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 |
|---|---|---|---|---|---|---|---|---|---|
| eldergleam_sanctuary | None | Eldergleam Sanctuary is a serene underground grove located south-southwest of Windhelm and east of Fort Amol in Eastmarch. Nestled among the sulfurous pools and hot springs of the region, it serves as a sacred site for the followers of Kynareth. At its heart stands the Eldergleam tree, an ancient and mystical giant said to move its roots for only the dagger Nettlebane. | eastmarchpriesttraveler | ldergleam Sanctuary is a serene underground grove located south-southwest of Windhelm and east of Fort Amol in EastmarchYou do not know anything else about this area. | commonpaleriftwinterholdwhiterun | Kynareth, Eldergleam, Nettlebane, Windhelm, Fort Amol, Eastmarch, sacred site, hot springs | eastmarch | factory skyrim-official-20260814-v2.0 | |
| eldersblood_peak | None | Eldersblood Peak is a mountaintop dragon lair located south of Morthal and north-northeast of Rannveig's Fast in Hjaalmarch. To reach Eldersblood Peak from the north, travelers should take the main road south of Morthal, then look for a dirt path on the left that winds past an unmarked hunter's camp and North Cold Rock Pass. | hjaalmarchdragontraveler | Eldersblood Peak is a mountaintop dragon lair located south of Morthal in Hjaalmarch.You do not know anything else about this area. | commonwhiterunpalehaafingar | Dragon, Hjaalmarch, Morthal, Rannveig's Fast, North Cold Rock Pass, Dragon Lair, Hunter's Camp | hjaalmarch | factory skyrim-official-20260814-v2.0 | |
| elemental_fury | su grah dun | Elemental Fury is a Shout that imbues your arms with the speed of wind, allowing for faster weapon strikes. The three words of power in this Shout are Su (Air), which grants you the swiftness of wind; Grah (Battle), which enhances your combat prowess; and Dun (Grace), which allows for more fluid and rapid attacks. | dragon | This is a Dragon Shout. You do not know much about Dragon shouts, or their language. | common | Dragon Shouts, Thu'um, Dragon Language, Words of Power, wind, combat speed, weapon strikes, dragons | spells | factory skyrim-official-20260814-v2.0 | |
| elgrim's_elixirs | None | Elgrim's Elixirs is a damp alchemist's shop situated on the lower level of Riften, next to the canal that runs through the city's center. Owned and operated by Elgrim and his wife, Hafjorg, the shop specializes in alchemical supplies and potions. It is conveniently located opposite the entrance to Beggar's Row and near the northern watergate leading to Lake Honrich. | rifttraveler | Elgrim's Elixirs is a damp alchemist's shop situated in Riften.You do not know anything else about this area. | commoneastmarchfalkreath | Riften, alchemy, Elgrim, Hafjorg, Beggar's Row, Lake Honrich, potions | rift | factory skyrim-official-20260814-v2.0 | |
| elisif | Elisif the Fair | Elisif the Fair is the Jarl of Solitude and the widow of High King Torygg. With aspirations of becoming the High Queen of Skyrim, she is often regarded as a potential leader, although she feels the timing is not yet right to formally express her ambitions. Elisif harbors doubts about entrusting the ongoing war effort to General Tullius, feeling he may not fully represent the needs of Skyrim, yet she sees no viable alternatives. | scholarnoble | Elisif the Fair is the Jarl of Solitude and the widow of High King Torygg. She aspires to become High Queen of Skyrim but believes the time is not yet right to express her ambitions. Elisif has doubts about General Tullius's leadership in the war, feeling he may not fully represent Skyrim's needs, though she sees no better alternatives. | common | Solitude, High King Torygg, General Tullius, High Queen, Skyrim, Civil War, widow | figures | factory skyrim-official-20260814-v2.0 | |
| elk | None | Elk 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 | Elk are non-aggressive animals found throughout Skyrim, known for their shyness and tendency to flee when approached. | common | Spriggan, Venison, Hide, Antlers, Deer, Megaloceros, Hunting, Hunter's Camp | creatures | factory skyrim-official-20260814-v2.0 | |
| elsweyr | Anequina, Pellitine, Elsweyr Confederacy, Khajiit Homeland | Elsweyr is a southern coastal region of Tamriel and the homeland of the feline Khajiit. The province is divided into two distinct climates: the dry savannahs and badlands of Anequina in the north, and the fertile jungles and rainforests of Pellitine in the south. Historically, the land was home to sixteen Khajiiti clans, which evolved into kingdoms named after their regions, but hardships such as the Thrassian Plague led to their consolidation into the two kingdoms of Anequina and Pellitine. These eventually united as the Elsweyr Confederacy, only to split again during the Third Aldmeri Dominion. Elsweyr shares borders with Valenwood to the west, Cyrodiil to the north and east, and has access to Topal Bay and the Southern Sea to the south. Notable geographic features include Lake Vread in the eastern region and Khenarthi's Roost, an island in the Southern Sea that is part of the province. The Khajiit’s unique culture and connection to their homeland make Elsweyr a vital and enigmatic part of Tamriel. | scholarkhajiittraveler | Elsweyr is a southern province of Tamriel, home to the feline Khajiit, divided into two regions: the dry savannahs of Anequina and the fertile jungles of Pellitine. Historically, the region was made up of sixteen Khajiiti clans that later merged into the kingdoms of Anequina and Pellitine, and eventually the Elsweyr Confederacy. The province shares borders with Valenwood, Cyrodiil, and the Southern Sea, and features landmarks like Lake Vread and Khenarthi's Roost. Elsweyr’s unique culture and geography make it an important and mysterious part of Tamriel. | common | Khajiit, Thrassian Plague, Third Aldmeri Dominion, Valenwood, Cyrodiil, Khenarthi's Roost, sixteen Khajiiti clans, Lake Vread, Topal Bay, Southern Sea | locationother | factory skyrim-official-20260814-v2.0 | |
| elven_arrow | None | Elven Arrow is an arrow that deals good damage. Its visual design is elegant and golden, with a slender shaft, a curved, leaf-like arrowhead, and light feathered fletching. It can be crafted by an adept smith at a forge. 1 moonstone, 1 firewood = 24 arrows. | blacksmith | Elven Arrow is an arrow that deals good damage. Its visual design is elegant and golden, with a slender shaft, a curved, leaf-like arrowhead, and light feathered fletching. You do not know how to craft it, but a blacksmith would. | Everyone | equipment | custom | ||
| elven_equipment | elven gauntlets, elven gilded armor, elven armor, elven boots, elven helmet, elven shield, elven sword, elven war axe, elven dagger, elven mace, elven greatsword, elven battleaxe, elven warhammer, elven bow, elven arrow | Elven equipment includes elegant weapons, arrows, armor, and shields shaped in an Altmeri style. Refined moonstone and related metals give the pieces their light golden color, sweeping lines, and balance between protection and mobility. Individual pieces serve different combat roles, but their exact damage, protection, and crafting requirements depend on the piece rather than the family name. | blacksmithwarriormerchant | Elven equipment includes elegant weapons, arrows, armor, and shields shaped in an Altmeri style. Individual pieces differ in use. | common | Altmer, Moonstone, light armor, weapons, shields, smithing | equipment | factory skyrim-official-20260814-v2.0 | |
| elven_greatsword | None | Elven Greatsword is a two-handed Elven weapon which deals good damage. Its visual design is elegant and golden, with smooth curves and intricate patterns that reflect refined craftsmanship To craft it: 2 refined moonstone, 1 quicksilver ingot, 2 iron ingots, and 3 leather strips at a blacksmith forge. An Adept smith can craft it. An Adept smith can craft it.It can be tempered/improved by using moonstone at a workbench. | blacksmith | Elven Greatsword is a two-handed Elven weapon which deals good damage. Its visual design is elegant and golden, with smooth curves and intricate patterns that reflect refined craftsmanship You do not know how to craft it, but a blacksmith would. | Everyone | equipment | custom | ||
| elves_ear | None | Elves Ear is a small green herb harvested from branches of dried Elves Ear, often found hanging to dry alongside garlic and frost mirriam in homes and buildings. Alchemy effects: Restore Magicka, Fortify Marksman, Weakness to Frost, and Resist Fire. | alchemist | Elves Ear is a small green herb harvested from branches of dried Elves Ear, often found hanging to dry alongside garlic and frost mirriam in homes and buildings. You do not know the alchemical effects of this ingredient. However, an alchemist might. | Everyone | items | custom | ||
| elytra_ichor | None | Elytra Ichor, a green ichor originating from the Shivering Isles, is an ingredient that can be purchased from Khajiit caravans. Alchemy effects: Restore Magicka, Invisibility, Slow, and Fear. | alchemist | Elytra Ichor, a green ichor 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. | common | Shivering Isles, Khajiit caravans, Restore Magicka, Invisibility, Slow, Fear, alchemy, Daedra | items | factory skyrim-official-20260814-v2.0 | |
| embershard_mine | None | Embershard Mine is a location southwest of Riverwood in Falkreath Hold, nestled north of Helgen. This small iron mine is occupied by bandits and consists of a single zone, Embershard Mine. | falkreathtraveler | Embershard Mine is a location southwest of Riverwood in Falkreath Hold.You do not know anything else about this area. | commonwhiterunriftreach | Falkreath Hold, Riverwood, Helgen, iron, bandits, mine | falkreath | factory skyrim-official-20260814-v2.0 | |
| emperor_parasol_moss | None | Emperor Parasol Moss is an ingredient harvested from the moss that hangs from Emperor Parasol mushrooms, typically found near Tel Mithryn. Alchemy effects: Damage Health (1.5× magnitude), Fortify Magicka, Regenerate Health, and Fortify Two-handed. | alchemist | Emperor Parasol Moss is an ingredient harvested from the moss that hangs from Emperor Parasol mushrooms, typically found near Tel Mithryn. You do not know the alchemical effects of this ingredient. However, an alchemist might. | Everyone | items | custom | ||
| enchanting | Enchantment | Enchanting is the discipline of binding magical effects to weapons, armor, clothing, and other objects. Most enchantments are powered by souls captured in soul gems, with stronger souls sustaining stronger effects. Enchanters learn an effect by studying or breaking down an enchanted object, then combine that knowledge with a prepared item and soul gem. The art overlaps with smithing but requires separate magical training; careless bindings can waste valuable materials or create dangerous objects. | mageblacksmithscholar | Enchanting places magical effects on equipment by using learned enchantments and filled soul gems. Skilled enchanters can create much stronger items than novices. | common | soul gems, magic, smithing, weapons, armor, clothing, dangerous objects | lore | factory skyrim-official-20260814-v2.0 | |
| endon's_house | None | Endon's House is the home of Endon, Adara, and Kerah, located in Markarth on the first terrace above the abandoned house, next door to the Treasury House. Endon and Kerah are both skilled Redguard silversmiths in Markarth. Endon works as a craftsman, while Kerah runs a pawnbroker stall in the Markarth marketplace, dealing in various goods. | reachtraveler | Endon's House is the home of Endon, Adara, and Kerah, located in Markarth on the first terrace above the abandoned house, next door to the Treasury House. You only know Endon lives here, but not anyone else, and you do not know who Endon is.You do not know anything else about this area. | commonfalkreathwhiterunhjaalmarchhaafingar | Markarth, Redguard, silversmithing, Treasury House, abandoned house, Kerah, Endon, pawnbroker | reach | factory skyrim-official-20260814-v2.0 | |
| equilibrium | None | Equilibrium is an Alteration spell that converts the caster's health into magicka at a steady rate, allowing for sustained casting at the cost of vitality. It requires a Novice skill level to cast. | mage | Equilibrium is a spell that drains the caster's health to refill their magicka, letting them cast more spells but weakening their body. You do not know much else about this spell. | common | Alteration, health, magicka, Novice, spell, vitality | spells | factory skyrim-official-20260814-v2.0 | |
| erikur's_house | None | Erikur's House is a large mansion located just northwest of the Blue Palace in Solitude. It is the last building on the right before the Blue Palace, across from the Bards College and Bryling's House. The mansion is the residence of Erikur, a Nord warrior and Thane of Solitude, who oversees local businesses and engages in trade, notably importing low-quality elven weapons from Black Marsh to sell at inflated prices to the Imperial army. The house is also home to Gisli, a Nord ranger and Erikur's sister, who is known for being discouraged and disillusioned, in contrast to her arrogant brother. Additionally, the mansion houses Melaran, a High Elf mage, who likely brings his magical expertise to the household. The mansion's central location and notable inhabitants make it a significant location in Solitude's upper social circle. | haafingartraveler | Erikur's House is a large mansion located just northwest of the Blue Palace in Solitude. You do not know about Erikur.You do not know anything else about this area. | commonreachhjaalmarch | Erikur, Solitude, Blue Palace, Bards College, Bryling's House, Gisli, Melaran, Black Marsh, Thane, Imperial army, elven weapons | haafingar | factory skyrim-official-20260814-v2.0 | |
| esberns_potion | None | Esbern's Potion is a secret concoction created by the Blades to combat dragons. It is known only to Esbern and is said to bolster one's defenses against dragon attacks. | esberndragonblades | You know nothing about this potion or its purpose. | common | Esbern, Blades, dragons, bolster defenses, secret concoction, dragon defense | items | factory skyrim-official-20260814-v2.0 | |
| eternal_champion | None | The Eternal Champion, reputedly known as Talin, emerged as a pivotal hero in Tamriel's history during the late Third Era. Born in 3E 370, he is best remembered for his critical role in ending the Imperial Simulacrum in 3E 399. The Eternal Champion successfully gathered the fragments of the Staff of Chaos, a powerful artifact, which enabled him to confront and defeat the impostor emperor, Jagar Tharn. His quest culminated in the rescue of the true emperor, Uriel Septim VII, alongside General Talin Warhaft, who had been imprisoned in a realm of Tharn's choosing for a decade. This heroic act not only restored the rightful leadership of the Empire but also ended Tharn's deceptive reign. | scholar | The Eternal Champion, reputedly known as Talin, played a pivotal role in ending the Imperial Simulacrum in 3E 399. Born in 3E 370, he is remembered for gathering the fragments of the Staff of Chaos, allowing him to defeat the impostor emperor, Jagar Tharn. His quest led to the rescue of the true emperor, Uriel Septim VII, and General Talin Warhaft, who had been imprisoned for a decade. This act restored the rightful leadership of the Empire and ended Tharn's reign. | common | Imperial Simulacrum, Jagar Tharn, Uriel Septim VII, Staff of Chaos, Talin Warhaft, Third Era, Empire, Tamriel | figures | factory skyrim-official-20260814-v2.0 | |
| evergreen_grove | None | Evergreen Grove is a serene grove of trees concealing a small pond, located just southwest of Half-Moon Mill and northwest of Falkreath in Falkreath Hold. The pond is fed by a rocky stream and surrounded by lush vegetation, making it a peaceful spot in the wilderness. The grove features several ancient Nordic elements, including large, partially submerged upright stones and a stone altar, hinting at its historical significance. Evergreen Grove offers a tranquil retreat for adventurers exploring the western part of Falkreath Hold. | falkreathtraveler | Evergreen Grove is a serene grove of trees northwest of Falkreath in Falkreath Hold.You do not know anything else about this area. | commonwhiterunriftreach | Falkreath Hold, Falkreath, Half-Moon Mill, Nordic ruins, stone altar, pond | falkreath | factory skyrim-official-20260814-v2.0 | |
| evette_san's_house | None | Evette San's House is the home of Evette and Octieve San in Solitude. It is located beside Addvar's House, opposite the bottom door of Proudspire Manor. Evette San is a Nord food vendor who operates both a house and a market stall in Solitude, selling her wares to residents and travelers alike. Her husband, Octieve San, is an elderly Breton who resides in Solitude, often found in The Winking Skeever, enjoying the local tavern atmosphere. Their home is a modest but well-located residence in the heart of Solitude's bustling distri | haafingartraveler | Evette San's House is the home of Evette San in Solitude. You do not know anything else about Evette.You do not know anything else about this area. | commonreachhjaalmarch | Evette San, Octieve San, Solitude, Proudspire Manor, Addvar's House, The Winking Skeever, Breton, market stall | haafingar | factory skyrim-official-20260814-v2.0 | |
| expel_daedra | None | Expel Daedra is a Conjuration spell that banishes a summoned Daedra back to Oblivion and works on more powerful Daedra than the standard banishment spells. It requires an Expert skill level to cast. | mage | Expel Daedra is a spell that banishes a summoned Daedra back to Oblivion, and it is effective against more powerful Daedra than the standard banishment spells. You do not know much else about this spell. | common | Conjuration, Oblivion, Daedra, Banishment, Expert skill, Summoning, Magic | spells | factory skyrim-official-20260814-v2.0 | |
| eye_of_sabre_cat | None | Eyes of Sabre Cats are dropped by sabre cats, often used in alchemy for their potent restorative and damaging properties. Alchemy effects: Restore Stamina, Ravage Health, Damage Magicka, and Restore Health. | alchemist | Eyes of Sabre Cats are dropped by sabre cats, often used in alchemy for their potent restorative and damaging properties. You do not know the alchemical effects of this ingredient. However, an alchemist might. | Everyone | items | custom | ||
| fahlbtharz | None | Fahlbtharz is a large Dwarven ruin located east of the Water Stone and northwest of Frostmoon Crag on Solstheim. The ancient ruin, like many remnants of the Dwemer civilization, is an intricate labyrinth of machinery and traps, showcasing the advanced engineering of the long-lost dwarves. | solstheimdwemertraveler | You do not know anything about this area. | common | Dwemer, Solstheim, Water Stone, Frostmoon Crag, Dwarven machinery, Dwarven traps | solstheim | factory skyrim-official-20260814-v2.0 | |
| faldar's_tooth | None | Faldar's Tooth is a medium-sized, crumbling fort located west of Riften and east of Heartwood Mill in the Rift. The fort is occupied by bandits who force wolves to fight in a central pit for entertainment and gambling. | rifttraveler | Faldar's Tooth is a medium-sized, crumbling fort located west of Riften.You do not know anything else about this area. | commoneastmarchfalkreath | Riften, Heartwood Mill, bandits, wolf pit, animal fighting, gambling, crumbling fort, wolves, The Rift | rift | factory skyrim-official-20260814-v2.0 | |
| falion's_house | None | Falion's House is the residence and shop of the town wizard, Falion, in Morthal. Located along the jetty, it sits behind the Thaumaturgist's Hut and is situated on the edge of the water, just a short distance from Alva's house. Falion lives there with his child apprentice, Agni. | hjaalmarchtraveler | Falion's House is the residence in Morthal. You do not know who Falion is.You do not know anything else about this area. | commonwhiterunpalehaafingar | Falion, Morthal, Agni, Thaumaturgist's Hut, Alva's House, Wizard, Jetty, Hjaalmarch | hjaalmarch | factory skyrim-official-20260814-v2.0 | |
| falkreath | None | Falkreath is a city in the south of Skyrim and serves as the capital of Falkreath Hold. Situated near the borders of Cyrodiil and Hammerfell, it was historically considered part of Cyrodiil but is now firmly within Skyrim's boundaries. Governed by Jarl Siddgeir, Falkreath is initially aligned with the Empire, though its allegiance may shift during Skyrim's civil war. The city's economy thrives on lumber harvested from its expansive surrounding forests. Falkreath's most notable feature is its vast cemetery, the largest in Skyrim, which holds generations of the dead. This burial ground is a cultural cornerstone for its residents, influencing the names of many local businesses and homes. The cemetery symbolizes Falkreath's deep connection to its history and the legacy of its fallen. Falkreath Hold is a location in southern Skyrim, bordered by Cyrodiil to the south across the Jerall Mountains and Hammerfell to the west. It is the second southernmost hold in Skyrim, after the Rift. Its capital, Falkreath, lies nestled amidst dense pine forests, while the hold’s only other notable town, Helgen, is infamous as the site of the first dragon attack in Skyrim. | falkreathnoblescholartravelerguard | Falkreath is a city in the south of Skyrim and serves as the capital of Falkreath Hold. Situated near the borders of Cyrodiil and Hammerfell, it was historically considered part of Cyrodiil but is now firmly within Skyrim's boundaries. Governed by Jarl Siddgeir, Falkreath is initially aligned with the Empire, though its allegiance may shift during Skyrim's civil war. The city's economy thrives on lumber harvested from its expansive surrounding forests. Falkreath's most notable feature is its vast cemetery, the largest in Skyrim, which holds generations of the dead. This burial ground is a cultural cornerstone for its residents, influencing the names of many local businesses and homes. The cemetery symbolizes Falkreath's deep connection to its history and the legacy of its fallen. Falkreath Hold is a location in southern Skyrim, bordered by Cyrodiil to the south across the Jerall Mountains and Hammerfell to the west. It is the second southernmost hold in Skyrim, after the Rift. Its capital, Falkreath, lies nestled amidst dense pine forests, while the hold’s only other notable town, Helgen, is infamous as the site of the first dragon attack in Skyrim. | common | Falkreath Hold, Siddgeir, Cyrodiil, Hammerfell, Jerall Mountains, Helgen, lumber, cemetery, Empire, civil war, pine forests, the Rift | falkreath | factory skyrim-official-20260814-v2.0 | |
