and Koniinge, is a four-volume collection of letters chronicling the perilous search for the Daedric artifact Azura's Star. The correspondence reveals a tale of intrigue, deception, and betrayal as the two adventurers, Charwich and Koniinge, navigate a web of lies, Daedric forces, and deadly encounters. Their journey spans High Rock, Morrowind, and beyond, as they pursue Hadwaf Neithwyr, a conjurer who first summoned Azura to obtain the Star. Themes of trust, ambition, and the corrupting influence of power drive the narrative, ultimately culminating in Charwich's betrayal and Koniinge's vengeful quest. The series reveals the dark consequences of greed and ambition. While Charwich manipulates Koniinge with fabricated stories of his death and a fictional Daedric adversary, Koniinge unravels the truth and exacts his revenge. The letters highlight the lengths individuals will go to attain power and the deadly price of betrayal, leaving a trail of destruction and lost lives in their wake. The story emphasizes the dangers of meddling with Daedric artifacts and the fragile nature of trust in a world rife with treachery. | scholar | Charwich-Koniinge Letters, you do not know the author of the book and have limited knowledge of it, follows the dangerous pursuit of the Daedric artifact Azura's Star, revealing a tale of betrayal, manipulation, and deadly encounters. Themes of ambition, trust, the corrupting influence of power, and the consequences of greed are central, illustrating the destructive cost of meddling with Daedric artifacts and the fragility of trust. | common | Azura's Star, Azura, Daedric Artifact, High Rock, Morrowind, Hadwaf Neithwyr, Betrayal, Conjuration | lore | factory skyrim-official-20260814-v2.0 | |
| chaurus | None | Chaurus are medium-to-large, hostile creatures resembling earwigs, commonly found in swamps, marshlands, and deep underground caverns throughout Tamriel. Known for their aggressive nature, Chaurus possess a potent acidic poison that they can project with remarkable accuracy, capable of quickly eroding most forms of armor. Their ability to cling to walls adds to their menace, as they can ambush unsuspecting prey from above. | dwemer | Chaurus are hostile, earwig-like creatures found in swamps and underground caverns. They are known for their aggressive behavior, acidic poison, and ability to cling to walls to ambush prey. | common | Swamps, Underground caverns, Acidic poison, Armor erosion, Wall climbing, Ambush predators, Dwemer ruins, Falmer, Chaurus honeycomb | creatures | factory skyrim-official-20260814-v2.0 | |
| chaurus_eggs | None | Chaurus Eggs are blue spotted eggs harvested from chaurus egg sacs found in large quantities within Falmer hives. Alchemy effects: Weakness to Poison, Fortify Stamina, Damage Magicka, and Invisibility. | alchemist | Chaurus Eggs are blue spotted eggs harvested from chaurus egg sacs found in large quantities within Falmer hives. You do not know the alchemical effects of this ingredient. However, an alchemist might. | Everyone | items | custom | ||
| chaurus_hunter_antennae | None | Chaurus Hunter Antennae are an alchemy ingredient dropped by chaurus hunters and their fledglings. Alchemy effects: Damage Stamina, Fortify Conjuration, Damage Magicka Regen, and Fortify Enchanting. | alchemist | Chaurus Hunter Antennae are an alchemy ingredient dropped by chaurus hunters and their fledglings. You do not know the alchemical effects of this ingredient. However, an alchemist might. | Everyone | items | custom | ||
| cherim's_heart | Cherim's Heart of Anequina | Interviews With Tapestrists vol. 18: Cherim's Heart of Anequina, written by Livillus Perus, features an interview with the renowned Khajiiti tapestry artist Cherim, whose work has gained recognition across the Empire. Cherim, known for his intricate and detailed depictions of historical and mythical events, discusses his famous tapestry "The Heart of Anequina," which portrays the turning point in the Five Year War between Elsweyr and Valenwood. The tapestry vividly illustrates the battle, focusing on the fear of Wood Elf archers and the distinctive traditional Khajiiti armor, contrasting it with the impracticality of the plate mail suggested by Nordic advisors. Cherim’s personal experiences as a soldier during the war, particularly at the Battle of Zelinin, influence his art, with his work showcasing both the practicality of Khajiiti armor and the tactical advantages it provided in battle. Themes of cultural identity, the intersection of art and warfare, and the challenges of blending tradition with foreign influence emerge throughout Cherim's reflections. The interview highlights Cherim’s meticulous attention to detail and his self-aware humor, evident in his inclusion of a self-portrait in the tapestry, poking fun at Khajiiti stereotypes. The book provides insight into how Cherim's experiences shape his art, as well as the practical aspects of combat in Elsweyr, emphasizing how these elements are translated into the artistic medium of tapestry. | scholar | Cherim's Heart of Anequina, you do not know the author of the book and have limited knowledge of it, explores the work of Khajiiti tapestry artist Cherim, particularly his depiction of the Five Year War and the contrast between Khajiiti and Nordic military traditions. Themes of cultural identity, the intersection of art and warfare, and the blending of tradition with foreign influence are central to the narrative, highlighting Cherim’s personal experiences and artistic expression. | common | Khajiit, Elsweyr, Valenwood, Five Year War, Bosmer, Livillus Perus, Battle of Zelinin, Tapestry, Nordic armor | lore | factory skyrim-official-20260814-v2.0 | |
| cheydinhal | None | Cheydinhal is a prosperous city in the eastern Nibenay region of Cyrodiil, near the border with Morrowind. Known for its picturesque beauty, Cheydinhal features lush greenery, flowing waterways, and a blend of Cyrodiilic and Dunmeri architectural styles, reflecting its close ties to Morrowind and its significant Dunmer population. The city is connected to the Imperial City via the Red Ring Road and is surrounded by fertile farmlands and scenic landscapes. Cheydinhal is home to the Great Chapel of Arkay and notable guild chapters, including the Fighters Guild and the Mages Guild. Beneath its peaceful exterior, the city also hosts the sanctuary of the Dark Brotherhood, a secretive and infamous organization of assassins. Cheydinhal's history is shaped by its cultural diversity, strategic location, and role as a hub for trade and governance in eastern Cyrodiil. | scholarimperialtravelerdark_brotherhood | Cheydinhal is a prosperous city in eastern Cyrodiil, near the Morrowind border, known for its lush greenery and mix of Cyrodiilic and Dunmeri architecture. The city is home to the Great Chapel of Arkay and several guilds, including the Fighters Guild and the Mages Guild. Despite its peaceful appearance, Cheydinhal also hosts the Dark Brotherhood sanctuary. Its strategic location and cultural diversity make it a key hub for trade and governance in eastern Cyrodiil. | common | Eastern Nibenay, Morrowind border, Dunmer architecture, Great Chapel of Arkay, Dark Brotherhood, Fighters Guild, Mages Guild, Red Ring Road, Imperial City, Dunmer population, Trade hub | locationother | factory skyrim-official-20260814-v2.0 | |
| chicken_egg | None | Chicken's Eggs can be harvested from chickens' nests, commonly found at most farms. Alchemy effects: Resist Magic, Damage Magicka Regen, Waterbreathing, and Lingering Damage Stamina. | alchemist | Chicken's Eggs can be harvested from chickens' nests, commonly found at most farms You do not know the alchemical effects of this ingredient. However, an alchemist might. | Everyone | items | custom | ||
| children_of_the_all-maker | None | Children of the All-Maker, written by Tharstan of Solitude, provides an outsider's account of the Skaal people, a group of Nords living on the remote island of Solstheim. Tharstan is struck by their hospitality, simplicity, and unique worldview. The Skaal follow a faith centered around the All-Maker, a single deity who is the source of all life and creation. In their belief system, death is not an end but a transformation, with the spirit returning to the All-Maker to be reshaped and sent back into the world. This cycle of life and death is central to their respect for all living things, which is reflected in their sustainable lifestyle. They hunt only out of necessity, make minimal impact on their environment, and live in harmony with the land. The book also touches on the challenges the Skaal face, particularly their dwindling numbers due to the harsh climate of Solstheim and the impact of ashfall from the eruption of Vvardenfell. Tharstan laments the loss of their way of life, foreseeing a future where the Skaal's customs may be forgotten. Despite these struggles, the Skaal's reverence for life and their austere yet harmonious existence remain poignant. The themes of respect for nature, simplicity, and the passage of life resonate throughout the text. Tharstan urges future generations to learn from and preserve the legacy of the Skaal before it fades into history. | scholar | Children of the All-Maker, you do not know the author of the book and have limited knowledge of it, explores the Skaal people's unique worldview centered around the All-Maker and their sustainable, harmonious lifestyle. Themes of respect for nature, simplicity, and the cyclical nature of life and death are central, with an emphasis on preserving the Skaal's way of life amidst the challenges they face. | common | Tharstan, Skaal, Solstheim, All-Maker, Vvardenfell, Solitude, Nord, ashfall, reincarnation | lore | factory skyrim-official-20260814-v2.0 | |
| children_of_the_sky | None | Children of the Sky, written by Yvonne Bienne, explores the culture and mystical powers of the Nords, focusing particularly on their connection to the Thu'um, or Shout. The Nords view themselves as the "children of the sky," believing that their land, Skyrim, was formed when the sky exhaled upon it. This powerful, spiritual connection to the sky is reflected in their unique ability to use their breath as a weapon and form of expression, most notably through the Thu'um. The strongest Nords, called "Tongues," can harness this power to perform extraordinary feats, such as knocking down doors with a single shout or striking enemies with forceful roars. The book delves into the significance of speech in their culture, with the greatest warriors being those who can wield their voices to instill fear, command, or even travel vast distances. The themes of power, identity, and elemental force permeate the text, illustrating the Nords’ deep connection to the elements of Skyrim, particularly wind, which is central to their nature. As the book progresses, it emphasizes the physical and mental toll of mastering the Thu'um, suggesting that the most powerful Nords must suppress their voices to avoid destruction. The narrative also touches on the Nords’ sense of alienation, as they view themselves as eternal outsiders, even when they conquer and rule others. The book reflects the harsh, elemental nature of Skyrim and its people, providing insight into the profound impact that the Thu'um has on their lives and culture. | scholar | Children of the Sky, you do not know the author of the book and have limited knowledge of it, explores the Nords' connection to the Thu'um, their powerful cultural and spiritual bond with the sky and wind. Themes of power, identity, and the elemental forces of Skyrim are central, with a focus on the toll of mastering the Thu'um and the Nords' sense of alienation despite their strength. | common | Nord, Thu'um, Tongues, Yvonne Bienne, Skyrim, Wind, Breath, Voice, Kiai, Throat of the World | lore | factory skyrim-official-20260814-v2.0 | |
| chillfurrow_farm | None | Chillfurrow Farm is a modest agricultural holding located just east of Whiterun, south of Battle-Born Farm, nestled within the fertile lands of Whiterun Hold. Owned by the affluent but often absent Nazeem, the farm's daily operations are entrusted to Wilmuth, a hardworking caretaker who resides in the farmhouse. Despite Nazeem’s lack of presence, Chillfurrow Farm is well-maintained, with a Whiterun Guard stationed on-site to ensure its security. Another guard regularly patrols the yard, reflecting its importance as part of the region's agricultural network. The farm stands as a quiet yet vital contributor to the prosperity of Whiterun Hold, its fields and farmhouse embodying the steady rhythm of Skyrim’s agrarian life. | whiteruntraveler | Chillfurrow Farm is a modest agricultural holding located just east of Whiterun.You do not know anything else about this area. | commonfalkreatheastmarchreachpalehjaalmarch | Whiterun Hold, Nazeem, Wilmuth, Battle-Born Farm, Whiterun Guard, Agriculture, Farming | whiterun | factory skyrim-official-20260814-v2.0 | |
| chillrend | None | Chillrend is a unique glass shortsword of unknown origin, distinguished by its blue hue instead of the typical green of malachite. Crafted with rare metals and moonstone, it is enchanted to inflict frost damage and may also weaken opponents to frost or cause temporary paralysis. Notably, Chillrend can repair itself when its wielder takes frost damage, making it a formidable and enduring weapon. | scholarthieves_guild | Chillrend is a unique blue glass shortsword crafted with rare materials, enchanted to inflict frost damage, weaken enemies, and cause paralysis. It can repair itself when its wielder takes frost damage, making it both powerful and enduring. | common | Malachite, Moonstone, Frost Damage, Paralysis, Frost Weakness, Self-Repair, Glass Weapons, Shortswords | artifacts | factory skyrim-official-20260814-v2.0 | |
| chillwind_depths | None | Chillwind Depths is a medium-sized cave located south of Dragon Bridge in Hjaalmarch. Nestled beside a small waterfall and pond, the cave is occupied by Falmer, making it a dangerous place for travelers. | reachtraveler | Chillwind Depths is a medium-sized cave located south of Dragon Bridge in Hjaalmarch. You do not know anything else about this area. | commonfalkreathwhiterunhjaalmarchhaafingar | Dragon Bridge, Hjaalmarch, Falmer, cave, waterfall, Reach | reach | factory skyrim-official-20260814-v2.0 | |
| chim | None | CHIM, known as the "secret syllable of royalty," is an advanced state of being said to allow a person to defy all limitations. This concept, believed to be from the ancient Ehlnofex language, represents royalty, splendor, and starlight. Reaching CHIM involves a profound realization of the universe’s nature and one's place within it, leading to an understanding of the entire scope of existence while maintaining a firm grasp on individuality. Those who achieve CHIM are rumored to possess the ability to reshape the world, with some legends claiming that Tiber Septim used this power to transform Cyrodiil from an endless jungle into a temperate land. The process of attaining CHIM is one of the six "Walking Ways" to divinity. Vivec, a revered figure in Dunmer history, wrote extensively on CHIM, attributing its discovery to Lorkhan, who allegedly used this knowledge to enlist the Aedra in creating Mundus. Though his attempt at CHIM failed, some suggest this failure served as a cautionary example for others. CHIM is often seen as a step toward the ultimate state known as Amaranth, a union with the Godhead that resembles lucid dreaming, where two beings are required to "mantle" the Godhead, experiencing a dreamlike creation beyond all constraints. | priestdaedrascholar | CHIM is a state of being that transcends limitations, originating from the Ehlnofex language. It involves understanding the universe and one's role in it while maintaining individuality, allowing for the power to reshape reality. Achieving CHIM is one of the "Walking Ways" to divinity and is linked to Lorkhan, who discovered it during the creation of Mundus. Tiber Septim is believed to have used CHIM to transform Cyrodiil. Vivec saw CHIM as a step toward Amaranth, a union with the Godhead that represents transcendence and a new state of creation. | commondunmer | Ehlnofex, Walking Ways, Tiber Septim, Cyrodiil, Lorkhan, Vivec, Aedra, Mundus, Amaranth, Godhead, Divinity | lore | factory skyrim-official-20260814-v2.0 | |
| chimarvamidium | Ancient Tales of the Dwemer Part VI, Hope of the Chimer, Nchmarthurnidamz | Ancient Tales of the Dwemer, Part VI: Chimarvamidium, written by Marobar Sul, is a fictional tale set during the conflict between the Chimer and the Dwemer, focusing on a powerful golem, Chimarvamidium, created by the Dwemer armorer Jnaggo. Initially designed as a powerful ally to the Chimer in their war against the Dwemer, the golem malfunctioned during an attack on the Dwemer camp, leading to disastrous results. The story culminates with a twist: the golem, which the Chimer thought was an unstoppable force, is revealed to be Jnaggo in disguise, using his skills in armor and magic to deceive the Chimer and help the Dwemer win the battle. The themes of deception, the role of technology and magic in warfare, and the hubris of the Chimer are central to the story. The tale highlights the contrast between the Chimer's reliance on magical and physical power and the Dwemer's mastery of both craftsmanship and strategy. The story is part of a larger collection of fictional tales exploring the Dwemer, and it reflects their advanced understanding of technology and their mysterious disappearance. The narrative also alludes to the possible use of "the Calling," a magical form of silent communication among the Dwemer, hinting at deeper mysteries of their race. | scholar | Chimarvamidium, you do not know the author of the book and have limited knowledge of it, explores themes of deception, technological and magical warfare, and the hubris of the Chimer in their conflict with the Dwemer. The story reveals the Dwemer's strategic mastery and alludes to their mysterious disappearance, highlighting the contrast between the Chimer's reliance on raw power and the Dwemer's cunning use of technology. | esoteric | Dwemer, Chimer, Marobar Sul, Jnaggo, golem, animunculi, the Calling, heavy armor, Ancient Tales of the Dwemer, deception, warfare, hubris | lore | factory skyrim-official-20260814-v2.0 | |
| chimer | Changed Ones, Velothi | The Chimer, meaning "People of the North," were a group of Aldmeri tribes that rejected the customs of Summerset Isle and undertook a significant exodus to Morrowind. This migration was led by the prophet Veloth, who conveyed the teachings of Boethiah, the Prince of Plots, along with two other Daedra. Embracing these teachings, the Chimer developed a distinct culture known as the High Velothi culture, marked by dynamic ambition and a strong emphasis on ancestor worship. Characteristically, the Chimer possessed a dull golden skin tone and bright yellow eyes. They were known as the Changed Ones due to a transformation that occurred later in their history, leading to their eventual identification as the Dunmer, or Dark Elves. Despite this transformation, some figures from the Tribunal, such as Almalexia and Vivec, are noted to have retained elements of their Chimer heritage in their appearances. The Chimer's legacy is intertwined with their cultural shifts and religious practices that significantly influenced the history of Morrowind. | dunmerdaedrascholar | The Chimer, or "People of the North," were Aldmeri tribes who, led by the prophet Veloth, migrated to Morrowind, rejecting Summerset's customs and embracing the teachings of Boethiah and other Daedra. Known for their golden skin and yellow eyes, they developed the High Velothi culture, emphasizing ambition and ancestor worship. Their transformation into the Dunmer, or Dark Elves, marked a pivotal shift in their history, though some Tribunal figures, like Almalexia and Vivec, retained Chimeric traits. The Chimer's cultural and religious practices profoundly shaped Morrowind's history and identity. | common | Aldmeri, Tribunal, High Velothi Culture, Ancestor Worship, Velothi Exodus, Dunmer, Boethiah, Mephala, Almalexia, Vivec, Morrowind | lore | factory skyrim-official-20260814-v2.0 | |
| chitin_equipment | chitin armor, chitin boots, chitin bracers, chitin helmet, chitin shield | Chitin equipment includes light Dunmer armor and shields made from hard insect shell. Its overlapping dark plates are light, jagged, and well suited to Solstheim, where ash hoppers provide much of the raw chitin. Individual pieces serve different combat roles, but their exact damage, protection, and crafting requirements depend on the piece rather than the family name. | blacksmithwarriormerchant | Chitin equipment includes light Dunmer armor and shields made from hard insect shell. Individual pieces differ in use. | common | Dunmer, Solstheim, insect shell, ash hopper, light armor, shields, smithing | equipment | factory skyrim-official-20260814-v2.0 | |
| chokeberry | None | Chokeberry, originating from Cyrodiil, is an ingredient that can be purchased from Khajiit caravans. Alchemy effects: Damage Health, Ravage Health, Lingering Damage Health, and Weakness to Poison. | alchemist | Chokeberry, originating from Cyrodiil, is an ingredient that can be purchased from Khajiit caravans. A You do not know the alchemical effects of this ingredient. However, an alchemist might. | common | Cyrodiil, Khajiit Caravans, Damage Health, Ravage Health, Lingering Damage Health, Weakness to Poison, Alchemy, Poison | items | factory skyrim-official-20260814-v2.0 | |
| chokeweed | None | Chokeweed, originating from Vvardenfell, is an ingredient that can be purchased from Khajiit caravans. Alchemy effects: Weakness to Frost, Restore Stamina , Cure Disease , and Damage Magicka. | alchemist | Chokeweed, originating from Vvardenfell, is an ingredient that can be purchased from Khajiit caravans. You do not know the alchemical effects of this ingredient. However, an alchemist might. | Everyone | items | custom | ||
| chorrol | None | Chorrol is a picturesque Colovian town located in northwestern Cyrodiil, nestled between the Great Forest and the Colovian Highlands near the Hammerfell border. Known for its serene environment, Chorrol is shaded by large oak canopies, with the iconic Great Oak standing at its center. The town is divided into districts, including Castle Chorrol, Chapel Street, and Great Oak Place, and is surrounded by thick walls and guard towers for protection. It is home to notable landmarks such as the Great Chapel of Stendarr, Weynon Priory, and the historic statue of Saint Osla at Fountain Gate. Chorrol has a rich history dating back to the Merethic Era and has played a role in many key events, such as the Colovian Revolt led by Varen Aquilarios and the Oblivion Crisis of the Third Era when it came under siege by Daedric forces. Countess Arriana Valga ruled the town at the close of the Third Era, and its legacy as a hub of Colovian culture and trade endures into the Fourth Era. The town's blend of history, beauty, and community makes it a notable gem in Cyrodiil's landscape. | scholarimperialtraveler | Chorrol is a picturesque town in northwestern Cyrodiil, known for its serene environment, large oak trees, and the iconic Great Oak. The town features districts like Castle Chorrol and Chapel Street, and is home to landmarks such as the Great Chapel of Stendarr and Weynon Priory. With a rich history dating back to the Merethic Era, Chorrol played a role in events like the Colovian Revolt and the Oblivion Crisis. Its legacy as a cultural and trade hub continues into the Fourth Era, making it a notable part of Cyrodiil’s landscape. | common | Colovia, Great Forest, Colovian Highlands, Great Chapel of Stendarr, Weynon Priory, Countess Arriana Valga, Colovian Revolt, Oblivion Crisis, Stendarr, Cyrodiil, Hammerfell | locationother | factory skyrim-official-20260814-v2.0 | |
| chronicles_of_nchuleft | None | Chronicles of Nchuleft, written by an Anonymous Altmer, is a historical account detailing the events surrounding the Dwemer Freehold Colony of Nchuleft, with a particular focus on the death of Lord Ihlendam. The story chronicles the political intrigue and rivalry between Lord Ihlendam and Councilor Bluthanch, who, after a heated disagreement at a Council Meet, were driven to violence. Although peace was briefly restored, Lord Ihlendam later accepted a summons from Bluthanch for a parley, only to be ambushed and killed by foul creatures, possibly summoned by Bluthanch. The text leaves the question of her involvement unanswered, adding an element of mystery to the tragedy. The themes of political rivalry, betrayal, and the deadly consequences of unchecked ambition are central to the narrative. It also touches on the dangers of pride and the distrust that can arise among even the closest allies. The story reflects the tense and often violent nature of Dwemer politics, where power struggles lead to fatal outcomes. This work is part of a larger collection that provides insight into the history and internal conflicts of the Dwemer Freehold Colony. | scholar | Chronicles of Nchuleft, you do not know the author of the book and have limited knowledge of it, focuses on themes of political rivalry, betrayal, and the deadly consequences of unchecked ambition within the Dwemer Freehold Colony. The story highlights the tension and violence inherent in Dwemer politics, where power struggles lead to tragic and fatal outcomes. | esoteric | Dwemer, Altmer, Nchuleft, Lord Ihlendam, Councilor Bluthanch, Dwemer Freehold Colony, political rivalry, betrayal, summoned creatures | lore | factory skyrim-official-20260814-v2.0 | |
| chrysamere | Sword of Heroes, Chrysamere Blade, Paladin's Blade | Chrysamere, also known as the Chrysamere Blade or the Sword of Heroes, is an ancient adamantium claymore renowned for its extraordinary combination of offensive power and defensive capabilities. Forged in the late Merethic Era by the Breton swordsmith Asterie Bedel, Chrysamere embodies a unique blend of techniques from both human and elven craftsmanship. Its design features a distinctive "mage's knot," symbolizing its deep connection to the early cultural roots of Breton society and the influence of their Elven ancestors. | bretonaltmerscholar | Chrysamere is an ancient adamantium claymore, blending human and elven craftsmanship, celebrated for its immense offensive power and defensive capabilities. Known as the Sword of Heroes, it symbolizes Breton cultural heritage. | common | adamantium, Breton, Elven, Merethic Era, paladin, defensive magic, spell reflection, healing, holy weapon, Asterie Bedel | artifacts | factory skyrim-official-20260814-v2.0 | |
| cidhna_mine | None | Cidhna Mine is a medium-sized silver mine and forced-labor prison camp located in southern Markarth in the Reach. It is owned and operated by the influential Silver-Blood family and serves as the city’s prison, known as the most feared and secure facility in Skyrim. The mine consists of two zones: Cidhna Mine and Markarth Ruins. Prisoners in Cidhna Mine are forced to mine silver ore day and night, receiving food only weekly upon meeting their quotas. The mine's harsh conditions and impenetrable security make it a dreaded destination for those who break the law in Markarth. Its dual role as a prison and a functioning silver mine highlights the Silver-Blood family's control over both justice and industry in the Reach. | reachtraveler | Cidhna Mine is a medium-sized silver mine and forced-labor prison camp located in southern Markarth in the Reach. It is owned and operated by the influential Silver-Blood family and serves as the city’s prison, known as the most feared and secure facility in Skyrim. The mine consists of two zones: Cidhna Mine and Markarth Ruins. Prisoners in Cidhna Mine are forced to mine silver ore day and night, receiving food only weekly upon meeting their quotas.You do not know anything else about this area. | commonfalkreathwhiterunhjaalmarchhaafingar | Markarth, Silver-Blood family, silver mining, forced labor, prison, Markarth Ruins, silver ore, Skyrim prisons | reach | factory skyrim-official-20260814-v2.0 | |
| circle_of_protection | None | Circle of Protection is a Restoration spell that creates a protective barrier on the ground, which repels undead and daedra from entering the area while healing allies within it. It requires an Expert skill level to cast. | magehealer | Circle of Protection is a spell that creates a protective barrier on the ground, repelling undead and daedra from entering the area while healing allies within it. You do not know much else about this spell. | common | Restoration, Healing, Daedra, Undead, Expert skill, Wards, Defensive magic, Necromancy | spells | factory skyrim-official-20260814-v2.0 | |
| clairvoyance | None | Clairvoyance: These magical effects are utility-focused Illusion spells that guide the caster along the correct path to their objective by illuminating a magical trail. This effect is only available as a spell and is commonly used by adventurers to navigate complex terrains or dungeons. | mage | This spell helps you find your way by showing a magical path to your destination. A mage might know more though. | common | Illusion, navigation, utility magic, dungeon exploration, magical trail, pathfinding | spells | factory skyrim-official-20260814-v2.0 | |
| clan_shatter-shield_office | None | The Clan Shatter-Shield Office is a small but important establishment located on Windhelm's docks, nestled between the Argonian Assemblage and the East Empire Company regional office. It serves as the base of operations for Clan Shatter-Shield's shipping endeavors, overseeing the family's commercial ventures. This office plays a key role in managing the family's business interests, particularly in trade and shipping, which are vital to Windhelm's economy. | eastmarchnobletravelereast_empire_company | The Clan Shatter-Shield Office is a small but important establishment located on Windhelm's docks, nestled between the Argonian Assemblage and the East Empire Company regional office.You do not know anything else about this area. | commonpaleriftwinterholdwhiterun | Windhelm, Windhelm docks, Clan Shatter-Shield, Argonian Assemblage, East Empire Company, shipping, trade, commerce | eastmarch | factory skyrim-official-20260814-v2.0 | |
| clearpine_pond | None | Clearpine Pond is a serene pond located west-southwest of Solitude, just northeast of Pinemoon Cave in Haafingar. The pond features a small island that is easily identifiable by a pile of logs and several fallen trees surrounding it, adding a rustic charm to the landscape. | haafingartraveler | Clearpine Pond is a serene pond located west-southwest of Solitude in Haafingar. You do not know anything else about this area. | commonreachhjaalmarch | Haafingar, Solitude, Pinemoon Cave, Ponds, Forests, Wilderness | haafingar | factory skyrim-official-20260814-v2.0 | |
| clear_skies | lok vah koor | Clear Skies is a Shout that causes Skyrim itself to yield before the Thu'um, clearing away fog and inclement weather. The three words of power in this Shout are Lok (Sky), which calls upon the power of the heavens; Vah (Spring), which ushers in clear, refreshing weather; and Koor (Summer), which brings warm, clear skies to the land. | dragon | This is a Dragon Shout. You do not know much about Dragon shouts, or their language. | common | Thu'um, Dragon Shout, weather, fog, Dragon Language, Lok, Vah, Koor, sky, spring, summer | spells | factory skyrim-official-20260814-v2.0 | |
| clearspring_tarn | None | Clearspring Tarn is a serene mountain pool located on a cliff in the Rift, overlooking Eastmarch. It lies due east of Snapleg Cave and west of Shor's Stone. Nestled in the rugged terrain, this tranquil spot offers a peaceful yet remote setting. | rifttraveler | Clearspring Tarn is a serene mountain pool located on a cliff in the Rift.You do not know anything else about this area. | commoneastmarchfalkreath | Rift, Eastmarch, Snapleg Cave, Shor's Stone, mountain pool, cliff | rift | factory skyrim-official-20260814-v2.0 | |
| cliff_racer | None | Cliff Racer is a specialty wine crafted by Talen-Jei at The Bee and Barb. A blend of exotic spirits, it is a favorite of those seeking a strong and unique drink. | talen_jei | You have heard of a special wine served at The Bee and Barb but know little about its ingredients or flavor. | common | The Bee and Barb, Talen-Jei, wine, alcohol, beverage, Riften | items | factory skyrim-official-20260814-v2.0 | |
| cliffside_retreat | None | Cliffside Retreat is a small shack located south of Dragon Bridge and northeast of Liar's Retreat in the Reach. The shack is inhabited by a lone bear hunter, who lives in seclusion amidst the rugged terrain. | reachtraveler | Cliffside Retreat is a small shack located south of Dragon Bridge in the Reach. You do not know anything else about this area. | commonfalkreathwhiterunhjaalmarchhaafingar | The Reach, Dragon Bridge, Liar's Retreat, bear hunter, shack, hunting, bears, seclusion, rugged terrain | reach | factory skyrim-official-20260814-v2.0 | |
| clockwork_city | Clockwork Realm | The Clockwork City, created by Sotha Sil, is a mechanical realm designed to replicate Nirn's natural world in miniature while striving for perfection through the fusion of magic and technology. It exists outside conventional space and time, accessible through magical means like the Clockwork Globe. The city consists of three main regions: the Radius, a wilderness emulating Tamriel's biomes; the Brass Fortress, the central settlement; and the Mechanical Fundament, housing Sotha Sil's control center, the Throne Aligned. The City is maintained by structures like the Halls of Regulation, which sustain its ecosystem, and the Mnemonic Planisphere, which stores Sotha Sil’s memories. The Clockwork Apostles, its inhabitants, strive to create a "perfect Nirn" by blending mer and machine. Throughout history, the Clockwork City has been a site of conflict and innovation. Sotha Sil modeled much of the City's technology on Dwemer designs but ultimately evolved a unique style. Significant events include the creation of the Mechanical Heart, a replacement for the Heart of Lorkhan, and Sotha Sil's murder by Almalexia in 3E 427. The City faced threats from Daedric Princes, rogue Apostles, and internal strife. Despite these challenges, it remains a marvel of invention, home to Fabricants, Factotums, and a society that reveres Sotha Sil's vision. By the Fourth Era, the Mechanical Heart sustained the City, enabling its unique synthetic ecosystem to thrive even after Sotha Sil's death. | scholardaedratraveler | The Clockwork City, created by Sotha Sil, is a mechanical realm designed to replicate Nirn in miniature, blending magic and technology in pursuit of perfection. It consists of three main regions: the Radius, the Brass Fortress, and the Mechanical Fundament, housing Sotha Sil's control center. The city is maintained by structures like the Halls of Regulation and the Mnemonic Planisphere. While modeled on Dwemer designs, the city evolved its own style. Despite internal strife, threats from Daedric Princes, and the murder of Sotha Sil, the city continues to thrive in the Fourth Era, sustained by the Mechanical Heart. | esoteric | Sotha Sil, Dwemer, Almalexia, Clockwork Apostles, Fabricants, Mechanical Heart, Heart of Lorkhan, Tribunal, Brass Fortress, Daedric Princes, Nirn, Mournhold | locationother | factory skyrim-official-20260814-v2.0 | |
| close_wounds | None | Close Wounds is a Restoration spell that rapidly heals the caster, restoring a significant amount of health. It requires an Expert skill level to cast. | magehealer | Close Wounds is a spell that rapidly heals the caster, restoring a significant amount of health. You do not know much else about this spell. | common | Restoration, healing, Expert magic, health restoration, self-healing, defensive magic | spells | factory skyrim-official-20260814-v2.0 | |
| cloud_ruler_temple | None | Cloud Ruler Temple, perched high in the Jerall Mountains near Bruma, was an ancient and iconic stronghold of the Blades, showcasing dramatic Akaviri architecture. Constructed by the Akaviri Dragonguard during the founding of the Second Empire under Reman Cyrodiil, it served as the Blades' headquarters until the end of the Third Era. The temple was revered for its Great Hall, where swords of those who died protecting the Dragonborn were displayed, and for its archives, which housed invaluable lore on the Blades. Throughout its history, Cloud Ruler Temple played a crucial role in Tamrielic events. It became a refuge for Martin Septim during the Oblivion Crisis of 3E 433, where the Blades aided his efforts to thwart Mehrunes Dagon. In the Fourth Era, the temple was a key target during the Great War, as the Thalmor besieged it to eliminate the Blades, who had orchestrated resistance missions against the Dominion. The siege led to the destruction of the temple’s archives, and only a few, like Acilius Bolar, survived to continue the Blades’ legacy in exile. | scholarimperialtravelerbladesthalmor | Cloud Ruler Temple, located in the Jerall Mountains near Bruma, was a significant stronghold of the Blades, founded by the Akaviri Dragonguard during the Second Empire. Known for its dramatic Akaviri architecture, it served as the Blades' headquarters until the end of the Third Era. The temple housed the Great Hall, displaying swords of fallen protectors, and valuable archives. It played a crucial role during the Oblivion Crisis as a refuge for Martin Septim, and later became a target during the Great War, resulting in its destruction and the scattering of the Blades' legacy. | common | Jerall Mountains, Bruma, Blades, Akaviri, Second Empire, Reman Cyrodiil, Oblivion Crisis, Martin Septim, Great War, Thalmor, Acilius Bolar, Dragonborn | locationother | factory skyrim-official-20260814-v2.0 | |
| cod | None | Cod are a large yellow fish found in freezing waters during any weather. They can be eaten with a mild, delicate, and slightly sweet flavor with a flaky texture. | fisher | Cod are a large yellow fish. They can be eaten with a mild, delicate, and slightly sweet flavor with a flaky texture. You do not know much more about the fish, but a fisher would. | common | fish, freezing waters, food, flavor, cooking, weather, Fisher | creatures | factory skyrim-official-20260814-v2.0 | |
| coda_flower | None | Coda Flower is a bright blue flower that can be purchased from Khajiit caravans originating from Vvardenfell.. Alchemy effects: Damage Health, Lingering Damage Stamina, Ravage Magicka, and Fortify Carry Weight. | alchemist | Coda Flower is a bright blue flower that can be purchased from Khajiit caravans originating from Vvardenfell. You do not know the alchemical effects of this ingredient. However, an alchemist might. | common | Vvardenfell, Khajiit caravans, Damage Health, Fortify Carry Weight, Ravage Magicka, Lingering Damage Stamina, alchemy, ingredients | items | factory skyrim-official-20260814-v2.0 | |
| coldcinder_cave | None | Coldcinder Cave is a small cave located southeast of Raven Rock on Solstheim, and north-northwest of Kolbjorn Barrow. The cave is inhabited by ash spawn and netches, making it a hazardous site for those unprepared to face these formidable creatures. | solstheimtraveler | You do not know anything about this area. | common | Solstheim, Raven Rock, Kolbjorn Barrow, ash spawn, netches, cave | solstheim | factory skyrim-official-20260814-v2.0 | |
| coldharbour | None | Coldharbour is a bleak and desolate realm of Oblivion, presided over by Molag Bal, the Daedric Prince of Domination. This realm serves as a twisted reflection of Nirn, constructed through a combination of mocking imitation and the outright appropriation of its features. Coldharbour is characterized by its lifeless landscape and is populated by Daedra as well as the Soul Shriven, mortals condemned to eternal torment. Those who have made pacts with Molag Bal can also be found residing within this grim plane, while the souls of vampires are directed to Coldharbour upon their death. | scholardaedratraveler | Coldharbour is a bleak realm of Oblivion ruled by Molag Bal, the Daedric Prince of Domination. It mirrors Nirn in a twisted and mocking way, with a lifeless landscape populated by Daedra and the Soul Shriven—mortals condemned to eternal torment. Those who make pacts with Molag Bal, as well as the souls of vampires, are sent to Coldharbour after death. | common | Oblivion, Daedra, Soul Shriven, vampirism, domination, torment, soul, pacts, Nirn, Molag Bal | locationother | factory skyrim-official-20260814-v2.0 | |
| cold_rock_pass | south cold rock pass | Cold Rock Pass is a small mountain passage located south-southwest of Morthal and north of Rannveig's Fast in Whiterun Hold. The pass is home to a frost troll and provides a treacherous but convenient shortcut through the mountainous terrain." | hjaalmarchtraveler | Cold Rock Pass is a small mountain passage located south-southwest of Morthalin Whiterun Hold. You do not know anything else about this area. | commonwhiterunpalehaafingar | Morthal, Rannveig's Fast, Whiterun Hold, frost troll, mountain pass, Hjaalmarch | hjaalmarch | factory skyrim-official-20260814-v2.0 | |
| college_of_winterhold | None | The College of Winterhold is a renowned school for magic located in the city of Winterhold, perched on a rocky outcrop, and reachable only by crossing a narrow stone bridge after the Great Collapse. Though it functions similarly to the Mages Guild, the College is an independent institution, separate from the Guild, and has a storied history dating back to the First Era. It is believed to have been founded by the legendary mage Shalidor, though this claim, like many others associated with him, is shrouded in mystery. The College boasts documents from as far back as the late Second Era and houses some of Tamriel's most valuable arcane knowledge. A selective institution, the College admits only those who prove their aptitude in the magical arts. Once enrolled, students enjoy greater freedom in their studies, including the practice of controversial magic such as Necromancy. The College's central building, the Hall of the Elements, serves as the site for all types of magical practice and contains the famous Arcanaeum library. The Arch-Mage’s quarters are located within, while students and faculty are housed in separate accommodations. Beneath the College lies the Midden, a mysterious underground area that holds many of the College's secrets. The Eye of Shalidor, a symbol of the institution, is displayed prominently across the campus, honoring the College's ancient roots. Notable residents of the College include the Arch-Mage Savos Aren, Master-Wizard Mirabelle Ervine, and various experts and trainers in different magical disciplines, including Faralda (Destruction), Tolfdir (Alteration), and Phinis Gestor (Conjuration). The College also hosts a range of followers, such as Brelyna Maryon and J'zargo, alongside other figures like Enthir, a general goods vendor, and the enigmatic Ancano, a Thalmor advisor. | collegeofwinterholdscholarmage | The College of Winterhold is a renowned school for magic located in the city of Winterhold, perched on a rocky outcrop, and reachable only by crossing a narrow stone bridge after the Great Collapse. Though it functions similarly to the Mages Guild, the College is an independent institution, separate from the Guild, and has a storied history dating back to the First Era. A selective institution, the College admits only those who prove their aptitude in the magical arts. You do not know anything else about this area. | Everyone | winterhold | custom | ||
| colovia | Old Colovia, colovian, Colovian West | Colovia, also known as the Colovian West or Old Colovia, constitutes the western half of the province of Cyrodiil. Renowned for its strong-willed and industrious inhabitants, Colovia has a rich martial tradition, with many citizens serving in the Imperial Legion. The region is characterized by its rugged landscapes, which include hilly terrains along the Gold Road, dense forests in the Great Forest, and expansive grasslands within the Imperial Reserve, a well-known area for hunting. The Colovians are known for their self-sufficiency and craftsmanship, particularly in timber, which is highly sought after for construction and weaponry. While most Colovians reside in major cities such as Anvil, Chorrol, Kvatch, and Skingrad, the nobility often inhabit private estates near the Gold Coast. Despite shifts in territorial borders over the eras, Colovia remains a vital part of Cyrodiil, blending a fierce frontier spirit with a deep appreciation for their agricultural and natural resources. | scholarimperialtravelerimperial_legion | Colovia, or Old Colovia, is the western half of Cyrodiil, known for its strong-willed inhabitants and rich martial tradition. The region is characterized by rugged landscapes, including hilly terrains, dense forests, and expansive grasslands. Colovians are self-sufficient and skilled in craftsmanship, especially in timber used for construction and weaponry. Major cities like Anvil, Chorrol, Kvatch, and Skingrad are home to most Colovians, while the nobility live near the Gold Coast. Despite historical shifts in borders, Colovia remains a vital region in Cyrodiil, blending frontier spirit with a deep respect for agricultural and natural resources. | common | Cyrodiil, Imperial Legion, Anvil, Chorrol, Kvatch, Skingrad, Gold Coast, Great Forest, Imperial Reserve, timber, martial tradition | locationother | factory skyrim-official-20260814-v2.0 | |
| command | None | These magical effects are offensive Conjuration spells that compel a conjured or summoned entity to obey the caster;s will, overriding its natural behavior. This effect is available as a spell and can also be found on enchanted gear, making it indispensable for skilled conjurers managing Daedric allies. | mage | This spell forces a summoned creature to obey the caster, even if it doesn;t want to. A mage might know more though. | common | Conjuration, summoned creatures, Daedric allies, enchantment, magic, bound weapons | spells | factory skyrim-official-20260814-v2.0 | |
| command_daedra | None | Command Daedra is a Conjuration spell that forces a summoned or hostile Daedra to fight for the caster for a limited time. It requires an Expert skill level to cast. | mage | Command Daedra is a spell that forces a summoned or hostile Daedra to fight for the caster for a short time. You do not know much else about this spell. | common | Conjuration, Daedra, mind control, summoning, Expert skill, combat magic, hostile creatures | spells | factory skyrim-official-20260814-v2.0 | |
| companions | None | The Companions are a renowned group of warriors based in the city of Whiterun in Skyrim, with their headquarters located in the mead hall of Jorrvaskr. They trace their origins back to Ysgramor and his Five Hundred Companions, who accompanied him in his legendary return to Skyrim from Atmora, seeking vengeance against the elves during the Merethic Era. The modern Companions operate as mercenaries, accepting contracts from the public while maintaining a tradition of honor and neutrality, avoiding entanglement in political conflicts. The group is led by a Harbinger, an honorific title passed down from leader to leader, with Ysgramor himself regarded as the first Harbinger. Within the Companions, the most elite members belong to the Circle, a governing body founded to uphold the ancient traditions of the group. However, the Circle harbored a dark secret: its members had accepted the curse of lycanthropy, turning them into werewolves under an ancient pact with the Glenmoril witches. While some, like Harbinger Kodlak Whitemane, sought to rid the Companions of this curse, others embraced it. The Companions have played a significant role in Skyrim’s history, holding a revered place as impartial warriors who value honor above all else. | companions | The Companions are a legendary group of honorable warriors based in Whiterun, Skyrim, with their headquarters at Jorrvaskr. They trace their origins to Ysgramor and his Five Hundred Companions, who returned to Skyrim seeking vengeance against the elves. Today, they operate as neutral mercenaries, led by a Harbinger, and avoid political conflicts. The Companions hold a respected role in Skyrim's history, valuing tradition and honor above all. There are rumors that they are secertly werewolves. | common | Whiterun, Jorrvaskr, Ysgramor, Atmora, Merethic Era, lycanthropy, Glenmoril Witches, Kodlak Whitemane, Harbinger, mercenaries, Five Hundred Companions | lore | factory skyrim-official-20260814-v2.0 | |
| congealed_putrescence | None | Congealed Putrescence, a slimy bluish-grey rock originating from the Shivering Isles, is an ingredient that can be purchased from Khajiit caravans. Alchemy effects: Ravage Health, Restore Magicka, Weakness to Fire, and Fortify Conjuration. | alchemist | Congealed Putrescence, a slimy bluish-grey rock originating from the Shivering Isles, is an ingredient that can be purchased from Khajiit caravans. You do not know the alchemical effects of this ingredient. However, an alchemist might. | Everyone | items | custom | ||
| conjuration | None | Conjuration is one of the recognized schools of magic. It calls creatures and weapons from other realms, binds summoned beings to the caster's will, turns or banishes Daedra and undead, and includes the reanimation of corpses. Bound weapons are temporary Daedric armaments rather than ordinary forged steel. The school is taught at the College of Winterhold, though many people distrust it because failed summons and uncontrolled undead can be deadly. | magescholarcollege_of_winterhold | Conjuration magic summons creatures and bound weapons, banishes otherworldly beings, and can reanimate the dead. Failed summons can be dangerous. | common | College of Winterhold, summoning, Daedra, undead, bound weapons, reanimation, Oblivion, banishment, magic | lore | factory skyrim-official-20260814-v2.0 | |
| conjure | None | These magical effects are defensive Conjuration spells that summon creatures from Oblivion, such as atronachs or Daedra, to fight alongside or protect the caster. This effect is available as a spell and can also be found on enchanted items, making it a cornerstone of Conjuration magic. | mage | This magic calls creatures from other worlds to fight alongside you, like atronachs or Daedra. A mage might know more though. | common | Conjuration, Oblivion, Daedra, atronachs, summoning, protection, enchantment, combat magic | spells | factory skyrim-official-20260814-v2.0 | |
| conjure_ash_guardian | None | Conjure Ash Guardian is a Conjuration spell from solstheim that summons a powerful Ash Guardian to fight for the caster, requiring a heart stone to remain under control. It requires an Expert skill level to cast. | mage | Conjure Ash Guardian is a spell that summons a powerful Ash Guardian to fight for the caster, but it requires a heart stone to keep the creature under control. You do not know much else about this spell. | common | Solstheim, Conjuration, heart stone, Expert magic, summoning, Ash Guardian | spells | factory skyrim-official-20260814-v2.0 | |
| conjure_ash_spawn | None | Conjure Ash Spawn is a Conjuration spell that summons an Ash Spawn to fight alongside the caster for a limited time. It requires an Adept skill level to cast. | mage | Conjure Ash Spawn is a spell that summons an Ash Spawn, a fiery creature, to fight by the caster's side for a short time. You do not know much else about this spell. | common | Conjuration, Ash Spawn, Adept magic, summoning, conjured ally, combat magic | spells | factory skyrim-official-20260814-v2.0 | |
| conjure_dragon_priest | None | Conjure Dragon Priest is a Conjuration spell that summons a spectral Dragon Priest to fight alongside the caster for a limited time. It requires a Master skill level to cast. | mage | Conjure Dragon Priest is a spell that summons a spectral Dragon Priest to fight alongside the caster for a short time. You do not know much else about this spell. | common | Conjuration, Dragon Priest, Master skill, summoning, spectral entity, undead | spells | factory skyrim-official-20260814-v2.0 | |
| conjure_dremora_lord | None | Conjure Dremora Lord is a Conjuration spell that summons a powerful Dremora Lord to fight for the caster for a limited time. It requires an Expert skill level to cast. | mage | Conjure Dremora Lord is a spell that summons a powerful Dremora Lord to fight for the caster for a short time. You do not know much else about this spell. | common | Conjuration, Dremora, Daedra, Oblivion, summoning, Expert magic, combat allies | spells | factory skyrim-official-20260814-v2.0 | |
| conjure_familiar | None | Conjure Familiar is a Conjuration spell that summons a spectral wolf to fight alongside the caster for a limited time. It requires a Novice skill level to cast. | magecompanions | Conjure Familiar is a spell that summons a spectral wolf to fight by the caster's side for a short time. You do not know much else about this spell. | common | Conjuration, spectral wolf, Novice, summoning, companions, temporary effects, wolves | spells | factory skyrim-official-20260814-v2.0 | |
| conjure_flame_atronach | None | Conjure Flame Atronach is a Conjuration spell that summons a Flame Atronach to fight for the caster for a limited time. It requires an Apprentice skill level to cast. | mage | Conjure Flame Atronach is a spell that summons a Flame Atronach, a fiery creature, to fight for the caster for a short time. You do not know much else about this spell. | common | Conjuration, Flame Atronach, Apprentice magic, summoning, conjured ally, fire magic | spells | factory skyrim-official-20260814-v2.0 | |
| conjure_frost_atronach | None | Conjure Frost Atronach is a Conjuration spell that summons a Frost Atronach to fight for the caster for a limited time. It requires an Adept skill level to cast. | mage | Conjure Frost Atronach is a spell that summons a Frost Atronach, a creature made of ice, to fight for the caster for a short time. You do not know much else about this spell. | common | Conjuration, Frost Atronach, Adept skill, summoning, ice magic, Daedra | spells | factory skyrim-official-20260814-v2.0 | |
| conjure_mistman | None | Conjure Mistman is a Conjuration spell that summons a spectral Mistman from the soulcairn to fight alongside the caster for a limited time. It requires an Adept skill level to cast. | mage | Conjure Mistman is a spell that summons a spectral Mistman from the Soul Cairn to fight by the caster's side for a short time. You do not know much else about this spell. | esoteric | Conjuration, Soul Cairn, Mistman, undead, Ideal Masters, Adept magic, summoning | spells | factory skyrim-official-20260814-v2.0 | |
| conjure_seeker | None | Conjure Seeker is a Conjuration spell that summons a Seeker from Apocrypha to fight for the caster for a limited time. It requires an Expert skill level to cast. | magecompanions | Conjure Seeker is a spell that summons a Seeker from Apocrypha to fight alongside the caster for a short time. You do not know much else about this spell. | esoteric | Conjuration, Apocrypha, Seeker, Expert, Hermaeus Mora, summoning, companions, Daedra | spells | factory skyrim-official-20260814-v2.0 | |