| falkreath_barracks | None | Falkreath Barracks serves as the living quarters for the Falkreath guards and houses the hold's jail. It is located on the edge of Falkreath, southeast of the Jarl's Longhouse and next door to Grave Concoctions. | falkreathtraveler | Falkreath Barracks serves as the living quarters for the Falkreath guards and houses the hold's jail.You do not know anything else about this area. | commonwhiterunriftreach | Falkreath guards, jail, Jarl's Longhouse, Grave Concoctions, living quarters, Falkreath, hold | falkreath | factory skyrim-official-20260814-v2.0 | |
| falkreath_hold | None | Falkreath Hold is a location in southern Skyrim, bordered by Cyrodiil to the south across the Jerall Mountains and Hammerfell to the west. It is the second southernmost hold in Skyrim, after the Rift. Its capital, Falkreath, lies nestled amidst dense pine forests, while the hold’s only other notable town, Helgen, is infamous as the site of the first dragon attack in Skyrim. The hold is renowned for its mist-shrouded landscapes, giving it a timeless and seasonless quality. Towering snow-capped mountains contrast sharply with the verdant forests below, and Lake Ilinalta dominates the central region, serving as the source of the White River. Falkreath also holds Skyrim’s largest cemetery, a reflection of its bloody history of battles, and this heritage influences the names of many local shops and farms. The region’s flora includes abundant thistles, mora tapinella, and mountain flowers, while nightshade grows more commonly here than in other parts of Skyrim. Lake Ilinalta teems with fish, and snowberry bushes thrive in the snowy eastern areas. Under Jarl Siddgeir’s rule, Falkreath retains its Imperial allegiance, though its control can shift during Skyrim’s civil conflict. | falkreathnoblescholartraveler | Falkreath Hold is a location in southern Skyrim, bordered by Cyrodiil to the south across the Jerall Mountains and Hammerfell to the west. It is the second southernmost hold in Skyrim, after the Rift. Its capital, Falkreath, lies nestled amidst dense pine forests, while the hold’s only other notable town, Helgen, is infamous as the site of the first dragon attack in Skyrim. The hold is renowned for its mist-shrouded landscapes, giving it a timeless and seasonless quality. Towering snow-capped mountains contrast sharply with the verdant forests below, and Lake Ilinalta dominates the central region, serving as the source of the White River. Falkreath also holds Skyrim’s largest cemetery, a reflection of its bloody history of battles, and this heritage influences the names of many local shops and farms. | common | Cyrodiil, Hammerfell, Jerall Mountains, Helgen, Lake Ilinalta, White River, Jarl Siddgeir, Imperial allegiance, nightshade, mora tapinella, snowberry, cemetery | falkreath | factory skyrim-official-20260814-v2.0 | |
| falkreath_imperial_camp | None | Falkreath Imperial Camp is a military encampment located east-northeast of Glenmoril Coven and north of Knifepoint Ridge in Falkreath Hold. | falkreathimperial_legiontraveler | Falkreath Imperial Camp is a military encampment in Falkreath Hold. You do not know anything else about this area. | commonwhiterunriftreach | Imperial Legion, Falkreath Hold, Glenmoril Coven, Knifepoint Ridge, Military encampment, Civil War | falkreath | factory skyrim-official-20260814-v2.0 | |
| falkreath_stormcloak_camp | None | Falkreath Stormcloak Camp is a military encampment located east of Helgen in Falkreath Hold. It serves as a base for the Stormcloak forces in the region and is typically commanded by Thorygg Sun-Killer. | falkreathstormcloakstraveler | Falkreath Stormcloak Camp is a military encampment located east of Helgen in Falkreath Hold. You do not know anything else about this area. | commonwhiterunriftreach | Stormcloaks, Falkreath Hold, Helgen, Thorygg Sun-Killer, military encampment, civil war | falkreath | factory skyrim-official-20260814-v2.0 | |
| falkreath_watchtower | None | Falkreath Watchtower is a small, ruined tower located north of Falkreath and northeast of Roadside Ruins in Falkreath Hold. It is rumoured to be inhabited by a lone necromancer and accessed via a dirt path branching south from the road along the southern shore of Lake Ilinalta, marked by a pile of rocks. | falkreathtraveler | Falkreath Watchtower is a small, ruined tower located north of Falkreath in Falkreath Hold. You do not know anything else about this area. | commonwhiterunriftreach | Falkreath Hold, Falkreath, Roadside Ruins, Lake Ilinalta, necromancer, ruined tower | falkreath | factory skyrim-official-20260814-v2.0 | |
| fall_of_the_snow_prince | Chronicle of the Snow Prince, Moesring Chronicle | Fall of the Snow Prince, written by Lokheim, is a poignant account of the Battle of the Moesring, where the Nords faced a devastating foe in the form of the Snow Prince, an elf whose arrival inspired both awe and terror. The battle is set against the backdrop of a final stand between the Nords and the Elves on Solstheim, with the Snow Prince leading the Elven forces. As the battle rages, the Snow Prince’s formidable power and eerie presence on the battlefield turn the tide in favor of the Elves, and many of the Nords' bravest warriors fall to his spear. However, in a twist of fate, it is the young daughter of a slain warrior, Finna, who avenges her mother by throwing a sword that fatally strikes the Snow Prince, causing his death and breaking the spirit of the Elven forces. The themes of the story revolve around honor, fate, and the tragic inevitability of death, as even the mightiest warrior can be felled by an unexpected force. The Snow Prince, despite being an enemy, is respected for his skill and bravery, and his death marks the end of an era. The Nords' reverence for his valor is reflected in their burial practices, where the Snow Prince is honored despite being their foe. This tale is both a reflection on the brutal nature of warfare and a meditation on the respect that warriors, regardless of their allegiance, can earn through their deeds. The book captures the raw emotions of the battle and the reverence shown to an adversary who, in death, transcends his role as an enemy. | scholar | Fall of the Snow Prince, you do not know the author of the book and have limited knowledge of it, recounts the Battle of the Moesring, focusing on the Snow Prince's death and its impact on the conflict. The book explores themes of honor, fate, and death, emphasizing the respect for bravery in both enemies and the harsh realities of war. | common | Battle of the Moesring, Solstheim, Snow Prince, Finna, Nords, Snow Elves, Lokheim, warrior honor, burial practices, elven forces | lore | factory skyrim-official-20260814-v2.0 | |
| fallowstone_cave | None | Fallowstone Cave is a small cave located northeast of Riften and northwest of Lost Prospect Mine in the Rift. Rumours of giants living in the cave. | rifttraveler | Fallowstone Cave is a small cave located northeast of Riften.You do not know anything else about this area. | commoneastmarchfalkreath | Riften, Lost Prospect Mine, Giants, The Rift, Caves, Wilderness | rift | factory skyrim-official-20260814-v2.0 | |
| falmer | Snow Ghosts, the Betrayed | The Falmer, also called Snow Ghosts or Betrayed, are blind, degenerated descendants of the ancient Snow Elves who now dwell in Skyrim's dark depths. Once a proud and prosperous race of Mer, the Snow Elves were driven underground after centuries of war with the invading Nords. Seeking refuge with the Dwemer, they were forced into servitude, fed toxic fungi that blinded them, and subjected to generations of cruelty that twisted them into the creatures now feared as Falmer. Pale, hunched, and goblin-like, they have become a symbol of tragic corruption, stalking intruders in the underground labyrinths of Dwemer ruins and beyond. Nordic folklore even attributes their disfigurement to Ysgramor cutting their noses off to distinguish them from other Elves. Despite their degeneration, Falmer have adapted to subterranean life with remarkable resilience. They cultivate fungi, fish the underground waterways, and breed the fearsome Chaurus, whose chitin they use to craft weapons, armor, and even dwellings. Their society is tribal and brutal, relying on raiding surface dwellers for slaves and resources, and they harbor an enduring hatred for all but their own. While they are often dismissed as monsters, some—including Knight-Paladin Gelebor, the last known uncorrupted Snow Elf—view them as tragic figures. Gelebor holds hope that they may one day reclaim their former identity, though the Falmer's increasing aggression suggests their future may be one of conquest rather than redemption. | snow_elfscholar | The Falmer, also known as Snow Ghosts or the Betrayed, are the degenerated descendants of the ancient Snow Elves, now blind and living in the depths of Skyrim. Once a proud race, they were driven underground by Nords and forced into servitude by the Dwemer, who blinded them with toxic fungi. Over generations of cruelty, the Falmer became twisted, pale, hunched creatures feared for their viciousness. Despite their degeneration, they have adapted to life underground, cultivating fungi, fishing, and breeding Chaurus for weapons and armor. Their society is brutal and tribal, raiding surface dwellers for slaves and resources. While some, like Gelebor, hope for their redemption, the Falmer's increasing aggression suggests a future of conquest. | common | Snow Elves, Dwemer, Ysgramor, Chaurus, Knight-Paladin Gelebor, Nord-Falmer War, toxic fungi, Dwemer ruins, subterranean adaptation, slavery, blindness | lore | factory skyrim-official-20260814-v2.0 | |
| falmer_arrow | None | Falmer Arrow is an arrow that deals good damage. Its visual design is crude and jagged, with a rough, bone-like shaft, a sharp, splintered tip, and primitive fletching.. It can not be crafted, but found on Falmer. | blacksmith | Falmer Arrow is an arrow that deals good damage. Its visual design is crude and jagged, with a rough, bone-like shaft, a sharp, splintered tip, and primitive fletching.. You do not know how to craft it, but a blacksmith would. | Everyone | equipment | custom | ||
| falmer_blood_elixir | None | An amazing concoction that can grant your every wish. Only available from Brynjolf for a limited time. | brynjolf | You have only heard rumors of this potion supposedly granting any wish one desires. It is supposedly sold by a persuasive merchant, 'Brynjolf' if you remember correctly, in Riften. | common | Brynjolf, Riften, potion, merchant, Falmer, wish-granting, scam | items | factory skyrim-official-20260814-v2.0 | |
| falmer_ear | None | Falmer Ears are pointy thin ears dropped by dead Falmer, and unlike Elves Ear, they are actual ears rather than a plant. Alchemy effects: Damage Health, Frenzy, Resist Poison, and Fortify Lockpicking. | alchemist | Falmer Ears are pointy thin ears dropped by dead Falmer, and unlike Elves Ear, they are actual ears rather than a plant. You do not know the alchemical effects of this ingredient. However, an alchemist might. | Everyone | items | custom | ||
| falmer_equipment | falmer arrow | Falmer equipment includes the crude, jagged ammunition and gear used by the Falmer. It is assembled underground from bone, chitin, and other scavenged materials, favoring sharp functional shapes over surface craftsmanship. Individual pieces serve different combat roles, but their exact damage, protection, and crafting requirements depend on the piece rather than the family name. | blacksmithwarriormerchant | Falmer equipment includes the crude, jagged ammunition and gear used by the Falmer. Individual pieces differ in use. | common | Falmer, Bone, Chitin, Underground, Scavenging, Crude craftsmanship, Ammunition | equipment | factory skyrim-official-20260814-v2.0 | |
| fast | None | These magical effects are utility-focused Illusion enchantments that enhance the caster;s speed, allowing for quicker movement and evasion. This effect is available only on enchanted items, making it a rare boon for those prioritizing agility. | mage | This enchantment makes you faster, helping you move quickly and avoid danger. A mage might know more though. | common | Illusion, Enchanting, agility, evasion, movement, enchanted items, utility magic | spells | factory skyrim-official-20260814-v2.0 | |
| fast_healing | None | Fast Healing is a Restoration spell that rapidly restores a significant amount of health to the target, whether it be the caster or an ally. It requires an Apprentice skill level to cast. | magehealer | Fast Healing is a spell that quickly restores a significant amount of health to the target, whether it be the caster or an ally. You do not know much else about this spell. | common | Restoration, health restoration, Apprentice skill level, healing spell, ally support, self-healing | spells | factory skyrim-official-20260814-v2.0 | |
| father_of_the_niben | None | Father of the Niben, written by Florin Jaliil, is a translation of the fragmented journal of Topal the Pilot, an Aldmeri explorer from the Merethic Era. The account chronicles Topal’s journey, during which he sails across Tamriel with a crew, tasked with finding a way back to Old Ehlnofey and discovering new lands. Throughout his voyages, Topal encounters many wonders, including strange islands, dangerous creatures, and various tribes. However, his journey is marred by miscalculations, mistaken turns, and a failure to reach his intended destination, Firsthold. The account is fragmented, leaving readers with more questions than answers, particularly regarding Topal’s encounters with ancient Khajiit, Orcs, and other civilizations, which would later become extinct or forgotten. The themes of the story revolve around exploration, failure, and the uncertainty of discovery. Topal’s journey is one of ambition and perseverance, yet ultimately, he fails to achieve his initial goals, though he leaves behind maps that contribute significantly to later understanding of Tamriel’s geography. His encounters with different cultures highlight the diversity of Tamriel, while his miscalculations serve as a reminder of the unpredictable nature of exploration. This text, based on only four surviving fragments, offers a rare glimpse into a world long gone, revealing the tragic beauty of lost knowledge and unfulfilled quests. | scholar | Father of the Niben, you do not know the author of the book and have limited knowledge of it, is a translation of the fragmented journal of Topal the Pilot, chronicling his failed exploration of Tamriel and his encounters with ancient civilizations. The book explores themes of exploration, failure, and the uncertainty of discovery, highlighting the ambition and perseverance of explorers amidst the unpredictability of their journeys. | common | Topal the Pilot, Florin Jaliil, Merethic Era, Aldmeri, Old Ehlnofey, Firsthold, Khajiit, Orcs, Tamriel, exploration | lore | factory skyrim-official-20260814-v2.0 | |
| fear | None | These magical effects are offensive Illusion spells that cause the target to flee in terror, exploiting their deepest insecurities. This effect is widely available as a spell, can be found in pre-crafted potions, brewed into custom potions, or applied as an enchantment to weapons or armor. Generally combining at least two of the following ingredients, provided they share this effect, will create a potion with the Fear effect: Blue Dartwing, Namira's Rot, Powdered Mammoth Tusk, Sabre Cat Eye | alchemistmage | This spell makes enemies so scared they run away and won;t fight for a while. An alchemist or mage might know more though. | common | Illusion, Blue Dartwing, Namira's Rot, Powdered Mammoth Tusk, Sabre Cat Eye, Fleeing, Enchanting, Alchemy, Namira | spells | factory skyrim-official-20260814-v2.0 | |
| fellglow_keep | None | Fellglow Keep is a medium-sized, crumbling fortress located east-northeast of Whiterun and northwest of Valtheim Towers, nestled amidst the rugged terrain of Whiterun Hold. It is rumoured that the keep has been overtaken by warlocks who conduct dark rituals within its walls. | whiterunimperial_legionstormcloakstraveler | Fellglow Keep is a medium-sized, crumbling fortress located east-northeast of Whiterun.You do not know anything else about this area. | commonfalkreatheastmarchreachpalehjaalmarch | Whiterun Hold, Valtheim Towers, warlocks, dark rituals, fortress, ruins | whiterun | factory skyrim-official-20260814-v2.0 | |
| felsaad_tern_feathers | None | Felsaad Tern Feathers are white feathers an ingredient dropped by Felsaad terns, known for their restorative and defensive alchemical properties. Alchemy effects: Restore Health, Fortify Light Armor, Cure Disease, and Resist Magic. | alchemist | Felsaad Tern Feathers are white feathers an ingredient dropped by Felsaad terns, known for their restorative and defensive alchemical properties. You do not know the alchemical effects of this ingredient. However, an alchemist might. | Everyone | items | custom | ||
| fenn's_gulch_mine | None | Fenn's Gulch Mine is a small silver mine located in the northwestern part of Karthwasten in the Reach. There is nothing of interest at this location. | reachtraveler | Fenn's Gulch Mine is a small silver mine located in the northwestern part of Karthwasten in the Reach. You do not know anything else about this area. | commonfalkreathwhiterunhjaalmarchhaafingar | Karthwasten, Reach, silver, mining, mine, ore | reach | factory skyrim-official-20260814-v2.0 | |
| feyfolken | None | Feyfolken, written by Waughin Jarth, tells the story of Thaurbad Hulzik, a scribe suffering from the Crimson Plague and his encounters with a cursed quill enchanted by a Daedric spirit called Feyfolken. Set during the Second Era, Thaurbad lives a solitary life, communicating only through written words after losing his voice. His discovery of the magical Feyfolken quill leads him to great artistic and professional success, as it brings his mundane writings to life with divine beauty. However, the quill's magic takes a sinister turn, gradually driving Thaurbad to madness and ultimately leading to his tragic death. The story delves into themes of creativity, the destructive nature of power, and the fine line between genius and madness. The narrative explores the complexities of magical influence and the moral consequences of using enchanted tools, particularly in the context of Thaurbad’s transformation from a humble scribe to a cursed artist. His story is a tragic commentary on the dangers of seeking perfection through unnatural means and the corrupting force of magical power. This tale spans multiple volumes, offering a detailed examination of the interaction between Thaurbad and the Feyfolken quill, and the gradual unraveling of his life due to its influence. | scholar | Feyfolken, you do not know the author of the book and have limited knowledge of it, tells the story of Thaurbad Hulzik, a scribe whose discovery of a cursed quill leads him to artistic success but ultimately drives him to madness and death. The themes of creativity, the destructive nature of power, and the fine line between genius and madness are explored, illustrating the corrupting influence of magical tools. | common | Waughin Jarth, Thaurbad Hulzik, Crimson Plague, Daedric spirit, cursed quill, Second Era, scribes, enchantment, madness, corrupting power | lore | factory skyrim-official-20260814-v2.0 | |
| fiery_soul_trap | None | These magical effects are offensive Conjuration & Destruction enchantments that combine fire damage with the ability to trap a defeated foe;s soul in a soul gem. This effect is available on enchanted weapons and through custom enchanting, bridging the gap between Destruction and Conjuration magic. | mage | This effect combines fire damage and soul trapping, capturing a soul when the enemy is defeated. A mage might know more though. | common | Conjuration, Destruction, Enchanting, Soul Gems, Fire Damage, enchanted weapons, soul trapping | spells | factory skyrim-official-20260814-v2.0 | |
| fire_and_darkness | Fire and Darkness: The Brotherhoods of Death | Fire and Darkness: The Brotherhoods of Death, written by Ynir Gorming, is a historical examination of the Morag Tong, an ancient assassin guild of Morrowind, and its eventual split into the infamous Dark Brotherhood. The text delves into the origins of the Morag Tong, its worship of Sithis and Mephala, and its role in Morrowind's political landscape. The book highlights key events, such as the Morag Tong's assassination of Emperor Reman and its subsequent outlawing, leading to the formation of the Dark Brotherhood, a secular organization that continued the tradition of assassination for profit, but diverged from the Tong's religious ties. Themes of secrecy, betrayal, and the shifting nature of power are explored, emphasizing the moral and philosophical divisions between the two guilds. The book also touches upon the enduring conflict between the Morag Tong and the Dark Brotherhood, rooted in religious schism, with the Dark Brotherhood continuing to revere Mephala, despite the Morag Tong’s eventual abandonment of her worship in favor of Vivec. The text presents a detailed, often grim, exploration of the assassination guilds and their influence on Tamriel's history. This work is part of a larger collection that includes The Sage and The Final Lesson, where the same characters are explored further. The book provides insights into the darker aspects of Tamriel's past, emphasizing how the two guilds' violent legacy continues to shape the world. | scholardark_brotherhoodmorag_tong | Fire and Darkness: The Brotherhoods of Death, you do not know the author of the book and have limited knowledge of it, examines the history of the Morag Tong and its split into the Dark Brotherhood, focusing on themes of secrecy, betrayal, and the shifting nature of power. The book explores the moral and philosophical divisions between the two guilds, emphasizing their influence on Morrowind's politics and Tamriel's darker history. | common | Morag Tong, Dark Brotherhood, Mephala, Sithis, Vivec, Morrowind, Emperor Reman, Ynir Gorming, assassination, religious schism | lore | factory skyrim-official-20260814-v2.0 | |
| fireball | None | Fireball is a Destruction spell that hurls an explosive ball of fire at a target, dealing damage in an area of effect upon impact. It requires an Apprentice skill level to cast. | mage | Fireball is a spell that hurls a fiery ball at a target, causing an explosion that deals damage in an area around it. You do not know much else about this spell. | common | Destruction, fire, explosion, area of effect, Apprentice, offensive magic | spells | factory skyrim-official-20260814-v2.0 | |
| firebolt | None | Firebolt is a Destruction spell that hurls a single bolt of fire at a target, dealing immediate fire damage upon impact. It requires an Apprentice skill level to cast. | mage | Firebolt is a spell that launches a single bolt of fire at a target, causing immediate fire damage upon impact. You do not know much else about this spell. | common | Destruction, fire damage, Apprentice, offensive magic, spells, elemental magic | spells | factory skyrim-official-20260814-v2.0 | |
| fire_breath | yol toor shul | Fire Breath is a Shout that allows you to inhale air and exhale a powerful flame, creating an inferno. The three words of power in this Shout are Yol (Fire), which conjures the flames; Toor (Inferno), which intensifies the blaze into a fiery eruption; and Shul (Sun), which amplifies the heat and power of the flames to scorch your enemies. | dragon | This is a Dragon Shout. You do not know much about Dragon shouts, or their language. | common | Dragon Shout, Dragon Language, Yol, Toor, Shul, Fire Magic, Flames, Words of Power | spells | factory skyrim-official-20260814-v2.0 | |
| fire_damage | None | These magical effects are offensive Destruction abilities that deal burning damage over time, reflecting the raw power of flames. This effect is available as a spell, can be applied through custom enchanting, and is also found on enchanted gear, making it a staple for combat mages. | mage | This spell burns enemies with fire, causing damage over time and making them weaker. A mage might know more though. | common | Destruction, Enchanting, burning damage, damage over time, offensive magic, enchanted gear, custom enchanting, combat mages | spells | factory skyrim-official-20260814-v2.0 | |
| fire_petal | None | Fire Petal, a red plant originating from Vvardenfell, is an ingredient that can be purchased from Khajiit caravans. Alchemy effects: Damage Health, Resist Fire, Spell Absorption, and Paralysis. | alchemist | Fire Petal, a red 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, Damage Health, Resist Fire, Spell Absorption, Paralysis, ingredient | items | factory skyrim-official-20260814-v2.0 | |
| fire_rune | None | Fire Rune is a Destruction spell that places a magical explosive rune on the ground, which detonates when triggered, dealing fire damage to nearby enemies. It requires an Apprentice skill level to cast. | mage | Fire Rune is a spell that places an explosive rune on the ground, which detonates when triggered, dealing fire damage to nearby enemies. You do not know much else about this spell. | common | Destruction, Fire Damage, Apprentice, runes, explosions, traps, ground spells | spells | factory skyrim-official-20260814-v2.0 | |
| fire_salts | None | Fire Salts are dropped by flame atronachs, valued for their fiery nature and their ability to enhance magical properties. Alchemy effects: Weakness to Frost, Resist Fire, Restore Magicka, and Regenerate Magicka. | alchemist | Fire Salts are dropped by flame atronachs, valued for their fiery nature and their ability to enhance magical properties. You do not know the alchemical effects of this ingredient. However, an alchemist might. | Everyone | items | custom | ||
| fire_storm | None | Fire Storm is a Destruction spell that creates a massive explosion of fire, causing intense fire damage over a wide area. It requires a Master skill level to cast. | mage | Fire Storm is a spell that creates a massive explosion of fire, dealing intense fire damage over a large area. You do not know much else about this spell. | common | Destruction, Fire Damage, Master skill, area of effect, explosion, offensive magic | spells | factory skyrim-official-20260814-v2.0 | |
| first_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, King Eplear, High King Harald, Alessian Slave Rebellion, Alessian Empire, Ayleids, War of the First Council, Chimer, Dwemer, Emperor Reman III, Akaviri Potentate, Second Era | lore | factory skyrim-official-20260814-v2.0 | |
| five_songs_of_king_wulfharth | Five Songs of Wulfharth | The Five Songs of King Wulfharth, written by an anonymous author, is a collection of epic tales surrounding the legendary Nordic King Wulfharth, also known as the Ash King. The songs trace his journey from his fiery ascent to the throne of Atmora, to his tragic death and rebirth, culminating in his betrayal at Red Mountain. The first four songs recount his feats, including the defeat of Orcish forces, the rebuilding of High Hrothgar, and his eventual rise from death as the Ash King, leading an army to reclaim the Heart of Shor. However, the fifth song reveals the tragic conclusion of his campaign, as he is betrayed by Dagoth-Ur, and the Nords face their ultimate defeat. The final song introduces an apocryphal narrative, presenting the secret history of Wulfharth's conflict with the Tribunal and the betrayal that led to the fall of Red Mountain. The themes of the songs include the power of destiny, the complexities of betrayal, and the consequences of seeking vengeance. The struggle between loyalty to one's people and the manipulation of gods and powers beyond mortal comprehension is central to the narrative. The work is a single volume, blending mythological elements with historical events, and serves as a reflection on the cost of ambition and the ever-present tension between the divine and the mortal. | scholar | The Five Songs of King Wulfharth, you do not know the author of the book and have limited knowledge of it, is a collection of epic tales chronicling the legendary Nordic King Wulfharth, exploring themes of destiny, betrayal, and vengeance. The songs reflect on the complex relationship between loyalty, divine manipulation, and the consequences of ambition. | common | Red Mountain, Atmora, High Hrothgar, Tribunal, Nords, Orcs, Battle of Red Mountain, betrayal, vengeance, destiny, Dagoth-Ur, Heart of Shor | lore | factory skyrim-official-20260814-v2.0 | |
| flame_atronach | Fire Atronach | Flame Atronachs are elemental Daedra originating from the realm of Infernace, a fiery domain composed of lava and flames. These beings appear to be made entirely of fire and can be found either unbound in the wild or summoned by skilled mages to serve various roles, such as guards or laborers. The process of summoning Flame Atronachs typically involves the spell known as Koron's Peremptory Summons, which allows conjurers to customize the specifics of the summon, including the Daedric form and the plane from which they are called. | magedaedrascholar | Flame Atronachs are elemental Daedra. These beings appear to be made entirely of fire and can be found either unbound in the wild. | common | Infernace, Oblivion, conjuration, summoning, Koron's Peremptory Summons, fire salts, atronite, elemental, mages, Daedra | creatures | factory skyrim-official-20260814-v2.0 | |
| flame_cloak | None | Flame Cloak is a Destruction spell that surrounds the caster with a fiery aura, dealing fire damage to nearby enemies. It requires an Adept skill level to cast. | mage | Flame Cloak is a spell that surrounds the caster with a fiery aura, dealing fire damage to any nearby enemies. You do not know much else about this spell. | common | Destruction, Fire Damage, Adept, cloaks, auras, close combat, self buffing | spells | factory skyrim-official-20260814-v2.0 | |
| flames | None | Flames is a Destruction spell that projects a continuous stream of fire, dealing fire damage to health and stamina. It requires a Novice skill level to cast. | mage | Flames is a spell that releases a continuous stream of fire, burning enemies and draining their health and stamina. You do not know much else about this spell. | common | Destruction, Fire Damage, Stamina, Novice, Magic, Health | spells | factory skyrim-official-20260814-v2.0 | |
| flame_stalk | None | Flame Stalk, a red stalk plant originating from the Shivering Isles, is an ingredient that can be purchased from Khajiit caravans. Alchemy effects: Restore Magicka, Fortify Health, Fortify Stamina, and Waterbreathing. | alchemist | Flame Stalk, a red stalk plant 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 | ||
| flame_thrall | None | Flame Thrall is a Conjuration spell that permanently summons a Flame Atronach to fight for the caster until it is defeated. It requires a Master skill level to cast. | mage | Flame Thrall is a spell that permanently summons a Flame Atronach to fight for the caster until it is defeated. You do not know much else about this spell. | common | Flame Atronach, Conjuration, Master skill, permanent summon, summoning, magic, combat magic, thrall | spells | factory skyrim-official-20260814-v2.0 | |
| flaming_familiar | None | Flaming Familiar is a Conjuration spell that summons an explosive spectral wolf that charges at enemies and detonates on impact. It requires an Apprentice skill level to cast. | mage | Flaming Familiar is a spell that summons a spectral wolf engulfed in flames, which charges at enemies and explodes upon impact. You do not know much else about this spell. | common | Conjuration, Apprentice, spectral wolf, explosion, summon, flames | spells | factory skyrim-official-20260814-v2.0 | |
| fletcher | Castle Fletcher | The Castle Fletcher is a store in Solitude that specializes in selling bows, arrows, and other ranged weapons. It is located on the outside of the walls of the Castle Dour courtyard, next to the Solitude Blacksmith. The store is run by Fihada, who offers a variety of bows and arrows for purchase, as well as buying them from customers. The shop caters to archers and adventurers in need of quality ranged weapons. | haafingartraveler | The Castle Fletcher is a store in Solitude that specializes in selling bows, arrows, and other ranged weapons. You do not know who runs the store.You do not know anything else about this area. | commonreachhjaalmarch | Solitude, Castle Dour, Fihada, Solitude Blacksmith, archery, bows, arrows, ranged weapons, merchants | haafingar | factory skyrim-official-20260814-v2.0 | |
| flight_from_the_thalmor | None | Flight from the Thalmor, written by Hadrik Oaken-Heart, is a harrowing first-person account of a Nord skald's defiance against the Thalmor and his subsequent flight for survival. The story begins with Hadrik's bold decision to sing of Talos, the revered god of Skyrim, in defiance of the Thalmor's ban on Talos worship, a law enforced by their Justiciars. His actions, which initially seemed like a simple act of defiance, lead to his capture and imprisonment by the Thalmor, where he faces the grim prospect of never leaving the secret detention camp alive. After an arduous escape, he spends the next nine days in constant flight, pursued relentlessly by the Aldmeri Dominion. The themes of the book center on resistance, pride, and the harsh realities of living under oppressive rule. Hadrik’s struggle symbolizes the broader Nordic resistance to the Thalmor’s authoritarian control over Skyrim, reflecting the tension between personal conviction and the threat of overwhelming power. The book is a single volume, offering a raw and emotional narrative of one man's fight for freedom in a world where the cost of defiance may be death. | scholarthalmor | Flight from the Thalmor, you do not know the author of the book and have limited knowledge of it, is a first-person account of a Nord skald’s defiance against the Thalmor and his desperate flight for survival. The book explores themes of resistance, personal conviction, and the harsh consequences of defying oppressive rule. | common | Thalmor, Aldmeri Dominion, Nords, Talos, Justiciars, Skyrim, skald, resistance, oppression, defiance, Talos worship | lore | factory skyrim-official-20260814-v2.0 | |
| fly_amanita | None | Fly Amanita is a red capped mushroom commonly found in caves, known for its fiery and strengthening properties. Alchemy effects: Resist Fire, Fortify Two-handed, Frenzy, and Regenerate Stamina. | alchemist | Fly Amanita is a red capped mushroom commonly found in caves, known for its fiery and strengthening properties. You do not know the alchemical effects of this ingredient. However, an alchemist might. | Everyone | items | custom | ||
| folgunthur | None | Folgunthur is a medium-sized Nordic ruin located southeast of Solitude and west of the Abandoned Shack in Hjaalmarch. The ruin is inhabited by draugr. | hjaalmarchtraveler | Folgunthur is a medium-sized Nordic ruin located southeast of Solitude and west of the Abandoned Shack in Hjaalmarch. You do not know anything else about this area. | commonwhiterunpalehaafingar | Hjaalmarch, Solitude, Abandoned Shack, Nordic ruins, Draugr, tombs, Haafingar, ancient ruins | hjaalmarch | factory skyrim-official-20260814-v2.0 | |
| forebears'_holdout | None | Forebears' Holdout is a small cave located southeast of Dragon Bridge in Haafingar. To find the entrance, follow the road south-southeast from Dragon Bridge into the surrounding wilderness. | hjaalmarchtraveler | Forebears' Holdout is a small cave located southeast of Dragon Bridge in Haafingar.You do not know anything else about this area. | commonwhiterunpalehaafingar | Dragon Bridge, Haafingar, caves, Forebears, Hammerfell, Redguards, wilderness | hjaalmarch | factory skyrim-official-20260814-v2.0 | |
| forelhost | None | Forelhost is a medium-sized Nordic ruin located southeast of Riften and west of Stendarr's Beacon in the Rift. It is home to a large amount of draugr. Rumours of a Dragon Priest live in the ruins. | rifttraveler | Forelhost is a medium-sized Nordic ruin located southeast of Riften and west of Stendarr's Beacon in the Rift.You do not know anything else about this area. | commoneastmarchfalkreath | Nordic ruin, Riften, Stendarr's Beacon, Draugr, Dragon Priest, The Rift | rift | factory skyrim-official-20260814-v2.0 | |
| forgotten_vale | None | The Forgotten Vale is an isolated region located in northwestern Skyrim, once inhabited by the Snow Elves, who worshipped the god Auri-El. This secluded area is only accessible after navigating both Darkfall Cave and Darkfall Passage, and it provides access to eight distinct locations: Darkfall Grotto, Darkfall Passage, Forgotten Vale Cave, Forgotten Vale Forest, Forgotten Vale Overlook, the Glacial Crevice, the Inner Sanctum, and Sharpslope Cave. Now, the Forgotten Vale is home to the corrupted Falmer, once the Snow Elves, along with a variety of dangerous creatures such as frost giants. The Snow Elves once built a temple dedicated to Auri-El, which can be found in the Inner Sanctum | snow_elftraveler | The Forgotten Vale is an isolated region located in northwestern Skyrim, once inhabited by the Snow Elves, who worshipped the god Auri-El. It is hidden somwhere in Haafingar Hold.You do not know anything else about this area. | commondawnguardvolkihar | Snow Elf, Auri-El, Darkfall Cave, Inner Sanctum, Falmer, Haafingar, Frost Giant, Darkfall Passage, Forgotten Vale Forest, Glacial Crevice | haafingar | factory skyrim-official-20260814-v2.0 | |
| fork_of_horripilation | Forky | The Fork of Horripilation is a cursed artifact of Sheogorath, appearing as a simple iron fork with enchantments that excite magicka and curse its wielder with magicka-draining effects. Fondly called "Forky" by Sheogorath, it is often used by the Mad God to torment mortals by forcing them to wield it as a weapon. The Fork has a strange history, including being "lost" during Sheogorath's visit to the Dragon Priest Korthor in the Merethic Era and later recovered by the Vestige in various Sheogorath-related trials. Notably, it smells faintly of roast beef, adding to its bizarre nature. | daedrascholar | The Fork of Horripilation is a cursed artifact of Sheogorath, appearing as a simple iron fork that drains magicka and torments its wielder. Known as "Forky," it has a bizarre history and is often used by Sheogorath to torment mortals, smelling faintly of roast beef. | esoteric | Sheogorath, Daedric artifact, cursed weapon, magicka drain, Korthor, Merethic Era, Mad God, roast beef | artifacts | factory skyrim-official-20260814-v2.0 | |
| forsaken_cave | None | Forsaken Cave is a medium-sized cave located west of Windhelm, inhabited by ice wraiths and draugr. | paletraveler | Forsaken Cave is a medium-sized cave located west of Windhelm.You do not know anything else about this area. | commoneastmarchwinterholdwhiterunhjaalmarch | Windhelm, Ice Wraiths, Draugr, Nordic Ruins, The Pale, Caves | pale | factory skyrim-official-20260814-v2.0 | |
| forsworn | Madmen of the Reach | The Forsworn, also known as the Madmen of the Reach, are a faction of insurgent Reachmen who claim to be the rightful rulers of the Reach in western Skyrim. Their rebellion began after the Markarth Incident in 4E 176, when the Empire, distracted by the Great War, left the region vulnerable. The Reachmen briefly took control of Markarth but were ousted by a Nord militia led by Ulfric Stormcloak. Following this, the surviving Reachmen fled into the wilderness, forming the Forsworn, a guerrilla faction committed to driving out the Nords and restoring their independence. The Forsworn are known for their primitive, tribal appearance and society, with their warriors clad in fur, feathers, and bones. They follow hagravens, matriarchal witches who perform dark rituals, including the creation of Briarhearts—Forsworn warriors who undergo a ritual where their hearts are replaced by Briar Hearts, giving them unnatural strength. The Forsworn reject all attempts at peace, instead waging a relentless campaign of violence against Nords and the Empire, seeking vengeance for their lost land. | forswornwitch | The Forsworn, also called the Madmen of the Reach, are a faction of Reachmen fighting to reclaim the Reach in western Skyrim. Their rebellion began after the Markarth Incident in 4E 176, when they were ousted by Ulfric Stormcloak's militia. Living in the wilderness, they formed a guerrilla faction, known for their tribal society and allegiance to hagravens, who conduct dark rituals like creating Briarhearts. Rejecting peace, the Forsworn wage a violent campaign against Nords and the Empire to restore their independence. | common | Reachmen, The Reach, Markarth Incident, Ulfric Stormcloak, Great War, Hagravens, Briarhearts, Markarth, Nords, Empire, guerrilla warfare | lore | factory skyrim-official-20260814-v2.0 | |
| forsworn_arrow | None | Forsworn Arrow is an arrow that deals good damage. Its visual design is rough and tribal, with a wooden shaft, a chipped stone tip, and uneven feather fletching bound with sinew. It can not be crafted, but found on the Forsworn in the reach. | blacksmith | Forsworn Arrow is an arrow that deals good damage. Its visual design is rough and tribal, with a wooden shaft, a chipped stone tip, and uneven feather fletching bound with sinew. You do not know how to craft it, but a blacksmith would. | Everyone | equipment | custom | ||
| forsworn_equipment | forsworn arrow, forsworn armor, forsworn boots, forsworn gauntlets, forsworn headdress, Forsworn Helmet | Forsworn equipment includes Reachfolk arrows, hide armor, boots, gauntlets, and antlered headdresses. Bone, fur, leather, and rough natural materials give it a ritualized appearance closely tied to Forsworn life in the Reach. Individual pieces serve different combat roles, but their exact damage, protection, and crafting requirements depend on the piece rather than the family name. | blacksmithwarriormerchantforsworn | Forsworn equipment includes Reachfolk arrows, hide armor, boots, gauntlets, and antlered headdresses. Individual pieces differ in use. | common | Forsworn, the Reach, Reachfolk, bone, fur, leather, hide armor, ritual, arrows, antlers | equipment | factory skyrim-official-20260814-v2.0 | |
| fort_amol | None | Fort Amol is a medium-sized fort located southwest of Windhelm and northwest of Darkwater Crossing in Eastmarch. Positioned near the White River, its walls are easily visible from the riverbank, with a small stone cairn marking the path to its entrance. It is rumoured that dangerous mages have occupied the fort. | eastmarchimperial_legionstormcloakstraveler | Fort Amol is a medium-sized fort located southwest of Windhelm and northwest of Darkwater Crossing in Eastmarch.You do not know anything else about this area. | commonpaleriftwinterholdwhiterun | Eastmarch, Windhelm, Darkwater Crossing, White River, mages, forts, ruins, Imperial Legion, Stormcloaks | eastmarch | factory skyrim-official-20260814-v2.0 | |
| fort_dawnguard | None | Fort Dawnguard is a large, ancient fort located southeast of Riften near Stendarr's Beacon, serving as the headquarters for the Dawnguard, an order of vampire hunters dedicated to protecting Skyrim from the Volkihar clan. The fort is hidden in the eastern Rift and can only be accessed through Dayspring Canyon. Built in the Second Era by the Jarl of Riften to contain his son, who had contracted vampirism, the fort was guarded by the mercenary band that became the Dawnguard. Over time, the threat of vampires faded, and the fort fell into disuse. Isran now leads efforts to rebuild the Dawnguard and combat the rising vampire menace, restoring the fort to its former purpose as a bastion against darkness. | riftdawnguardvampirevolkihartraveler | Fort Dawnguard is a large, ancient fort located southeast of Riften near Stendarr's Beacon, serving as the headquarters for the Dawnguard, an order of vampire hunters dedicated to protecting Skyrim from the Volkihar clan.You do not know anything else about this area. | common | Dawnguard, Volkihar, Vampirism, Riften, Stendarr's Beacon, Dayspring Canyon, Isran, Second Era, Vampire Hunting, Stendarr | rift | factory skyrim-official-20260814-v2.0 | |
| fort_dunstad | None | Fort Dunstad is a large fort located south of Dawnstar and west of Duskglow Crevice in The Pale. It is occupied by bandits. | paleimperial_legionstormcloakstraveler | Fort Dunstad is a large fort located south of Dawnstar in The Pale.You do not know anything else about this area. | commoneastmarchwinterholdwhiterunhjaalmarch | Dawnstar, The Pale, Duskglow Crevice, bandits, fort, military installation | pale | factory skyrim-official-20260814-v2.0 | |
| fort_fellhammer | None | Fort Fellhammer is a medium-sized fort and iron mine located south of Dawnstar, in the Winterhold region. It sits off the paved road that leads southwest to Fort Dunstad, near the point where the road turns east after passing Red Road Pass. A dirt path branches off from the road at this turn, leading eastward to the fort. Once a strategic military outpost, the fort is now occupied by a group of bandits who have taken over the iron mine and its surrounding area. These bandits use the fort as a hideout. | winterholdimperial_legionstormcloakstraveler | Fort Fellhammer is a medium-sized fort and iron mine located south of Dawnstar, in the Winterhold region.You do not know anything else about this area. | commonpaleeastmarch | Dawnstar, Winterhold, Iron Mine, Bandit, Fort Dunstad, Red Road Pass, Military Outpost | winterhold | factory skyrim-official-20260814-v2.0 | |