| conjure_storm_atronach | None | Conjure Storm Atronach is a Conjuration spell that summons a powerful Storm Atronach to fight for the caster for a limited time. It requires an Expert skill level to cast. | mage | Conjure Storm Atronach is a spell that summons a powerful Storm Atronach to fight for the caster for a short time. You do not know much else about this spell. | common | Conjuration, Storm Atronach, Expert magic, summoning, conjured ally, lightning magic | spells | factory skyrim-official-20260814-v2.0 | |
| control_poisons | fear poison, frenzy poison, paralysis poison | Control poisons alter a victim's behavior or movement instead of directly draining a reserve. Fear poisons make targets flee, frenzy poisons provoke indiscriminate attacks, and paralysis poisons leave a victim unable to move for a limited time. | alchemist | Control poisons can cause fear, frenzy, or temporary paralysis. | common | fear, frenzy, paralysis, poison, alchemy, behavior alteration, combat | items | factory skyrim-official-20260814-v2.0 | |
| corkbulb_root | None | Corkbulb Root, a brownish bulb plant, originating from Vvardenfell, is an ingredient that can be purchased from Khajiit caravans. Alchemy effects: Paralysis, Restore Health, Resist Shock, and Fortify Marksman. | alchemisthealer | Corkbulb Root, a brownish bulb plant, originating from Vvardenfell, is an ingredient that can be purchased from Khajiit caravans. You do not know the alchemical effects of this ingredient. However, an alchemist might. | common | Vvardenfell, Khajiit caravans, alchemy, Paralysis, Restore Health, Resist Shock, Fortify Marksman, Morrowind, ingredients | items | factory skyrim-official-20260814-v2.0 | |
| cornberry | Comberry | Comberry, a red berry originating from Vvardenfell, is an ingredient that can be purchased from Khajiit caravans. Alchemy effects: Damage Stamina, Spell Absorption, Restore Magicka, and Fortify Destruction. | alchemist | Comberry, a red berry originating from Vvardenfell, is an ingredient that can be purchased from Khajiit caravans. You do not know the alchemical effects of this ingredient. However, an alchemist might. | Everyone | items | custom | ||
| corpselight_farm | None | Corpselight Farm is a small farmstead located in the center of Falkreath, directly behind the inn Dead Man's Drink, in Falkreath Hold. It is run by Mathies and his wife, Indara Caerellia, who are grieving the recent loss of their daughter. Their daughter was tragically killed by a passing farmhand named Sinding, who went berserk and tore her apart. | falkreathtraveler | Corpselight Farm is a small farmstead located in Falkreath, the town, in Falkreath Hold. You do not know who runs the farm.You do not know anything else about this area. | commonwhiterunriftreach | Falkreath, Falkreath Hold, Dead Man's Drink, Mathies, Indara Caerellia, Sinding, farmstead, grief | falkreath | factory skyrim-official-20260814-v2.0 | |
| corrundum | Corundum | Corundum is a valuable metal used primarily for creating stronger alloys in the crafting of weapons and armor. When mixed with iron, it produces steel, a widely utilized material known for its durability. The most common alloy consists of equal parts of iron and corundum, while smaller amounts can enhance the strength of lower-quality alloys, such as those used in banded iron armor. Additionally, by incorporating extra corundum into steel, blacksmiths can forge advanced armors, including scaled and steel plate varieties. | blacksmith | Corundum is a valuable metal used primarily for creating stronger alloys in the crafting of weapons and armor. | common | Steel, Iron, Banded Iron Armor, Scaled Armor, Steel Plate Armor, Blacksmithing, Alloy, Weapon Forging, Armor Crafting | items | factory skyrim-official-20260814-v2.0 | |
| courage | None | Courage is an Illusion spell that boosts the target's confidence, increasing their combat abilities and making them more likely to attack enemies. It requires an Apprentice skill level to cast. | mage | Courage is a spell that boosts the target's confidence, enhancing their combat abilities and making them more likely to attack enemies. You do not know much else about this spell. | common | Illusion, Apprentice, confidence, combat abilities, attack, magic, spells | spells | factory skyrim-official-20260814-v2.0 | |
| cowflop_farm | None | Cowflop Farm is located just outside Whiterun, a short walk from the city, situated between Whiterun and Rorikstead. The farm is run by a somewhat quirky and down-to-earth Nord named Sigrid, who, with her husband, makes a modest living off the land. As with many Skyrim farmers, their lives are filled with simple, daily chores and the occasional struggle with local wildlife, like wolves or sabre cats, which can disrupt the farm’s routine. | whiteruntraveler | Cowflop Farm is located just outside Whiterun. You do not know anything else about this area. | commonfalkreatheastmarchreachpalehjaalmarch | Whiterun, Rorikstead, Sigrid, Nord, farming, wolves, sabre cats, wildlife | whiterun | factory skyrim-official-20260814-v2.0 | |
| crabber's_shanty | None | Crabber's Shanty is a small, run-down shack located on the banks of the River Hjaal, southwest of Morthal. This modest dwelling is home to a lone fisherman who makes a simple living by the water. | hjaalmarchtraveler | Crabber's Shanty is a small, run-down shack located on the banks of the River Hjaal, southwest of Morthal.You do not know anything else about this area. | commonwhiterunpalehaafingar | River Hjaal, Morthal, Hjaalmarch, fisherman, shack, fishing | hjaalmarch | factory skyrim-official-20260814-v2.0 | |
| cracked_tusk_keep | None | Cracked Tusk Keep is a medium-sized fort located west of Falkreath in Falkreath Hold, positioned east-southeast of the Twilight Sepulcher. The fort is occupied by Orc bandits and hunters led by Ghunzul the Orc. | falkreathtraveler | Cracked Tusk Keep is a medium-sized fort located west of Falkreath in Falkreath Hold.You do not know anything else about this area. | commonwhiterunriftreach | Falkreath Hold, Falkreath, Twilight Sepulcher, Ghunzul, Orc Bandits, Hunters, Fort | falkreath | factory skyrim-official-20260814-v2.0 | |
| cradlecrush_rock | None | Cradlecrush Rock is a giant camp located southwest of Windhelm and east-southeast of Darkshade in Eastmarch. Situated near the White River, the camp can be reached by following the road east from Valtheim Towers and crossing a ford marked by an iron ore vein. The path leads up to the camp, which is typical of giant settlements, featuring a large bonfire, mammoth bones, and an enormous wheel of cheese. | eastmarchtraveler | Cradlecrush Rock is a giant camp located southwest of Windhelm in Eastmarch.You do not know anything else about this area. | commonpaleriftwinterholdwhiterun | Windhelm, Eastmarch, giant camp, Valtheim Towers, Darkshade, White River, mammoth, iron ore | eastmarch | factory skyrim-official-20260814-v2.0 | |
| cradle_stone_tower | None | Cradle Stone Tower is a small, ruined Nordic tower located west of Bard's Leap Summit and east of Valthume in the Reach. The tower is home to a hagraven, making it a perilous destination for adventurers exploring the region. To reach the tower, scale the Forsworn-filled hills at Lost Valley Redoubt, cross the waterfall at Bard's Leap Summit, and follow the trail up the western hill. | reachtravelerforsworn | Cradle Stone Tower is a small, ruined Nordic tower located west of Bard's Leap Summit in the Reach.You do not know anything else about this area. | commonfalkreathwhiterunhjaalmarchhaafingar | Nordic ruins, Hagraven, Bard's Leap Summit, Valthume, Lost Valley Redoubt, Forsworn, The Reach, waterfall | reach | factory skyrim-official-20260814-v2.0 | |
| cragslane_cavern | None | Cragslane Cavern is a small cave located north of Shor's Stone and west of Ansilvund in Eastmarch. It is situated just off the road between Riften and Windhelm, making it accessible to travelers in the region. The cavern is occupied by bandits and pit wolves and serves as a base for illicit skooma operations and brutal animal blood sports. | eastmarchtraveler | Cragslane Cavern is a small cave located north of Shor's Stone in Eastmarch.You do not know anything else about this area. | commonpaleriftwinterholdwhiterun | Shor's Stone, Ansilvund, skooma, bandits, animal fighting, pit wolves, Riften, Windhelm, Eastmarch, illicit trade | eastmarch | factory skyrim-official-20260814-v2.0 | |
| cragwallow_slope | None | Cragwallow Slope is a medium-sized cave located southeast of Windhelm and south of Narzulbur in Eastmarch. There are rumours that conjuers have taken over the cage. | eastmarchtraveler | Cragwallow Slope is a medium-sized cave located southeast of Windhelm in Eastmarch.You do not know anything else about this area. | commonpaleriftwinterholdwhiterun | Eastmarch, Windhelm, Narzulbur, Cave, Conjurers, Magic | eastmarch | factory skyrim-official-20260814-v2.0 | |
| creep_cluster | None | Creep Cluster is a mass of orange-brown roots found growing over rocks in the sulfur-rich region of Eastmarch. Alchemy effects: Restore Magicka, Damage Stamina Regen, Fortify Carry Weight, and Weakness to Magic. | alchemist | Creep Cluster is a mass of orange-brown roots found growing over rocks in the sulfur-rich region of Eastmarch. You do not know the alchemical effects of this ingredient. However, an alchemist might. | Everyone | items | custom | ||
| crimson_nirnroot | None | Crimson Nirnroot is a rare red variant of nirnroot found exclusively in Blackreach, known for its powerful effects. Alchemy effects: Damage Health , Damage Stamina Invisibility, and Resist Magic. | alchemist | Crimson Nirnroot is a rare red variant of nirnroot found exclusively in Blackreach, known for its powerful effects. You do not know the alchemical effects of this ingredient. However, an alchemist might. | Everyone | items | custom | ||
| cronvangr_cave | None | Cronvangr Cave is a medium-sized cave located southwest of Kynesgrove and east of Mixwater Mill in the sulfurous pools of central Eastmarch. It is rumoured that vampires live in this cave. | eastmarchtraveler | Cronvangr Cave is a medium-sized cave located southwest of Kynesgrove in the sulfurous pools of central Eastmarch.You do not know anything else about this area. | commonpaleriftwinterholdwhiterun | Kynesgrove, Mixwater Mill, vampires, sulfurous pools, Eastmarch, central Eastmarch | eastmarch | factory skyrim-official-20260814-v2.0 | |
| crown_of_barenziah | None | The Crown of Barenziah is a legendary coronation artifact crafted for Queen Barenziah during her ascension to the throne of Mournhold in the early Third Era, under the reign of Emperor Tiber Septim. This golden crown features a striking winged motif adorned with twenty-four ornate jewels, known as the Stones of Barenziah, set across its wings and a central gem on its temple. However, the crown’s grandeur was short-lived as it was stolen shortly after the coronation. The thief pried the stones from the crown, scattering them across Skyrim. The crown itself remained in Morrowind for much of its history, while the Thieves Guild of Skyrim sought to recover its scattered stones for centuries. | scholarthieves_guild | The Crown of Barenziah is a legendary artifact created for Queen Barenziah's coronation in the early Third Era. The golden crown, adorned with twenty-four jewels known as the Stones of Barenziah, was stolen after the coronation, and its jewels were scattered across Skyrim. | common | Barenziah, Stones of Barenziah, Mournhold, Tiber Septim, Third Era, Thieves Guild, Morrowind, Coronation, Theft | artifacts | factory skyrim-official-20260814-v2.0 | |
| crystaldrift_cave | None | Crystaldrift Cave is a small cave southwest of Riften and northeast of the Ruins of Rkund. There are rumours of haunting animal screams coming from this cave late at night. | rifttraveler | Crystaldrift Cave is a small cave southwest of Riften.You do not know anything else about this area. | commoneastmarchfalkreath | Riften, Ruins of Rkund, hauntings, animal screams, Rift, caves | rift | factory skyrim-official-20260814-v2.0 | |
| crystal_tower | Crystal-Like-Law, Lawful Crystal | The Crystal Tower, also known as the Crystal-Like-Law or Lawful Crystal, is an ancient and mystical structure situated near the northern tip of Summerset Isle, northwest of Cloudrest. Erected by the early Aldmer as a tribute to their ancestors, it holds significant spiritual and cultural importance to the Altmer. Before the establishment of the Arcane University, the Crystal Tower was regarded as the foremost center of magical learning in Tamriel, featuring a radiant white interior that housed a Great Library and a treasury filled with ancient relics, including maps attributed to Topal the Pilot. Additionally, it was famous for The Bestiary, a collection of dangerous creatures cared for by trolls. As one of the legendary Towers that help stabilize the Mundus, the Crystal Tower existed concurrently across all realms of the Aurbis, functioning as a gateway to various realities. The summit of the tower housed the Tower's Stone, known as Transparent Law, which has been theorized to bestow omnipresence within the Aurbis upon its controller. To prevent misuse of this power, the Sapiarchs created two Resolute Diamonds, artifacts that must be attuned to before entry into the Crystal Tower is granted. The structure stands as a symbol of the Altmer's ancient wisdom and magical prowess, embodying their reverence for their heritage and the mystical forces of the universe. | scholaraltmerdaedratraveler | The Crystal Tower, located in Summerset Isle, is an ancient structure built by the Aldmer as a tribute to their ancestors and a center of magical learning. It housed a Great Library, relics, and a Bestiary of dangerous creatures, while also serving as a gateway to multiple realities. The tower’s summit contained the Transparent Law, granting immense power, which was safeguarded by artifacts known as Resolute Diamonds. It symbolizes the Altmer's wisdom and magical prowess. | common | Summerset Isle, Aldmer, Altmer, Arcane University, Topal the Pilot, Mundus, Aurbis, Transparent Law, Resolute Diamonds, Sapiarchs, Cloudrest, Trolls | locationother | factory skyrim-official-20260814-v2.0 | |
| cuirass_of_the_crusader | None | The Cuirass of the Crusader, crafted by either Mara or Akatosh, grants magical protection, enhances the wearer's health, and damages nearby undead or Daedra. First recovered by the original Knights after defeating the Wyrm of Elynglenn, it remained the only relic safeguarded by the order after its dissolution following Sir Amiel's death. Protected by the spirits of the Knights in the priory's undercroft, the cuirass could not be claimed until over 300 years later, when a pilgrim proved their worth in single combat and was granted the relic. | imperialscholar | The Cuirass of the Crusader, crafted by Mara or Akatosh, provides magical protection, enhances health, and harms undead or Daedra. Guarded by knightly spirits, it was reclaimed by a worthy pilgrim over 300 years after the order's dissolution. | common | Mara, Akatosh, undead, Daedra, Knights of the Nine, Sir Amiel, Wyrm of Elynglenn, health enhancement, magical protection, priory undercroft | artifacts | factory skyrim-official-20260814-v2.0 | |
| curative_potions | cure poison, potion of cure disease | Curative potions remove harmful conditions rather than restoring an ordinary reserve. Cure Disease remedies eradicate illnesses, while Cure Poison preparations halt active poison effects. Apothecaries and healers value both for their direct gameplay effects. | alchemisthealer | Curative potions remove disease or stop active poison effects. | common | apothecary, healer, disease, poison, alchemy, restoration | items | factory skyrim-official-20260814-v2.0 | |
| cure_disease | None | These magical effects are restorative Restoration spells that cleanse the target of all diseases, restoring their health and purity. This effect is available in pre-crafted potions and can also be brewed into custom potions, making it a vital tool for adventurers traveling through disease-prone regions. Generally combining at least two of the following ingredients, provided they share this effect, will create a potion with the Cure Disease effect: Charred Skeever Hide, Hawk Feathers, Mudcrab Chitin, Vampire Dust | alchemistmagehealer | This magic removes diseases from your body, keeping you healthy and strong. An alchemist or mage might know more though. | common | Restoration, Charred Skeever Hide, Hawk Feathers, Mudcrab Chitin, Vampire Dust, Alchemy, Potions, Vampirism | spells | factory skyrim-official-20260814-v2.0 | |
| cyclone | ven gaar nos | Cyclone is a Shout that creates a whirling cyclone, sowing chaos and disrupting your enemies. The three words of power in this Shout are Ven (Wind), which conjures the powerful winds; Gaar (Unleash), which releases the force of the storm; and Nos (Strike), which directs the cyclone to strike down your foes with devastating force. | dragon | This is a Dragon Shout. You do not know much about Dragon shouts, or their language. | common | Dragon Shout, Dragon Language, wind, storms, enemy disruption, Dragons, Thu'um | spells | factory skyrim-official-20260814-v2.0 | |
| cyrodiil | Cyrod, Imperial Province | Cyrodiil, the heartland of Tamriel and home to the Imperials, serves as the seat of the Empire and the location of its capital, the Imperial City. Dominated by the iconic White-Gold Tower, Cyrodiil is central to Tamriel's history and culture. Though initially described as a jungle, its climate is temperate, possibly altered by Emperor Tiber Septim. The province's early history is marked by the rule of the Ayleids, who enslaved the native Nedic people. The rebellion led by Alessia in 1E 242 ended Ayleid dominance, establishing the Alessian Empire and shaping Cyrodiil into a center of human governance and culture. The Alessians expanded westward, influenced by the prophet Marukh's teachings, which codified much of Tamriel’s religion. Cyrodiil’s history is defined by cycles of conquest and upheaval, from the Akaviri invasion of 1E 2703, which united Tamriel under Emperor Reman I, to the eventual collapse of the Second Empire. The chaos of the Interregnum ended with Tiber Septim's rise, uniting Tamriel under the Third Empire. The Fourth Era brought new challenges, including the Great War against the Aldmeri Dominion, marked by the brutal Battle of the Red Ring and the controversial White-Gold Concordat. While Cyrodiil remains the seat of the Empire, these events have left a lasting impact, straining relations with Skyrim and reshaping the political landscape of Tamriel. | scholarimperialnobletraveler | Cyrodiil, the heart of Tamriel and the seat of the Empire, is home to the Imperial City and the White-Gold Tower. Initially a jungle, its climate was possibly changed by Emperor Tiber Septim. Its early history was marked by Ayleid rule, which ended with the Alessian Rebellion in 1E 242. The province's history includes cycles of conquest, such as the Akaviri invasion and the rise of Tiber Septim, who unified Tamriel under the Third Empire. The Fourth Era brought challenges, including the Great War with the Aldmeri Dominion and the controversial White-Gold Concordat, shaping Cyrodiil's political landscape. | common | Imperial City, White-Gold Tower, Imperials, Ayleids, Alessian Empire, Tiber Septim, Great War, White-Gold Concordat, Aldmeri Dominion, Akaviri invasion, Nedic people, Battle of the Red Ring | locationother | factory skyrim-official-20260814-v2.0 | |
| cyrodilic_brandy | None | Cyrodilic Brandy is a fine drink associated with nobility and celebration, often given as a gift to mark important occasions. | plautis_carvainvittoria_vicinobleinnkeepermerchant | You have heard of Cyrodilic Brandy but know little about its cultural significance. | common | Nobility, Celebration, Gift, Cyrodiil, Beverage, Imperial Culture | items | factory skyrim-official-20260814-v2.0 | |
| cyrodilic_spadetail | None | Cyrodilic Spadetail are long brown fish found around Skyrim and can be caught with your hands. When used as an ingredient for potion making, they offer effects such as Damage Stamina, Fortify Restoration, Fear and Ravage Health. | fisher | Cyrodilic Spadetail are long brown fish found around Skyrim. You do not know much more about the fish, but a fisher would. | common | Damage Stamina, Fortify Restoration, Fear, Ravage Health, Alchemy, Fishing, Cyrodiil | creatures | factory skyrim-official-20260814-v2.0 | |
| daedra | dark kin, not our ancestors | Daedra are immortal spirits associated with Oblivion. Unlike the Aedra, they are generally understood not to have surrendered their power to the creation of Mundus. The greatest are the Daedric Princes, each ruling a realm or sphere of influence, while many lesser kinds serve them or pursue their own purposes. Destroying a Daedra's body usually banishes its animus to Oblivion, where it can eventually take form again. Mortal cultures range from open worship to fear and prohibition, and even friendly dealings can carry dangerous obligations. | daedrapriestscholar | Daedra are immortal spirits of Oblivion. They include the powerful Daedric Princes and many lesser beings; a slain Daedra can eventually reform after returning to Oblivion. | common | Oblivion, Aedra, Mundus, Daedric Princes, Lesser Daedra, animus, immortality, Dunmer worship | lore | factory skyrim-official-20260814-v2.0 | |
| daedra_heart | None | Daedra Hearts are collected from slain Dremora and are not only used in alchemy but also in crafting Daedric armor and weapons at both standard and Atronach forges. Alchemy effects: Restore Health, Damage Stamina Regen, Damage Magicka, and Fear. | alchemist | Daedra Hearts are collected from slain Dremora and are not only used in alchemy but also in crafting Daedric armor and weapons at both standard and Atronach forges. You do not know the alchemical effects of this ingredient. However, an alchemist might. | Everyone | items | custom | ||
| daedra_silk | None | Daedra Silk, originating from the planes of Oblivion, is a whiteish silk used in alchemy. It can be purchased from Khajiit caravans Alchemy effects: Lingering Damage Stamina, Paralysis, Night Eye, and Invisibility. | alchemist | Daedra Silk, originating from the planes of Oblivion, is a whiteish silk used in alchemy. It can be purchased from Khajiit caravans You do not know the alchemical effects of this ingredient. However, an alchemist might. | Everyone | items | custom | ||
| daedra_venin | None | Daedra Venin, a red substance originating from the planes of Oblivion, is an ingredient that can be purchased from Khajiit caravans. Alchemy effects: Ravage Health, Paralysis, Fortify Destruction, and Spell Absorption. | alchemist | Daedra Venin, a red substance originating from the planes of Oblivion, is an ingredient that can be purchased from Khajiit caravans. You do not know the alchemical effects of this ingredient. However, an alchemist might. | Everyone | items | custom | ||
| daedra_worship | Daedric worship, cult of the Daedra | Daedra worship is the veneration of the Daedric Princes, powerful rulers of Oblivion whose cults differ radically in custom and purpose. Some followers seek knowledge, protection, or personal power; others are coerced or deceived. The Princes are not uniformly malicious, but their values are alien and their bargains often carry severe costs. Most communities distrust open Daedric cults, especially after the Oblivion Crisis, while traditions such as Dunmer reverence for Azura, Boethiah, and Mephala remain culturally significant. | daedrapriestscholar | Daedra worship centers on the Princes of Oblivion. Their cults offer power or knowledge, but their bargains are dangerous and most communities treat them with suspicion. | common | Daedric Princes, Oblivion Crisis, Dunmer, Azura, Boethiah, Mephala, cults, Imperial law, Veloth | lore | factory skyrim-official-20260814-v2.0 | |
| daedric_crescent | Daedric Crescent Blade, Crescent Blade | The Daedric Crescent Blade is a rare artifact created by Mehrunes Dagon, capable of paralyzing foes, damaging their armor, and emitting an enigmatic green energy. Once used by Dagon's forces during the Imperial Simulacrum to seize the Battlespire, most Crescents were destroyed when the Empire reclaimed the academy, though one is rumored to still exist in Tamriel. The crescent shape also appears symbolically in Daedric architecture dedicated to Dagon in Morrowind. | daedrascholar | The Daedric Crescent Blade is a rare artifact created by Mehrunes Dagon, capable of paralyzing foes and damaging armor. Used by Dagon's forces during the Imperial Simulacrum, most were destroyed, but one is rumored to remain in Tamriel. | esoteric | Mehrunes Dagon, Battlespire, Imperial Simulacrum, paralysis, armor damage, Morrowind, Daedric architecture, Tamriel | artifacts | factory skyrim-official-20260814-v2.0 | |
| daedric_equipment | daedric armor, daedric boots, daedric gauntlets, daedric helmet, daedric shield, daedric sword, daedric war axe, daedric dagger, daedric mace, daedric greatsword, daedric battleaxe, daedric warhammer, daedric bow, daedric arrow | Daedric equipment includes black, menacing weapons, arrows, and heavy armor. The most dangerous smithing traditions combine worked ebony with Daedric components, producing rare equipment recognized by jagged shapes and red accents. Individual pieces serve different combat roles, but their exact damage, protection, and crafting requirements depend on the piece rather than the family name. | blacksmithwarriormerchant | Daedric equipment includes black, menacing weapons, arrows, and heavy armor. Individual pieces differ in use. | common | Ebony, Smithing, Heavy armor, Daedra, Daedric components, Weapons, Oblivion | equipment | factory skyrim-official-20260814-v2.0 | |
| daedroth_teeth | None | Daedroth Teeth, large teeth originating from the planes of Oblivion, is an ingredient that can be purchased from Khajiit caravans. Alchemy effects: Resist Frost, Light, Damage Magicka Regen, and Regenerate Stamina. | alchemist | Daedroth Teeth, large teeth originating from the planes of Oblivion, is an ingredient that can be purchased from Khajiit caravans. You do not know the alchemical effects of this ingredient. However, an alchemist might. | Everyone | items | custom | ||