| fort_frostmoth | None | Fort Frostmoth is a small Imperial fort located south of Highpoint Tower and northeast of Hrodulf's House on Solstheim. Once a bastion of Imperial presence on the island, the fort has since been overrun by ash spawn, hostile creatures tied to Solstheim's volatile volcanic environment. | solstheimimperial_legiontraveler | You do not know anything about this area. | common | Solstheim, Imperial Legion, Ash Spawn, Highpoint Tower, Hrodulf's House, volcanic environment, Imperial fort | solstheim | factory skyrim-official-20260814-v2.0 | |
| fort_greenwall | None | Fort Greenwall is a large, strategically located fort north-northwest of Riften and south-southeast of Shor's Stone in the Rift. It is well known that the fort has been taken over by bandits, blocking trade northwards. However both the Imperial Legion and Stormcloaks are planning to take the fort. | riftimperial_legionstormcloakstraveler | Fort Greenwall is a large, strategically located fort north-northwest of Riften.You do not know anything else about this area. | commoneastmarchfalkreath | Riften, Shor's Stone, Bandits, Imperial Legion, Stormcloaks, Trade Routes, The Rift, Military Fortifications | rift | factory skyrim-official-20260814-v2.0 | |
| fort_greymoor | None | Fort Greymoor is a medium-sized stronghold located west of Whiterun and south of Redoran's Retreat, strategically positioned on the plains of Whiterun Hold. It is occupied by bandits. The fort consists of two distinct zones: the main structure, Fort Greymoor, and its adjoining prison. Surrounded by crumbling walls and guarded by towers, the fort serves as both a defensive position and a staging ground for its occupants. | whiterunimperial_legionstormcloakstraveler | Fort Greymoor is a medium-sized stronghold located west of Whiterun.You do not know anything else about this area. | commonfalkreatheastmarchreachpalehjaalmarch | Whiterun Hold, Whiterun, Redoran's Retreat, bandits, strongholds, prisons, ruins, plains | whiterun | factory skyrim-official-20260814-v2.0 | |
| fort_hraggstad | None | Fort Hraggstad is a medium-sized fort located west of Solitude and east of Steepfall Burrow in Haafingar. It is occupied by bandits, the fort serves as a stronghold in the region, offering a strategic vantage point. | haafingarimperial_legionstormcloakstraveler | Fort Hraggstad is a medium-sized fort located west of Solitude in Haafingar. You do not know anything else about this area. | commonreachhjaalmarch | Solitude, Haafingar, Steepfall Burrow, bandits, military stronghold, strategic vantage point | haafingar | factory skyrim-official-20260814-v2.0 | |
| fortified_combat_healing | None | These magical effects are restorative Restoration enchantments that enhance the caster;s ability to regenerate health during combat. This effect is only available on enchanted items, providing warriors with sustained recovery in prolonged battles. | magehealer | This enchantment helps you heal faster during fights, keeping you alive longer. A mage might know more though. | common | Restoration, Enchanting, health regeneration, enchanted items, combat recovery, warriors | spells | factory skyrim-official-20260814-v2.0 | |
| fortify_alchemy | None | These magical effects are utility-focused Restoration enchantments that enhance the potency of crafted potions and poisons, maximizing their effects. This effect is available through custom enchanting and is also found on enchanted gear, making it a favored choice for skilled alchemists. | magehealer | This enchantment makes potions and poisons you create stronger and more effective. A mage might know more though. | common | Restoration, Enchanting, Potions, Poisons, Alchemists, Enchanted gear, Potion crafting | spells | factory skyrim-official-20260814-v2.0 | |
| fortify_alteration | None | These magical effects are utility-focused Restoration abilities that enhance the caster;s skill in Alteration magic, increasing the duration and effectiveness of spells. This effect is available in pre-crafted potions, can be brewed into custom potions, and can also be applied to enchanted gear. Generally combining at least two of the following ingredients, provided they share this effect, will create a potion with the Fortify Alteration effect: Grass Pod, River Betty, Spriggan Sap | alchemistmagehealer | This magic helps you cast Alteration spells better, making them stronger or last longer. An alchemist or mage might know more though. | common | Alteration, Restoration, Alchemy, Enchanting, Grass Pod, River Betty, Spriggan Sap, Potions, Spell Duration | spells | factory skyrim-official-20260814-v2.0 | |
| fortify_archery | Fortify Marksman | These magical effects are utility-focused Restoration abilities that improve the precision and damage of bow attacks. This effect is available in pre-crafted potions, can be brewed into custom potions, and can also be applied to enchanted gear, making it indispensable for marksmen and hunters. Generally combining at least two of the following ingredients, provided they share this effect, will create a potion with the Fortify Archery effect: Canis Root, Elves Ear, Juniper Berries, Spider Egg | alchemistmagehealer | This enchantment improves your aim and the damage of your bow attacks, useful for hunters. An alchemist or mage might know more though. | common | Restoration, Enchanting, Alchemy, marksmen, hunters, Canis Root, Elves Ear, Juniper Berries, Spider Egg, archery | spells | factory skyrim-official-20260814-v2.0 | |
| fortify_barter | None | These magical effects are utility-focused Restoration abilities that enhance the caster;s ability to negotiate better prices, reflecting subtle charm and influence. This effect is available in pre-crafted potions, can be brewed into custom potions, and can also be applied to enchanted gear. Generally combining at least two of the following ingredients, provided they share this effect, will create a potion with the Fortify Barter effect: Dragon's Tongue, Tundra Cotton | alchemistmagehealer | This magic helps you get better deals when trading, making it easier to save money. An alchemist or mage might know more though. | common | Restoration, alchemy, enchanting, Dragon's Tongue, Tundra Cotton, potions, trading, commerce, charms | spells | factory skyrim-official-20260814-v2.0 | |
| fortify_block | None | These magical effects are utility-focused Restoration abilities that increase the effectiveness of shield usage, reducing damage from physical attacks and enhancing defensive capabilities. This effect is available in pre-crafted potions, can be brewed into custom potions, and can also be applied to enchanted gear. Generally combining at least two of the following ingredients, provided they share this effect, will create a potion with the Fortify Block effect: Bleeding Crown, Honeycomb, Pearl, Slaughterfish Scales | alchemistmagehealer | This enchantment makes shields more effective, helping you block more damage in combat. An alchemist or mage might know more though. | common | Restoration, Shields, Enchanting, Bleeding Crown, Honeycomb, Pearl, Slaughterfish Scales, Potions, Alchemy, Defensive magic | spells | factory skyrim-official-20260814-v2.0 | |
| fortify_carry_weight | None | These magical effects are utility-focused Restoration abilities that increase the caster;s carrying capacity, allowing them to transport more items without becoming encumbered. This effect is available in pre-crafted potions, can be brewed into custom potions, and can also be applied to enchanted gear, making it invaluable for adventurers and traders. Generally combining at least two of the following ingredients, provided they share this effect, will create a potion with the Fortify Carry Weight effect: Creep Cluster, Giant's Toe, Hawk Beak, River Betty, Scaly Pholiota, Wisp Wrappings | alchemistmagehealer | This enchantment lets you carry more items without being slowed down. An alchemist or mage might know more though. | common | Restoration, Alchemy, Enchanting, Creep Cluster, Giant's Toe, Hawk Beak, River Betty, Scaly Pholiota, Wisp Wrappings, encumbrance, potions | spells | factory skyrim-official-20260814-v2.0 | |
| fortify_conjuration | None | These magical effects are utility-focused Restoration abilities that amplify the caster;s skill in Conjuration magic, extending the power and duration of spells. This effect is available in pre-crafted potions, can be brewed into custom potions, and can also be applied to enchanted gear. Generally combining at least two of the following ingredients, provided they share this effect, will create a potion with the Fortify Conjuration effect: Blue Butterfly Wing, Blue Mountain Flower, Frost Salts | alchemistmagehealer | This magic makes Conjuration spells stronger, making summoned creatures more powerful. An alchemist or mage might know more though. | common | Conjuration, Restoration, alchemy, enchanting, Blue Butterfly Wing, Blue Mountain Flower, Frost Salts, summoned creatures | spells | factory skyrim-official-20260814-v2.0 | |
| fortify_destruction | None | These magical effects are utility-focused Restoration abilities that boost the effectiveness of Destruction spells, increasing the damage dealt by fire, frost, and shock magic. This effect is available in pre-crafted potions, can be brewed into custom potions, and can also be applied to enchanted gear. Generally combining at least two of the following ingredients, provided they share this effect, will create a potion with the Fortify Destruction effect: Glowing Mushroom, Nightshade, Glowing Dust, Salt Pile | alchemistmagehealer | This enchantment makes Destruction spells hit harder, dealing more damage to enemies. An alchemist or mage might know more though. | common | Destruction, Restoration, fire magic, frost magic, shock magic, alchemy, enchanting, Glowing Mushroom, Nightshade, Glowing Dust, Salt Pile | spells | factory skyrim-official-20260814-v2.0 | |
| fortify_enchanting | None | These magical effects are utility-focused Restoration abilities that improve the caster;s ability to create powerful enchantments, ensuring more potent effects on weapons, armor, and jewelry. This effect is available in pre-crafted potions and can also be brewed into custom potions, making it a critical tool for enchanters. Generally combining at least two of the following ingredients, provided they share this effect, will create a potion with the Fortify Enchanting effect: Blue Butterfly Wing, Hagraven Claw, Snowberries, Spriggan Sap | alchemistmagehealer | This magic helps you create stronger enchantments, making enchanted gear more powerful. An alchemist or mage might know more though. | common | Restoration, Enchanting, Alchemy, Blue Butterfly Wing, Hagraven Claw, Snowberries, Spriggan Sap, Hagraven, Spriggan, Potions | spells | factory skyrim-official-20260814-v2.0 | |
| fortify_health | None | These magical effects are utility-focused Restoration abilities that increase the caster;s maximum health, improving their resilience and ability to endure greater damage. This effect is available in pre-crafted potions, can be brewed into custom potions, and can also be applied to enchanted gear. Generally combining at least two of the following ingredients, provided they share this effect, will create a potion with the Fortify Health effect: Bear Claws, Blue Mountain Flower, Giant's Toe, Glowing Mushroom, Hanging Moss, Wheat | alchemistmagehealer | This magic increases your health, making it easier to survive in battles. An alchemist or mage might know more though. | common | Restoration, potions, enchanting, alchemy, Bear Claws, Blue Mountain Flower, Giant's Toe, Glowing Mushroom, Hanging Moss, Wheat, health | spells | factory skyrim-official-20260814-v2.0 | |
| fortify_heavy_armor | None | These magical effects are utility-focused Restoration abilities that enhance the effectiveness of heavy armor, increasing durability and reducing incoming damage. This effect is available in pre-crafted potions, can be brewed into custom potions, and can also be applied to enchanted gear, making it a favorite among knights and warriors. Generally combining at least two of the following ingredients, provided they share this effect, will create a potion with the Fortify Heavy Armor effect: Sabre Cat Tooth, Slaughterfish Scales, Thistle Branch, White Cap | alchemistmagehealer | This enchantment makes heavy armor more effective, helping you stay safe in combat. An alchemist or mage might know more though. | common | Restoration, Enchanting, Alchemy, knights, warriors, Sabre Cat Tooth, Slaughterfish Scales, Thistle Branch, White Cap, heavy armor | spells | factory skyrim-official-20260814-v2.0 | |
| fortify_illusion | None | These magical effects are utility-focused Restoration abilities that strengthen the caster;s skill in Illusion magic, increasing the duration and potency of spells that manipulate the minds of others. This effect is available in pre-crafted potions, can be brewed into custom potions, and can also be applied to enchanted gear. Generally combining at least two of the following ingredients, provided they share this effect, will create a potion with the Fortify Illusion effect: Dwarven Oil, Fire Salts, Taproot | alchemistmagehealer | This magic makes Illusion spells stronger, improving their ability to trick or calm enemies. An alchemist or mage might know more though. | common | Illusion, Restoration, Dwarven Oil, Fire Salts, Taproot, Alchemy, Enchanting, mind manipulation, potion brewing | spells | factory skyrim-official-20260814-v2.0 | |
| fortify_light_armor | None | These magical effects are utility-focused Restoration abilities that improve the protection provided by light armor, increasing mobility while reducing incoming damage. This effect is available in pre-crafted potions, can be brewed into custom potions, and can also be applied to enchanted gear, making it ideal for agile adventurers. Generally combining at least two of the following ingredients, provided they share this effect, will create a potion with the Fortify Light Armor effect: Bear Claws, Hawk Feathers, Honeycomb, Mudcrab Chitin | alchemistmagehealer | This magic makes light armor more protective while still keeping you agile. An alchemist or mage might know more though. | common | Restoration, Light Armor, Alchemy, Bear Claws, Hawk Feathers, Honeycomb, Mudcrab Chitin, Mudcrab, Potions | spells | factory skyrim-official-20260814-v2.0 | |
| fortify_lockpicking | None | These magical effects are utility-focused Restoration abilities that enhance the caster;s ability to pick locks, reducing the difficulty of opening even the most complex mechanisms. This effect is available in pre-crafted potions, can be brewed into custom potions, and can also be applied to enchanted gear, making it essential for treasure hunters and thieves. Generally combining at least two of the following ingredients, provided they share this effect, will create a potion with the Fortify Lockpicking effect: Falmer Ear, Namira's Rot, Pine Thrush Egg, Spider Egg | alchemistmagehealerthieves_guild | This enchantment makes it easier to pick locks, helping you open even the toughest chests. An alchemist or mage might know more though. | common | Restoration, Enchanting, Alchemy, Falmer Ear, Namira's Rot, Pine Thrush Egg, Spider Egg, Thieves Guild, Namira, Falmer | spells | factory skyrim-official-20260814-v2.0 | |
| fortify_magicka | None | These magical effects are utility-focused Restoration abilities that increase the caster;s maximum magicka, enabling them to cast more powerful spells or sustain prolonged magical activity. This effect is available in pre-crafted potions, can be brewed into custom potions, and can also be applied to enchanted gear. Generally combining at least two of the following ingredients, provided they share this effect, will create a potion with the Fortify Magicka effect: Briar Heart, Ectoplasm, Frost Salts, Red Mountain Flower, Tundra Cotton, Void Salts | alchemistmagehealer | This enchantment increases your magicka, letting you cast more spells before running out. An alchemist or mage might know more though. | common | Magicka, Restoration, alchemy, enchanting, Briar Heart, Ectoplasm, Void Salts, Red Mountain Flower, Tundra Cotton, spellcasting | spells | factory skyrim-official-20260814-v2.0 | |
| fortify_onehanded | None | These magical effects are utility-focused Restoration abilities that increase the damage dealt with one-handed weapons, such as swords, daggers, and maces. This effect is available in pre-crafted potions, can be brewed into custom potions, and can also be applied to enchanted gear, making it indispensable for duelists and rogues. Generally combining at least two of the following ingredients, provided they share this effect, will create a potion with the Fortify One-handed effect: Bear Claws, Canis Root, Hanging Moss, Rock Warbler Egg | alchemistmagehealer | This magic makes one-handed weapons, like swords and daggers, deal more damage. An alchemist or mage might know more though. | common | one-handed weapons, swords, daggers, maces, Restoration, alchemy, enchanting, Bear Claws, Canis Root, Hanging Moss, Rock Warbler Egg | spells | factory skyrim-official-20260814-v2.0 | |
| fortify_persuasion | None | These magical effects are utility-focused Restoration enchantments that enhance the caster;s ability to influence others in dialogue, increasing the likelihood of success in persuasion, intimidation, or bargaining. This effect is only available on enchanted gear, making it a rare boon for charismatic adventurers. | magehealer | This enchantment improves your ability to persuade or intimidate others in conversations. A mage might know more though. | common | Restoration, Enchanting, Persuasion, Intimidation, Bargaining, Dialogue, Enchanted Gear | spells | factory skyrim-official-20260814-v2.0 | |
| fortify_pickpocket | None | These magical effects are utility-focused Restoration abilities that improve the caster;s skill in stealing from others, reducing the chance of detection while pickpocketing. This effect is available in pre-crafted potions, can be brewed into custom potions, and can also be applied to enchanted gear. Generally combining at least two of the following ingredients, provided they share this effect, will create a potion with the Fortify Pickpocket effect: Blue Dartwing, Nordic Barnacle, Orange Dartwing, Slaughterfish Egg, Spadefish | alchemistmagehealerthieves_guild | This magic makes it easier to pick pockets without being noticed. An alchemist or mage might know more though. | common | Restoration, Enchanting, Alchemy, Blue Dartwing, Nordic Barnacle, Orange Dartwing, Slaughterfish Egg, Spadefish, Thieves Guild, Slaughterfish | spells | factory skyrim-official-20260814-v2.0 | |
| fortify_restoration | None | These magical effects are utility-focused Restoration abilities that enhance the caster;s proficiency in Restoration magic, improving the power and duration of healing, ward, and recovery spells. This effect is available in pre-crafted potions, can be brewed into custom potions, and can also be applied to enchanted gear. Generally combining at least two of the following ingredients, provided they share this effect, will create a potion with the Fortify Restoration effect: Abecean Longfin, Cyrodilic Spadetail, Pygmy Sunfish, Salt Pile, Small Antlers, Yellow Mountain Flower | alchemistmagehealer | This magic makes Restoration spells stronger, improving your healing and protective spells. An alchemist or mage might know more though. | common | Restoration, healing, wards, alchemy, enchanting, Abecean Longfin, Cyrodilic Spadetail, Salt Pile, Small Antlers, Yellow Mountain Flower, Pygmy Sunfish | spells | factory skyrim-official-20260814-v2.0 | |
| fortify_shouts | None | These magical effects are utility-focused Restoration enchantments that reduce the cooldown time of shouts, allowing the caster to use their Thu;um more frequently. This effect is only available on enchanted gear, making it a rare and valuable boon for the Dragonborn. | magehealer | This enchantment reduces the time you have to wait between shouts, letting you use them more frequently. A mage might know more though. | common | Thu'um, Dragonborn, Restoration, Enchanting, shout cooldown, enchanted gear, Dragons, Way of the Voice, Greybeards | spells | factory skyrim-official-20260814-v2.0 | |
| fortify_smithing | None | These magical effects are utility-focused Restoration abilities that enhance the caster;s proficiency in crafting and improving weapons and armor, resulting in superior-quality gear. This effect is available in pre-crafted potions, can be brewed into custom potions, and can also be applied to enchanted gear, making it invaluable for blacksmiths. Generally combining at least two of the following ingredients, provided they share this effect, will create a potion with the Fortify Smithing effect: Blisterwort, Glowing Mushroom, Pearlfish, Sabre Cat Tooth, Spriggan Sap | alchemistmagehealer | This enchantment makes crafting and upgrading weapons and armor more effective. An alchemist or mage might know more though. | common | Restoration, Enchanting, blacksmithing, weapon improvement, armor improvement, Blisterwort, Glowing Mushroom, Sabre Cat Tooth, Spriggan Sap, Pearlfish, alchemy | spells | factory skyrim-official-20260814-v2.0 | |
| fortify_sneak | None | These magical effects are utility-focused Restoration abilities that improve the caster;s ability to move undetected, reducing the likelihood of being seen or heard. This effect is available in pre-crafted potions, can be brewed into custom potions, and can also be applied to enchanted gear, making it a staple for stealth-focused adventurers. Generally combining at least two of the following ingredients, provided they share this effect, will create a potion with the Fortify Sneak effect: Abecean Longfin, Ashen Grass Pod, Beehive Husk, Frost Mirriam, Hawk Feathers, Human Flesh, Powdered Mammoth Tusk, Purple Mountain Flower | alchemistmagehealer | This magic helps you move more quietly, making it harder for enemies to detect you. An alchemist or mage might know more though. | common | Restoration, Enchanting, Alchemy, Abecean Longfin, Ashen Grass Pod, Beehive Husk, Frost Mirriam, Hawk Feathers, Human Flesh, Powdered Mammoth Tusk, Purple Mountain Flower, Mammoth | spells | factory skyrim-official-20260814-v2.0 | |
| fortify_spells | None | These magical effects are utility-focused Restoration enchantments that amplify the power of all spells, enhancing their effectiveness regardless of school. This effect is only available on enchanted gear, making it highly coveted by master mages. | magehealer | This enchantment makes all your spells stronger, no matter which school of magic they belong to. A mage might know more though. | common | Restoration, Enchanting, enchanted gear, master mages, magical amplification, utility magic | spells | factory skyrim-official-20260814-v2.0 | |
| fortify_stamina | None | These magical effects are utility-focused Restoration abilities that increase the caster;s maximum stamina, enhancing their ability to sprint, block, and perform power attacks. This effect is available in pre-crafted potions, can be brewed into custom potions, and can also be applied to enchanted gear. Generally combining at least two of the following ingredients, provided they share this effect, will create a potion with the Fortify Stamina effect: Boar Tusk, Chaurus Eggs, Garlic, Large Antlers, Lavender, Slaughterfish Egg, Torchbug Thorax | alchemistmagehealer | This magic boosts your stamina, helping you run, block, and attack more often. An alchemist or mage might know more though. | common | Restoration, alchemy, enchanting, Boar Tusk, Chaurus Eggs, Garlic, Large Antlers, Lavender, Slaughterfish Egg, Torchbug Thorax, power attacks, sprinting | spells | factory skyrim-official-20260814-v2.0 | |
| fortify_twohanded | None | These magical effects are utility-focused Restoration abilities that boost the damage dealt with two-handed weapons, such as greatswords, battleaxes, and warhammers. This effect is available in pre-crafted potions, can be brewed into custom potions, and can also be applied to enchanted gear, making it essential for warriors. Generally combining at least two of the following ingredients, provided they share this effect, will create a potion with the Fortify Two-handed effect: Dragon's Tongue, Fly Amanita, Troll Fat | alchemistmagehealer | This magic makes two-handed weapons, like greatswords and warhammers, hit harder. An alchemist or mage might know more though. | common | Restoration, greatswords, battleaxes, warhammers, Dragon's Tongue, Fly Amanita, Troll Fat, alchemy, enchanting, warriors | spells | factory skyrim-official-20260814-v2.0 | |
| fortify_unarmed_damage | None | These magical effects are utility-focused Restoration enchantments that increase the damage dealt with unarmed attacks. This effect is available through custom enchanting and can also be found on enchanted gear, making it highly sought after by brawlers and monks who rely on their fists in combat. | magehealer | This magic makes unarmed attacks stronger, useful for brawlers who fight with their fists. A mage might know more though. | common | Restoration, Enchanting, unarmed combat, brawlers, monks, enchanted gear, magical effects | spells | factory skyrim-official-20260814-v2.0 | |
| fort_kastav | None | Fort Kastav is a medium-sized fort located south of Winterhold, situated in a mountain pass that spans almost the entire width of the pass, leaving just enough room for the Whiterun-Winterhold road to pass through. The fort’s impressive exterior takes full advantage of the natural features of the mountain, featuring numerous lookout platforms and an extensive ramp system for easy access to its high walls. Once occupied by warlocks, the fort is now overrun by skeletons who patrol its walls and grounds. These undead guardians make the fort a dangerous place for any who dare approach. | winterholdimperial_legionstormcloakstraveler | Fort Kastav is a medium-sized fort located south of Winterhold.You do not know anything else about this area. | commonpaleeastmarch | Winterhold, Whiterun, warlocks, skeletons, undead, mountain pass, forts, Imperial Legion, Stormcloaks | winterhold | factory skyrim-official-20260814-v2.0 | |
| fort_neugrad | None | Fort Neugrad is a medium-sized fort located east of Falkreath and southeast of Helgen in Falkreath Hold. It is occupied by bandits | falkreathtraveler | Fort Neugrad is a medium-sized fort located east of Falkreath.You do not know anything else about this area. | commonwhiterunriftreach | Falkreath Hold, Falkreath, Helgen, Bandits, Forts, Fortifications, Strongholds | falkreath | factory skyrim-official-20260814-v2.0 | |
| fort_snowhawk | None | Fort Snowhawk is a medium-sized fort located west of Morthal and south of The Apprentice Stone in Hjaalmarch. It has been taken over by necromancers. | hjaalmarchtraveler | Fort Snowhawk is a medium-sized fort located west of Morthal.You do not know anything else about this area. | commonwhiterunpalehaafingar | Hjaalmarch, Morthal, The Apprentice Stone, necromancers, forts, strongholds | hjaalmarch | factory skyrim-official-20260814-v2.0 | |
| fort_sungard | None | Fort Sungard is a large, strategically located fort east-southeast of Markarth and south-southeast of Rorikstead in the Reach. Perched atop a small mountain, the fort overlooks the crossroads connecting the Reach, Whiterun Hold, and Falkreath Hold. The northern plains offer the easiest approach to the fort. It is occupied by Forsworn, Fort Sungard poses a significant challenge to travelers and adventurers in the area. Its strategic position makes it a key location during Skyrim’s civil war. | reachimperial_legionstormcloakstravelerforsworn | Fort Sungard is a large, strategically located fort east-southeast of Markarth in the Reach.You do not know anything else about this area. | commonfalkreathwhiterunhjaalmarchhaafingar | Forsworn, Civil War, Markarth, Rorikstead, Whiterun Hold, Falkreath Hold, mountain fortification, strategic crossroads | reach | factory skyrim-official-20260814-v2.0 | |
| four_skull_lookout | None | Four Skull Lookout is a small outdoor Nordic ruin located south of Karthwasten and east of Blind Cliff Cave in the Reach. The ruin is inhabited by bandits and features a single room with open doorways to the northwest and southeast. The easiest way to reach the lookout is by approaching from the lower camp at Red Eagle Redoubt before beginning the ascent. | reachtraveler | Four Skull Lookout is a small outdoor Nordic ruin located south of Karthwasten in the Reach. You do not know anything else about this area. | commonfalkreathwhiterunhjaalmarchhaafingar | Nordic ruin, The Reach, Karthwasten, Blind Cliff Cave, Red Eagle Redoubt, bandits, Red Eagle | reach | factory skyrim-official-20260814-v2.0 | |
| fourth_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. | scholarhouse_telvanni | 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 Dynasty, Mehrunes Dagon, Elder Council, Red Mountain, Argonians, Aldmeri Dominion, Great War, White-Gold Concordat, Stormcloak Rebellion, House Telvanni, House Dres | lore | factory skyrim-official-20260814-v2.0 | |
| fox | None | Foxes are small, non-aggressive creatures found in Skyrim's wilderness, often chasing rabbits. They drop pelts upon death, which can be used for tanning. Foxes will flee when approached. | hunter | Foxes are small, non-aggressive creatures found in Skyrim's wilderness. | common | pelt, tanning, rabbit, wilderness, hunting, non-aggressive | creatures | factory skyrim-official-20260814-v2.0 | |
| freeze | None | Freeze is an Alteration spell that encases a target in ice, immobilizing them for a brief duration. It requires a Novice skill level to cast. | mage | Freeze is a spell that encases a target in ice, temporarily immobilizing them. You do not know much else about this spell. | common | Alteration, ice magic, immobilization, Novice spells, crowd control, Frost | spells | factory skyrim-official-20260814-v2.0 | |
| frenzy | None | These magical effects are offensive Illusion spells that induce uncontrollable aggression in the target, causing them to attack anything nearby. This effect is available as a spell, can be found in pre-crafted potions, brewed into custom potions, and is also found on enchanted items, making it a chaotic choice for combat mages. Generally combining at least two of the following ingredients, provided they share this effect, will create a potion with the Frenzy effect: Blisterwort, Hagraven Claw, Human Heart, Troll Fat | alchemistmage | This spell makes enemies go wild, attacking anything nearby, even their allies. An alchemist or mage might know more though. | common | Illusion, Blisterwort, Hagraven Claw, Human Heart, Troll Fat, Hagraven, combat chaos, uncontrollable aggression | spells | factory skyrim-official-20260814-v2.0 | |
| frenzy_rune | None | Frenzy Rune is an Illusion spell that places a magical rune on the ground, causing any enemy that steps on it to become enraged and attack nearby creatures or people. It requires an Apprentice skill level to cast. | mage | Frenzy Rune is a spell that places a magical rune on the ground, causing any enemy that steps on it to become enraged and attack nearby creatures or people. You do not know much else about this spell. | common | Illusion, Frenzy, runes, Apprentage skill level, enraging enemies, ground-based magic | spells | factory skyrim-official-20260814-v2.0 | |
| froki's_shack | None | Froki's Shack is a small, rustic dwelling located southeast of Ivarstead and east of Autumnwatch Tower in the Rift. Home to the Nord hunter Froki Whetted-Blade and his grandson Haming, a survivor of Helgen. | rifttraveler | Froki's Shack is a small, rustic dwelling located southeast of IvarsteadYou do not know anything else about this area. | commoneastmarchfalkreath | the Rift, Ivarstead, Autumnwatch Tower, Froki Whetted-Blade, Haming, Helgen, Nord, hunters | rift | factory skyrim-official-20260814-v2.0 | |
| frossel | None | Frossel is a small cave located on a peninsula east of Haknir's Shoal and north of Skaal Village on Solstheim. The cave is inhabited by bristlebacks and rieklings, who have made it their stronghold amidst the island's rugged and icy landscape. | solstheimtraveler | You do not know anything about this area. | common | Solstheim, Skaal Village, Haknir's Shoal, riklings, bristlebacks, caves, Skaal | solstheim | factory skyrim-official-20260814-v2.0 | |
| frost_atronach | Ice Atronach, Ice Atronachs, Water Atronach, Water Atronachs | Frost Atronachs, also known as Ice Atronachs or Water Atronachs, are elemental Daedra that hail from the realm of Oblivion. Composed entirely of ice, these beings can be encountered unbound in the wild or summoned by skilled mages to fulfill various roles, including guards or laborers. | magedaedrascholar | Frost Atronachs, also known as Ice Atronachs or Water Atronachs. They can be found either unbound in the wild. | common | Daedra, Oblivion, Conjuration, elemental, summoning, ice, frost salts, atronachs | creatures | factory skyrim-official-20260814-v2.0 | |
| frostbite | None | Frostbite is a Destruction spell that projects a continuous stream of frost, dealing frost damage to health and stamina. It requires a Novice skill level to cast. | mage | Frostbite is a spell that releases a continuous stream of frost, freezing enemies and draining their health and stamina. You do not know much else about this spell. | common | Destruction, Novice, Frost Damage, Stamina, Health, Concentration, Ice, Cold | spells | factory skyrim-official-20260814-v2.0 | |
| frostbite_spider | None | Frostbite Spiders are dangerous arachnids native to Skyrim, commonly found in dark, underground lairs or roaming the wilderness. These spiders are often identifiable by their web-covered nests, which can create obstacles for travelers. Equipped with the ability to spit poisonous venom at their prey from a distance, they also engage in close combat using their pincers. Frostbite spiders typically exhibit a brown and gray coloration, although blue variants have also been observed. Their venom, known as Frostbite Venom, is frequently harvested for use in various poisons, while spider eggs can be collected from sacs within their webs for alchemical purposes. These creatures pose a significant threat to those who venture too close, using both ranged and melee attacks to defend their territory. | nordhunter | Frostbite Spiders are dangerous arachnids found in Skyrim's dark lairs and wilderness. They can spit poisonous venom and use pincers in close combat. | common | Frostbite Venom, Poison, Alchemy, Spider Eggs, Caves, Skyrim, Arachnids, Webs | creatures | factory skyrim-official-20260814-v2.0 | |
| frostbite_venom | None | Frostbite Venom is a common poison harvested from Frostbite Spiders. It is known to weaken an enemy’s vitality and endurance by delivering a chilling, debilitating effect. The venom is frequently dropped by Frostbite Spiders and their larger kin, Giant Frostbite Spiders. | hunteralchemistscholar | You know that this venom is associated with Frostbite Spiders and may weaken those it infects, but you lack specific details. | common | Frostbite Spiders, Giant Frostbite Spiders, poison, vitality, endurance, chilling, debilitation, alchemy | items | factory skyrim-official-20260814-v2.0 | |
| frost_breath | fo krah diin | Frost Breath is a Shout that turns your breath into winter, unleashing a blizzard upon your enemies. The three words of power in this Shout are Fo (Frost), which creates the cold winds; Krah (Cold), which deepens the freeze; and Diin (Freeze), which solidifies the freezing effect, encasing foes in ice. | dragon | This is a Dragon Shout. You do not know much about Dragon shouts, or their language. | common | Blizzard, Freeze, Ice, Dragon Shout, Dragon Language, Words of Power, Frost, Cold | spells | factory skyrim-official-20260814-v2.0 | |
| frost_cloak | None | Frost Cloak is an Alteration spell that surrounds the caster with a frosty aura, dealing frost damage to nearby enemies and reducing their movement speed. It requires an Adept skill level to cast. | mage | Frost Cloak is a spell that surrounds the caster with a frosty aura, dealing frost damage to nearby enemies and slowing their movement. You do not know much else about this spell. | common | Alteration, frost damage, movement reduction, Adept, magical aura, cold | spells | factory skyrim-official-20260814-v2.0 | |
| frost_damage | None | These magical effects are offensive Destruction abilities that inflict cold damage while slowing the target;s movement and attack speed. This effect is available as a spell, can be applied through custom enchanting, and is also found on enchanted items, making it ideal for controlling the battlefield. | mage | This spell freezes enemies, slowing them down and causing them harm with cold magic. A mage might know more though. | common | Destruction, Enchanting, Movement slow, Attack speed slow, Enchanted items, Cold magic, Battlefield control, Offensive magic | spells | factory skyrim-official-20260814-v2.0 | |
| frostflow_lighthouse | None | Frostflow Lighthouse is a lighthouse located west of Winterhold, on the northern coast of Skyrim. It sits on a headland, offering a commanding view of the coastline between Dawnstar and Winterhold. The lighthouse is home to a Redguard family who recently purchased it, you do not know their names. However they have not been seen from in weeks. | winterholdtraveler | Frostflow Lighthouse is a lighthouse located west of Winterhold, on the northern coast of Skyrim. The lighthouse is home to a Redguard family who recently purchased it, you do not know their names. However they have not been seen from in weeks.You do not know anything else about this area. | commonpaleeastmarch | Winterhold, Dawnstar, Redguard, Northern coast, Lighthouse, Missing persons | winterhold | factory skyrim-official-20260814-v2.0 | |
| frostfruit_inn | None | Frostfruit Inn is a modest, welcoming establishment in Rorikstead, a quiet farming village located in the western part of Whiterun Hold. The inn is located at the edge of the village, near the main road that connects to Whiterun and Hjaalmarch. This makes it a common stop for merchants, adventurers, and anyone passing through the area. It's a small but vital part of Rorikstead's hospitality, offering food, drink, and a warm bed. It is run by Mralki and his sone Erik. | whiterunhjaalmarchtraveler | Frostfruit Inn is a modest, welcoming establishment in Rorikstead You do not know anything else about this area. | commonfalkreatheastmarchreachpale | Rorikstead, Whiterun Hold, Hjaalmarch, Mralki, Erik, merchants, farming villages, inns | whiterun | factory skyrim-official-20260814-v2.0 | |
| frostmere_crypt | None | Frostmere Crypt is a medium-sized Nordic ruin located south-southwest of Dawnstar and east-northeast of Stonehills in The Pale. The crypt is occupied by bandits. | paletraveler | Frostmere Crypt is a medium-sized Nordic ruin located south-southwest of Dawnstar in The Pale. You do not know anything else about this area. | commoneastmarchwinterholdwhiterunhjaalmarch | Dawnstar, Stonehills, The Pale, Nordic ruin, bandits, crypt | pale | factory skyrim-official-20260814-v2.0 | |
| frost_mirriam | None | Frost Mirriam is an yellow herb commonly found hanging to dry in homes, often alongside garlic and Elves Ear. Alchemy effects: Resist Frost, Fortify Sneak, Ravage Magicka, and Damage Stamina Regen. | alchemist | Frost Mirriam is an yellow herb commonly found hanging to dry in homes, often alongside garlic and Elves Ear. You do not know the alchemical effects of this ingredient. However, an alchemist might. | common | Garlic, Elves Ear, Resist Frost, Fortify Sneak, Ravage Magicka, Damage Stamina Regen, household herbs, cold resistance | items | factory skyrim-official-20260814-v2.0 | |
| frostmoon_crag | None | Frostmoon Crag is a small, secluded camp located under a rock overhang south of Mount Moesring and northeast of the Abandoned Lodge on Solstheim. The camp is inhabited by werewolves, who have created a sanctuary away from the rest of the island's inhabitants. | solstheimtraveler | You do not know anything about this area. | common | werewolves, Mount Moesring, Abandoned Lodge, Solstheim, sanctuary, seclusion, camps, rock overhang | solstheim | factory skyrim-official-20260814-v2.0 | |
| frost_rune | None | Frost Rune is an Alteration spell that places a magical rune on the ground, which explodes in a burst of frost damage when an enemy steps on it. It requires an Apprentice skill level to cast. | mage | Frost Rune is a spell that places a magical rune on the ground, which explodes in a burst of frost damage when triggered by an enemy. You do not know much else about this spell. | common | Alteration, frost damage, rune spell, Apprentice skill level, ground trap, magical rune | spells | factory skyrim-official-20260814-v2.0 | |
| frost_salts | None | Frost Salts are a blueish powder dropped by frost atronachs and are valued for their cooling and magical properties. Alchemy effects: Weakness to Fire, Resist Frost, Restore Magicka, and Fortify Conjuration. | alchemist | Frost Salts are a blueish powder dropped by frost atronachs and are valued for their cooling and magical properties. You do not know the alchemical effects of this ingredient. However, an alchemist might. | Everyone | items | custom | ||
| frost_thrall | None | Frost Thrall is a Conjuration spell that permanently summons a Frost Atronach to fight for the caster until it is defeated. It requires a Master skill level to cast. | mage | Frost Thrall is a spell that permanently summons a Frost Atronach to fight for the caster until it is defeated. You do not know much else about this spell. | common | Conjuration, Frost Atronach, Master skill, Permanent summon, Daedra summoning, Cold magic | spells | factory skyrim-official-20260814-v2.0 | |
| fruki's_house | None | Fruki's House is a small residence located in Dawnstar, just north of Quicksilver Mine. The house is home to Fruki, a hardworking Nord miner employed at the mine. | paletraveler | Fruki's House is a small residence located in Dawnstar. You do not know who she is.You do not know anything else about this area. | commoneastmarchwinterholdwhiterunhjaalmarch | Dawnstar, Quicksilver Mine, quicksilver, Nord, miners, The Pale, residence | pale | factory skyrim-official-20260814-v2.0 | |
| frykte_peak | None | Frykte Peak is one of the highest points on Solstheim, located just west of Saering's Watch and northeast of White Ridge Barrow. This towering landmark offers sweeping views of the surrounding landscape. | solstheimtraveler | You do not know anything about this area. | common | Solstheim, Saering's Watch, White Ridge Barrow, Mountains, Landmarks, Nordic Ruins | solstheim | factory skyrim-official-20260814-v2.0 | |
| fungus_stalk | None | Fungus Stalk, a long white stalk originating from the Shivering Isles, is an ingredient that can be purchased from Khajiit caravans. Alchemy effects: Restore Magicka, Fortify Health, Fortify Stamina, and Waterbreathing. | alchemisthealer | Fungus Stalk, a long white stalk 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. | common | Shivering Isles, Khajiit Caravans, Alchemy, Restore Magicka, Fortify Health, Fortify Stamina, Waterbreathing, Ingredient | items | factory skyrim-official-20260814-v2.0 | |
| fur_equipment | fur shoes, fur gauntlets, fur helmet, fur bracers, fur armor | Fur equipment includes simple clothing and light protection made from stitched animal pelts. It is inexpensive, warm, and common among hunters, bandits, and travelers who value survival in Skyrim's cold more than elaborate 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 | Fur equipment includes simple clothing and light protection made from stitched animal pelts. Individual pieces differ in use. | common | animal pelts, hunters, bandits, travelers, cold weather, light armor, blacksmithing | equipment | factory skyrim-official-20260814-v2.0 | |
| fury | None | Fury is an Illusion spell that causes a target to become enraged, making them attack anything in their path, including allies. It requires an Apprentice skill level to cast. | mage | Fury is a spell that causes a target to become enraged, making them attack anything in their path, including allies. You do not know much else about this spell. | common | Illusion, enrage, frenzy, Apprentice, aggression, mind magic, combat manipulation | spells | factory skyrim-official-20260814-v2.0 | |
| gallows_rock | None | Gallows Rock is a small fort located southwest of Windhelm and northeast of Cradlecrush Rock in Eastmarch. It is rumoured that the Silver Hand, and their leader occupies the area. | eastmarchtraveler | Gallows Rock is a small fort located southwest of Windhelm in Eastmarch.You do not know anything else about this area. | commonpaleriftwinterholdwhiterun | Silver Hand, Eastmarch, Windhelm, Cradlecrush Rock, forts, werewolf hunters | eastmarch | factory skyrim-official-20260814-v2.0 | |