| daggerfall | None | Daggerfall, the capital city of its eponymous kingdom in High Rock, is a prominent and historic settlement in the western region of Glenumbra. Perched on a bluff overlooking the Iliac Bay, it serves as a hub of trade, culture, and political influence. Known for its rich history and strategic location, Daggerfall boasts a mix of medieval architecture, including Castle Daggerfall, the Daggerfall Cathedral, and an intricate network of underground caves and sewers. Divided into districts such as Castle Town, the Harbor District, and the Trade District, the city thrives on commerce, with connections to major routes across Tamriel. Its significance in Breton culture is evident in its reverence for tradition, its obsession with the past, and its vibrant celebrations, including holidays like Dancing Day and the Day of the Dead. Throughout its long history, Daggerfall has played a pivotal role in the politics and conflicts of Tamriel. From its origins during the Skyrim Conquests to its key involvement in the Siege of Orsinium and the creation of the Daggerfall Covenant in the Second Era, the city has been a center of military and economic activity. In the Third Era, it became the de-facto capital of High Rock under the Third Empire but faced turmoil during events like the War of Betony and the haunting of King Lysandus' ghost. Despite challenges, Daggerfall remains a vital symbol of Breton pride, a bustling trade center, and a testament to the enduring legacy of High Rock's history. | scholarbretonnobletraveler | Daggerfall, the capital of the Kingdom of Daggerfall in High Rock, is a historic and strategic city overlooking Iliac Bay. Known for its medieval architecture, such as Castle Daggerfall and the Daggerfall Cathedral, it thrives as a cultural, political, and trade hub. The city has played key roles in Tamriel's history, from its involvement in the Skyrim Conquests and Siege of Orsinium to its central position in the formation of the Daggerfall Covenant. Despite enduring turmoil, including the haunting of King Lysandus' ghost, Daggerfall remains a symbol of Breton pride and a bustling center of commerce and tradition. | common | High Rock, Glenumbra, Iliac Bay, Breton, Castle Daggerfall, Daggerfall Covenant, Siege of Orsinium, King Lysandus, War of Betony, Skyrim Conquests | locationother | factory skyrim-official-20260814-v2.0 | |
| dagoth_ur | Voryn Dagoth, Sharmat, Father of the Mountain, Awakened Lord of the Sixth House | Dagoth Ur, originally known as Voryn Dagoth, is a central figure in the history and mythology of Morrowind. He served as the immortal Lord High Councilor of House Dagoth and is often referred to by titles such as the Sharmat, Awakened Lord of the Sixth House, and Father of the Mountain by his followers. In the Tribunal's narrative, he is demonized as the embodiment of evil, often labeled as the Devil and the Enemy, leading to a perception of him as the False Dreamer. In the First Era, Dagoth Ur played a pivotal role in the events leading up to the Battle of Red Mountain. His revelation to the Hortator Indoril Nerevar about House Dagoth's discovery of the Heart of Lorkhan, a powerful source of divine energy, marked him as a traitor in the eyes of the Chimer. Following the battle, which resulted in the defeat of Dagoth and the Sixth House, he and his followers were largely erased from history by the Tribunal Temple. However, Dagoth Ur and his kin survived, lying dormant beneath Red Mountain for millennia. He eventually awoke in the late Second Era, devising plans to construct a new Numidium named Akulakhan and unleashing the Blight across Morrowind, creating horrific Corprus monsters and threatening the Tribunal's power. His reign of terror concluded in the late Third Era when the Nerevarine ventured into Red Mountain and ultimately defeated him, bringing an end to his dark influence over the region. | dunmerscholar | Dagoth Ur, originally Voryn Dagoth, was the immortal Lord High Councilor of House Dagoth, also known as the Sharmat, Awakened Lord of the Sixth House, and Father of the Mountain. In Tribunal lore, he is seen as the embodiment of evil and the False Dreamer. In the First Era, his discovery of the Heart of Lorkhan led to his betrayal, and he was defeated in the Battle of Red Mountain. Though largely erased from history, Dagoth Ur survived beneath Red Mountain, awakening in the late Second Era to unleash the Blight and Corprus monsters. His reign ended when the Nerevarine defeated him in the late Third Era. | esoteric | House Dagoth, Heart of Lorkhan, Red Mountain, Tribunal Temple, Nerevarine, Corprus, Blight, Akulakhan, Indoril Nerevar, Battle of Red Mountain, Chimer, Morrowind | figures | factory skyrim-official-20260814-v2.0 | |
| dainty_sload | None | The Dainty Sload is a corsair ship that operates off Haafingar and anchors near the Solitude Lighthouse when calling at Skyrim's northern coast. Its crew has a reputation for smuggling and other illicit trade. | haafingarsailortraveler | The Dainty Sload is a corsair ship associated with smuggling near Solitude. | commonreachhjaalmarch | Haafingar, Solitude Lighthouse, Solitude, Smuggling, Corsair, Sload, Illicit Trade, Ship | haafingar | factory skyrim-official-20260814-v2.0 | |
| damage_health | None | These magical effects are offensive Destruction abilities that immediately reduce the target;s health. This effect is available in pre-crafted potions, can be brewed into custom potions, and is a staple for adventurers relying on poisons for their attacks. Generally combining at least two of the following ingredients, provided they share this effect, will create a potion with the Damage Health effect: Crimson Nirnroot, Deathbell, Falmer Ear, Nirnroot, Red Mountain Flower, Skeever Tail | alchemistmage | This effect harms an enemy by lowering their health right away, often used with poisons. An alchemist or mage might know more though. | common | Destruction magic, Poisons, Crimson Nirnroot, Deathbell, Falmer Ear, Nirnroot, Red Mountain Flower, Skeever Tail, Falmer, Red Mountain, Alchemy | spells | factory skyrim-official-20260814-v2.0 | |
| damage_health_regeneration | None | These magical effects are offensive Destruction abilities that hinder the target;s natural recovery of health, prolonging injuries over time. This effect is available in pre-crafted potions, brewed into custom potions, and found on enchanted gear, making it a potent tool in prolonged battles. | mage | This magic stops someone;s health from recovering as fast, making wounds last longer. A mage might know more though. | common | Destruction, offensive magic, potions, enchanting, prolonged battles, alchemy, injuries, enchanted gear | spells | factory skyrim-official-20260814-v2.0 | |
| damage_magicka | None | These magical effects are offensive Destruction abilities that reduce the target;s available magicka, crippling their ability to cast spells. This effect is available in pre-crafted potions, can be brewed into custom potions, applied through custom enchanting, and found on enchanted gear. Generally combining at least two of the following ingredients, provided they share this effect, will create a potion with the Damage Magicka effect: Butterfly Wing, Hagraven Feathers, Hanging Moss, Human Heart, Orange Dartwing, Scaly Pholiota | alchemistmage | This effect lowers an enemy;s magicka so they can;t cast as many spells. An alchemist or mage might know more though. | common | Destruction, Butterfly Wing, Hagraven Feathers, Hanging Moss, Human Heart, Orange Dartwing, Scaly Pholiota, enchanting, alchemy, magicka reduction | spells | factory skyrim-official-20260814-v2.0 | |
| damage_magicka_regeneration | None | These magical effects are offensive Destruction abilities that slow the target;s recovery of magicka, leaving them vulnerable in prolonged magical combat. This effect is available in pre-crafted potions and can also be brewed into custom potions, making it a favored choice against spellcasters. Generally combining at least two of the following ingredients, provided they share this effect, will create a potion with the Damage Magicka Regeneration effect: Butterfly Wing, Glow Dust, Hanging Moss, Nightshade, Orange Dartwing | alchemistmage | This enchantment slows down how quickly someone;s magicka comes back, leaving them weaker. An alchemist or mage might know more though. | common | Destruction, Magicka, Spellcasters, Butterfly Wing, Glow Dust, Hanging Moss, Nightshade, Orange Dartwing, Alchemy, Potions | spells | factory skyrim-official-20260814-v2.0 | |
| damage_stamina | None | These magical effects are offensive Destruction abilities that drain the target;s stamina, weakening their ability to perform physical attacks or sprint. This effect is available in pre-crafted potions, can be brewed into custom potions, applied through custom enchanting, and found on enchanted gear. Generally combining at least two of the following ingredients, provided they share this effect, will create a potion with the Damage Stamina effect: Bee, Charred Skeever Hide, Deathbell, Large Antlers, Silverside Perch, Skeever Tail | alchemistmage | This magic drains an enemy;s stamina, making it harder for them to fight or run away. An alchemist or mage might know more though. | common | Destruction, Enchanting, Deathbell, Large Antlers, Skeever Tail, Charred Skeever Hide, Silverside Perch, sprint, physical attacks, Bee | spells | factory skyrim-official-20260814-v2.0 | |
| damage_stamina_regeneration | None | These magical effects are offensive Destruction abilities that slow or halt the target;s stamina recovery, leaving them fatigued over time. This effect is available in pre-crafted potions, can be brewed into custom potions, and is also found on enchanted gear, making it a strategic choice in prolonged battles. Generally combining at least two of the following ingredients, provided they share this effect, will create a potion with the Damage Stamina Regeneration effect: Frost Mirriam, Giant Lichen, Large Antlers, Skeever Tail | alchemistmage | This magic slows down how fast someone gets their stamina back, leaving them exhausted. An alchemist or mage might know more though. | common | Destruction, offensive magic, potions, enchanting, Frost Mirriam, Giant Lichen, Large Antlers, Skeever Tail, fatigue, alchemy | spells | factory skyrim-official-20260814-v2.0 | |
| damaging_poisons | poison, lingering poison | Damaging poisons injure a victim when applied to a weapon. Some deal health damage at once, while lingering preparations continue harming the target over time; stronger labels indicate greater potency or duration. | alchemist | Damaging poisons reduce health immediately or over time. | common | weapon poison, health damage, lingering damage, alchemy, poison potency, poison duration | items | factory skyrim-official-20260814-v2.0 | |
| damphall_mine | None | Damphall Mine is a small iron and silver mine located north of Raven Rock and south-southwest of Fahlbtharz on Solstheim. The mine has been taken over by reavers, a group of hostile marauders who have claimed the site for their own purposes. | solstheimtraveler | You do not know anything about this area. | common | Solstheim, Raven Rock, Fahlbtharz, Iron, Silver, Reavers, Mine, Marauders | solstheim | factory skyrim-official-20260814-v2.0 | |
| dark_brotherhood | None | The Dark Brotherhood is a clandestine guild of assassins in Skyrim, renowned for carrying out murders for hire. Historically powerful, the guild has seen a significant decline in recent years. Unlike the more legally sanctioned Morag Tong in Morrowind, the Dark Brotherhood operates entirely outside the law, often feared and loathed by the general population. The organization was traditionally led by the Night Mother, but in Skyrim, Astrid has assumed control. The Brotherhood's operations are based out of their Sanctuary, hidden deep within the wilderness, and they maintain a connection with the Thieves Guild in Riften. | dark_brotherhoodmorag_tongthieves_guild | The Dark Brotherhood is a secretive guild of assassins in Skyrim, specializing in murder-for-hire. Once powerful, it has declined in recent years and operates outside the law, feared by many. They are known to send notes with vague threats with a blackhand drawn on them. It is also rumored that you can summon the Dark Brotherhood to perform an assination using a secret dark ritual. | common | Night Mother, Morag Tong, Morrowind, Astrid, Thieves Guild, Riften, Sanctuary, Black Hand, Sithis | lore | factory skyrim-official-20260814-v2.0 | |
| dark_brotherhood_sanctuary | None | The Dark Brotherhood Sanctuary is a location west of Falkreath, nestled south of the Roadside Ruins in Falkreath Hold. Hidden beneath the road, it serves as an active base for the Dark Brotherhood and features a single zone known as the Dark Brotherhood Sanctuary. | dark_brotherhoodtraveler | The Dark Brotherhood Sanctuary is a located somwhere in Falkreath, but you do not know where exactly.You do not know anything else about this area. | commonimperial_legionthieves_guild | Dark Brotherhood, Falkreath, Falkreath Hold, Roadside Ruins, hidden base, assassins | falkreath | factory skyrim-official-20260814-v2.0 | |
| darkest_darkness | None | Darkest Darkness, written by an unknown author, provides a detailed examination of the various Daedra, the powerful and often dangerous entities from Oblivion. The book distinguishes between different types of Daedra, categorizing them as either "Good" or "Bad" based on their relationship with the Tribunal gods of Morrowind—Almalexia, Sotha Sil, and Vivec. The Good Daedra, including Boethiah, Azura, and Mephala, are depicted as less malevolent but still possess terrifying powers, while the Bad Daedra, such as Mehrunes Dagon, Malacath, and Sheogorath, are rebellious and more overtly hostile. The text also delves into the practice of summoning and binding Daedra, explaining the differences between short-term bindings by sorcerers and long-term bindings through pacts and rituals. The themes of power, control, and the relationship between mortals and the supernatural are explored, emphasizing the dangerous nature of dealing with Daedra and the consequences of summoning or binding them. The book provides insight into how the Tribunal Temple categorizes these beings and interacts with them, offering a glimpse into the complex and often risky spiritual practices in Morrowind. It highlights the varied forms of Daedra, from the grotesque and ferocious to the more alluring but equally deadly. This book is part of a series that explores the broader lore of the Daedra and their influence on Tamriel. | scholar | Darkest Darkness, you do not know the author of the book and have limited knowledge of it, explores the nature and classification of Daedra in Oblivion, distinguishing between "Good" and "Bad" Daedra and examining the risks of summoning and binding them. The book highlights themes of power, control, and the dangerous relationship between mortals and the supernatural, particularly within the context of Morrowind's spiritual practices. | common | Tribunal Temple, Morrowind, Daedra summoning, Daedra binding, Good Daedra, Bad Daedra, Tribunal, Oblivion, sorcery, mortal-Daedra relations | lore | factory skyrim-official-20260814-v2.0 | |
| darkfall_cave | None | Darkfall Cave is a small cave located south of Mor Khazgur and north of Druadach Redoubt in the Reach. The entrance is situated at the end of a mountain meadow that rises to just above the snowline, offering a remote and scenic approach. | reachtravelerforsworn | Darkfall Cave is a small cave located south of Mor Khazgur in the Reach.You do not know anything else about this area. | commonfalkreathwhiterunhjaalmarchhaafingar | Mor Khazgur, Druadach Redoubt, Reach, Orc, Forsworn, Druadach Mountains | reach | factory skyrim-official-20260814-v2.0 | |
| darklight_tower | None | Darklight Tower is a medium-sized, dilapidated fort located southwest of Riften and east-southeast of Largashbur in the Rift. The path to the tower, south of the road between Riften and Ivarstead. There are rumours that witches have taken over the tower. | rifttraveler | Darklight Tower is a medium-sized, dilapidated fort located southwest of Riften.You do not know anything else about this area. | commoneastmarchfalkreath | Riften, Largashbur, Ivarstead, Witches, The Rift, Ruins, Dilapidated fort | rift | factory skyrim-official-20260814-v2.0 | |
| dark_seducer | Mazken | Dark Seducers, also known as Mazken, are Daedric beings aligned with the Daedric Prince Sheogorath. They are humanoid in appearance and are typically adorned in dark, serpentine-themed armor. Known for their enigmatic and alluring nature, Dark Seducers display a level of politeness and patience when dealing with mortals, which contrasts with the more prideful and rigid demeanor of their counterparts, the Golden Saints. | daedrascholar | Dark Seducers, or Mazken, are Daedric beings serving Sheogorath, the Daedric Prince of Madness. Humanoid in appearance and clad in dark, serpentine-themed armor, they are known for their enigmatic allure and composed demeanor. Unlike the prideful Golden Saints, Dark Seducers exhibit politeness and patience when interacting with mortals, reflecting their distinct role within Sheogorath's realm. | common | Sheogorath, Golden Saints, Daedra, Shivering Isles, Madness, serpentine armor, humanoid Daedra, mortal interactions | lore | factory skyrim-official-20260814-v2.0 | |
| darkshade | None | Darkshade is a small, shadowy cave located east of Whiterun and north of Hillgrund's Tomb, situated along the bank of the White River at the base of a waterfall east of Valtheim Towers.. | whiteruntraveler | Darkshade is a small, shadowy cave located east of Whiterun.You do not know anything else about this area. | commonfalkreatheastmarchreachpalehjaalmarch | Whiterun, White River, Valtheim Towers, Hillgrund's Tomb, cave, waterfall, Whiterun Hold | whiterun | factory skyrim-official-20260814-v2.0 | |
| darkwater_crossing | None | Darkwater Crossing is a small mining settlement located south of Windhelm and west of Mistwatch in Eastmarch. Established by Annekke Crag-Jumper and her husband Verner Rock-Chucker, the settlement grew around Goldenrock Mine, which they founded after discovering a vein of corundum ore. The couple built a modest house, planted crops, and raised livestock, creating a home that has since attracted additional miners who camp near the mine's entrance. However, concerns about the mine's dwindling ore supply weigh heavily on the residents. | eastmarchtraveler | Darkwater Crossing is a small mining settlement located south of Windhelm and west of Mistwatch in Eastmarch. You do not know who runs the mine.You do not know anything else about this area. | commonpaleriftwinterholdwhiterun | Eastmarch, Windhelm, Mistwatch, corundum ore, Goldenrock Mine, mining, dwindling resources | eastmarch | factory skyrim-official-20260814-v2.0 | |
| darkwater_pass | None | Darkwater Pass is a small cave located south-southwest of Darkwater Crossing and northeast of Nilheim, home to Falmer. The cave, situated near a large waterfall along the Darkwater River, has a foreboding entrance marked by a statue. To find the cave, cross the bridge southwest of Darkwater Crossing, follow the road northwest toward Fort Amol, and look for a rock-marked path on your left before the next bridge. At the fork, take the left path (southeast) to reach the cave. | rifttraveler | Darkwater Pass is a small cave located south-southwest of Darkwater Crossing.You do not know anything else about this area. | commoneastmarchfalkreath | Falmer, Darkwater Crossing, Darkwater River, Nilheim, Fort Amol, Eastmarch, Waterfall | rift | factory skyrim-official-20260814-v2.0 | |
| daughter_of_the_niben | Bravil: Daughter of the Niben | Bravil: Daughter of the Niben, written by Sathyr Longleat, offers a historical and cultural exploration of the city of Bravil in Cyrodiil, focusing on its fascinating past and the legendary statue of the Lucky Old Lady. The book delves into Bravil's Ayleid origins, where the city was once heavily populated by these ancient elves, and highlights the dramatic siege of the town during the Alessian Empire's expansion. The famed story of the city's founder, Teo Bravillius Tasus, is recounted, showcasing his strategic victories against the elusive Ayleids, who had mastered magical techniques such as levitation and underwater breathing to evade capture. Despite their eventual defeat, the legacy of the Ayleids is woven into the city's fabric, with few remnants visible today. The book also touches on the legend of the Lucky Old Lady, a local figure whose kindness led her to be blessed with fortune after helping a cursed Imperial prince. The statue of the Lucky Old Lady has stood as a symbol of Bravil's luck and charm, attracting those seeking blessings from her. The themes of luck, generosity, and the blending of past and present highlight Bravil's unique identity as a city steeped in both history and folklore. This book serves as a single volume that encapsulates the rich narrative of Bravil, offering readers a glimpse into both its storied past and its vibrant present. | scholar | Bravil: Daughter of the Niben, you do not know the author of the book and have limited knowledge of it, explores the rich history and folklore of Bravil, from its Ayleid origins to the legend of the Lucky Old Lady statue. The themes of luck, generosity, and the intertwining of past and present highlight the city's unique identity and cultural legacy. | common | Bravil, Cyrodiil, Ayleids, Alessian Empire, Lucky Old Lady, Teo Bravillius Tasus, Folklore, Ayleid ruins, Siege warfare | lore | factory skyrim-official-20260814-v2.0 | |
| dawnbreaker | None | Dawnbreaker is a sacred Daedric artifact created by the Daedric Prince Meridia, known for its radiant power and effectiveness against the undead and other corrupt beings. This longsword features a unique crystal, the Dawnstar Gem, embedded in its cross-guard, emitting holy light. Forged to "burn away corruption and false life," Dawnbreaker is especially potent against Meridia's enemies, such as undead, Daedra, and werewolves. When wielded, it deals magical or fire damage and has a chance to create a fiery explosion upon killing an undead enemy, which can harm other nearby undead and cause them to flee. | daedrascholar | Dawnbreaker is a sacred Daedric artifact created by the Daedric Prince Meridia, known for its radiant power and effectiveness against the undead and other corrupt beings. | esoteric | Meridia, undead, fire damage, holy light, corruption, Daedric Prince, werewolves, fiery explosion | artifacts | factory skyrim-official-20260814-v2.0 | |
| dawn_era | Dawn Age, Beginning Times, Chaos Times | The Dawn Era, also referred to as the Dawn Age, the Beginning Times, or the Chaos Times, represents a primordial period in the history of Tamriel characterized by a fluid and nonlinear understanding of time. During this era, the fundamental laws of nature were not yet established, allowing for a unique temporal experience where conflicts could simultaneously represent both ideological differences and tangible wars. The narrative of the Dawn Era is often regarded as elusive due to the lack of fixed dates and the chaotic nature of events. Some historical occurrences, such as the Velothi dissident movement, are debated among scholars regarding their proper classification within this period or the subsequent Merethic Era. The complexities of this time have left a lasting impact on later eras, manifesting as phenomena known as Dragon Breaks, wherein remnants of the chaos from the Dawn Era can still be felt throughout history. | snow_elf | The Dawn Era, or Dawn Age, is a primordial period in Tamriel's history marked by a nonlinear concept of time and the absence of established natural laws. Events during this era often blended ideological conflicts with tangible wars, creating a chaotic and elusive historical narrative. With no fixed dates, debates persist over whether certain occurrences, like the Velothi dissident movement, belong to this era or the Merethic Era. The Dawn Era's influence lingers in phenomena like Dragon Breaks, where remnants of its chaos resurface in later history. | common | Merethic Era, Dragon Breaks, Velothi dissident movement, Chimer, Tamriel, nonlinear time, natural laws, ideological conflict, primordial chaos | lore | factory skyrim-official-20260814-v2.0 | |
| dawnfang | duskfang | Dawnfang and Duskfang are a sentient Tsaesci longsword with four transformative forms: Dawnfang, Duskfang, and their superior variants. Known for their serpent-like design, pronged blade resembling a beast's maw, and jeweled embellishments, the sword changes form at dawn and dusk, shifting between fiery and icy enchantments. The superior forms, Dawnfang Superior and Duskfang Superior, are achieved by satisfying the sword's craving for lifeforce, with each transformation enhancing its powers to absorb health or magicka. The weapon repairs and recharges itself with each transformation, symbolizing its sinister purpose of dependency and corruption. | scholar | Dawnfang and Duskfang are sentient Tsaesci longswords that transform at dawn and dusk, shifting between fiery and icy enchantments. Their superior forms are achieved by feeding on lifeforce, enhancing their ability to absorb health or magicka, and they repair themselves with each transformation. | common | Tsaesci, Absorb Health, Absorb Magicka, Fire Enchantment, Frost Enchantment, Sentient Weapon, Akavir, Serpent, Longsword | artifacts | factory skyrim-official-20260814-v2.0 | |
| dawnguard_equipment | dawnguard armor, dawnguard boots, dawnguard gauntlets, dawnguard helmet, dawnguard heavy armor, dawnguard heavy boots, dawnguard heavy gauntlets, dawnguard full helmet, dawnguard shield | Dawnguard equipment includes the light and heavy armor, helmets, gauntlets, boots, and shields used by vampire hunters. Its steel-and-leather construction favors practical protection, field repair, and a distinctive fortified appearance rather than courtly decoration. Individual pieces serve different combat roles, but their exact damage, protection, and crafting requirements depend on the piece rather than the family name. | blacksmithwarriormerchantdawnguard | Dawnguard equipment includes the light and heavy armor, helmets, gauntlets, boots, and shields used by vampire hunters. Individual pieces differ in use. | common | vampire hunters, steel construction, leather construction, light armor, heavy armor, field repair, Dawnguard | equipment | factory skyrim-official-20260814-v2.0 | |
| dawnstar | None | Dawnstar (also known as Danstrar) is a settlement on the northern coast of Skyrim and serves as the capital of The Pale. Historically, it was a garrison town used as an exile post due to its cold, harsh climate and notorious gales. Its name is said to come from its reputation for "greeting the sun as it begins its journey." Dawnstar has a turbulent history, often troubled by the Ice Tribes and Gehenoth, and it has been the site of battles that have significantly impacted the fate of the Empire. The settlement is surrounded by several neighboring locations, including Bardmont to the south, Helarchen Creek to the southeast, Stonehills to the southwest, and Winterhold to the east. Due to the nearby glacial icefields, Dawnstar is the last major port before Windhelm that remains ice-free following the Great Collapse. Its economy is supported by its two productive mines: Iron-Breaker Mine, which supplies iron, and Quicksilver Mine, which produces quicksilver. Additionally, fishing plays a significant role in the town's livelihood. Key locations in Dawnstar include The White Hall, the seat of the Jarl of the Pale, Windpeak Inn, The Sea Squall, and The Mortar and Pestle, a local alchemy shop. Despite its small size, Dawnstar remains an essential hub for trade and travel along Skyrim's northern coast. | palescholarnoble | Dawnstar is a settlement on the northern coast of Skyrim and serves as the capital of The Pale. Historically, it was a garrison town used as an exile post due to its cold, harsh climate and notorious gales. Its name is said to come from its reputation for "greeting the sun as it begins its journey." Dawnstar has a turbulent history, often troubled by the Ice Tribes and Gehenoth, and it has been the site of battles that have significantly impacted the fate of the Empire. Key locations in Dawnstar include The White Hall, the seat of the Jarl of the Pale, Windpeak Inn, The Sea Squall, and The Mortar and Pestle, a local alchemy shop. Despite its small size, Dawnstar remains an essential hub for trade and travel along Skyrim's northern coast. | Everyone | pale | custom | ||