| garlic | None | Garlic is harvested from garlic braids that are commonly found hanging to dry inside homes and other buildings. Alchemy effects: Resist Poison, Fortify Stamina, Regenerate Magicka, and Regenerate Health. | alchemist | Garlic is harvested from garlic braids that are commonly found hanging to dry inside homes and other buildings. You do not know the alchemical effects of this ingredient. However, an alchemist might. | Everyone | items | custom | ||
| gauntlets_of_the_crusader | None | The Gauntlets of the Crusader, created by Stendarr, grant resistance to disease but were cursed after Sir Casimir struck down a beggar in anger, causing them to become immovable and cursing his bloodline with fatigue. Centuries later, a pilgrim redeemed the gauntlets by taking on the curse to free Casimir's descendant, Kellen, with the curse ultimately lifted by the Blessing of Talos. | imperialscholar | The Gauntlets of the Crusader, created by Stendarr, grant resistance to disease but were cursed due to a past misdeed. They were redeemed centuries later by a pilgrim who lifted the curse with the Blessing of Talos. | common | Stendarr, Talos, disease resistance, curses, Sir Casimir, Kellen, pilgrimage, Knights of the Nine, fatigue, redemption | artifacts | factory skyrim-official-20260814-v2.0 | |
| geirmund's_hall | None | Geirmund's Hall is a small Nordic ruin located on an island in the middle of Lake Geir, east of Ivarstead and west-southwest of Nilheim in the Rift. | rifttraveler | Geirmund's Hall is a small Nordic ruin located on an island in the middle of Lake Geir. You do not know anything else about this area. | commoneastmarchfalkreath | Lake Geir, Ivarstead, Nilheim, Nordic ruin, The Rift, island, draugr | rift | factory skyrim-official-20260814-v2.0 | |
| general_tullius | Tullius | General Tullius is a prominent Imperial military leader tasked with suppressing the Stormcloak Rebellion in Skyrim. Originally hailing from Cyrodiil, he was appointed as the Military Governor of the region and viewed Ulfric Stormcloak as a dangerous usurper whose actions posed a significant threat to the Empire. Tullius earned a reputation among Imperial supporters as their best hope for victory against the rebellion. Initially dismissive of Nordic culture, he eventually came to respect it, recognizing its importance in the context of the conflict. In 4E 201, Tullius nearly executed both Ulfric Stormcloak and the Last Dragonborn during a critical moment before the dragon Alduin's attack on Helgen. Surviving this encounter, he returned to Solitude to continue his campaign against the Stormcloaks, undeterred by the resurgence of dragons. As Ulfric's forces grew more aggressive, Tullius focused on securing the allegiance of Balgruuf the Greater, the neutral Jarl of Whiterun. His efforts were ultimately rewarded when Balgruuf pledged loyalty to the Empire in exchange for reinforcements to defend against an impending Stormcloak siege, highlighting Tullius's strategic acumen amidst the chaos of war. | imperialscholarimperial_legionstormcloaks | General Tullius is an Imperial military leader assigned to suppress the Stormcloak Rebellion in Skyrim. He was appointed as Military Governor and saw Ulfric Stormcloak as a major threat to the Empire. Although initially dismissive of Nordic culture, Tullius eventually came to respect it. In 4E 201, he nearly executed both Ulfric and the Last Dragonborn before Alduin's attack on Helgen. Tullius continued his campaign, securing Balgruuf the Greater's loyalty in exchange for reinforcements to defend against a Stormcloak siege. | common | Imperial Legion, Stormcloaks, Empire, Solitude, Helgen, Cyrodiil, Whiterun, Nordic Culture, Stormcloak Rebellion, Alduin's Attack on Helgen, Military Governor, Strategy | figures | factory skyrim-official-20260814-v2.0 | |
| giant_lichen | None | Giant Lichen is harvested from a fungus found in the marshes of Hjaalmarch. Alchemy effects: Weakness to Shock, Ravage Health, Weakness to Poison, and Restore Magicka. | alchemist | Giant Lichen is harvested from a fungus found in the marshes of Hjaalmarch. You do not know the alchemical effects of this ingredient. However, an alchemist might. | Everyone | items | custom | ||
| giants | None | Giants are enormous humanoid beings known for their immense strength and towering stature, found primarily in the wilderness of Skyrim and other regions such as High Rock, Hammerfell, Cyrodiil, and Valenwood. These colossal figures, often referred to as the "big folk," typically stand between 11 and 12 feet tall, with some individuals reaching even greater heights. They have thick gray skin, long limbs, large hands and feet, and distinctive thick grayish-brown hair, often adorned with braids, beads, and decorative scars carved into their chests. Giants usually wear fur pelts, sometimes embellished with animal bones, although many opt for a simpler loincloth. | nordhunter | Giants are massive humanoid beings, known for their great strength and towering height, typically standing between 11 and 12 feet tall. Found in regions like Skyrim, they have gray skin, long limbs, and wear fur pelts, often adorned with animal bones and decorative markings. They should be avoided at all costs. | common | High Rock, Hammerfell, Cyrodiil, Valenwood, immense strength, fur pelts, animal bones, big folk, wilderness | creatures | factory skyrim-official-20260814-v2.0 | |
| giant's_grove | None | Giant's Grove is a secluded grove accessed through Fallowstone Cave, serving as the home of a giant tribe that has defiled a shrine of Malacath. | rifttraveler | Giant's Grove is a secluded grove with a hidden entrance.You do not know anything else about this area. | commoneastmarchfalkreath | Fallowstone Cave, Malacath, giants, shrine desecration, Eastmarch, Falkreath, Daedric Prince, Orcs | rift | factory skyrim-official-20260814-v2.0 | |
| giant_toe | Giant's Toe | Giant's Toes are dropped by giants and are known for their powerful alchemical effects. Alchemy effects: Damage Stamina, Fortify Health, Fortify Carry Weight, and Damage Stamina Regen. | alchemist | Giant's Toes are dropped by giants and are known for their powerful alchemical effects. You do not know the alchemical effects of this ingredient. However, an alchemist might. | Everyone | items | custom | ||
| gildergreen | None | The Gildergreen is a sacred tree located in the city of Whiterun, revered by worshippers of Kynareth and central to the city's Temple of Kynareth. Planted during the early days of Whiterun's settlement, the Gildergreen is said to have grown from a cutting or seedling of the ancient Eldergleam, one of the oldest living trees in Tamriel. The tree's holiness is reflected in its name, which echoes that of its revered ancestor, and in the many pilgrims who have journeyed to Whiterun to hear the goddess’s wind whisper through its branches. In 4E 201, the Gildergreen was struck by lightning, leaving it severely burned and lifeless. This tragedy deeply saddened its worshippers, causing pilgrimages to cease. | whiterunpriesttraveler | The Gildergreen is a sacred tree located in the city of Whiterun, revered by worshippers of Kynareth and central to the city's Temple of Kynareth. You do not know anything else about this area. | commonfalkreatheastmarchreachpalehjaalmarch | Kynareth, Temple of Kynareth, Eldergleam, Whiterun, pilgrims, lightning, sacred tree, worship | whiterun | factory skyrim-official-20260814-v2.0 | |
| gjukar_monument | Gjukar's Monument | Gjukar's Monument is a solemn stone marker southeast of Rorikstead, standing as a memorial to an ancient and forgotten battle. The weathered monument, surrounded by the vast plains of Whiterun Hold, bears silent witness to the lives lost in the skirmish it commemorates. At its base lie a sword, a shield, and a few flowers, placed in reverence for the fallen. | whiteruntraveler | Gjukar's Monument is a solemn stone marker southeast of Rorikstead.You do not know anything else about this area. | commonfalkreatheastmarchreachpalehjaalmarch | Rorikstead, Whiterun Hold, ancient battle, memorials, plains, fallen warriors, sword, shield | whiterun | factory skyrim-official-20260814-v2.0 | |
| glacial_cave | None | Glacial Cave is a small cave carved into the glacial cliff face along Solstheim's northeastern coast. It is located north-northeast of Saering's Watch and directly north of Benkongerike. The cave is inhabited by rieklings and horkers, making it a lively but hazardous location for adventurers. | solstheimtraveler | You do not know anything about this area. | common | Solstheim, Rieklings, Horkers, Saering's Watch, Benkongerike, Glacial cliffs, Caves, Felsaad Coast | solstheim | factory skyrim-official-20260814-v2.0 | |
| glass_arrow | None | Glass Arrow is an arrow that deals great damage. Its visual design is sleek and translucent, featuring a greenish shaft, a sharp, crystalline tip, and fine feathered fletching It can be crafted by an expert smith at a forge. 1 malachite, 1 firewood = 24 arrows." | blacksmith | Glass Arrow is an arrow that deals great damage. Its visual design is sleek and translucent, featuring a greenish shaft, a sharp, crystalline tip, and fine feathered fletching You do not know how to craft it, but a blacksmith would. | Everyone | equipment | custom | ||
| glass_catfish | None | Glass Catfish are large translucent fish found in underground fishing spots. They can be eaten with a rather stale taste. | fisher | Glass Catfish are large translucent fish. They can be eaten with a rather stale taste. You do not know much more about the fish, but a fisher would. | common | catfish, underground fishing, translucent creatures, subterranean fauna, edible fish, cave fishing | creatures | factory skyrim-official-20260814-v2.0 | |
| glass_equipment | glass arrow, glass armor, glass boots, glass gauntlets, glass helmet, glass shield, glass sword, glass war axe, glass dagger, glass mace, glass greatsword, glass battleaxe, glass warhammer, glass bow | Glass equipment includes green, translucent-looking weapons, arrows, light armor, and shields. Despite the name, it is made from refined malachite and moonstone by expert smiths, producing sharp elegant forms rather than fragile window glass. Individual pieces serve different combat roles, but their exact damage, protection, and crafting requirements depend on the piece rather than the family name. | blacksmithwarriormerchant | Glass equipment includes green, translucent-looking weapons, arrows, light armor, and shields. Individual pieces differ in use. | common | Malachite, Moonstone, light armor, expert smithing, weaponry, shields, Elven equipment, refining | equipment | factory skyrim-official-20260814-v2.0 | |
| glassfish | None | Glassfish are small translucent fish where you can see their bones, they can be found temperate lakes. When used as an ingredient for potion making, they offer effects such as Restore Magicka, Invisibility, Fortify Illusion and Fortify Persuasion. | fisher | Glassfish are small translucent. You do not know much more about the fish, but a fisher would. | common | temperate lakes, Restore Magicka, Invisibility, Fortify Illusion, Fortify Persuasion, alchemy ingredients, Illusion, Magicka | creatures | factory skyrim-official-20260814-v2.0 | |
| gleamblossom | None | Gleamblossom are purple and light blue plants, that look like an upside down bell, is harvested from the flower of the same name, known for its potent magical effects. Alchemy effects: Resist Magic, Fear, Regenerate Health, and Paralysis. | alchemist | Gleamblossom are purple and light blue plants, that look like an upside down bell, is harvested from the flower of the same name, known for its potent magical effects. You do not know the alchemical effects of this ingredient. However, an alchemist might. | Everyone | items | custom | ||
| glenmoril_coven | None | Glenmoril Coven is a small, foreboding cave located northwest of Falkreath and south of Bilegulch Mine in Falkreath Hold. The cave is home to hags or Glenmoril Witches and consists of a single zone, Glenmoril Cave. The approach to the cave is ominous, with dead plant life and mutilated shrines lining the path that begins north of an unmarked ruined tower. As the path ascends through several switchbacks, travelers will encounter eerie hagraven symbols, bone totems, and severed heads mounted on stakes. | falkreathwitchtraveler | Glenmoril Coven is a small, foreboding cave located northwest of Falkreath in Falkreath Hold. TYou do not know anything else about this area. | commonwhiterunriftreach | Glenmoril Witches, Hagraven, Falkreath Hold, Bilegulch Mine, hags, witches, bone totems, necromancy | falkreath | factory skyrim-official-20260814-v2.0 | |
| glenmoril_witches | Glenmoril Wyrd | The Glenmoril Wyrd, also known as the Glenmoril Coven or Glenmoril Witches, is a loose network of female-dominated Bretonic covens scattered across Tamriel. Revering nature and often associating with Daedric Princes like Hircine, the Wyrd enforces laws of nature known only to them, frequently leaning into its darker aspects. Their members, while primarily human, sometimes include beastfolk like hagravens and lamias, who often hold leadership roles. These covens are known for their unique practices, such as curing lycanthropy and vampirism, and their ability to transform into animals, including wolves and ravens. Historically linked to the Druids of Galen, the Glenmoril Wyrd broke away due to differing philosophies, choosing to live as reclusive protectors of the wilds. They see themselves as part of nature itself, drawing their power from the land and maintaining a delicate balance between life and death. The covens are spread across regions such as High Rock, Skyrim, and Bangkorai, each with distinct beliefs and practices. While many covens venerate Hircine, others align with Daedric Princes like Namira or Molag Bal, creating both alliances and rivalries with groups like the Reachmen. The Glenmoril Wyrd has been influential in major events throughout history, such as assisting in the Bloodmoon Prophecy on Solstheim and making a pact with the Companions of Whiterun that introduced lycanthropy into their ranks. Over time, some covens have dwindled, such as the hagraven-led Glenmoril witches in Falkreath Hold, who became the last of their kind in Skyrim by the Fourth Era. Despite their mysterious and often dark reputation, the Glenmoril Wyrd remains a significant force in Tamriel, embodying the raw, untamed power of nature and its enduring connection to the supernatural. | scholarbretonwitchforsworncompanions | The Glenmoril Wyrd, or Glenmoril Coven, is a network of female-dominated Bretonic covens across Tamriel, known for their reverence of nature and association with Daedric Princes like Hircine. These covens, often led by beastfolk such as hagravens, practice unique rites like curing lycanthropy and vampirism and shape-shifting into animals. Originally linked to the Druids of Galen, they became reclusive protectors of the wilds. Their covens, spread across High Rock, Skyrim, and Bangkorai, are influenced by various Daedric Princes, creating both alliances and rivalries. They played key roles in events like the Bloodmoon Prophecy and the introduction of lycanthropy to the Companions of Whiterun. Despite their decline, the Glenmoril Wyrd remains a powerful and mysterious force tied to the natural and supernatural realms. | common | Hircine, hagravens, lycanthropy, vampirism, Companions, High Rock, Falkreath Hold, Druids of Galen, Namira, Molag Bal, Bloodmoon Prophecy, Reachmen | lore | factory skyrim-official-20260814-v2.0 | |
| gloombound_mine | None | Gloombound Mine is a small but productive ebony and iron mine located within the Orc stronghold of Narzulbur in Eastmarch. Owned and operated by the Orcs of Narzulbur, the mine also employs workers from the Orc stronghold of Largashbur to support its operations. | eastmarchtraveler | loombound Mine is a small but productive ebony and iron mine located within the Orc stronghold of Narzulbur in Eastmarch. You do not know about the orcs who work here.You do not know anything else about this area. | commonpaleriftwinterholdwhiterun | Narzulbur, Largashbur, Eastmarch, Orc Stronghold, Ebony, Iron, Mining, Orcs | eastmarch | factory skyrim-official-20260814-v2.0 | |
| gloomreach | None | Gloomreach is a medium-sized cave located southeast of Old Hroldan Inn in the Reach. The cave is inhabited by Falmer. | reachtraveler | Gloomreach is a medium-sized cave located southeast of Old Hroldan Inn in the Reach.You do not know anything else about this area. | commonfalkreathwhiterunhjaalmarchhaafingar | Falmer, Old Hroldan Inn, Reach, cave, Reachmen, Karth | reach | factory skyrim-official-20260814-v2.0 | |
| glover_mallory's_house | None | Glover Mallory's House is a modest yet well-kept home located in Raven Rock, belonging to Glover Mallory, a skilled Breton blacksmith. The house serves as both his personal residence and a place where he hones his craft, forging weapons and armor for the people of Raven Rock. Glover is known for his expertise in blacksmithing, and his work is highly regarded by both locals and travelers alike, offering both practicality and a sense of pride to the town's defenses. | solstheimtraveler | You do not know anything about this area. | common | Raven Rock, Glover Mallory, Breton, blacksmithing, Solstheim homes, weapon forging, armor crafting | solstheim | factory skyrim-official-20260814-v2.0 | |
| glow_dust | None | Glow Dust is a glowing green dust found on dead wisps and wispmothers, along with wisp wrappings, and is valued for its magical properties. Alchemy effects: Damage Magicka, Damage Magicka Regen, Fortify Destruction, and Resist Shock. | alchemist | Glow Dust is a glowing green dust found on dead wisps and wispmothers, along with wisp wrappings, and is valued for its magical properties. You do not know the alchemical effects of this ingredient. However, an alchemist might. | Everyone | items | custom | ||
| glowing_mushroom | None | Glowing Mushrooms are a type of glowing green fungus found growing on cave walls, providing a natural source of light. Alchemy effects: Resist Shock, Fortify Destruction, Fortify Smithing, and Fortify Health. | alchemist | Glowing Mushrooms are a type of glowing green fungus found growing on cave walls, providing a natural source of light. You do not know the alchemical effects of this ingredient. However, an alchemist might. | Everyone | items | custom | ||
| gnarl_bark | None | Gnarl Bark, originating from the Shivering Isles, is an ingredient that can be purchased from Khajiit caravans. Alchemy effects: Damage Health, Regenerate Health, Fortify Heavy Armor, and Resist Fire. | alchemist | Gnarl Bark, 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 | ||
| goat | None | Goats are non-aggressive animals found on mountain slopes in Skyrim. Goats are hunted for their hides, meat, and horns. | hunter | Goats are non-aggressive animals found on mountain slopes in Skyrim. | common | mountains, hunting, goat hide, goat meat, goat horns, non-aggressive creatures | creatures | factory skyrim-official-20260814-v2.0 | |
| goblin | None | Goblins are primitive humanoid creatures commonly found in various regions of Tamriel and Akavir, typically inhabiting sewers, caves, and ancient ruins. They are known for their small, clan-based societies, with heights ranging from three to over eight feet. Goblins usually exhibit green or yellow skin, pronounced canine teeth, yellow eyes with slitted pupils, and pointed ears, and may also possess horns or hunchbacks. Despite their often violent nature towards more civilized races, Goblins display a surprising degree of intelligence and adaptability, capable of coexistence with others when circumstances allow. | scholarhunter | Goblins are small, primitive humanoids found in Tamriel and Akavir, often living in sewers, caves, or ruins. They are known to be cunning, sometimes violent creatures with green or yellow skin and pointed ears. | common | Tamriel, Akavir, caves, sewers, ancient ruins, clan-based societies, primitive humanoids, violent creatures, intelligence, adaptability | creatures | factory skyrim-official-20260814-v2.0 | |
| gods_and_worship | An Overview of Gods and Worship in Tamriel | An Overview of Gods and Worship in Tamriel, written by Brother Hetchfield, explores the relationship between mortals and the gods in Tamriel, focusing on the enigmatic and sometimes contradictory role that deities play in the lives of their followers. Hetchfield examines the gods' direct involvement in mortal affairs, noting that while divine intervention is evident in some heroic tales and legendary events, it is often absent during times of widespread suffering, such as plagues or famines. He speculates that the gods may derive power from the worship, deeds, and sacrifices of their followers, with larger temples having more influence due to their greater number of worshippers. The book also discusses the possibility that certain spirits, by gaining strength through worship, might ascend to the status of gods or goddesses, hinting at a fluid and evolving nature of divinity in Tamriel. The themes of the book revolve around the nature of divine influence, the mystery surrounding gods' actions, and the power of mortal devotion. Hetchfield presents the gods as distant and indifferent at times, yet also responsive to sincere devotion and deeds. The book suggests that understanding the connection between gods and mortals is an ongoing challenge, influenced by various interpretations and beliefs across cultures. | scholar | An Overview of Gods and Worship in Tamriel, you do not know the author of the book and have limited knowledge of it, explores the relationship between mortals and the gods, focusing on divine influence and the power of worship. The book delves into themes of divine intervention, the mystery of the gods' actions, and the evolving nature of divinity through mortal devotion. | common | Brother Hetchfield, Divine Intervention, Temples, Mortal Devotion, Divinity, Sacrifices, Spirits, Prayer, Religion, Deities | lore | factory skyrim-official-20260814-v2.0 | |
| goldbrand | eltonbrand | Goldbrand is a legendary golden katana created by the dragons of the North and imbued with the power of the Daedric Prince Boethiah, capable of burning those it strikes. First bestowed upon the Nordic warrior Sivdur, an ancestor of the Battle-Born clan, the blade has been revered through history, with its significance documented by Yagrum Bagarn in Tamrielic Lore, spreading its legend across Tamriel. | daedrascholar | Goldbrand is a legendary golden katana created by Northern dragons and imbued with Boethiah's power, capable of burning enemies. First given to the Nordic warrior Sivdur, its legacy is documented in Tamrielic Lore and revered across Tamriel. | esoteric | Boethiah, Daedric artifacts, Sivdur, Battle-Born clan, Nordic warriors, dragons, katanas, Yagrum Bagarn, Tamrielic Lore, fire damage | artifacts | factory skyrim-official-20260814-v2.0 | |
| goldenglow_estate | None | Goldenglow Estate is a secluded honey farm located west of Riften in the Rift, southeast of Faldar's Tooth. Situated on three small islands in Lake Honrich and connected by footbridges, the estate consists of a house, an apiary, docks, and the Goldenglow Estate Sewer. Guarded by hostile mercenaries and infested with skeevers, the property is owned by Aringoth. | riftnobletraveler | Goldenglow Estate is a secluded honey farm located west of Riften in the Rift.You do not know anything else about this area. | commoneastmarchfalkreath | Riften, the Rift, Lake Honrich, Faldar's Tooth, Aringoth, mercenaries, honey farm, apiary, skeever | rift | factory skyrim-official-20260814-v2.0 | |
| golden_saint | gold saint, Aureal | Golden Saints, also known as the Aureal, are a race of golden-skinned Daedra aligned with the Daedric Prince Sheogorath. They are known for their striking golden appearance, often donning avian-themed armor and wielding powerful weapons. Highly intelligent and formidable in combat, the Golden Saints are both proud and fiercely loyal to their master. However, their pride can make them arrogant, and they are known for being quick to anger and harsh in their judgments. | daedrascholar | Golden Saints, or Aureal, are golden-skinned Daedra aligned with Sheogorath, the Daedric Prince of Madness. Recognizable by their striking appearance and avian-themed armor, they are highly intelligent and skilled in combat. Fiercely loyal to Sheogorath, they exhibit immense pride, which can lead to arrogance and a quick temper. Their harsh judgments and unwavering dedication make them both formidable allies and fearsome opponents. | common | Sheogorath, Daedra, madness, pride, combat, golden skin, avian armor, arrogance, anger, harsh judgment | lore | factory skyrim-official-20260814-v2.0 | |
| goldfish | None | Goldfish are a orange and gold coloured fish found in temperate lakes. When used as an ingredient for potion making, they offer effects such as Restore Stamina, Fortify Heavy Armor, Waterbreathing and Resist Frost. | fisher | Goldfish are a orange and gold coloured fish. You do not know much more about the fish, but a fisher would. | common | temperate lakes, alchemy, Restore Stamina, Fortify Heavy Armor, Waterbreathing, Resist Frost, potions, fishing | creatures | factory skyrim-official-20260814-v2.0 | |
| gold_kanet | None | Gold Kanet, originating from Vvardenfell, is an ingredient that can be purchased from Khajiit caravans. Alchemy effects: Paralysis, Ravage Health, Weakness to Frost, and Fortify Smithing. | alchemist | Gold Kanet, 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 | ||
| grand_healing | None | Grand Healing is a Restoration spell that restores a large amount of health to all nearby allies within its area of effect. It requires a Master skill level to cast. | magehealer | Grand Healing is a spell that restores a large amount of health to all nearby allies within its area of effect. You do not know much else about this spell. | common | Restoration, Master skill, healing, area of effect, allies, health | spells | factory skyrim-official-20260814-v2.0 | |
| grass_pod | None | Grass Pods are harvested from Spiky Grass plants that grow along Skyrim's northern coasts and near the rivers around Morthal. Alchemy effects: Resist Poison, Ravage Magicka, Fortify Alteration, and Restore Magicka. | alchemist | Grass Pods are harvested from Spiky Grass plants that grow along Skyrim's northern coasts and near the rivers around Morthal. You do not know the alchemical effects of this ingredient. However, an alchemist might. | Everyone | items | custom | ||
| grave_concoctions | None | Grave Concoctions is an alchemy shop located in Falkreath, between Lod's House and Falkreath Barracks, opposite the Jarl's Longhouse. The store is run by Zaria, a Redguard immigrant with a passion for crafting poisons and other alchemical goods. The shop's name pays homage to Falkreath's large cemetery, a tradition shared by many local businesses such as Corpselight Farm and Dead Man's Drink. | falkreathtraveler | Grave Concoctions is an alchemy shop located in Falkreath, in Falkreath Hold. You do not know who runs the shop.You do not know anything else about this area. | commonwhiterunriftreach | Falkreath, Zaria, Redguard, Alchemy, Poisons, Falkreath Cemetery, Corpselight Farm, Dead Man's Drink, Jarl's Longhouse, Lod's House, Falkreath Barracks | falkreath | factory skyrim-official-20260814-v2.0 | |
| gray_cowl | Gray Cowl of Nocturnal, Shadow Queen's Cowl | The Gray Cowl of Nocturnal, also known as the Shadow Queen's Cowl, is a Daedric artifact tied to Nocturnal, revered by thieves across Tamriel as the Mistress of Shadows. This dark leather cowl obscures the wearer's identity, originally cursed to erase the owner's name from history and memory. Legends suggest it was stolen by Emer Dareloth, a Thieves Guild guildmaster, but the curse was later broken using an Elder Scroll. Inscribed with the phrase "Shadow hide you" in Daedric, the cowl symbolizes the connection between thieves and Nocturnal, with the Nightingales believing it represents their journey to the Evergloam after death. It has inspired curiosity among scholars, such as the Cult of the Ancestor Moth, who sought to study the curse. | thieves_guildscholar | The Gray Cowl of Nocturnal, a Daedric artifact tied to Nocturnal, obscures the wearer's identity and was once cursed to erase their name from history. Revered by thieves, it symbolizes their connection to Nocturnal and the Evergloam. | esoteric | Nocturnal, Thieves Guild, Emer Dareloth, Elder Scroll, Nightingales, Evergloam, Cult of the Ancestor Moth, Daedric artifact, Daedric language | artifacts | factory skyrim-official-20260814-v2.0 | |
| gray_pine_goods | None | Gray Pine Goods is a small general goods store located near the center of Falkreath in Falkreath Hold. It is situated opposite Dead Man's Drink and adjacent to Lod's House. The store is run by Solaf, with his brother Bolund also residing there. Gray Pine Goods provides a variety of essential items, making it a convenient stop for adventurers and townsfolk in need of supplies. | falkreathtraveler | Gray Pine Goods is a small general goods store in Falkreath in Falkreath Hold. You do not know who runs the store.You do not know anything else about this area. | commonwhiterunriftreach | Falkreath, Falkreath Hold, Solaf, Bolund, Dead Man's Drink, Lod's House, general goods, trade | falkreath | factory skyrim-official-20260814-v2.0 | |
| gray_quarter | Snow Quarter, grey quarter | The Gray Quarter is a district in Windhelm, home to the city's sizable population of Dark Elves, or Dunmer, who sought refuge in Skyrim after the eruption of Red Mountain. Once known as the Snow Quarter, it is a cramped and impoverished area, where the Dunmer face suspicion and xenophobia from the Nords, who view them with disdain. Although they are not openly persecuted, the Dunmer live in difficult conditions, with little support from Jarl Ulfric Stormcloak, who largely ignores their plight. The Gray Quarter reflects the tension between Windhelm's native Nords and the immigrant Dunmer, who are forced to live in this slum on the city's outskirts. Additionally, Argonians, who also reside in Windhelm, are prohibited from entering the city itself and are confined to the docks outside the city walls. | eastmarchtraveler | The Gray Quarter is a district in Windhelm, home to the city's sizable population of Dark Elves, or Dunmer, who sought refuge in Skyrim after the eruption of Red Mountain. Once known as the Snow Quarter, it is a cramped and impoverished area, where the Dunmer face suspicion and xenophobia from the Nords, who view them with disdainYou do not know anything else about this area. | commonpaleriftwinterholdwhiterun | Windhelm, Dunmer, Nords, Red Mountain eruption, Ulfric Stormcloak, xenophobia, Argonians, poverty, racial tension, Windhelm docks | eastmarch | factory skyrim-official-20260814-v2.0 | |
| graywinter_watch | None | Graywinter Watch is a small, shadowy cave located east of Whiterun and south of Shimmermist Cave, nestled beneath the Ritual Stone's rocky foundation overlooking the White River. A dirt path along the western side of the Ritual Stone leads directly to the cave, making it easily accessible from the nearby road. It is rumoured the cave is home to trolls. | whiterun | Graywinter Watch is a small, shadowy cave located east of Whiterun.You do not know anything else about this area. | skyrimallfalkreatheastmarchreachpalehjaalmarch | whiterun | custom | ||
| greater_ward | None | Greater Ward is a Restoration spell that creates a powerful magical shield around the caster, absorbing a substantial amount of magic damage. It requires an Adept skill level to cast. | magehealer | Greater Ward is a spell that creates a powerful magical shield around the caster, absorbing a substantial amount of magic damage. You do not know much else about this spell. | common | Restoration, magical shield, spell absorption, Adept magic, defensive spells, ward magic, magic resistance, arcane protection | spells | factory skyrim-official-20260814-v2.0 | |
| great_war | None | The Great War, also known as the First War Against the Empire by the Thalmor, was a significant conflict that occurred from 4E 171 to 175 between the Third Empire and the Third Aldmeri Dominion. The war began with a Thalmor invasion of Imperial territory, motivated by the desire to assert dominance following the destabilization of Summerset after the Oblivion Crisis. The Thalmor seized control of the Summerset Isles in 4E 22 and later annexed Valenwood and Elsweyr, further consolidating their power. The conflict escalated after the Thalmor demanded tributes, territorial concessions, and the disbandment of the Blades, along with a ban on the worship of Talos. When the Emperor rejected these demands, the Thalmor initiated hostilities, leading to the capture of the Imperial City. Although the Empire managed to reclaim the city, the war ended with the signing of the White-Gold Concordat, a peace treaty that imposed harsh terms on the Empire, including the suppression of Talos worship and the cession of large portions of southern Hammerfell. This war marked a pivotal moment in Tamriel's history, highlighting the decline of Imperial power and the rise of the Aldmeri Dominion. | scholarnobleimperial_legionstormcloaksbladesthalmor | The Great War (4E 171–175) was a major conflict between the Third Empire and the Third Aldmeri Dominion. Sparked by the Thalmor's demands for tributes, territorial concessions, and the suppression of Talos worship, the Empire's rejection led to a Thalmor invasion and the capture of the Imperial City. Though the Empire reclaimed the city, the war concluded with the White-Gold Concordat, a treaty imposing harsh terms, including banning Talos worship and ceding southern Hammerfell. The war signified the Empire's decline and the Aldmeri Dominion's rise as a dominant power in Tamriel. | common | Third Empire, Third Aldmeri Dominion, Thalmor, White-Gold Concordat, Talos worship, Imperial City, Hammerfell, Blades, Summerset Isles, Valenwood, Elsweyr, Oblivion Crisis | lore | factory skyrim-official-20260814-v2.0 | |
| green_butterfly_wing | None | Green Butterfly Wing can be harvested by catching Green Butterflies in a far-off, unknown land. Alchemy effects: Restore Magicka, Fear, Slow, and Invisibility. | alchemist | Green Butterfly Wing can be harvested by catching Green Butterflies in a far-off, unknown land. You do not know the alchemical effects of this ingredient. However, an alchemist might. | Everyone | items | custom | ||
| greenpact | Treaty of Frond and Leaf | The Green Pact is a strict code followed by the Bosmer of Valenwood, focused on preserving the forest, known as "the Green." It prohibits harming plants, eating plant-based foods, and mandates that enemies be consumed, typically within three days of their death. Bosmer who adhere to the Pact are fiercely protective of Valenwood and will attack anyone who threatens it. However, the Pact allows for some exceptions, such as eating dairy, honey, and insects. The Pact also involves a unique form of magic that enables Bosmer to shape their settlements within the forest using ritualistic practices, and the Wild Hunt, a transformative ritual allowing the Bosmer to shift into powerful beasts, is a key feature of their culture. In return for their protection of Valenwood, the Bosmer are granted patronage from Y'ffre, the god of the Green. The Pact is enforced by the Spinners of Y'ffre, spiritual leaders who hold great influence. The Bosmer are known for their devotion to the Pact, even when it involves great personal sacrifice, such as allowing loved ones to die rather than break the rules. The Green Pact has led to conflicts with outsiders and tensions with other races, particularly over the felling of trees. Despite their fierce reputation, the Bosmer are highly intelligent and hospitable to those who respect their beliefs. Breaking the Pact is considered a severe crime, often punishable by sacrifice to the Green itself. | bosmerscholar | The Green Pact is a strict code followed by the Bosmer of Valenwood, focused on protecting the forest and prohibiting the harming of plants or eating plant-based foods. Bosmer are required to consume the flesh of enemies and are fiercely protective of Valenwood, with exceptions for certain foods like dairy and insects. The Pact also grants Bosmer magical abilities to shape settlements and perform the Wild Hunt, a ritual that transforms them into powerful beasts. The Bosmer are deeply devoted to the Pact, with violations often punishable by sacrifice to the Green. | common | Bosmer, Valenwood, Y'ffre, Wild Hunt, Spinners, cannibalism, deforestation, shape-shifting, religious law, ritual magic | lore | factory skyrim-official-20260814-v2.0 | |
| greenspore | None | Greenspore is a serious disease that affects a victim's behavior, causing irritability, violent outbursts, and sometimes mild dementia. It can be contracted from slaughterfish or zombies. As the disease progresses, it worsens the victim's ability to influence others, making persuasion and intimidation significantly harder, and also leads to worse prices when trading. | alchemisthealer | Greenspore is a serious disease that affects a victim's behavior, causing irritability, violent outbursts, and sometimes mild dementia. It can be contracted from slaughterfish or zombies. You do not know much else about this disease, but an alchemist would. | common | disease, mental illness, Slaughterfish, zombies, irritability, dementia, persuasion, intimidation, trading | spells | factory skyrim-official-20260814-v2.0 | |
| greenspring_hollow | None | Greenspring Hollow is a shallow outdoor cave nestled west-northwest of Whiterun and southwest of Hamvir's Rest, situated amidst the rolling plains of Whiterun Hold. | whiteruntraveler | Greenspring Hollow is a shallow outdoor cave nestled west-northwest of Whiterun.You do not know anything else about this area. | commonfalkreatheastmarchreachpalehjaalmarch | Whiterun, Whiterun Hold, Hamvir's Rest, cave, plains, wilderness | whiterun | factory skyrim-official-20260814-v2.0 | |
| greybeards | None | The Greybeards are a reclusive and ancient order of monks who reside at High Hrothgar, a monastery on the slopes of the Throat of the World, the highest mountain in Skyrim. They are masters of the Voice, or Thu'um, a form of powerful speech that can be used as a weapon. Founded by Jurgen Windcaller after the Battle of Red Mountain, the Greybeards follow the Way of the Voice, a philosophy that advocates peaceful meditation and the belief that the power of the Thu'um should only be used in times of "True Need." They dedicate their lives to spiritual study and silence, with the only exception being their reverence for the gods, which they express through their shouts. | norddragonnoble | The Greybeards are an ancient order of monks living at High Hrothgar on Skyrim's Throat of the World. Masters of the Thu'um, or Voice, they follow the Way of the Voice, a philosophy of peaceful meditation advocating the Thu'um's use only in times of "True Need." Founded by Jurgen Windcaller, they lead lives of spiritual study and silence, breaking it only to express reverence for the gods through their shouts. | common | High Hrothgar, Throat of the World, Jurgen Windcaller, Battle of Red Mountain, Way of the Voice, Thu'um, meditation, silence, True Need, monastic order | lore | factory skyrim-official-20260814-v2.0 | |
| greywater_grotto | None | Greywater Grotto is a small cave located far east of Falkreath and south-southwest of Helgen in Falkreath Hold. The cave is inhabited by predatory animals like bears and sabre cats. | falkreathtraveler | Greywater Grotto is a small cave located far east of Falkreath and south-southwest of Helgen in Falkreath Hold.You do not know anything else about this area. | commonwhiterunriftreach | Falkreath Hold, Falkreath, Helgen, Bears, Sabre Cats, Caves | falkreath | factory skyrim-official-20260814-v2.0 | |
| guardian_circle | None | Guardian Circle is a Restoration spell that creates a protective circle on the ground, healing allies within its area and damaging nearby undead. It requires a Master skill level to cast. | magehealer | Guardian Circle is a spell that creates a protective circle on the ground, healing allies within its area and damaging nearby undead. You do not know much else about this spell. | common | Restoration, healing, undead, Master skill, defensive magic, area of effect | spells | factory skyrim-official-20260814-v2.0 | |
| guardian_stones | None | The Guardian Stones are a revered trio of Standing Stones located east of Lake Ilinalta, along the road between Helgen and Riverwood in Falkreath Hold. Set against the tranquil backdrop of the river and forest, these stones are among the most well-known and accessible in Skyrim, offering powerful blessings to those who seek to hone their skills. The stones represent the three primary paths of mastery: magic, stealth, and combat. The Mage Stone grants those under its sign the ability to learn all magical skills faster, fostering the arcane arts. The Thief Stone accelerates the mastery of stealth-related skills, appealing to those who prefer cunning and subtlety. Lastly, the Warrior Stone enhances the training of all combat skills, empowering those who choose strength and valor. | whiterunscholartraveler | Guardian Stones are a revered trio of Standing Stones located east of Lake Ilinalta, along the road between Helgen and Riverwood in Falkreath Hold.You do not know anything else about this area. | commonfalkreatheastmarchreachpalehjaalmarch | Lake Ilinalta, Helgen, Riverwood, Falkreath Hold, Standing Stones, Mage Stone, Thief Stone, Warrior Stone, skill blessings, skill training | whiterun | factory skyrim-official-20260814-v2.0 | |
| guardian_stones | None | The Guardian Stones are a revered trio of Standing Stones located east of Lake Ilinalta, along the road between Helgen and Riverwood in Falkreath Hold. Set against the tranquil backdrop of the river and forest, these stones are among the most well-known and accessible in Skyrim, offering powerful blessings to those who seek to hone their skills. The stones represent the three primary paths of mastery: magic, stealth, and combat. The Mage Stone grants those under its sign the ability to learn all magical skills faster, fostering the arcane arts. The Thief Stone accelerates the mastery of stealth-related skills, appealing to those who prefer cunning and subtlety. Lastly, the Warrior Stone enhances the training of all combat skills, empowering those who choose strength and valor. | whiterunscholartraveler | Guardian Stones are a revered trio of Standing Stones located east of Lake Ilinalta, along the road between Helgen and Riverwood in Falkreath Hold.You do not know anything else about this area. | skyrimallfalkreatheastmarchreachpalehjaalmarch | whiterun | custom | ||
| guldun_rock | None | Guldun Rock is a secluded giant camp located east of Whiterun and south of Valtheim Towers, nestled along the road that traces the White River toward Fort Amol. A marked path, distinguished by a stone cairn surrounded by tundra cotton and vibrant mountain flowers, leads to the camp, winding up to a plateau where the giants dwell. The camp is home to a few giants who guard their territory amid scattered mammoth cheese bowls, bones, and skulls. Painted stones and frost mirriam bundles decorate the area, giving it an air of primal ritual. The campfire, set atop a ruined stone structure near the entrance to Guldun Rock Cave, offers a commanding view of the surrounding plains to the north. | whiteruntraveler | Guldun Rock is a secluded giant camp located east of Whiterun.You do not know anything else about this area. | commonfalkreatheastmarchreachpalehjaalmarch | Giants, Mammoth, Whiterun, Valtheim Towers, White River, Fort Amol, Guldun Rock Cave, Tundra Cotton, Frost Mirriam, Mammoth Cheese | whiterun | factory skyrim-official-20260814-v2.0 | |
| guldun_rock_cave | None | Guldun Rock Cave is a cave located at Guldun Rock in Whiterun Hold. There are two giants leading up to the cave, but there are none inside. It appears that the giants use the cave as a storage area. | whiteruntraveler | Guldun Rock Cave is near Guldun Rock in Whiterun. You do not know anything else about this area. | commonfalkreatheastmarchreachpalehjaalmarch | Guldun Rock, Whiterun Hold, Giants, camps, storage, caves | whiterun | factory skyrim-official-20260814-v2.0 | |
| gutworm | None | Gutworm is a disease contracted from trolls in Skyrim, leading to symptoms such as reduced stamina and diminished effectiveness of food in restoring hunger. As the disease progresses, stamina regeneration becomes slower, and food provides less nutritional value, making it harder to recover. | alchemisthealer | Gutworm is a disease contracted from trolls in Skyrim, leading to symptoms such as reduced stamina and diminished effectiveness of food in restoring hunger. You do not know much else about this disease, but an alchemist would. | common | disease, Trolls, Skyrim, stamina, stamina regeneration, food, hunger | spells | factory skyrim-official-20260814-v2.0 | |