| dawnstar_sanctuary | None | Dawnstar Sanctuary is an abandoned Dark Brotherhood sanctuary located on the shore of the Sea of Ghosts, just north of Dawnstar in The Pale. Once one of the first sanctuaries established by the Dark Brotherhood in Skyrim, it has been deserted for nearly a century. | dark_brotherhoodtraveler | Dawnstar Sanctuary is an abandoned Dark Brotherhood sanctuary located somewhere in Dawnstar. | commonimperial_legion | Dark Brotherhood, Dawnstar, The Pale, Sea of Ghosts, abandoned sanctuary, assassins | pale | factory skyrim-official-20260814-v2.0 | |
| dead_crone_rock | None | Dead Crone Rock is a small, ruined Nordic tower located south-southwest of Markarth in the Reach, perched above Hag Rock Redoubt. The tower is inhabited by Forsworn, making it a hostile and treacherous destination for travelers. There are rumors that a Hagraven has made a deal with a daedric God lurks in this area. | reachwitchtravelerforsworn | Dead Crone Rock is a small, ruined Nordic tower located south-southwest of Markarth in the Reach, perched above Hag Rock Redoubt. You do not know anything else about this area. | commonfalkreathwhiterunhjaalmarchhaafingar | Markarth, The Reach, Forsworn, Hagraven, Hag Rock Redoubt, Daedric Princes, Nordic ruins | reach | factory skyrim-official-20260814-v2.0 | |
| dead_man's_drink | None | Dead Man's Drink is an inn located near the center of Falkreath in Falkreath Hold, opposite Gray Pine Goods and adjacent to Corpselight Farm. Owned by Valga Vinicia, it serves as a hub for travelers and locals alike. The inn features Narri as a waitress, often found outside leaning against the porch fence, and Delacourt as the resident bard, providing entertainment to patrons. With a warm, rustic atmosphere, Dead Man's Drink offers a single interior zone and is a welcoming stop for adventurers exploring the region. | falkreathinnkeepertraveler | Dead Man's Drink is an inn located near the center of Falkreath in Falkreath Hold. You do not know who runs the inn.You do not know anything else about this area. | commonwhiterunriftreach | Falkreath, Falkreath Hold, Valga Vinicia, Narri, Delacourt, Corpselight Farm, Gray Pine Goods, bard | falkreath | factory skyrim-official-20260814-v2.0 | |
| dead_men's_respite | None | Dead Men's Respite is a medium-sized Nordic ruin located southwest of Morthal in Hjaalmarch. The ruin is inhabited by draugr. It is rummored that the a Verse from the Poetic Edda is hidden somehwere in the ruin. | hjaalmarchtraveler | Dead Men's Respite is a medium-sized Nordic ruin located southwest of Morthal in Hjaalmarch.You do not know anything else about this area. | commonwhiterunpalehaafingar | Hjaalmarch, Morthal, Nordic ruin, Draugr, Poetic Edda, Nordic tombs, Haafingar, Whiterun, The Pale | hjaalmarch | factory skyrim-official-20260814-v2.0 | |
| dead_thrall | None | Dead Thrall is a Conjuration spell that permanently reanimates a powerful dead body to fight for the caster until it is destroyed. It requires a Master skill level to cast. | mage | Dead Thrall is a spell that permanently reanimates a powerful dead body, bringing it back to fight for the caster until it is destroyed. You do not know much else about this spell. | common | Conjuration, Master skill, Reanimation, Undead, Necromancy, Permanent spells, Followers | spells | factory skyrim-official-20260814-v2.0 | |
| deathbell | None | Deathbell is a large purple flower found in swampy regions like Hjaalmarch, known for its potent poison effects and darker folklore surrounding its growth. Alchemy effects: Damage Health, Ravage Stamina, Slow, and Weakness to Poison. | alchemist | Deathbell is a large purple flower found in swampy regions like Hjaalmarch, known for its potent poison effects and darker folklore surrounding its growth. You do not know the alchemical effects of this ingredient. However, an alchemist might. | Everyone | items | custom | ||
| death_blow_of_abernanit | None | The Death Blow of Abernanit, written by Anonymous, is an epic poem recounting the siege and eventual fall of Abernanit, a stronghold held by the Daedric-worshipper Dagoth Thras. The story centers around the legendary battle between the Temple Ordinators, led by the heroic Rangidil Ketil, and the forces of Dagoth Thras, who wields an impenetrable shield blessed by Mehrunes Dagon, a Daedric Prince. Despite the overwhelming strength of Dagoth Thras, Rangidil perseveres, ultimately delivering the "death blow" after realizing that his opponent's defense was not invincible. The tale showcases themes of divine favor, perseverance, and the cost of pride, highlighting the importance of wisdom in battle. Geocrates Varnus, who offers explanatory notes on the poem, clarifies the historical context, including the significance of the Tribunal and the divine blessings Rangidil received. The poem not only glorifies the victory over an oppressive tyrant but also emphasizes the role of divine intervention and the limits of power, even for the most formidable warriors. This poem is part of a larger collection of legends from Morrowind's history, and although it is singular in its telling, it holds a prominent place in the cultural narratives surrounding the Tribunal and their divine influence. | scholar | The Death Blow of Abernanit, you do not know the author of the book and have limited knowledge of it, is an epic poem about the fall of Abernanit, focusing on the battle between the Temple Ordinators and the Daedric-worshipper Dagoth Thras. Themes of divine favor, perseverance, pride, and the importance of wisdom in battle are central, highlighting the role of divine intervention and the limits of power. | common | Temple Ordinators, Tribunal, House Dagoth, Morrowind, Daedra worship, divine intervention, pride, perseverance, wisdom, impenetrable shield | lore | factory skyrim-official-20260814-v2.0 | |
| death_of_a_wanderer | None | The Death of a Wanderer, written by Anonymous, is a tale of an Argonian who meets a tragic end after venturing into a Draugr crypt. The story is told through the eyes of a companion, who recounts the final moments of the Argonian's life as he reflects on his failed attempt to use a mysterious claw he had found in an ancient crypt. The claw, believed to be a key for opening sealing doors in crypts, holds an important revelation about the Draugr: the symbols on the doors were not just locks, but a mechanism to ensure that only the living could enter, while the Draugr were trapped inside. The themes of the story revolve around the dangers of seeking forbidden knowledge, the wisdom gained through hardship, and the ironies of life and death. The Argonian's struggle with the Draugr highlights the conflict between mortal ambition and the inevitability of death. His final insights, including the realization that the crypt doors were meant to keep the Draugr in, provide a somber reflection on the cost of discovery and the meaning of survival. The book is a single, standalone tale that offers a glimpse into the life and untold stories of an adventurous Argonian who, despite his survival instincts, ultimately succumbs to the dangers he sought to conquer. | scholar | The Death of a Wanderer, you do not know the author of the book and have limited knowledge of it, is a tragic tale of an Argonian's ill-fated exploration of a Draugr crypt. Themes of forbidden knowledge, the inevitability of death, and the ironies of life and survival are central, as the Argonian learns the crypt's deadly secrets too late, reflecting on the cost of discovery. | esoteric | Argonian, Draugr, Nordic crypts, claw keys, sealing doors, forbidden knowledge, mortality, survival | lore | factory skyrim-official-20260814-v2.0 | |
| deep_folk_crossing | None | Deep Folk Crossing is an ancient Dwarven bridge located in the northern part of the Reach, north-northwest of Bthardamz and west of Druadach Redoubt. The bridge spans a weir and features distinct Dwemer structures at either end. | reachdwemertraveler | Deep Folk Crossing is an ancient Dwarven bridge located in the northern part of the Reach.You do not know anything else about this area. | commonfalkreathwhiterunhjaalmarchhaafingar | Dwemer, The Reach, Bthardamz, Druadach Redoubt, Dwarven ruins, Dwarven bridges, Dwemer architecture | reach | factory skyrim-official-20260814-v2.0 | |
| deepwood_redoubt | None | Deepwood Redoubt is a large Nordic ruin located west of Dragon Bridge and east of Mor Khazgur in The Reach. The ruin is inhabited by Forsworn, the fierce and rebellious natives of the Reach, who occupy the site as part of their struggle against outsiders. | haafingartravelerforsworn | Deepwood Redoubt is a large Nordic ruin located west of Dragon Bridge in The Reach. You do not know anything else about this area. | commonreachhjaalmarch | Dragon Bridge, Mor Khazgur, The Reach, Forsworn, Nordic ruins, Reachmen | haafingar | factory skyrim-official-20260814-v2.0 | |
| deer | None | Deer are non-aggressive animals found throughout Skyrim, known for their shyness and tendency to flee when approached. However, they can become hostile if influenced by a spriggan. Deer are hunted for their venison, hide, and antlers, with two species found: "Deer," which resemble caribou or reindeer, and "Elk," which resemble the extinct Megaloceros. When hunting, it's best to kill them with one shot, as they are quick and evasive. Deer pelts found at hunter's camps cannot be tanned into leather. | hunter | Deer are non-aggressive animals found throughout Skyrim, known for their shyness and tendency to flee when approached. | common | Skyrim, Spriggan, venison, hide, antlers, Elk, Megaloceros, hunting, hunter's camps | creatures | factory skyrim-official-20260814-v2.0 | |
| dengeir's_house | None | Dengeir's House is the residence of Dengeir of Stuhn, the former Jarl and current Thane of Falkreath. It is located in the center of Falkreath, southwest of Corpselight Farm. | falkreathtraveler | Dengeir's House is the residence of Dengeir of Stuhn, the former Jarl and current Thane of Falkreath.You do not know anything else about this area. | commonwhiterunriftreach | Falkreath, Jarl, Thane, Corpselight Farm, Stuhn, former ruler | falkreath | factory skyrim-official-20260814-v2.0 | |
| deor_woodcutter's_house | None | Deor Woodcutter's House is a humble home located on the south side of Skaal Village, positioned between Oslaf's House to the northwest and Baldor Iron-Shaper's House to the east. This modest residence is the home of Deor Woodcutter, a hard-working Nord who, as his name suggests, spends his days felling trees and providing firewood for the village. His efforts are essential to the survival of Skaal Village, as wood is needed for warmth, building, and crafting. Deor’s wife, Yrsa, shares the home with him, and together they maintain a simple yet fulfilling life in the harsh environment of Solstheim. | skaaltraveler | You do not know anything about this area. | common | Skaal Village, Solstheim, Skaal, Deor Woodcutter, Yrsa, Oslaf's House, Baldor Iron-Shaper's House, Nords, Woodcutting | solstheim | factory skyrim-official-20260814-v2.0 | |
| de_rerum_dirennis | None | De Rerum Dirennis, written by Vorian Direnni, offers a reflective account of the Direnni clan's influential legacy, particularly focusing on the contributions of Vorian's ancestor, Asliel Direnni, in the development of alchemy. While the Direnni clan is known for its notable warriors and kings, Vorian emphasizes the significance of Asliel, an alchemist from humble beginnings, who transformed the practice of potion-making into an art and science. Asliel's expertise in herbology led him to create powerful remedies and poisons, including a legendary invisibility potion that saved his people from the barbarian Locvar tribe. Asliel’s discoveries in alchemy, notably his work with vampire dust and other rare ingredients, became foundational to the art of alchemy as it is known in Tamriel. The book intertwines historical narrative with personal reflections on the Direnni clan’s cultural and scientific achievements. Themes of legacy, knowledge, and the evolution of magical practices resonate throughout the text, illustrating how one individual's innovations can shape the future. The book also touches on the broader impact of the Direnni clan's contributions, including Asliel’s eventual role as a Psijic, helping to establish the modern understanding of alchemy. This is a single volume that not only highlights a significant alchemical breakthrough but also serves as a tribute to the Direnni family's enduring influence on Tamriel's history. | scholarpsijic_order | De Rerum Dirennis, you do not know the author of the book and have limited knowledge of it, reflects on the Direnni clan's legacy, particularly focusing on Asliel Direnni's pivotal role in advancing alchemy. The themes of legacy, knowledge, and the evolution of magical practices are explored, showing how one individual's contributions can shape an entire field. | common | Asliel Direnni, Vorian Direnni, Direnni Clan, Alchemy, Psijic Order, Invisibility Potion, Vampire Dust, Locvar Tribe, Herbology, Balfiera | lore | factory skyrim-official-20260814-v2.0 | |
| destruction | None | Destruction is one of the recognized schools of magic and is devoted chiefly to harmful elemental force. Fire burns flesh and can send enemies fleeing, frost drains heat and physical endurance, and shock tears through magicka as well as the body. Destruction mages shape these elements into bolts, runes, cloaks, walls, and storms. The school is direct but not simple: controlling range, area, and collateral damage requires discipline. | magescholar | Destruction magic weaponizes fire, frost, and shock through bolts, runes, cloaks, walls, and storms. Poor control can endanger allies and bystanders. | common | elemental magic, fire magic, frost magic, shock magic, runes, cloaks, walls, storms, magicka drain, stamina drain, war magic | lore | factory skyrim-official-20260814-v2.0 | |
| detect_dead | None | Detect Dead is an Alteration spell that highlights nearby undead, Daedra, and automatons with a glowing aura, making them visible through walls. It requires an Expert skill level to cast. | mage | Detect Dead is a spell that makes undead, Daedra, and automatons glow, allowing the caster to see them through walls. You do not know much else about this spell. | common | Alteration, undead, Daedra, automatons, glowing aura, wall penetration, Expert skill, Dwemer ruins, necromancy, Daedric summoning | spells | factory skyrim-official-20260814-v2.0 | |
| detect_life | None | These magical effects are utility-focused Alteration spells that reveal living creatures in the vicinity by highlighting them with an aura visible through walls. This effect is available only as a spell, serving as an essential tool for scouts and mages navigating dangerous or hidden areas. | mage | This spell helps you sense people or animals nearby, even if you can;t see them. A mage might know more though. | common | Alteration, scouting, aura, utility magic, hidden enemies, living creatures | spells | factory skyrim-official-20260814-v2.0 | |
| detect_undead | None | These magical effects are utility-focused Alteration spells that reveal the presence of undead entities by marking them with a distinct glow. Unlike Detect Life, this spell specifically targets reanimated or naturally undead beings and is exclusively available as a spell, aiding adventurers and priests in uncovering hidden threats. | magedawnguard | This spell shows where undead creatures are hiding, making them easier to find. A mage might know more though. | common | Alteration, Detect Life, undead, utility spells, necromancy, vampires, priests, Dawnguard, Vigilants of Stendarr | spells | factory skyrim-official-20260814-v2.0 | |
| dibella | Lady of Love, Goddess of Beauty, Our Blessed Lady, Passion Dancer, Queen of Heaven | Dibella is the Goddess of Beauty, Love, and Art, often referred to as the Lady of Love or the Passion Dancer. As one of the Divines, Dibella embodies the ideals of beauty, affection, and artistic expression. She teaches mortals to seek truth through beauty, encouraging the cultivation of love, friendship, and artistic inspiration. Dibella's followers, through devotion to her teachings, are believed to gain charm, grace, and harmony in their lives. She also emphasizes the importance of quality in love, rather than quantity, and discourages relationships with those of impure spirits, such as the undead. Worship of Dibella is widespread across Tamriel, with different regions venerating various aspects of her divinity. In Cyrodiil, Hammerfell, High Rock, and Skyrim, numerous cults and temples are dedicated to her, some focusing on women, art, or erotic instruction. Dibella’s influence is deeply personal, with her worshipers often engaging in intimate, direct relationships with their goddess. Her sacred places include the Temple of Dibella in Markarth, where the Sybil, a spiritual leader chosen through a secretive ceremony, serves as her earthly representative. Dibella is also associated with the Brush of Truepaint, an artifact said to have the power to bring artistic creations to life. | priestscholar | Dibella, the Lady of Love, is the Goddess of Beauty, Love, and Art, inspiring mortals to find truth through beauty and cultivate love, friendship, and creativity. Her followers believe devotion to her brings charm and harmony, while she teaches the value of deep, pure relationships over fleeting ones. Worship of Dibella is common across Tamriel. Dibella is also tied to art and creation, with legends of artifacts like the Brush of Truepaint that bring artworks to life. | common | Divines, Aedra, Markarth, Cyrodiil, Hammerfell, High Rock, art, undead, Brush of Truepaint, Sybil | figures | factory skyrim-official-20260814-v2.0 | |
| dimhollow_crypt | None | Dimhollow Crypt is a medium-sized cave located east of Stonehills and southwest of Frostmere Crypt in The Pale. Rumors of vampires have been seen around the area. | paletravelervolkihar | Dimhollow Crypt is a medium-sized cave located east of Stonehills in The Pale. You do not know anything else about this area. | commoneastmarchwinterholdwhiterunhjaalmarch | The Pale, Stonehills, Frostmere Crypt, vampires, cave, Volkihar, undead, necromancy | pale | factory skyrim-official-20260814-v2.0 | |
| direfish | None | Direfish are a large red fish found in underground fishing spots. They can be eaten with a rather iron taste. | fisher | Direfish are a large red fish found in underground fishing spots. They can be eaten with a rather iron taste. You do not know much more about the fish, but a fisher would. | common | underground, fishing, iron taste, cave fauna, red fish, edible fish | creatures | factory skyrim-official-20260814-v2.0 | |
| disappearance_of_the_dwemer | Vanishing of the Dwarves | The Disappearance of the Dwemer is the profound mystery surrounding the sudden vanishing of the entire Dwemer race from Tamriel around 1E 700, during the War of the First Council. The prevailing theory centers on Chief Tonal Architect Kagrenac's tools and his attempt to tap the divine power of the Heart of Lorkhan beneath Red Mountain. Texts such as Divine Metaphysics outline principles for creating a new god through sorcery, while The Egg of Time argues that linking to a divine source is not inherently dangerous if interrupted. Whether Kagrenac's ritual succeeded in ascending his people, destroyed them, or cast them elsewhere remains fiercely debated. The sole surviving Dwemer, Yagrum Bagarn, was absent in the Outer Realms during the event and can offer only theories, leaving the ultimate fate of his people unresolved. | dwemermagescholar | Around 1E 700, the entire Dwemer race vanished without a trace from their cities across Tamriel. This occurred during the War of the First Council against the Chimer. Theories link the disappearance to Kagrenac's attempt to harness the Heart of Lorkhan beneath Red Mountain, but the true fate of the Deep Folk remains one of Tamriel's greatest unsolved mysteries. | esoteric | Dwemer, Red Mountain, Heart of Lorkhan, Kagrenac, War of the First Council, Chimer, Yagrum Bagarn, Divine Metaphysics, The Egg of Time, Tonal Architecture, 1E 700, Resdayn | lore | factory skyrim-official-20260814-v2.0 | |
| disarm | zun haal viik | Disarm is a Shout that defies steel, ripping the weapon from an opponent's grasp. The three words of power in this Shout are Zun (Weapon), which targets the weapon of your foe; Haal (Hand), which pries it from their grip; and Viik (Defeat), which ensures their weapon is taken away in defeat. | dragon | This is a Dragon Shout. You do not know much about Dragon shouts, or their language. | common | Thu'um, Dragon Shouts, weapons, Dragon Language, disarming, combat | spells | factory skyrim-official-20260814-v2.0 | |
| disguised_invisibility_potion | None | This potion grants invisibility for a brief time but cannot be consumed, as it is marked as a quest item during the events of 'Clear-Headed.' Its purpose seems tied to unique circumstances, possibly as part of a deceptive scheme. | blocked | You have no knowledge of this potion or its purpose. | common | invisibility, quest item, Clear-Headed, deception, alchemy, potions, stealth, subterfuge | items | factory skyrim-official-20260814-v2.0 | |
| dismay | faas ru maar | Dismay is a Shout that causes fear, making the weak flee in terror before the power of the Thu'um. The three words of power in this Shout are Faas (Fear), which instills dread in the hearts of enemies; Ru (Run), which compels them to flee in panic; and Maar (Terror), which deepens their fear, causing them to flee in absolute terror. | dragon | This is a Dragon Shout. You do not know much about Dragon shouts, or their language. | common | Thu'um, fear, Dragon Shout, terror, panic, Words of Power, flee | spells | factory skyrim-official-20260814-v2.0 | |
| double_distilled_skooma | None | Double-Distilled Skooma is an enhanced form of the infamous narcotic, prized for its potency. It is known among rogues and those who trade in shadowy dealings. | stands_in_shallows | You have heard of potent skooma varieties but know nothing specific about this one. | common | Skooma, narcotics, rogues, smuggling, moon sugar, Khajiit, addiction, black market | items | factory skyrim-official-20260814-v2.0 | |
| dragon | dovah | Dragons are formidable, flying reptilian creatures native to Skyrim, revered and feared for their immense power and intelligence. Historically worshipped by the ancient Nordic people, dragons possess an affinity for magic and can harness the power of the Thu'um, or Dragon Shouts, to unleash devastating attacks. While thought to be extinct, dragons have begun to re-emerge, playing a central role in the events unfolding across the province. | dragonscholar | Dragons are powerful, intelligent flying creatures native to Skyrim, known for their mastery of magic and the Thu'um. Once thought extinct, they have re-emerged, playing a key role in Skyrim's events. | common | Thu'um, Dragon Shouts, magic, ancient Nords, dragon worship, re-emergence, flying | creatures | factory skyrim-official-20260814-v2.0 | |
| dragon_aspect | mul qah diiv | Dragon Aspect is a Shout that allows you to take on the mighty aspect of a dragon once a day, delivering powerful blows, gaining an armored hide, and enhancing your shouts. The three words of power in this Shout are Mul (Strength), which grants you immense power; Qah (Armor), which gives you a protective dragon-like hide; and Diiv (Wyrm), which imbues you with the spirit of a dragon, strengthening your attacks and abilities. | dragon | This is a Dragon Shout. You do not know much about Dragon shouts, or their language. | common | Dragon Shout, Thu'um, Dragon, combat enhancement, armor spell, daily power, Words of Power, Dragon Language, dragon soul | spells | factory skyrim-official-20260814-v2.0 | |
| dragonbone | None | Dragon items are high-quality armor and weapons made from dragon parts, including light Dragonscale Armor and heavy Dragonplate Armor. These can be crafted with the Dragon Armor perk, which requires a master Blacksmith . | blacksmith | Dragon Bone is used to craft powerful dragon armor and weapons from only the most masterful blacksmiths. | common | Dragonplate Armor, Dragonscale Armor, Dragon Armor perk, master Blacksmith, heavy armor, light armor, dragon parts, crafting | items | factory skyrim-official-20260814-v2.0 | |
| dragonbone_equipment | dragonbone warhammer, dragonbone sword, dragonbone war axe, dragonbone dagger, dragonbone mace, dragonbone greatsword, dragonbone battleaxe, dragonbone bow, dragonbone arrow | Dragonbone equipment includes weapons, bows, and arrows fashioned from dragon bones. The pale, jagged material is extraordinarily difficult to work and is normally combined with high-quality metal fittings by master smiths. Individual pieces serve different combat roles, but their exact damage, protection, and crafting requirements depend on the piece rather than the family name. | blacksmithwarriormerchant | Dragonbone equipment includes weapons, bows, and arrows fashioned from dragon bones. Individual pieces differ in use. | common | Dragon, Dragon Bone, Smithing, Master Smiths, Metal Fittings, Weapons, Bows, Arrows, Combat, Crafting Requirements | equipment | factory skyrim-official-20260814-v2.0 | |
| dragonborn | dovahkiin | Dragonborn, known as Dovahkiin in the Dragon Language, is a mortal endowed with the blood and soul of a dragon by Akatosh, the Father of Dragons. This rare blessing grants individuals an extraordinary ability to harness the power of the thu'um, or dragon shouts, enabling them to absorb the knowledge of these powerful vocalizations directly from the souls of slain dragons. As a result, Dragonborn evoke both fear and animosity among dragons, since their unique ability to consume a dragon's soul disrupts the creature's immortality and shields them from necromantic influences. | nordscholardragon | A Dragonborn, or Dovahkiin, is a mortal blessed by Akatosh with the soul and blood of a dragon. This rare gift allows them to master the thu'um, or dragon shouts, by absorbing the souls and knowledge of slain dragons. This ability disrupts a dragon's immortality and shields them from necromantic control, evoking both fear and hostility among dragons. | common | Akatosh, thu'um, dragon soul, Dragon Language, necromancy, immortality | lore | factory skyrim-official-20260814-v2.0 | |
| dragonborn_song | Song of the Dragonborn | Verses for the Dragonborn Song: Dragonborn, Dragonborn, by his honor is sworn, To keep evil forever at bay! And the fiercest foes rout when they hear triumph's shout, Dragonborn, for your blessing we pray! Hearken now, sons of snow, to an age, long ago, and the tale, boldly told, of the one! Who was kin to both wyrm, and the races of man, with a power to rival the sun! And the Voice, he did wield, on that glorious field, when great Tamriel shuddered with war! Mighty Thu'um, like a blade, cut through enemies all, as the Dragonborn issued his roar! And the Scrolls have foretold, of black wings in the cold, that when brothers wage war come unfurled! Alduin, Bane of Kings, ancient shadow unbound, with a hunger to swallow the world! But a day, shall arise, when the dark dragon's lies, will be silenced forever and then! Fair Skyrim will be free from foul Alduin's maw, Dragonborn be the savior of men! | bardscholar | The Dragon Born song is an ancient song calling for the return of the Dragonborn to save the people of tamriel from the evil dragon Alduin. | common | Alduin, Thu'um, Tamriel, Elder Scrolls, dragons, Nords, prophecy, bards, war, Skyrim | lore | factory skyrim-official-20260814-v2.0 | |
| dragon_break | Middle Dawn | A Dragon Break is a significant and complex phenomenon in which linear time is disrupted, becoming non-linear and challenging the understanding of mortals. The term "Dragon" references Akatosh, the Dragon God of Time, indicating the involvement of divine forces in these events. A Dragon Break represents a catastrophic disruption of the continuity of time and space, often occurring in response to events that render normal reality untenable. This chaos mirrors the primordial disorder of the Dawn Era and can vary in its impact on different regions of Tamriel. | scholardragondaedra | A Dragon Break is a phenomenon where linear time is disrupted, becoming non-linear and incomprehensible to mortals. Named after Akatosh, the Dragon God of Time, it signifies a divine disruption of reality, often triggered by events that challenge the normal flow of time and space. Resembling the chaos of the Dawn Era, its effects vary across Tamriel, creating a fractured and unpredictable timeline. | esoteric | Akatosh, Dawn Era, time, Maruhkati Selectives, Numidium, Alessian Order, White-Gold Tower, causality | lore | factory skyrim-official-20260814-v2.0 | |
| dragon_bridge | None | Dragon Bridge is a small town located in northwestern Skyrim, near the iconic Dragon Bridge, southwest of the Statue to Meridia and east-southeast of Deepwood Redoubt. The town and its famous bridge are of strategic importance in the civil war, as both the Stormcloaks and Imperials view it as a key location. | haafingarscholartravelerimperial_legionstormcloaks | Dragon Bridge is a small town located in northwestern Skyrim, near the iconic Dragon Bridge, south of Solitude. The town and its famous bridge are of strategic importance in the civil war, as both the Stormcloaks and Imperials view it as a key location.You do not know anything else about this area. | commonreachhjaalmarch | Haafingar, Solitude, Stormcloaks, Imperial Legion, Civil War, Statue to Meridia, Deepwood Redoubt, Strategic Location | haafingar | factory skyrim-official-20260814-v2.0 | |
| dragon_bridge_overlook | None | Dragon Bridge Overlook is a small Forsworn camp located south of Dragon Bridge and north of Chillwind Depths in the Reach. Perched on a high vantage point, the camp provides a strategic view of the surrounding area. The Forsworn occupying the camp are hostile to outsiders, making it a dangerous location for travelers passing through the region. Its proximity to Dragon Bridge makes it a notable threat to the nearby settlement. | reachtravelerforsworn | Dragon Bridge Overlook is a small Forsworn camp located south of Dragon Bridge in the Reach. You do not know anything else about this area. | commonfalkreathwhiterunhjaalmarchhaafingar | Forsworn, Dragon Bridge, Chillwind Depths, Reach, military camp, vantage point, hostile, threat to settlement | reach | factory skyrim-official-20260814-v2.0 | |
| dragon_claws | coal dragon claw, diamond claw, ebony claw, emerald dragon claw, glass claw, golden claw, iron claw, ivory claw, ivory dragon claw, ruby dragon claw, sapphire dragon claw | Dragon claws are ceremonial Nordic keys shaped like clawed hands. Each bears three animal emblems that correspond to a matching puzzle door in an ancient barrow. They were commonly fashioned from precious or unusual materials and entrusted to priests, caretakers, or honored dead. Their value lies in the specific ruin and lock for which they were made, not in a universal combination. | scholarpuzzle | Dragon claws are old Nordic keys marked with animal symbols. A claw is made for a particular puzzle door in a Nordic ruin. | common | Nordic barrow, puzzle door, animal emblems, Nordic ruins, priests, Draugr, gemstones, precious materials, ceremonial objects | artifacts | factory skyrim-official-20260814-v2.0 | |
| dragon_cult | Atmoran Dragon Cult, Cult of the Dragon Priests | The Dragon Cult, also known as the Atmoran Dragon Cult or Cult of the Dragon Priests, originated as a sect within the animal worship traditions brought by Atmorans to Tamriel. Initially, this sect revered dragons as divine beings, particularly associating their worship with Akatosh, the chief deity among the Divines. As a result, dragons held a position of supremacy over mankind, with dragon priests serving as their powerful intermediaries, enforcing laws and maintaining order in society. Temples were erected to honor these dragons, many of which remain as draugr-infested ruins today. However, over time, the Dragon Cult became increasingly oppressive, establishing their capital at Bromjunaar in what is now Hjaalmarch and effectively enslaving the Nordic populace. This shift in demeanor is believed to have been influenced by Alduin, the First-Born of Akatosh, who sought to dominate Mundus. The ensuing discontent led to the ancient Dragon War, in which humans, aided by some dragons, eventually triumphed over Alduin and his cult. The dragon priests were overthrown, and the dragons were driven into hiding. Despite their fall, the Dragon Cult adapted, preserving the practice of constructing dragon mounds for the remains of fallen dragons, as they awaited the day of their return. By the First Era, the arrival of the priests of the Eight Divines further diminished the cult's influence, leading to its eventual extinction, with the last holdouts perishing in mass suicide at Forelhost in 1E 140. | scholardragonmiraak_cult | The Dragon Cult, or Atmoran Dragon Cult, originated from Atmoran traditions of animal worship, revering dragons as divine beings linked to Akatosh. Dragon priests served as intermediaries, enforcing laws and maintaining order, with temples erected in their honor. Over time, the cult became oppressive, enslaving the Nordic populace under Alduin's dominance. This led to the Dragon War, where humans, aided by some dragons, defeated Alduin and overthrew the priests, forcing dragons into hiding. Though the cult fell, they continued constructing dragon mounds for fallen dragons, awaiting their return. By 1E 140, the cult's last remnants perished at Forelhost, marking their extinction. | common | Alduin, Dragon War, Bromjunaar, Forelhost, draugr, dragon priest, Atmora, dragon mound, Akatosh, Eight Divines | lore | factory skyrim-official-20260814-v2.0 | |
| dragonhide | None | Dragonhide is an Alteration spell that drastically reduces physical damage taken by the caster for a short duration. It requires a Master skill level to cast. | mage | Dragonhide is a spell that makes the caster's skin as tough as a dragon's, greatly reducing the damage they take for a short time. You do not know much else about this spell. | common | Alteration, Master skill, Damage reduction, Dragon, Defensive magic, Physical resistance | spells | factory skyrim-official-20260814-v2.0 | |
| dragon_language | Dovahzul, dragon tongue | Aak: Guide Aal: May Aam: Serve Aan: A(n), Idea, Slave (see also “Zaam”) Aar: Servant, Slave (see also “Zaam”) Aav: Join Aaz: Mercy Ag: Burn Ah: Hunter Ahkrin: Courage Ahmik: Service Ahmul: Husband (lit. “Hunter-Strong”) Ahraan: Wound Ahrk: And Ahrol: Hill Ahst: At Ahtiid: Wear (verb) Ahzid: Bitter Al: Destroyer Alok: Arise Alun: Ever Am: Lion Amativ: Onward Atmora: Atmora Au: On Aus: Suffer Bah: Wrath Bahlaan/Balaan: Worthy Bahlok: Hunger Bein: Foul (adjective) Bel: Foul (verb) Bex: Open Beyn: Scorn Bii: Blue Bo: Flow, Fly, Move Bodiis: Borrow Bok: Age Bolaav: Grant/Granted Bolog: Beg Bonaar: Humble Bormah: Father Bovul: Flee Boziik: Bold(ly), Rash Brendon: Specter Brii: Beauty Briinah: Sister (lit. “Beauty-Fury”) Briinahii: (for her) sister’s Briinahmaar: Sisterhood Brit: Beautiful Brod: Clan Brom: North Bron: Nord Bronjun: Jarl (lit. “Nord King”) Bruniik(ke): Savage(s) (also a reference to Akaviri) Daal: Return Daan/Daanii: Doom Daanik: Doomed Daar: This/These Dah: Push Dahmaan: Remember Dein: Keep, Guard Deinmaar: Keeper Denek: Soil Denos: Decline Dey: False (“Laughably false”) Deyra: Daedra Deyto: Bury Dez: Fate Dii: Mine Diil: Undead (see also “Dilon”) Diin: Freeze Diiv: Wyrm Diivon: Swallow Dilon: Dead Dilos: Deadly Dinok: Death Dinoksetiid: End of time (lit. “Death of time”) Dir: Die Do: Of, About Dok: Hound Dov: Dragonkind, Dragon (race) Dovah: Dragon Dovahgolz: Dragonstone Dovahkiin: Dragonborn (lit. “Dragon-Born”) Dovahkriid: Dragonslayer Dovahzin: A dragon name Draal: Pray Dreh: Do (verb) Drem: Peace Drey: Did Drog: Lord Drun: Bring Du: Devour Du’ul: Crown Duaan: Devoured Dukaan: Dishonor Dun: Grace Dur: Curse Dwiin: Steel Dwiirok: Carve Ek: Her Enook: Each Ensosin: Bewitch Erei: Until Eruvos: Year Evenaar: Extinguish Evgir: Season Faad: Warmth Faal: The (less common than “Fin”) Faas: Fear Faasnu: Fearless Faaz: Pain Fah: For Fahdon: Friend Fahlah: Flower (lit. “For-Magicka”) Fahliil: Elf Fahluaan: Gardener Faraan: Fortune, Wealth Feim: Fade Fel: Feral Fen: Will Fent: Shall Fey: Grove Feykro: Forest Feyn: Bane Fiik: Mirror Filok: Escape Fin: The Fo: Frost Fod: When Fodiiz: Hoar Folaas: Wrong Folook: Haunt Fonaar: Charge Frin: Hot Frini: Eagerness Frod: (Battle)field Fron: Kin, Related Frul: Ephemeral, Temporary Ful: So Fun: Told Fundein: Unfurl(ed) Funt: Fail Funta: Failed Fus: Force Gaaf: Ghost Gaan: Stamina Gaar: Unleash/Release Gahrot: Steal Gahvon: Yield Galik: Pine (noun) Geh: Yes Gein: One Geinmaar: Oneself Gogil: Goblin Gol: Earth Golah: Stubborn Golt: Ground Golz: Stone Goraan: Young Govey: Remove Graag: Green Graan: Rout Grah: Battle Grahmindol: Stratagem Gram: Cloud Gravuun: Autumn Grik: Such Grind: Meet Gro: Bound Grohiik: Wolf Gron: Bind Gruth: Betrayal Gut: Far Haal: Hand Haalvut: Touch Haas: Health Hadrim/Hahdrim: Mind Hah: Mind Hahkun: Axe Hahnu: Dream (lit. “Mind-Now”) Hahvulon/Hahvulon: Nightmare (lit. “Mind-Dead”) Heim: Forge Het: Here Hevno: Brutal Hevnoraak: Brutality Heyv: Duty Hi: You Him/Hin: Your Hind: Wish, Hope Hof: (context unclear, possibly related to “Hofkah”) Hofkah: Steading Hofkahsejun: Palace (lit. “Steading of King”) Hofkiin: Home Hokoron: Enemy Hon: Hear Horvut: Lure Horvutah: Trapped Hun: Hero Hungaar: Heroic Huzrah: Hearken Iiz: Ice In: Master Inhus: Mastery Jaag: (context unclear) Jer: East Jiid: Moon Jol: Unsteady Joor/Joorre: Mortal(s) Jot: Maw Jud: Queen Jul: Man/Mankind/Humans Jun: King, Light Junaar: Kingdom/Kingship Junnesejer: Kings of the East Juntiid: Akatosh (lit. “King Time”) Kaal: Champion Kaan: Kyne Kaaz: Cat/Khajiit Kah: Pride Kein: War Keizaal: Skyrim Kel/Kelle: Scroll(s) (as in Elder Scroll) Kendov: Warrior Kest: Tempest Key: Horse Keyn: Anvil Kiim: Wife Kiin: Born Kiir: Child Kinbok: Leader Kinzon: Sharp Kip: Food Kipraan: Meal Klo: Sand Klov: Head Ko: In Kod: Wield Kodaav: Bear Kogaan: Blessings (thanks) Kol: Crag Kolos: In which Komeyt: Issue, Let loose Konahrik: Warlord Koor: Summer Kopraan: Body Koraav: See Kos: Be/Are Kosil: Inner, within Kotin: Into Krah: Cold Krasaar: Sickness Krasnovaar: Disease Kreh: Bend Krein: Sun Kren: Break Krent: Broken Kriaan: Killed Krif: Fight Krii: Kill Kriid: Slayer Kriin: Slay Kriist: Stand Kriivaan: Murderer Kriivah: Murder Kril: Brave Krilot: Valiant Krin: Courageous Kro: Sorcerer Kron: Victory, win, conquer Krongrah: (Great) Victory Kroniid: Conqueror Krosis: Sorrow (Apologies, Regret, Pity) Kruziik: Ancient Kul: Son Kulaan: Prince Kulaas: Princess Kun: Moonlight Laan: Want, Request Laar: Water Laas: Life Laat: Last Lah: Magicka Lahney: Live Lahvraan: Mustered Lahvu: Army Leh: Lest Lein: World Liiv: Wither Liivrah: Diminish Lingrah: Long Lir: Worm Lo: Deceive Lok: Rise (v.), Sky Lon: Fist Loost: Hath Los: Is (used to form present tense) Losei: You are Lost: Was, Have, Has, Had, Were Lot: Great Lovaas: Music/Song Luft: Face Lumnaar: Valley Lun: Leech Luv: Tear Maar: Terror, -hood, -self Mah: Fall/Fell Mahfaeraak: Forever Mahlaan: Fallen Mal: Little Maltiid: Brief (lit. “Little-Time”) Med: Like Mey: Fool Meyz: Come (“to become”/“come to be”) Mid: Loyal Middovah: Ally (lit. “Loyal-Dragon”) Midrot/Midun: Loyalty Miin: Eye Miir: Path Miiraad/Miraad: Door, doorway (“miraad” is a typo) Miiraak: Portal Mindin: After Mindok: Know, Known, Knowable Mindol: Trick Mindoraan: Knowledgeable Mir: Allegiance Mon: Daughter Monah: Mother Monahven: Throat of the World (lit. “Mother Wind”) Morah: Focus, thought, concentration, attention Moro: Glory Morokei: Glorious Motaad: Shudder Motmah: Slip Motmahus: Slippery, Elusive Mu: We Mul: Strong, Strength Mulaag: Strength Mulhaan: Unmoving, unchanging, still Mun: Man Munax: Cruel Muz: Men Naak: Eat Naako: Eaten Naaktiid: Begin (lit. “Eat-Time”) Naal: By Naan: Any Naar: Summit Naas: Tooth Nah: Fury Nahgahdinok: Necromancer (“Dinok” = death; “nahgah” may be wizard or fury) Nahkip: Feed Nahkriin: Vengeance Nahl: Living Nahlaas: Alive, Live Nahlot: Silenced Nall: By my Nau: On Nax: Cruelty Neh: Never Ney: Both Ni: Not Nid/Niid: No Nii: It Niin: Them Nikrent: Unbroken Nikriin(ne): Coward(s) Nil: Void Nimaar: Itself Nin: Sting Nir: Hunt Nis: Cannot Nivahriin: Cowardly (lit. “Not Sworn”) Nok: Lie (to lie down or to tell a lie) Nol: From Nonvul: Noble Norok: Fiercest Nos: Strike Nu: Now Nunon: Only Nus: Statue Nust: They Nuz: But Oblaan: End (noun), is over, ended Od: Snow Odus: Snowy Ofaal: Receive Ofan: Give Ogiim: Orc Ok: His Okaaz: Sea Ol: As Om: Hair On: Spirit (empty; lifeless) Ond: Lo Onik: Wise Onikiv: Enlightenment Onikaan: Wisdom Ont: Once Orin: Even Osos: Some Oth: Orphan Ov: Trust Ozinvey: Ivory Paak: Shame Paal: Foe Paar: Ambition Paaz: Fair Pah: All Pahlok/Pahklok: Arrogance (“Pahklok” is a typo in some sources) Pel: Write Pelaan: Wrote Peyt: Rose Pindaar: Plain(s) Piraak: Possess Pogaan: Many Pogaas: Much Pook: Stink Praal: Sit, sat Praan: Rest Prodah: Foretold Pruzaan: Best Pruzah: Good Qah: Armor Qahnaar: Vanquish, Denial Qahnaaran: Is vanquished Qahnaarin: Vanquisher Qalos: Touch Qeth: Bone Qethsegol: (Word Wall) Stone (lit. “Bone of Earth”) Quethsegol: Granite Qiilaan: Bow (verb) Qo: Lightning Qolaas: Herald Qostiid: Prophecy Qoth: Tomb Raal: Survive, last Raan: Animal Rah: Gods Rahgol: Rage Rahgot: Anger Rath: River Rein: Roar Rek: She Rel: Domination Revak: Sacred Reyliik: Race(s) Reyth: Tree Rii: Essence Riik: Gale Rinik: Very Ro: Balance Rok: He Ron: Rain Ronaan: Archer Ronaaz: Arrow Ronax: Regiment Ronit: Rival Ros: Love Rot: Word(s) Roth: Vine Rotmulaag: Word of Power Rovaan: Wander Ru: Run Rul: When Ruth: Rage, Curses/Damn (interjection) Ruvaak: Raven Ruz: Then Sadon: Gray, lose Sah: Phantom Sahlo: Weak Sahqo: Red Sahqon: Crimson Sahrot: Mighty Sahsunaar: Villager(s) Sahvot: Faith Saraan: First, Awaits Saviik: Savior Se: Of Shaan: Inspire Shor: Shor Shul: Sun Siiv: Find/Found Sil: Soul Sillesejoor: Mortal Souls Sinak: Finger(s) Sindugahvon: Unyielding Sinon: Instead Sivaas: Beast Sizaan: Lost Slen: Flesh Smoliin: Passion So: Sorrow Sod: Exploit, deed, feat Sonaan: Bard Sonaak: Dragon Priest(s) Sos: Blood Sosmir: Blood Allegiance Sosaal: Bleed Sot: White Sov: Shock Sovrahzun: Mercenary, purchase Spaan: Shield Staadnau: Unbound Stin: Free Stinselok: Sky’s freedom Strun: Storm Strundu’ul: Stormcrown Strunmah: Mountain Su: Air Su’um: Breath Sul: Day Suleyk: Power Suleyksejun: Dominion (lit. “Power of kings”) Sunvaar: Beast(s) Suvulaan: Twilight Taazokaan: Tamriel Tafiir: Thief Tah: Pack Tahrodiis: Treacherous Tahrovin: Treachery Tey: Tale Thu’um: (Dragon) Shout, Voice Thur: Overlord Tiid: Time Tiiraz: Sad Tinvaak: Talk, Speech Til: There Togaat: Attempt Tol: That Toor: Inferno Tovinaan: Searcher Tovit: Search Tu: Hammer Tum: Down Tuz: Blade Ufiik: Troll Ul: Eternity Um: Twin Un: Our Unraak: Marriage, marry, married Unslaad/Unahzaal: Unending, Ceaseless, Eternal Unt: Try Us: Before, in front of (spatially) Uth: Command, Order Uv: Or Uznahgaar: Unbridled, Unending Vaal: Bay (to “hold at bay”) Vaat: Swear/Swore Vaaz: Tear, rip (not tears from eyes) Vah: Spring Vahdin: Maiden Vahlok: Guardian Vahriin: Sworn Vahzah/Vazah: True Vahzen: Truth Ved: Black Ven: Wind Vennesetiid: The currents of Time Vey: Cut Veydo: Grass Veysun: Ship Viik: Defeat Viin: Shine Viing: Wing Viintaas: Shining Viir: Dying Vindahlheim: Forever Vith: Serpent Vo-...: Opposite of... Vobalaan: Unworthy Vod: Ago Vodahmin: Unremembered, forgotten Vokiin: Unborn Vokri/Vokrii: Restore Vokul: Evil Vokun: Shadow Vol: Horror Volaan: Intruder Vomindok: Unknown Vomindoraan: Incomprehensible idea Vonun: Unseen Vonuz: Invisible Vogostiid: Surprised Vos: Claw Voth: With Vothaarn: Disobedience Vukein: Combat Vul: Dark Vulom: Darkness Vulon: Night Vun: Tongue Vur: Valor Vus: Nirn Wah: To Wahl: Build/Create Wahlaan: Raise, Built/Created Wen: Whose Werid: Praise Wiix: Trap Win: Wage Wo: Who Wol: Oak Wuld: Whirlwind, Vortex Wuldse: Vortex Wundun: Travel Wunduniik: Traveler Wuth: Old Yah: Seek Yol: Fire Yolos: Flame Yoriik: March Yuvon: Gold/Golden Zaam: Slave Zaamhus: Slavery Zaan: Shout (as in “yell,” not a Dragon Shout) Zah: Finite Zahkrii: Sword Zahrahmiik: Sacrifice Zeim: Through Zeymah: Brother(s) Zeymahzin: Companion (lit. “Brother-Honor”) Zii: Spirit Ziil: Soul Zin: Honor Zind: Triumph Zindro: Triumph’s Zofaas: Fearful Zohungaar: Heroically Zok: Most Zol: Most, Zombie Zoor: Legend Zorox: Create Zu’u: I Zul: (mortal) Voice Zun: Weapon | dragon | You do not know the dragon language. Only a Dragon would. | common | Dragon Cult, Dragon Priests, Dragons, Dragonborn, Throat of the World, Skyrim, Tamriel, Akatosh, Kyne, Thu'um, Khajiit, Word Walls | lore | factory skyrim-official-20260814-v2.0 | |
| dragon_mound_lone_mountain | None | A dragon burial mound located northeast of swindler's den | whiteruntraveler | A dragon burial mound is somewhere in Whiterun. You do not know anything else about this area. | commonfalkreatheastmarchreachpalehjaalmarch | Swindler's Den, Dragon burial mound, Whiterun Hold, Dragon, Nordic ruins, Dragon revival | whiterun | factory skyrim-official-20260814-v2.0 | |
| dragonplate_armor | None | Dragonplate Armor has brilliant protection quality. Its visual design is pale and jagged, crafted from dragon bones with a rough, organic appearance. To craft it: 3 dragon scales, 2 dragon bones, and 3 leather strips at a blacksmith forge. A Master smith can craft it. It can be tempered/improved by using dragonbone at a workbench. | blacksmith | Dragonplate Armor has brilliant protection quality. Its visual design is pale and jagged, crafted from dragon bones with a rough, organic appearance. You do not know how to craft it, but a blacksmith would. | Everyone | equipment | custom | ||
| dragonplate_boots | None | Dragonplate Boots have brilliant protection quality. Its visual design is pale and jagged, crafted from dragon bones with a rough, organic appearance. To craft it: 3 dragon scales, 1 dragon bone, and 2 leather strips at a blacksmith forge. A Master smith can craft it. It can be tempered/improved by using dragonbone at a workbench. | blacksmith | Dragonplate Boots have brilliant protection quality. Its visual design is pale and jagged, crafted from dragon bones with a rough, organic appearance.You do not know how to craft it, but a blacksmith would. | Everyone | equipment | custom | ||
| dragonplate_equipment | dragonplate armor, dragonplate boots, dragonplate gauntlets, dragonplate helmet, dragonplate shield | Dragonplate equipment includes heavy armor and shields built from dragon bones and scales. Its thick pale plates create imposing protection whose construction demands rare remains and exceptional smithing skill. Individual pieces serve different combat roles, but their exact damage, protection, and crafting requirements depend on the piece rather than the family name. | blacksmithwarriormerchant | Dragonplate equipment includes heavy armor and shields built from dragon bones and scales. Individual pieces differ in use. | common | Dragon, Dragon Bone, Dragon Scale, Heavy Armor, Shields, Smithing, Protection, Rare Remains, Exceptional Skill, Combat | equipment | factory skyrim-official-20260814-v2.0 | |
| dragonplate_gauntlets | None | Dragonplate Gauntlets have brilliant protection quality. Its visual design is pale and jagged, crafted from dragon bones with a rough, organic appearance. To craft it: 2 dragon scales, 1 dragon bone, and 2 leather strips at a blacksmith forge. A Master smith can craft it. It can be tempered/improved by using dragonbone at a workbench. | blacksmith | Dragonplate Gauntlets have brilliant protection quality. Its visual design is pale and jagged, crafted from dragon bones with a rough, organic appearance.You do not know how to craft it, but a blacksmith would. | Everyone | equipment | custom | ||
| dragonplate_shield | None | Dragonplate Shield has brilliant protection quality. Its visual design is pale and jagged, crafted from dragon bones with a rough, organic appearance. To craft it: 3 dragon scales, 1 dragon bone, and 1 leather strip at a blacksmith forge. A Master smith can craft it. It can be tempered/improved by using dragonbone at a workbench. | blacksmith | Dragonplate Shield has brilliant protection quality. Its visual design is pale and jagged, crafted from dragon bones with a rough, organic appearance. You do not know how to craft it, but a blacksmith would.. | Everyone | equipment | custom | ||
| dragon_priest | None | Dragon Priests are powerful undead beings that were once the devoted servants of the ancient dragons in Skyrim. Revered for their formidable magical abilities, these priests commanded legions of warriors in the name of their dragon deities. Today, they reside in ornate coffins within prominent dragon worship sites, and if disturbed, they will rise with great force to confront intruders. | scholardragon | Dragon Priests are powerful undead beings who once served ancient dragons in Skyrim. They are thought to rest in ornate coffins at dragon worship sites, rising to confront intruders if disturbed. | common | Dragon, undead, dragon worship, Nordic barrow, magical abilities, Draugr, Skyrim, dragon cult, ancient priests | creatures | factory skyrim-official-20260814-v2.0 | |
| dragon_rend | joor zah frul | Dragonrend is a Shout that targets a dragon's very soul, forcing it to land. The three words of power in this Shout are Joor (Mortal), which connects the dragon to the frailty of mortal existence; Zah (Finite), which limits the dragon’s power and forces it to the ground; and Frul (Temporary), which makes the dragon's flight temporarily impossible, grounding it for a period. | dragon | This is a Dragon Shout. You do not know much about Dragon shouts, or their language. | common | thu'um, dragon soul, mortality, Dragon Language, words of power, dragon flight | spells | factory skyrim-official-20260814-v2.0 | |
| dragonscale_equipment | dragonscale armor, dragonscale boots, dragonscale gauntlets, dragonscale helmet, dragonscale shield | Dragonscale equipment includes light armor and shields assembled from overlapping dragon scales. It preserves the strength of dragon remains in a lighter, more flexible form than dragonplate armor. Individual pieces serve different combat roles, but their exact damage, protection, and crafting requirements depend on the piece rather than the family name. | blacksmithwarriormerchant | Dragonscale equipment includes light armor and shields assembled from overlapping dragon scales. Individual pieces differ in use. | common | dragons, dragonplate armor, light armor, shields, dragon scales, blacksmithing, crafting | equipment | factory skyrim-official-20260814-v2.0 | |
| dragonsreach | None | Dragonsreach is a prominent location in the Cloud District of Whiterun, a central city in Skyrim. Situated atop three flights of stairs beginning at the Gildergreen tree, this iconic palace serves as the residence of the Jarl of Whiterun Hold, the seat of the hold’s political power, and the location of its jail. Overlooking the city and with the Throat of the World as its backdrop, Dragonsreach is divided into four main sections: the main hall, the Jarl’s Quarters, the Great Porch, and the dungeon. The palace is steeped in history and legend, having been built around the remnants of a dragon trap purportedly used by Olaf One-Eye. Its interior is a hub of activity, centered around the Jarl’s throne, where courtiers and family members move about amidst ornate furnishings, grand feasts, and a roaring hearth. The court wizard’s laboratory and the Jarl’s personal quarters further enhance the palace's grandeur, with treasures and artifacts scattered throughout. Dragonsreach’s dungeon serves as Whiterun's jail, featuring several cells, evidence storage, and an escape tunnel leading to the Guard Barracks. The Great Porch, once a dragon’s prison, now serves as a multipurpose area for guard training and hosting quests pivotal to Skyrim’s Civil War and main storyline. As a symbol of both Whiterun’s authority and its role in Skyrim’s tumultuous history, Dragonsreach stands as a monument to power, strategy, and lore. | whiterunnoblescholartraveler | Dragonsreach, perched in the Cloud District of Whiterun, is the grand palace of the Jarl and the heart of Whiterun Hold’s political power. Dragonsreach is not just a residence but a historic landmark, said to be built around a dragon trap used by Olaf One-Eye. | common | Cloud District, Gildergreen, Olaf One-Eye, Throat of the World, Jarl of Whiterun, Dragon trap, Great Porch, Whiterun jail, Civil War, Court wizard | whiterun | factory skyrim-official-20260814-v2.0 | |
| dragonsreach_dungeon | None | Dragonsreach Dungeon lies beneath the grand palace of Dragonsreach in Whiterun, serving as the city’s jail and housing its prisoners. The dungeon consists of cells guarded by vigilant Whiterun guards. It is a stark and functional space, designed to securely detain criminals. | whiteruntraveler | Dragonsreach Dungeon lies beneath the grand palace of Dragonsreach in Whiterun.You do not know anything else about this area. | commonfalkreatheastmarchreachpalehjaalmarch | Dragonsreach, Whiterun, Jail, Prisoners, Whiterun Guards, Palace, Crime, Cells, Criminals | whiterun | factory skyrim-official-20260814-v2.0 | |
| dragonstone | None | The Dragonstone is a key artifact found in the ancient Nordic ruin of Bleak Falls Barrow. It is a large, intricately carved stone tablet that shows an ancient map that contains detailed markings of dragon burial sites across Skyrim, marking the locations where dragons are likely to appear or have appeared in the past. Given its importance it is likely to be found in the deepest sanctom of bleak falls barrow and to be protected by powerful forces. | scholar | The Dragonstone is a key artifact runored to be somewhere near whiterun. It is somehow related to the Dragons. | common | Bleak Falls Barrow, dragon burial site, Whiterun, Nordic ruin, Skyrim, dragon mound | artifacts | factory skyrim-official-20260814-v2.0 | |
| dragons_tongue | None | Dragon's Tongue is a striking yellow-flowered plant found in the volcanic tundra of Eastmarch and is sometimes cultivated as an ornamental plant. Alchemy effects: Resist Fire, Fortify Barter, Fortify Illusion, and Fortify Two-handed. | alchemist | Dragon's Tongue is a striking yellow-flowered plant found in the volcanic tundra of Eastmarch and is sometimes cultivated as an ornamental plant. You do not know the alchemical effects of this ingredient. However, an alchemist might. | Everyone | items | custom | ||
| dragontooth_crater | None | Dragontooth Crater is a dragon lair located north-northwest of Karthwasten and southwest of Harmugstahl in the Reach. The lair is perched atop a mountain, making it a prominent landmark in the rugged terrain. To reach Dragontooth Crater from Karthwasten, navigate east around the mountain and approach the site from the north. | reachtraveler | Dragontooth Crater is a dragon lair located north-northwest of Karthwasten in the Reach.You do not know anything else about this area. | commonfalkreathwhiterunhjaalmarchhaafingar | Karthwasten, Harmugstahl, The Reach, dragon lair, mountains, dragons | reach | factory skyrim-official-20260814-v2.0 | |
| dragon_wars | Dragon War | The Dragon War was a pivotal conflict in the Merethic Era, marking a violent upheaval between dragons and the human population of Skyrim. When Ysgramor and his people arrived in Tamriel, they brought with them a faith that worshipped animals, including the dragon, which held a central role as a god-king figure. Grand temples were constructed to honor the dragons, and dragon priests were granted power in exchange for ruling humanity on their behalf. However, this balance of power shifted as the dragon priests grew tyrannical, enslaving the population and demanding absolute obedience. When rebellion broke out, the dragons retaliated with devastating force, sparking the Dragon War. Initially, humanity suffered immense losses, but the tide shifted when certain dragons sided with men. It is said that from these traitorous dragons, men learned powerful magics, possibly with the intervention of Akatosh, allowing them to combat their former overlords. Over time, the dragon priests were overthrown, and dragons were hunted to near extinction. The remnants of the dragon cult preserved their belief in the dragons' eventual return, entombing fallen dragons in dragon mounds and maintaining their faith. The war not only shaped Skyrim's ancient history but left a legacy evident in its ruins, myths, and the fearsome reputation of dragons. | scholardragonmiraak_cult | The Dragon War was a significant conflict in the Merethic Era, sparked by a violent uprising between dragons and humans in Skyrim. The Nords, led by Ysgramor, brought a faith that revered dragons as god-kings, with dragon priests ruling humanity. Over time, the priests became tyrannical, enslaving the population, which led to a rebellion. The dragons retaliated, but the tide turned when some dragons allied with humans, teaching them powerful magics, possibly with Akatosh's influence. The dragon priests were overthrown, and dragons were nearly hunted to extinction. The remnants of the dragon cult preserved their faith in the dragons' return, entombing dragons in mounds. The war's legacy is seen in Skyrim's ruins, myths, and the fearsome reputation of dragons. | common | Dragons, Dragon Priests, Dragon Cult, Ysgramor, Akatosh, Dragon Mounds, Merethic Era, Human Rebellion, Nords, Dragonborn | lore | factory skyrim-official-20260814-v2.0 | |
| drain_vitality | gaan lah haas | Drain Vitality is a Shout that siphons both magical and mortal energies from your opponent, weakening them. The three words of power in this Shout are Gaan (Stamina), which drains the target's stamina; Lah (Magicka), which saps their magical energy; and Haas (Health), which steals their life force, leaving them weaker and more vulnerable. | dragon | This is a Dragon Shout. You do not know much about Dragon shouts, or their language. | common | Thu'um, Dragon language, Word Wall, Greybeards, Stamina drain, Magicka drain, Health drain, Dragons, Voice | spells | factory skyrim-official-20260814-v2.0 | |
| draugr | None | Draugr are the mummified remains of ancient Nords, found primarily in the cold, tomb-laden landscapes of Skyrim and Solstheim. These undead creatures were preserved before their reanimation, which has helped them retain much of their physical integrity, allowing their muscles and ligaments to resist decay. This preservation has resulted in a diverse range of combat styles among draugr, reflecting the varied skills they possessed in life. | nordscholar | Draugr are the mummified remains of ancient Nords. They are believed to reanimate and attack any intruders to their ancient burial sites. | common | undead, Nord, Solstheim, Skyrim, barrow, necromancy, Skaal, cursed | creatures | factory skyrim-official-20260814-v2.0 | |
| dread_zombie | None | Dread Zombie is a Conjuration spell that reanimates a very powerful dead body to fight for the caster for a limited time. It requires an Expert skill level to cast. | mage | Dread Zombie is a spell that reanimates a very powerful dead body, bringing it back to life to fight for the caster for a short time. You do not know much else about this spell. | common | Conjuration, reanimation, undead, Expert magic, necromancy, corpse | spells | factory skyrim-official-20260814-v2.0 | |
| drelas_cottage | None | Drelas' Cottage is an isolated dwelling nestled at the foot of a mountain in northern Whiterun Hold, south of Morthal and northwest of Dustman’s Cairn. Surrounded by rugged terrain and far from any settlements, the cottage exudes an air of quiet seclusion. The cottage is home to Drelas, a reclusive and formidable elemental mage who fiercely guards his solitude, attacking any who dare to intrude. | whiteruntraveler | Drelas' Cottage is an isolated dwelling nestled at the foot of a mountain in northern Whiterun Hold.You do not know anything else about this area. | commonfalkreatheastmarchreachpalehjaalmarch | Whiterun Hold, Morthal, Dustman's Cairn, Elemental Mages, Recluses, Mountain Dwellings, Isolated Cabins | whiterun | factory skyrim-official-20260814-v2.0 | |
| dremora | Kyn, Dremora Clan, Kynaz | Dremora, also known as the Kyn, are a Daedric race closely tied to the Daedric Prince of Destruction, Mehrunes Dagon. They are a warlike and highly intelligent race, often serving powerful Daedric Princes and other entities, including Molag Bal. The Dremora take immense pride in their structured hierarchies, seeing their rigid order and service to stronger beings as a testament to their strength of will. Unlike many Daedric races, they exhibit a remarkable sense of discipline and order, viewing their oaths as eternal, and adhering to them with uncompromising dedication. Though they look down upon other Daedra and mortals, Dremora are frequently summoned to Nirn through spells or rituals. In these instances, they serve as warriors, torturers, taskmasters, or even emissaries, guarding Daedric shrines or assisting powerful conjurers. Their disdain for mortals, combined with their adherence to hierarchical service, makes them formidable opponents and loyal servants to those who can command their respect. Dremora are known for their sharp memories and tendency to hold grudges, often referring to dishonorable actions as "hornless," a great insult within their culture. | daedrascholar | Dremora, or the Kyn, are a disciplined and warlike Daedric race primarily serving Mehrunes Dagon. Known for their intelligence and rigid hierarchies, they pride themselves on unwavering loyalty to oaths and their structured order. Frequently summoned to Nirn, they act as warriors, taskmasters, or emissaries, often guarding Daedric shrines or aiding conjurers. Despite their disdain for mortals, their dedication and strength make them formidable allies or enemies. Dremora are known for their sharp memories, holding grudges, and viewing dishonor as a grave insult. | common | Mehrunes Dagon, Molag Bal, Daedra, Oblivion, Summoning, Conjuration, Daedric Prince, Hierarchy, Oaths, Daedric shrines, Hornless | lore | factory skyrim-official-20260814-v2.0 | |
| dreugh_wax | None | Dreugh Wax, a grey wax originating from Vvardenfell's dreughs or Cyrodiil's land dreughs, is an ingredient that can be purchased from Khajiit caravans. Alchemy effects: Weakness to Magic, Frenzy, Fortify Enchanting, and Fortify Smithing. | alchemist | Dreugh Wax, a grey wax originating from Vvardenfell's dreughs or Cyrodiil's land dreughs, is an ingredient that can be purchased from Khajiit caravans. You do not know the alchemical effects of this ingredient. However, an alchemist might. | Everyone | items | custom | ||
| driftshade_refuge | None | Driftshade Refuge is a medium-sized fort located southeast of Dawnstar and southwest of Frostflow Lighthouse in the Winterhold region. The fort, now largely dilapidated and nearly lost beneath heavy snowdrifts, serves as the base of operations for the Silver Hand, a notorious group of werewolf hunters. Its remote location in the mountains, along with its near-erasure from local memory, makes it an ideal hideout for the group’s clandestine activities. Once a much larger and more imposing structure, Driftshade Refuge still bears the remnants of its former grandeur, with broken walls scattered a short distance from the only remaining intact building. | winterholdimperial_legionstormcloakstraveler | Driftshade Refuge is a medium-sized fort located southeast of Dawnstar in the Winterhold region. The fort, now largely dilapidated and nearly lost beneath heavy snowdrifts.You do not know anything else about this area. | commonpaleeastmarch | Silver Hand, Dawnstar, Winterhold, Frostflow Lighthouse, werewolf hunters, dilapidated fort, mountain hideout | winterhold | factory skyrim-official-20260814-v2.0 | |
| droops | None | Droops is a serious disease that weakens a victim's strength and ability to use weapons, leading to weak and flaccid muscle tissues. It can be contracted from all forms and stages of kwama, as well as from sheep and ash hoppers. As the disease progresses, it significantly reduces the effectiveness of the afflicted's combat abilities, particularly with one-handed and two-handed weapons. | alchemist | Droops is a serious disease that weakens a victim's strength and ability to use weapons, leading to weak and flaccid muscle tissues. It can be contracted from all forms and stages of kwama, as well as from sheep and ash hoppers. You do not know much else about this disease, but an alchemist would. | common | Diseases, Strength Reduction, Weapon Ineffectiveness, Kwama, Ash Hoppers, Sheep, Muscle Weakness | spells | factory skyrim-official-20260814-v2.0 | |
| druadach_redoubt | None | Druadach Redoubt is a small Forsworn camp and cave located south of Mor Khazgur and northeast of Bthardamz in the Reach. The redoubt is accessed via a path marked by a tall tree with a bear trap beneath it and bone chimes hanging from the branches, serving as a warning to intruders. The exterior of Druadach Redoubt features a Forsworn camp with basic amenities and hostile inhabitants. | reachtravelerforsworn | Druadach Redoubt is a small Forsworn camp and cave located south of Mor Khazgur in the Reach. You do not know anything else about this area. | commonfalkreathwhiterunhjaalmarchhaafingar | Forsworn, Reach, Mor Khazgur, Bthardamz, Cave, Camp, Bone chimes, Bear trap | reach | factory skyrim-official-20260814-v2.0 | |
| dukaan | None | Dukaan is one of the high-ranking dragon priests in Solstheim. He was an aloof Dragon priest who did nothing of note during the Dragon war. | scholardragonmiraak_cult | Dukaan must of been one of those Dragon Priests buried around Solstheim. You really don't know much more apart from that. | common | Dragon Priest, Dragon War, Solstheim, Dragon, Miraak, Ahzidal | figures | factory skyrim-official-20260814-v2.0 | |
| dunmer | Dark Elves, dark elf | The Dunmer, also known as Dark Elves, are the grey-skinned, red-eyed elven people of Morrowind. While "Dark Elf" is the common term used by outsiders, the Dunmer and their Aldmeri kin prefer the term "Dunmer," with "dark" symbolizing their somber, shadowed history and often unfortunate fate. Known for their powerful intellects and agile physiques, Dunmer make excellent warriors and sorcerers, seamlessly blending swordplay, archery, and destructive magic in combat. Their long lifespans, often extending beyond two centuries, enable them to hone their abilities, with some of the oldest Dunmer mages living for over five hundred years or more through mystical rituals. Dunmer society is typically seen as grim, aloof, and harsh by outsiders, who often perceive them as clannish and ruthless. Loyalty to family and clan is of utmost importance in their culture, and they have a reputation for quick tempers and a deep-seated distrust of other races. Despite these negative perceptions, Dunmer value honor, and their vengeful nature stems from a long history of betrayal and conflict. Those raised in Morrowind tend to be less approachable compared to Dunmer who have integrated into Imperial culture. Their homeland's harsh conditions also make them more vulnerable to skin diseases, commonly referred to as "corprus," though this differs from the infamous Divine Disease of the same name. | dunmerscholar | The Dunmer, or Dark Elves, are the grey-skinned, red-eyed natives of Morrowind, known for their intellect, agility, and mastery of both combat and magic. Their culture values loyalty to family and clan, with a reputation for being grim, aloof, and distrustful of outsiders. While often perceived as harsh and vengeful due to a history of conflict and betrayal, they hold honor in high regard. Dunmer raised in Morrowind are more traditional, while those integrated into Imperial culture are seen as more approachable. Their long lifespans and resilience reflect their ability to thrive in their harsh homeland. | common | Morrowind, Aldmeri, destruction magic, Great Houses, Tribunal, ancestor worship, clan, Imperial culture, corprus | lore | factory skyrim-official-20260814-v2.0 | |
| dushnikh_yal | None | Dushnikh Yal is a prosperous Orc stronghold located in the southwest of Skyrim, southeast of Markarth. The stronghold thrives due to its combination of resource production and trade. The hunters, Arob and her son Nagrub, supply Hogni Red-Arm with meat for sale in Markarth's marketplace, while Dushnikh Mine, an orichalcum mine with seven ore veins, contributes to the stronghold's wealth. Like many Orc strongholds, Dushnikh Yal is surrounded by a wooden palisade with lookout platforms positioned at regular intervals along the walls. A raised walkway runs along the inside of the wall, providing a clear view of the compound. The longhouse sits at the center of the stronghold, with various other structures and activities arranged around it. There are two gates for entry: one to the east and one to the west. | reachorctraveler | Dushnikh Yal is a prosperous Orc stronghold located in the southwest of Skyrim, southeast of Markarth. You do not know anyone at the fort.You do not know anything else about this area. | commonfalkreathwhiterunhjaalmarchhaafingar | Orc Strongholds, Markarth, Orichalcum, Mining, Trade, Hunting, The Reach, Palisade Fortifications | reach | factory skyrim-official-20260814-v2.0 | |
| duskglow_crevice | None | Duskglow Crevice is a small cave located south of Dawnstar and east of Fort Dunstad in The Pale. The cave is inhabited by Falmer. The cave is accessible via a path off the road between Dawnstar and Windhelm, not far north-northeast of the Weynon Stones. It can also be approached from Fort Fellhammer. | paletraveler | Duskglow Crevice is a small cave located south of Dawnstar in The Pale. You do not know anything else about this area. | commoneastmarchwinterholdwhiterunhjaalmarch | Dawnstar, Fort Dunstad, Weynon Stones, Fort Fellhammer, Falmer, Windhelm, cave | pale | factory skyrim-official-20260814-v2.0 | |
| dustmans_cairn | None | Dustman's Cairn is a medium-sized Nordic ruin located northwest of Whiterun and southeast of Drelas' Cottage, hidden amidst the rugged terrain of Whiterun Hold. This ancient barrow serves as a resting place for the dead. It is rumoured that the Silver Hand, have taken up residence amidst its winding halls and tombs. | whiterun | Dustman's Cairn is a medium-sized Nordic ruin located northwest of Whiterun.You do not know anything else about this area. | skyrimallfalkreatheastmarchreachpalehjaalmarch | whiterun | custom | ||
| dwarven_bolt | None | Stalhrim Bolt is an bolt that deals great damage. Its visual design is angular and mechanical, with a golden shaft, a sharp, intricately crafted tip, and Dwemer-inspired engravings. It can be crafted by an adept smith at a forge. 1 dwarven ingot, 1 firewood = 10 bolts. | blacksmith | Stalhrim Bolt is an bolt that deals great damage. Its visual design is angular and mechanical, with a golden shaft, a sharp, intricately crafted tip, and Dwemer-inspired engravings. You do not know how to craft it, but a blacksmith would. | Everyone | equipment | custom | ||
| dwarven_equipment | dwarven armor, dwarven boots, dwarven gauntlets, dwarven helmet, dwarven shield, dwarven sword, dwarven war axe, dwarven dagger, dwarven mace, dwarven greatsword, dwarven battleaxe, dwarven warhammer, dwarven bow, dwarven arrow, dwarven bolt | Dwarven equipment includes weapons, ammunition, armor, and shields made from recovered Dwemer metal. Its angular golden construction imitates or repurposes the metalwork of Dwemer ruins, requiring specialized knowledge to reshape without ruining the alloy. Individual pieces serve different combat roles, but their exact damage, protection, and crafting requirements depend on the piece rather than the family name. | blacksmithwarriormerchant | Dwarven equipment includes weapons, ammunition, armor, and shields made from recovered Dwemer metal. Individual pieces differ in use. | common | Dwemer metal, Dwemer ruins, smithing, armor, weapon, Dwemer | equipment | factory skyrim-official-20260814-v2.0 | |
| dwarven_oil | None | Dwarven Oil is an ingredient dropped by Dwarven automatons, sharing similar effects to taproot, allowing for a potent combination of magical properties. Alchemy effects: Weakness to Magic, Fortify Illusion, Regenerate Magicka, and Restore Magicka. | alchemist | Dwarven Oil is an ingredient dropped by Dwarven automatons, sharing similar effects to taproot, allowing for a potent combination of magical properties. You do not know the alchemical effects of this ingredient. However, an alchemist might. | Everyone | items | custom | ||
| dwemer | dwarves, Deep Elves | The Dwemer, often referred to as Deep-Elves or Deep Folk, are a legendary race of Mer originating from Dwemereth, predominantly located in modern-day Morrowind. They are known for their remarkable technological advancements and elaborate underground cities, constructed near mountain ranges, including the Velothi Mountains and Red Mountain. The term "Dwemer" translates to "the Deep" or "Deep-Counseled," reflecting their secretive nature. While they were regarded affectionately by the Giant races, who referred to them as "Dwarves," the Dwemer's true nature was far more complex, characterized by their intelligence, reclusiveness, and often ruthless demeanor. Historically, the origins of the Dwemer remain shrouded in mystery, with some legends suggesting a shared ancestry with the Chimer, while others assert their presence in the northeast of Tamriel predates the arrival of Veloth and his people. The Dwemer were known for their rigorous pursuit of knowledge in science, engineering, and the arcane, operating in clans that valued free thought. Their society, however, came to an abrupt end around 1E 700, leading to numerous theories about their disappearance, none of which have been definitively proven. As a result, the legacy of the Dwemer persists through their enigmatic ruins and the artifacts they left behind, which continue to captivate scholars and adventurers alike. | scholar | The Dwemer, or Deep-Elves, were a legendary race of Mer from Dwemereth, now modern-day Morrowind, known for their advanced technology and sprawling underground cities near the Velothi Mountains and Red Mountain. Their name means "the Deep" or "Deep-Counseled," reflecting their secretive and intellectual nature. Renowned for their expertise in science, engineering, and magic, the Dwemer's origins are mysterious, with theories of shared ancestry with the Chimer or an earlier presence in Tamriel. Their society vanished around 1E 700, leaving behind ruins and artifacts that continue to intrigue scholars and adventurers. | common | Mer, Morrowind, Red Mountain, Velothi Mountains, Chimer, Heart of Lorkhan, disappearance, underground cities, Dwarven ruins, First Era, Rourken | lore | factory skyrim-official-20260814-v2.0 | |
| dwemer_centurion | Steam Centurions, dwarven centurion, Steam Centurion | Dwarven Centurions, often referred to as Steam Centurions, are imposing and heavily armored constructs that serve as formidable guardians in Dwemer ruins. Equipped with either an extendable mace or hammer on one arm and a spring-loaded blade on the other, they can deliver devastating melee attacks. Some variants are capable of emitting a scalding blast of steam, enhancing their offensive capabilities. While not as common as smaller Dwarven constructs, their presence signifies heightened security within ancient ruins. | dwemer | Dwarven Centurions, or Steam Centurions, are heavily armored constructs found in Dwemer ruins, that will attack anyone foolish enough to enter a dwemer ruin. | common | Dwemer ruins, Dwemer, automatons, guardians, heavy armor, melee combat, steam attack, constructs | creatures | factory skyrim-official-20260814-v2.0 | |
| dwemer_history_and_culture | Collected Essays on Dwemer History and Culture | Collected Essays on Dwemer History and Culture, written by Hasphat Antabolis, opens with a critical examination of Marobar Sul's Ancient Tales of the Dwemer, a popular but historically flawed account of the Dwemer people. Antabolis argues that despite being debunked by scholars since the reign of Katariah I, Sul's work has remained influential in popular culture, shaping the image of the Dwemer as eccentric, approachable figures rather than the mysterious and often unsettling race they truly were. Written by the pseudonymous Gor Felim, Sul’s tales were originally intended as light entertainment for the masses, presenting the Dwemer in a more familiar, humanized light that resonated with a human-centric worldview. Antabolis critiques this version, noting that it contributed to a lasting myth of the Dwemer that oversimplifies their complex and often unsettling history. The themes of the essay revolve around the dangers of historical misrepresentation and the power of popular fiction to shape cultural perceptions. Antabolis contrasts Sul’s portrayal with the more foreboding and mysterious depictions of the Dwemer found in other cultures, such as the Redguard and Nord legends, which present the Dwemer as powerful and enigmatic. The essay reflects on the tension between these mythologized versions and the more complex, often unflattering realities of the Dwemer, urging a deeper and more nuanced understanding of this lost race. This chapter is part of a larger collection, which continues to explore the true history and culture of the Dwemer in detail. | scholar | Collected Essays on Dwemer History and Culture, you do not know the author of the book and have limited knowledge of it, explores the historical misrepresentation of the Dwemer, particularly through Marobar Sul's lighthearted and inaccurate portrayal. The book critiques the simplification of the Dwemer's complex and often unsettling history, emphasizing the danger of popular fiction in shaping cultural perceptions and urging a more nuanced understanding of this enigmatic race. | common | Hasphat Antabolis, Marobar Sul, Gor Felim, Katariah I, Ancient Tales of the Dwemer, Redguard, Nord, historical misrepresentation, cultural perception, popular fiction | lore | factory skyrim-official-20260814-v2.0 | |
| dwemer_inquiries | Dwemer Inquiries: Their Architecture and Civilization | Dwemer Inquiries: Their Architecture and Civilization, written by Thelwe Ghelein, is a scholarly exploration of the Dwemer people, their architectural practices, and the mysteries surrounding their disappearance. Ghelein's work is divided into three volumes, each delving deeper into various aspects of Dwemer culture. In Volume I, he examines the differing architectural styles found in Dwemer ruins across Tamriel, particularly comparing those in Vvardenfell with those in Skyrim and Hammerfell. Ghelein challenges the traditional belief that the Dwemer were most prolific in Vvardenfell, proposing instead that different clans, particularly after the Rourken Clan's departure, developed distinct building techniques and perhaps even hidden their strongholds more cleverly as time progressed. Volume II focuses on the Dwemer's intellectual pursuits, particularly their emphasis on logic and science over magic, contrasting their societal structure with that of other mer cultures. Ghelein suggests that Dwemer society elevated scholars, such as tonal architects, to a level akin to religious leaders, and explores their architectural "Deep Venues" and "Arcanex," which served as centers for study. In Volume III, Ghelein shifts focus to the depth and complexity of Dwemer excavations, with particular attention given to the "geocline," a marker indicating where significant city structures began. He speculates on the meaning of enigmatic terms like "Fal'Zhardum Din," found in the deepest parts of Dwemer ruins, hinting at an elusive secret that may lie buried in Dwemer history. The work is a comprehensive study of the Dwemer, combining archaeological analysis with architectural and cultural insights. | scholar | Dwemer Inquiries: Their Architecture and Civilization, you do not know the author of the book and have limited knowledge of it, is a scholarly exploration of the Dwemer's architectural practices, intellectual pursuits, and the mysteries surrounding their disappearance. The work delves into the intricacies of Dwemer construction, their focus on logic and science over magic, and the enigmatic aspects of their civilization, challenging traditional beliefs and suggesting deeper, hidden aspects of their culture. | esoteric | Thelwe Ghelein, Dwemer, Vvardenfell, Hammerfell, Rourken Clan, Tonal architects, Deep Venues, Arcanex, Fal'Zhardum Din, Dwemer architecture, Dwemer disappearance, Geocline | lore | factory skyrim-official-20260814-v2.0 | |
| dwemer_museum | None | The Dwemer Museum is located in Understone Keep, in Markath in the Reach Hold. It holds various artifacts belonging to the Dwemer. | reachdwemertraveler | The Dwemer Museum is located in Understone Keep, in Markath in the Reach Hold. It holds various artifacts belonging to the Dwemer.You do not know anything else about this area. | commonfalkreathwhiterunhjaalmarchhaafingar | Understone Keep, Markarth, Dwemer, artifacts, Reach, museum | reach | factory skyrim-official-20260814-v2.0 | |
| dwemer_sphere | dwarven sphere | Dwarven Spheres, also referred to as Centurion Spheres or Dwarven Centurions, are formidable automatons crafted by the Dwemer, known for their agility and combat strength. These constructs typically patrol ancient ruins in a spherical form, remaining dormant until they detect intruders. Upon encountering an opponent, they emerge from their protective shells to engage in combat. | dwemer | Dwarven Spheres are powerful automatons created by the Dwemer, that will attack anyone foolish enough to enter a dwemer ruin. | common | Dwemer ruins, Dwemer, automatons, guardians, patrols, dormant, constructs, agility | creatures | factory skyrim-official-20260814-v2.0 | |
| dwemer_spider | dwarven spider, Centurion Spiders, Dwemer Spiders | Dwarven Spiders, also known as Dwemer Spiders or Centurion Spiders, are small mechanical constructs commonly found in the ruins of the Dwemer civilization. Resembling actual spiders, these versatile automatons serve multiple purposes, including guarding locations and performing repairs. They often scuttle around the ruins, and in certain areas, they can swarm out of hidden compartments to ambush intruders. | dwemer | Dwarven Spiders are mechanical constructs found in Dwemer ruins, resembling actual spiders, that will attack anyone foolish enough to enter a dwemer ruin. | common | Dwemer ruins, Dwemer, mechanical constructs, guarding, repairs, ambush, Dwarven Centurion | creatures | factory skyrim-official-20260814-v2.0 | |
| earthbones | None | The Earthbones are the Ehlnofey, et'Ada who sacrificed their existence to stabilize the Mundus during creation. When Lorkhan's plan imposed limitation upon the Aurbis, the aspects of the et'Ada began to perish. To prevent the new world from dying entirely, some, such as Y'ffre, willingly transformed into the Ehlnofey, anchoring the laws of nature and mortal existence. Others instead married and produced offspring, growing weaker each generation until the Aldmer emerged. In Altmeri tradition, the Earthbones represent both the tragedy of the Aedra's diminishment and the divine foundation that sustains the mortal realm. | scholar | The Earthbones, or Ehlnofey, are et'Ada who stabilized the mortal world during its creation. When the Mundus began to kill its creators, beings like Y'ffre sacrificed themselves, transforming into the Earthbones to preserve existence. Others survived by producing offspring, eventually weakening into the Aldmer. | esoteric | Ehlnofey, et'Ada, Mundus, Lorkhan, Y'ffre, Aedra, Aldmer, Aurbis, Altmeri tradition, laws of nature, creation myth | lore | factory skyrim-official-20260814-v2.0 | |
| earth_stone | None | The Earth Stone is one of the All-Maker Stones located on Solstheim, situated southwest of Raven Rock. This sacred site is deeply tied to the Skaal's spiritual beliefs and their worship of the All-Maker. | solstheimtraveler | You do not know anything about this area. | common | All-Maker Stones, Solstheim, Raven Rock, Skaal, All-Maker, Sacred sites | solstheim | factory skyrim-official-20260814-v2.0 | |
| east_empire_company_warehouse | None | The East Empire Company Warehouse is located on the Solitude docks, immediately southeast of the city. It serves as the headquarters and main storage facility for the East Empire Company in Skyrim. The entrance to the warehouse is typically locked, and entering without permission will result in trespassing charges. A Solitude guard can often be found patrolling outside, while the warehouse's interior is staffed by Dockworkers, the Dockmaster, and Snorreid, along with three patrolling Solitude guards. | haafingarimperial_legiontravelereast_empire_company | The East Empire Company Warehouse is located on the Solitude docks, immediately southeast of the city. It serves as the headquarters and main storage facility for the East Empire Company in Skyrim.You do not know anything else about this area. | commonreachhjaalmarch | East Empire Company, Solitude docks, Dockmaster, Snorreid, Solitude guard, Dockworkers, Trespassing, Trade | haafingar | factory skyrim-official-20260814-v2.0 | |
| eastmarch | None | Eastmarch is a hold in eastern Skyrim, with its capital in Windhelm, located in the northeastern corner of the province. It is bordered by Winterhold to the northwest, the Pale and Whiterun Hold to the west, the Throat of the World to the southwest, and the Rift to the south. The eastern border connects to Morrowind via the Velothi Mountain passes, making Eastmarch an important gateway for trade and migration. Since the Red Year, the hold has seen an increased presence of Dunmer, especially in Windhelm. The hold is home to Jarl Ulfric Stormcloak, leader of the Stormcloak rebellion. Eastmarch's diverse landscape includes sulfur pools and rocky crags in the central and southern regions, bordered by the Velothi Mountains, while the northern parts feature snowy tundra and icy terrain. The Darkwater and White Rivers carve through the hold, converging at Windhelm before flowing into the Sea of Ghosts. Flora and fauna in Eastmarch reflect its varied geography. The sulfur pools are home to creatures like giants, sabre cats, and Jazbay grapes, while the snowy regions feature frost trolls, snowy sabre cats, and snowberry bushes. Pine forests and shrublands surrounding the pools host thistle, mountain flowers, and mora tapinella. Key roads form a north-south loop skirting the sulfur pools, with branches leading to the Rift, Whiterun, and beyond. Eastmarch's harsh beauty, rich resources, and strategic position make it a vital and contested region in Skyrim. | eastmarchnoblescholartravelerstormcloaks | Eastmarch is a hold in northeastern Skyrim, with Windhelm as its capital. It borders Winterhold to the northwest, the Pale and Whiterun Hold to the west, the Throat of the World to the southwest, and the Rift to the south. Its eastern border connects to Morrowind, making it a key area for trade and migration, especially after the Red Year when the presence of Dunmer increased, particularly in Windhelm. The landscape of Eastmarch is diverse, featuring sulfur pools, rocky crags, and snowy tundra. The region is home to Jarl Ulfric Stormcloak and is traversed by the Darkwater and White Rivers, which converge at Windhelm before flowing into the Sea of Ghosts. Eastmarch's wildlife includes giants, sabre cats, frost trolls, and snowberry bushes. The roads connect key areas, including the Rift and Whiterun, highlighting Eastmarch’s strategic importance in Skyrim. | common | Windhelm, Ulfric Stormcloak, Stormcloaks, Morrowind, Dunmer, Red Year, Velothi Mountains, Darkwater River, White River, Sea of Ghosts, Winterhold, Rift | eastmarch | factory skyrim-official-20260814-v2.0 | |
| eastmarch_imperial_camp | None | Eastmarch Imperial Camp is an Imperial military outpost located in Eastmarch, southeast of Mzulft and north of Stony Creek Cave. The camp serves as a strategic base for the Imperial Legion's operations in the region during the Skyrim Civil War. It is commanded by Legate Hrollod. | eastmarchimperial_legiontraveler | Eastmarch Imperial Camp is an Imperial military outpost located in Eastmarch.You do not know anything else about this area. | commonpaleriftwinterholdwhiterun | Imperial Legion, Legate Hrollod, Mzulft, Stony Creek Cave, Eastmarch, Skyrim Civil War, military outpost | eastmarch | factory skyrim-official-20260814-v2.0 | |
| ebonheart | Castle Ebonheart | Castle Ebonheart, also referred to simply as Ebonheart, was the hub of Imperial authority on Vvardenfell. Located near Vivec City, it served as the administrative center for the Vvardenfell district under the leadership of Duke Vedam Dren and his Grand Council. The castle housed the Imperial Chapels, which supported the Duke, his retainers, and the garrison, and acted as a central base for the Imperial Cult. Security was paramount, with the Duke protected by an elite Imperial Guard unit and the Hawkmoth Legion stationed within the castle walls. Castle Ebonheart was a hub for Imperial and House Hlaalu affairs, as the Duke also held the title of Hlaalu Grandmaster. Adjacent to the castle were the East Empire Company offices, bolstered by Imperial security, and diplomatic missions from Skyrim and Black Marsh, the latter advocating for its citizens under Morrowind's unique legal exemptions regarding slavery. The castle's origins date back to 2E 582, when Vivec, inspired by the mainland city of Ebonheart, decreed the creation of a counterpart on Vvardenfell. However, it was not until 3E 414, following Vvardenfell's opening for settlement, that Castle Ebonheart was constructed. It quickly became the Imperial capital of the island and a focal point for governance, trade, and diplomacy. Tragically, the proximity of Castle Ebonheart to Vivec City likely led to its destruction in 4E 5, during the Red Year, when the Ministry of Truth fell, triggering the eruption of Red Mountain and devastating the region. | scholardunmertravelereast_empire_companyhouse_hlaalu | Castle Ebonheart, located near Vivec City on Vvardenfell, was the administrative center for the Imperial authority in the region, serving as the hub for governance, trade, and diplomacy under Duke Vedam Dren. It housed the Imperial Chapels and the Duke's elite guard, along with offices for the East Empire Company and diplomatic missions. Founded in 3E 414, the castle was the focal point of Imperial and House Hlaalu affairs. Tragically, it was destroyed in 4E 5 during the Red Year, when the eruption of Red Mountain ravaged the region. | common | Vvardenfell, Duke Vedam Dren, House Hlaalu, Imperial Cult, East Empire Company, Hawkmoth Legion, Vivec City, Red Year, Red Mountain, Black Marsh diplomacy, Imperial administration | locationother | factory skyrim-official-20260814-v2.0 | |
| ebony | Godsblood, Volcanic Glass | Ebony is a rare and valuable volcanic glass found primarily in Vvardenfell, particularly in the lava flows from Red Mountain. It is also located in smaller quantities in regions such as Solstheim, Skyrim, Cyrodiil, and High Rock. Known for its durability and strength, ebony is often referred to as "Godsblood," believed to be the crystallized essence of a deity, particularly Lorkhan. The material is highly sought after for crafting weapons and armor, notably forming a significant part of both Daedric and Dunmer designs. | blacksmithdunmer | Ebony is a rare and valuable volcanic glass found primarily in Vvardenfell in Morrowind. It is used to create powerful weapons and armor. | common | Vvardenfell, Red Mountain, Lorkhan, Dunmer, Daedric armor, Smithing, Solstheim, Mining | items | factory skyrim-official-20260814-v2.0 | |
| ebony_armor | None | Ebony Armor is a basic ebony chest piece with fantastic protection quality. Its visual design is sleek and black, with smooth, angular lines and silver accents that give it a refined yet intimidating appearance. To craft it: 5 ebony ingots and 3 leather strips at a blacksmith forge. An Expert smith can craft it. It can be tempered/improved by using ebony at a workbench. | blacksmith | Ebony Armor is a basic ebony chest piece with fantastic protection quality. Its visual design is sleek and black, with smooth, angular lines and silver accents that give it a refined yet intimidating appearance. You do not know how to craft it, but a blacksmith would. | Everyone | equipment | custom | ||
| ebony_arrow | None | Ebony Arrow is an arrow that deals fantastic damage. Its visual design is sleek and dark, featuring a black shaft, silver-tipped arrowhead, and subtle feathered fletching.. It can be crafted by an expert smith at a forge. 1 ebony ingot, 1 firewood = 24 arrows. | blacksmith | Ebony Arrow is an arrow that deals fantastic damage. Its visual design is sleek and dark, featuring a black shaft, silver-tipped arrowhead, and subtle feathered fletching You do not know how to craft it, but a blacksmith would. | Everyone | equipment | custom | ||
| ebony_battleaxe | None | Ebony Battleaxe is a heavy ebony weapon which deals fantastic damage. Its visual design is sleek and black, with smooth, angular lines and silver accents that give it a refined yet intimidating appearance. To craft it: 5 ebony ingots and 2 leather strips at a blacksmith forge. An Expert smith can craft it. It can be tempered/improved by using ebony at a workbench. | blacksmith | Ebony Battleaxe is a heavy ebony weapon which deals fantastic damage. Its visual design is sleek and black, with smooth, angular lines and silver accents that give it a refined yet intimidating appearance. You do not know how to craft it, but a blacksmith would. | Everyone | equipment | custom | ||
| ebony_blade | The Leech | The Ebony Blade, also known as the Vampire or the Leech, is a malevolent Daedric artifact created by the Daedric Prince Mephala. This ebony katana is infamous for its ability to absorb the life force of those it strikes, transferring their health and stamina to the wielder. It is a weapon associated with deceit, corruption, and betrayal, and has the power to silence its victims, preventing them from casting spells. In Khajiiti legends, it is referred to as "the killing word of the Spider" and "the black edge of shadow," underscoring its sinister reputation. Throughout history, the Ebony Blade has driven its wielders to madness, corrupting their souls and leading them to commit acts of great evil. Those who use it are said to consign their souls to Oblivion, cursed by the blade's dark influence. In an attempt to prevent further destruction, a charm was cast on the blade in the Second Era, ensuring it could not remain with any one person for too long. Despite this, the Ebony Blade's bloody legacy continues, known for perverting the ambitions of those who fall under its spell. | daedrascholar | The Ebony Blade is a malevolent Daedric artifact created by Mephala, known for absorbing life force and silencing victims. Associated with deceit and corruption, it corrupts its wielders, driving them to madness and evil. | esoteric | Mephala, Daedric Prince, Oblivion, deceit, corruption, betrayal, absorb health, absorb stamina, silence, Khajiit, Second Era | artifacts | factory skyrim-official-20260814-v2.0 | |
| ebony_boots | None | Ebony Boots are a pair of ebony boots with fantastic protection quality. Its visual design is sleek and black, with smooth, angular lines and silver accents that give it a refined yet intimidating appearance. To craft it: 3 ebony ingots and 2 leather strips at a blacksmith forge. An Expert smith can craft it. It can be tempered/improved by using ebony at a workbench. | blacksmith | Ebony Boots are a pair of ebony boots with fantastic protection quality. Its visual design is sleek and black, with smooth, angular lines and silver accents that give it a refined yet intimidating appearance. You do not know how to craft it, but a blacksmith would. | Everyone | equipment | custom | ||
| ebony_bow | None | Ebony Warhammer is a massive ebony weapon which deals fantastic damage. Its visual design is sleek and black, with smooth, angular lines and silver accents that give it a refined yet intimidating appearance. To craft it: 5 ebony ingots and 3 leather strips at a blacksmith forge. An Expert smith can craft it. It can be tempered/improved by using ebony at a workbench. | blacksmith | Ebony Warhammer is a massive ebony weapon which deals fantastic damage. Its visual design is sleek and black, with smooth, angular lines and silver accents that give it a refined yet intimidating appearance. You do not know how to craft it, but a blacksmith would. | Everyone | equipment | custom | ||
| ebony_dagger | None | Ebony Dagger is a light ebony weapon which deals fantastic damage. Its visual design is sleek and black, with smooth, angular lines and silver accents that give it a refined yet intimidating appearance. To craft it: 1 ebony ingot and 1 leather strip at a blacksmith forge. An Expert smith can craft it. It can be tempered/improved by using ebony at a workbench. | blacksmith | Ebony Dagger is a light ebony weapon which deals fantastic damage. Its visual design is sleek and black, with smooth, angular lines and silver accents that give it a refined yet intimidating appearance. You do not know how to craft it, but a blacksmith would. | Everyone | equipment | custom | ||
| ebony_equipment | ebony armor, ebony boots, ebony gauntlets, ebony helmet, ebony shield, ebony sword, ebony war axe, ebony dagger, ebony mace, ebony greatsword, ebony battleaxe, ebony warhammer, ebony bow, ebony arrow | Ebony equipment includes dense black weapons, arrows, heavy armor, and shields. Rare ebony is difficult to work but supports exceptionally strong, carefully finished equipment prized by wealthy and accomplished warriors. Individual pieces serve different combat roles, but their exact damage, protection, and crafting requirements depend on the piece rather than the family name. | blacksmithwarriormerchant | Ebony equipment includes dense black weapons, arrows, heavy armor, and shields. Individual pieces differ in use. | common | Ebony, heavy armor, blacksmithing, rare materials, wealthy warriors, weapons, shields, arrows | equipment | factory skyrim-official-20260814-v2.0 | |
| ebonyflesh | None | Ebonyflesh is an Alteration spell that greatly increases the caster's armor rating for a short duration, providing substantial protection. It requires an Expert skill level to cast. | mage | Ebonyflesh is a spell that makes the caster’s skin as strong as ebony, offering powerful protection for a short time. You do not know much else about this spell. | common | Alteration, Armor rating, Expert skill, Defense, Ebony, Magic | spells | factory skyrim-official-20260814-v2.0 | |
| ebony_gauntlets | None | Ebony Gauntlets are a pair of ebony gauntlets with fantastic protection quality. Its visual design is sleek and black, with smooth, angular lines and silver accents that give it a refined yet intimidating appearance. To craft it: 2 ebony ingots and 2 leather strips at a blacksmith forge. An Expert smith can craft it. It can be tempered/improved by using ebony at a workbench. | blacksmith | Ebony Gauntlets are a pair of ebony gauntlets with fantastic protection quality. Its visual design is sleek and black, with smooth, angular lines and silver accents that give it a refined yet intimidating appearance. You do not know how to craft it, but a blacksmith would. | Everyone | equipment | custom | ||
| ebony_greatsword | None | Ebony Greatsword is a two-handed ebony weapon which deals fantastic damage. Its visual design is sleek and black, with smooth, angular lines and silver accents that give it a refined yet intimidating appearance. To craft it: 5 ebony ingots and 3 leather strips at a blacksmith forge. An Expert smith can craft it. It can be tempered/improved by using ebony at a workbench. | blacksmith | Ebony Greatsword is a two-handed ebony weapon which deals fantastic damage. Its visual design is sleek and black, with smooth, angular lines and silver accents that give it a refined yet intimidating appearance. You do not know how to craft it, but a blacksmith would. | Everyone | equipment | custom | ||
| ebony_helmet | None | Ebony Helmet is a basic ebony helmet with fantastic protection quality. Its visual design is sleek and black, with smooth, angular lines and silver accents that give it a refined yet intimidating appearance. To craft it: 3 ebony ingots and 2 leather strips at a blacksmith forge. An Expert smith can craft it. It can be tempered/improved by using ebony at a workbench. | blacksmith | Ebony Helmet is a basic ebony helmet with fantastic protection quality. Its visual design is sleek and black, with smooth, angular lines and silver accents that give it a refined yet intimidating appearance. You do not know how to craft it, but a blacksmith would. | Everyone | equipment | custom | ||
| ebony_mace | None | Ebony Mace is a blunt ebony weapon which deals fantastic damage. Its visual design is sleek and black, with smooth, angular lines and silver accents that give it a refined yet intimidating appearance. To craft it: 3 ebony ingots and 1 leather strip at a blacksmith forge. An Expert smith can craft it. It can be tempered/improved by using ebony at a workbench. | blacksmith | Ebony Mace is a blunt ebony weapon which deals fantastic damage. Its visual design is sleek and black, with smooth, angular lines and silver accents that give it a refined yet intimidating appearance. You do not know how to craft it, but a blacksmith would. | Everyone | equipment | custom | ||
| ebony_mail | Mail of Boethiah | The Ebony Mail is a legendary Daedric artifact created by Boethiah, the Daedric Prince of deceit, treachery, and conspiracy. This enchanted ebony armor, typically a cuirass, grants its wearer resistance to fire, magical attacks, and physical blows while enabling stealthy movements and the ability to poison enemies upon close contact. Forged from the blood of Lorkhan after his heart was cast into the sea, the Ebony Mail embodies Boethiah’s cunning and deadly nature. Only individuals chosen by Boethiah can wield the artifact, as the Prince determines both its owner and duration of ownership. | daedrascholar | The Ebony Mail is a powerful Daedric artifact created by Boethiah thought to grant its wearer extra powers. | esoteric | Boethiah, Daedric artifact, Lorkhan, ebony, fire resistance, magic resistance, stealth, poison, cuirass, deceit, Tribunal Temple, Mount Assarnibibi | artifacts | factory skyrim-official-20260814-v2.0 | |
| ebony_shield | None | Ebony Shield is a basic ebony shield with fantastic protection quality. Its visual design is sleek and black, with smooth, angular lines and silver accents that give it a refined yet intimidating appearance. To craft it: 4 ebony ingots and 1 leather strip at a blacksmith forge. An Expert smith can craft it. It can be tempered/improved by using ebony at a workbench. | blacksmith | Ebony Shield is a basic ebony shield with fantastic protection quality. Its visual design is sleek and black, with smooth, angular lines and silver accents that give it a refined yet intimidating appearance.You do not know how to craft it, but a blacksmith would. | Everyone | equipment | custom | ||
| ebony_sword | None | Ebony Sword is a basic ebony weapon which deals fantastic damage. Its visual design is sleek and black, with smooth, angular lines and silver accents that give it a refined yet intimidating appearance. To craft it: 2 ebony ingots and 1 leather strip at a blacksmith forge. An Expert smith can craft it. It can be tempered/improved by using ebony at a workbench. | blacksmith | Ebony Sword is a basic ebony weapon which deals fantastic damage. Its visual design is sleek and black, with smooth, angular lines and silver accents that give it a refined yet intimidating appearance. You do not know how to craft it, but a blacksmith would. | Everyone | equipment | custom | ||
| ebony_war_axe | None | Ebony War Axe is a sturdy ebony weapon which deals fantastic damage. Its visual design is sleek and black, with smooth, angular lines and silver accents that give it a refined yet intimidating appearance. To craft it: 2 ebony ingots and 2 leather strips at a blacksmith forge. An Expert smith can craft it. It can be tempered/improved by using ebony at a workbench. | blacksmith | Ebony War Axe is a sturdy ebony weapon which deals fantastic damage. Its visual design is sleek and black, with smooth, angular lines and silver accents that give it a refined yet intimidating appearance. You do not know how to craft it, but a blacksmith would. | Everyone | equipment | custom | ||
| ebony_warhammer | None | Ebony Warhammer is a massive ebony weapon which deals fantastic damage. Its visual design is sleek and black, with smooth, angular lines and silver accents that give it a refined yet intimidating appearance. To craft it: 5 ebony ingots and 3 leather strips at a blacksmith forge. An Expert smith can craft it. It can be tempered/improved by using ebony at a workbench. | blacksmith | Ebony Warhammer is a massive ebony weapon which deals fantastic damage. Its visual design is sleek and black, with smooth, angular lines and silver accents that give it a refined yet intimidating appearance. You do not know how to craft it, but a blacksmith would. | Everyone | equipment | custom | ||
| ectoplasm | None | Ectoplasm is an uncommon greyish goo ingredient obtained from ghosts, known for its magical and destructive alchemical properties. Alchemy effects: Restore Magicka, Fortify Destruction, Fortify Magicka, and Damage Health. | alchemist | Ectoplasm is an uncommon greyish goo ingredient obtained from ghosts, known for its magical and destructive alchemical properties. You do not know the alchemical effects of this ingredient. However, an alchemist might. | Everyone | items | custom | ||
| edla's_house | None | Edla's House is a warm, inviting home located on the north side of Skaal Village, nestled between Wulf Wild-Blood's House to the southwest and Morwen's House to the east. This residence is the home of Edla and her son Nikulas, who live a modest but fulfilling life in the village. | skaaltraveler | You do not know anything about this area. | common | Skaal Village, Edla, Nikulas, Wulf Wild-Blood's House, Morwen's House, Skaal, Solstheim | solstheim | factory skyrim-official-20260814-v2.0 | |
| effects_of_the_elder_scrolls | None | Effects of the Elder Scrolls, written by Justinius Poluhnius, is a scholarly examination of the profound and often dangerous effects that the Elder Scrolls have on their readers. Poluhnius categorizes these effects into four distinct groups, depending on the reader's level of knowledge and mental fortitude. The first group, The Naifs, consists of those who lack sufficient understanding to interpret the scrolls, leaving them unaffected but also unable to glean any knowledge. The second group, The Unguarded Intellects, experiences the greatest danger, suffering total blindness upon reading, though they gain a fragment of forbidden knowledge. The third group, Mediated Understanding, includes the trained initiates of the Cult of the Ancestor Moth, who, through years of mental discipline, can read the scrolls with minimal blindness and gain tempered insights. Finally, Illuminated Understanding describes the advanced monks who experience progressive blindness but gain an increasingly profound comprehension of the scrolls' revelations, culminating in a final, irreversible reading. The theme of the book revolves around the perils and mysteries of seeking forbidden knowledge and the costs associated with understanding the Elder Scrolls. It highlights the discipline required to safely access such knowledge and the toll it takes on both the mind and body. The text serves as both a cautionary tale and a scholarly guide for those seeking to engage with the scrolls, offering insights into their powerful effects and the philosophy behind the Cult of the Ancestor Moth's teachings. | scholar | Effects of the Elder Scrolls, you do not know the author of the book and have limited knowledge of it, is a scholarly examination of the dangerous and transformative effects of the Elder Scrolls on readers, categorized by their mental preparedness and understanding. The book emphasizes the perilous pursuit of forbidden knowledge, highlighting the physical and mental toll it takes, as well as the discipline required to safely engage with these powerful texts. | esoteric | Elder Scrolls, Justinius Poluhnius, Cult of the Ancestor Moth, blindness, forbidden knowledge, mental discipline, Moth Priests, scholarly research, cautionary tales | lore | factory skyrim-official-20260814-v2.0 | |
| ehlnofey | Wandering Ehlnofey, Elhnofey | The Ehlnofey are the mythic progenitors of Mer and Men, Aedric spirits who remained on Nirn after Magnus departed. In elven belief, some of these spirits sacrificed themselves entirely to become the Earthbones, the immutable laws of nature, while others chose to populate the world, diminishing over generations into mortal races. The Annotated Anuad offers a differing cosmogony, claiming the Ehlnofey survived a prior twelve-world creation shattered by Padomay before Nirn's formation. This text divides them into the Old Ehlnofey, who preserved their ancient realm and became the Mer, and the wandering Ehlnofey, who became the Men of other continents. Elven faith reveres the Ehlnofey as divine ancestors, while human religions generally regard them as creators rather than forebears. | scholar | The Ehlnofey are the ancient ancestors of all Mer and Men, Aedric spirits who stayed on Nirn during its creation. Some became the Earthbones, the laws of nature, while others diminished over generations into mortal races. Elven tradition reveres them as divine ancestors, a view most humans reject. | esoteric | Aedra, Earthbones, Mer, Men, Padomay, Magnus, Annotated Anuad, Nirn, creation myth, Aldmeris | lore | factory skyrim-official-20260814-v2.0 |
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