| gyldenhul_barrow | None | Gyldenhul Barrow is a Nordic ruin located east of Skaal Village, on the northwestern shore of Horker Island in Solstheim. The barrow is steeped in legend and intrigue, said to house the spirit and treasure of Haknir Death-Brand, a notorious pirate king whose name strikes fear even in death. | solstheimtraveler | You do not know anything about this area. | common | Solstheim, Skaal Village, Horker Island, Haknir Death-Brand, Nordic ruin, piracy, Skaal, horker, burial mound | solstheim | factory skyrim-official-20260814-v2.0 | |
| haafingar | None | Haafingar is a location at the northwestern edge of Skyrim, home to the provincial capital, Solitude. The hold serves as the center of Imperial rule in Skyrim. Haafingar is defined by a large ridge that stretches across the hold, with pine forests and meadows covering the southern slopes down to the Karth River. The northern areas are colder, with mountains and a frozen coastline. Solitude itself is perched on a massive natural archway over the mouth of the Karth River. The region's coastline is rich in resources like nordic barnacles and clams, while the land supports plants like canis root and spiky grass. Near Solitude, you can enjoy fishing by the Solitude Sawmill, where dragonflies hover over the water. The hold is home to various flora, including nightshade, mora tapinella, and thistles, while the snow-covered Druadach Mountains only allow snowberries and scattered mountain flowers to grow. Jarl Elisif the Fair governs the region. | haafingarnoblescholartravelerimperial_legion | Haafingar is a location at the northwestern edge of Skyrim, home to the provincial capital, Solitude. The hold serves as the center of Imperial rule in Skyrim. Haafingar is defined by a large ridge that stretches across the hold, with pine forests and meadows covering the southern slopes down to the Karth River. Jarl Elisif the Fair governs the region. | common | Solitude, Imperial Legion, Karth River, Druadach Mountains, Nordic holds, Imperial rule, Nordic barnacles, Nightshade, Snowberries, Solitude Sawmill, Jarl Elisif the Fair | haafingar | factory skyrim-official-20260814-v2.0 | |
| haafingar_stormcloak_camp | None | Haafingar Stormcloak Camp is a Stormcloak military encampment located northeast of Dragon Bridge and south of the Statue to Meridia in Haafingar. This camp serves as a base for Stormcloak forces operating in the region during the civil war. | haafingarstormcloakstraveler | Haafingar Stormcloak Camp is a Stormcloak military encampment located northeast of Dragon Bridge in Haafingar.You do not know anything else about this area. | commonreachhjaalmarch | Dragon Bridge, Statue to Meridia, Haafingar, Stormcloaks, Civil War, Military Encampments | haafingar | factory skyrim-official-20260814-v2.0 | |
| hackle-lo_leaf | None | Hackle-Lo Leaf, a long, thin, dark green leaf originating from Vvardenfell, is an ingredient that can be purchased from Khajiit caravans. Alchemy effects: Restore Stamina, Paralysis, Waterbreathing, and Fortify Restoration. | alchemist | Hackle-Lo Leaf, a long, thin, dark green leaf 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, Restore Stamina, Paralysis, Waterbreathing, Fortify Restoration, alchemy, Morrowind | items | factory skyrim-official-20260814-v2.0 | |
| haelga's_bunkhouse | None | Haelga's Bunkhouse is a boarding house located in Riften, operated by Haelga. It serves as a residence for several of Riften's citizens, providing a place to stay for those seeking shelter in the city. The bunkhouse is the first building on the right when entering Riften through the main northern gate. | rifttraveler | Haelga's Bunkhouse is a boarding house located in Riften, operated by Haelga.You do not know anything else about this area. | commoneastmarchfalkreath | Riften, Haelga, boarding house, northern gate, residence, The Rift, shelter, city lodging | rift | factory skyrim-official-20260814-v2.0 | |
| haemar's_shame | None | Haemar's Shame is a medium-sized cave located east of Helgen and southwest of Ivarstead in Falkreath Hold. Nestled in a snowy mountain pass. The entrance is marked by bloodstains on the ground, with unused barrels and an empty cart to the left, hinting at the danger within. It is rumored that vampiric daedra worshipers have taken haven in this cave. | falkreathtraveler | Haemar's Shame is a medium-sized cave located east of Helgen and southwest of Ivarstead in Falkreath Hold. You do not know anything else about this area. | commonwhiterunriftreach | Falkreath Hold, Helgen, Ivarstead, Vampires, Daedra Worship, Bloodstains, Mountain Pass | falkreath | factory skyrim-official-20260814-v2.0 | |
| hagraven | None | Hagravens are sinister creatures, grotesque hybrids of old women and birds, resulting from a dark ritual that witches undergo to gain powerful magic at the cost of their humanity. This transformation infuses them with a corrupted essence, leading to a horrific appearance and depraved behavior. Hagravens are notorious for their malevolent appetite, often consuming living victims, particularly savoring fresh eyeballs. Their cunning nature allows them to employ both savage tactics and magical prowess, making them formidable adversaries in combat. | bretonwitchforsworn | Hagravens are sinister, bird-like hybrids of women and witches, created through dark rituals to gain powerful magic. Known for their grotesque appearance, malevolent nature, and cunning, they are formidable foes who often consume living victims. | common | Witches, Forsworn, Bretons, Dark rituals, Corrupted magic, Cannibalism, The Reach, Illusion, Destruction, Glenmoril Witches | creatures | factory skyrim-official-20260814-v2.0 | |
| hagraven_claw | None | Hagraven Claws are possibly dropped by dead hagravens, along with the more common hagraven feathers, and are known for their magical properties. Alchemy effects: Resist Magic, Lingering Damage Magicka, Fortify Enchanting, and Fortify Barter. | alchemist | Hagraven Claws are possibly dropped by dead hagravens, along with the more common hagraven feathers, and are known for their magical properties. You do not know the alchemical effects of this ingredient. However, an alchemist might. | common | Hagravens, Hagraven feathers, Resist Magic, Lingering Damage Magicka, Fortify Enchanting, Fortify Barter, Alchemy ingredients, Witchcraft | items | factory skyrim-official-20260814-v2.0 | |
| hagraven_feathers | None | Hagraven Feathers are dropped by dead hagravens, alongside the occasional hagraven claws. Alchemy effects: Damage Magicka, Fortify Conjuration, Frenzy, and Weakness to Shock. | alchemist | Hagraven Feathers are dropped by dead hagravens, alongside the occasional hagraven claws. You do not know the alchemical effects of this ingredient. However, an alchemist might. | Everyone | items | custom | ||
| hag_rock_redoubt | None | Hag Rock Redoubt is a small Nordic ruin located south of Markarth in the Reach. This multi-tiered structure is built into the mountainside and features multiple entrances and exits across different levels, creating a maze-like layout. As you approach the site, a Nordic tower greets you at the base, with a path leading south past the tower, flanked by tall stone arches high above. The Forsworn occupy the redoubt, making it a dangerous location for travelers. | reachwitchtravelerforsworn | Hag Rock Redoubt is a small Nordic ruin located south of Markarth in the Reach. You do not know anything else about this area. | commonfalkreathwhiterunhjaalmarchhaafingar | Markarth, Reach, Forsworn, Nordic ruins, mountains, towers | reach | factory skyrim-official-20260814-v2.0 | |
| hag's_end | None | Hag's End is a small Nordic ruin located west of Dragon Bridge, within Deepwood Vale in The Reach. The site is home to a hagraven, hags, and witches, making it a dangerous and eerie destination for adventurers. Hag's End is only accessible via Deepwood Redoubt, a fort situated in the mountains west of Dragon Bridge, south of the barrow Volskygge. | haafingarwitchtraveler | Hag's End is a small Nordic ruin located west of Dragon Bridge in The Reach. You do not know anything else about this area. | commonreachhjaalmarch | Deepwood Redoubt, Dragon Bridge, Volskygge, The Reach, Hagraven, Witches, Nordic ruins, Deepwood Vale | haafingar | factory skyrim-official-20260814-v2.0 | |
| haknir's_shoal | None | Haknir's Shoal is a small pirate camp located north-northwest of Skaal Village and east of Benkongerike on Solstheim. The camp is situated along the rugged northern coastline, making it a secluded and strategic hideout for its pirate inhabitants. | solstheimtraveler | You do not know anything about this area. | common | Solstheim, pirates, Skaal Village, Benkongerike, northern coastline, camps | solstheim | factory skyrim-official-20260814-v2.0 | |
| half-moon_mill | None | Half-Moon Mill is a location on the southwest shore of Lake Ilinalta in Falkreath Hold, situated west of The Lady Stone and east of Hunter's Rest. Accessible via the road leading north from Falkreath toward Rorikstead, it serves as a lumber mill supplying both Helgen and Falkreath. Operated by Hert and Hern, the mill consists of a wood mill and a butcher shack on the east side of a salmon-filled stream, with a wooden bridge connecting to their cabin on the west. There are rumors of people going missing around the mill. | falkreathtraveler | Half-Moon Mill is a location on the southwest shore of Lake Ilinalta in Falkreath Hold. You do not know who operates the mill.You do not know anything else about this area. | commonwhiterunriftreach | Lake Ilinalta, Falkreath Hold, The Lady Stone, Hunter's Rest, Rorikstead, Helgen, Lumber, Salmon, Missing persons, Hert, Hern | falkreath | factory skyrim-official-20260814-v2.0 | |
| halldir's_cairn | None | Halldir's Cairn is a small cave located southwest of Falkreath and southeast of Cracked Tusk Keep in Falkreath Hold. The cave is inhabited by draugr and ghosts. | falkreathtraveler | Halldir's Cairn is a small cave located southwest of Falkreath in Falkreath Hold. You do not know anything else about this area. | commonwhiterunriftreach | Falkreath Hold, Cracked Tusk Keep, Draugr, Ghosts, Nordic tombs, Undead | falkreath | factory skyrim-official-20260814-v2.0 | |
| hall_of_attainment | None | The Hall of Attainment is the primary sleeping quarters for students at the College of Winterhold, housing many of the College's aspiring mages. Alongside the Hall of Countenance, it is one of the two main dormitory halls at the College. The hall provides living spaces for students who are further along in their magical training. On the ground floor, students such as Brelyna Maryon, J'zargo, and Onmund can be found, alongside Tolfdir, the master trainer of Alteration. The upper floor is home to several notable figures, including Arniel Gane, a mysterious mage with his own secrets, Enthir, a general goods vendor and fence, and Mirabelle Ervine, the College’s Master-Wizard. Nirya, another resident, is also found on the upper floor. | college_of_winterholdtraveler | The Hall of Attainment is one of the areas in the College. You do not know anything else about the area.You do not know anything else about this area. | commonwinterhold | College of Winterhold, Hall of Countenance, Students, Mages, Alteration, Brelyna Maryon, J'zargo, Onmund, Tolfdir, Mirabelle Ervine, Enthir, Arniel Gane | winterhold | factory skyrim-official-20260814-v2.0 | |
| hall_of_countenance | None | The Hall of Countenance serves as the primary living and sleeping quarters for many of the higher-ranked mages at the College of Winterhold. Located within this hall are the personal cubicles and beds of notable mages, including Drevis Neloren, the master trainer of Illusion, and Faralda, the master trainer of Destruction. Along with the Hall of Attainment, it is one of the two main sleeping areas for students and faculty at the College. The hall contains several notable features: a trapdoor leading to the Midden, the underground area housing some of the College's deepest secrets, as well as an arcane enchanter and an alchemy lab on the upper floor. Drevis Neloren’s bedroom on the lower floor also holds an alchemy lab, allowing for easy access to alchemical experimentation. The upper floor is home to Colette Marence, a Restoration expert, and Sergius Turrianus, an expert in Enchanting, both of whom also provide their respective magical training to students. | college_of_winterholdhealertraveler | The Hall of Countenance is one of the areas in the College. You do not know anything else. about the area.You do not know anything else about this area. | commonwinterhold | College of Winterhold, Hall of Attainment, The Midden, Drevis Neloren, Faralda, Colette Marence, Sergius Turrianus, Illusion, Destruction, Restoration, Enchanting, Alchemy | winterhold | factory skyrim-official-20260814-v2.0 | |
| hall_of_the_elements | None | The Hall of the Elements is a grand training and meeting space within the College of Winterhold, designed for the study and practice of magical arts. This large, circular room is used not only for spell casting training but also for classes, lectures, and official meetings among the College's faculty and students. A pair of massive wooden doors serve as the main entrance, leading into an antechamber. From there, one can access the Arch-Mage's Quarters to the northwest or the Arcanaeum, the College’s renowned library, to the southeast. The hall itself boasts a high ceiling supported by a ring of imposing pillars, with a series of wooden benches surrounding the perimeter for seating. Small light spheres are placed between every two benches, illuminating the room with a soft glow. At the center of the hall is a powerful focus point, where magical energy rises upward toward the ceiling, acting as a visual representation of the College’s profound connection to the arcane. The College symbol is intricately worked into the design of the gates, further emphasizing the importance of this space within the institution. | college_of_winterholdtraveler | The Hall of the Elements is one of the areas in the College. You do not know anything else about the area.You do not know anything else about this area. | commonwinterhold | College of Winterhold, Arcanaeum, Arch-Mage's Quarters, spell casting training, magical energy, lectures, arcane studies, faculty meetings | winterhold | factory skyrim-official-20260814-v2.0 | |
| hall_of_the_vigilant | None | The Hall of the Vigilant is a secluded lodge located south-southwest of Dawnstar and northwest of Fort Dunstad in The Pale. It serves as the headquarters for the Vigilants of Stendarr, a group dedicated to hunting Daedra and other malevolent forces in Skyrim. The lodge is led by Keeper Carcette, who provides expert training in Restoration magic to those seeking to improve their healing abilities. The Hall of the Vigilant is a refuge for the Vigilants, offering a safe haven for their mission to protect Skyrim from supernatural threats. | paledawnguardvolkihartraveler | The Hall of the Vigilant is a secluded lodge located south-southwest of Dawnstar in The Pale. It serves as the headquarters for the Vigilants of Stendarr, a group dedicated to hunting Daedra and other malevolent forces in Skyrim. You do not know who is in charge of the hall/You do not know anything else about this area. | commoneastmarchwinterholdwhiterunhjaalmarch | Vigilants of Stendarr, Stendarr, Dawnstar, The Pale, Daedra, Keeper Carcette, Restoration magic, Fort Dunstad, Vampires, Necromancy | pale | factory skyrim-official-20260814-v2.0 | |
| halted_stream_camp | None | Halted Stream Camp is a fortified bandit camp and iron mine located north of Whiterun and east of Silent Moons Camp, nestled against a rocky hillside. Surrounded by a palisade wall, the camp is accessible through a southern gate or an eastern gap marked by bone chimes, which serve as a crude alarm system. The bandits who occupy the camp are poachers, as evidenced by the presence of a mammoth skeleton and a butchery shack filled with mammoth remains. The camp is guarded by bandits stationed on raised platforms around the perimeter. | whiteruntraveler | Halted Stream Camp is a fortified bandit camp and iron mine located north of Whiterun.You do not know anything else about this area. | commonfalkreatheastmarchreachpalehjaalmarch | Whiterun, Silent Moons Camp, Bandits, Iron Mine, Poaching, Mammoth, Palisade, Butchery, Bone Chimes, Whiterun Hold | whiterun | factory skyrim-official-20260814-v2.0 | |
| hammerfell | Deathland, Deathlands, Volenfell | Hammerfell, located in western Tamriel, is the homeland of the Redguards, who migrated from the partially submerged Yokuda. Known for its diverse landscapes, Hammerfell features vibrant coastal regions, grasslands, temperate mountains, and the vast Alik'r Desert, with notable thermal activity near the Dragontail Mountains. The province borders High Rock to the north, Skyrim to the northeast, and Cyrodiil to the southeast, with extensive access to the Illiac Bay, the Abecean Sea, and the Eltheric Ocean. Hammerfell is divided into regions such as the Alik'r Desert, Craglorn, and Khefrem, and includes islands like Stros M'Kai and Herne. The Redguards primarily inhabit port cities along the coasts, while the interior hosts small farms and nomadic tribes. Hammerfell’s history is shaped by its strategic location and natural resources, making it a center of maritime activity and cultural resilience. From temperate to tropical climates, its landscapes and volcanic regions, such as those near Elinhir, highlight the province’s dynamic geography and enduring significance in Tamrielic history. | scholarbretontraveler | Hammerfell, located in western Tamriel, is the homeland of the Redguards, who migrated from the submerged Yokuda. The province is known for its diverse landscapes, including coastal regions, grasslands, temperate mountains, and the vast Alik'r Desert. It borders High Rock, Skyrim, and Cyrodiil, with access to several seas and oceans. Hammerfell is divided into regions like the Alik'r Desert and Craglorn, with key islands like Stros M'Kai. The Redguards primarily live in coastal cities, while the interior is home to farms and nomadic tribes. Hammerfell's strategic location and natural resources have made it a significant center of maritime activity and cultural resilience. | common | Redguards, Yokuda, Alik'r Desert, Stros M'Kai, Dragontail Mountains, High Rock, Cyrodiil, Craglorn, maritime activity, nomadic tribes, Illiac Bay | locationother | factory skyrim-official-20260814-v2.0 | |
| hamvirs_rest | None | Hamvir's Rest is a somber and eerie Nordic graveyard located northwest of Whiterun and south of Labyrinthian, perched on the quiet slopes of Whiterun Hold. This small outdoor ruin serves as the resting place for ancient Nords, its cracked stones and scattered grave markers evoking a sense of solemnity and forgotten history. | whiteruntraveler | Hamvir's Rest is a somber and eerie Nordic graveyard located northwest of Whiterun.You do not know anything else about this area. | commonfalkreatheastmarchreachpalehjaalmarch | Whiterun, Labyrinthian, Whiterun Hold, Ancient Nords, Nordic burial, Nordic ruins, Grave markers | whiterun | factory skyrim-official-20260814-v2.0 | |
| hanging_moss | None | Hanging Moss is harvested from plants that grow on rocky ledges, trees, or dungeon ceilings, commonly found in the Reach and throughout Skyrim's holds. Alchemy effects: Damage Magicka, Fortify Health, Damage Magicka Regen, and Fortify One-handed. | alchemist | Hanging Moss is harvested from plants that grow on rocky ledges, trees, or dungeon ceilings, commonly found in the Reach and throughout Skyrim's holds. You do not know the alchemical effects of this ingredient. However, an alchemist might. | Everyone | items | custom | ||
| harmony | None | Harmony is an Illusion spell that pacifies all nearby creatures and people, making them stop fighting and become neutral toward the caster. It requires a Master skill level to cast. | mage | Harmony is a spell that pacifies all nearby creatures and people, making them stop fighting and become neutral toward the caster. You do not know much else about this spell. | common | Illusion, Master skill, Pacify, Neutrality, Calm, area pacification, nearby creatures, nearby people, combat cessation, Creatures | spells | factory skyrim-official-20260814-v2.0 | |
| harmugstahl | None | Harmugstahl is a small fort located north of Karthwasten and east of Druadach Redoubt in the Reach. It is rumored a warlock has taken residence in the location. | reachtravelerforsworn | Harmugstahl is a small fort located north of Karthwasten in the Reach.You do not know anything else about this area. | commonfalkreathwhiterunhjaalmarchhaafingar | The Reach, Karthwasten, Druadach Redoubt, warlocks, military fortifications, Forsworn | reach | factory skyrim-official-20260814-v2.0 | |
| harrada | None | Harrada is a twisted plant harvested from the Deadlands. Alchemy effects: Damage Health, Damage Magicka, Paralysis, and Damage Magicka Regen. | alchemist | Harrada is a twisted plant harvested from the Deadlands. You do not know the alchemical effects of this ingredient. However, an alchemist might. | common | Deadlands, Mehrunes Dagon, Oblivion, Alchemy, Damage Health, Paralysis, Damage Magicka, Damage Magicka Regen, Daedric plants, Poisons | items | factory skyrim-official-20260814-v2.0 | |
| hawk_beak | None | Hawk Beaks can be found on dead hawks, alongside hawk feathers, and are used for various alchemical effects. Alchemy effects: Restore Stamina, Resist Frost, Fortify Carry Weight, and Resist Shock. | alchemist | Hawk Beaks can be found on dead hawks, alongside hawk feathers, and are used for various alchemical effects. You do not know the alchemical effects of this ingredient. However, an alchemist might. | Everyone | items | custom | ||
| hawk_egg | Hawk's Egg, Hawk's Eggs | Hawk's Eggs can be harvested from hawks' nests, known for their diverse magical properties. Alchemy effects: Resist Magic, Damage Magicka Regen, Waterbreathing, and Lingering Damage Stamina. | alchemist | Hawk's Eggs can be harvested from hawks' nests, known for their diverse magical properties. You do not know the alchemical effects of this ingredient. However, an alchemist might. | Everyone | items | custom | ||
| hawk_feathers | None | Hawk Feathers can be found on dead hawks, along with hawk beaks, and are used for a range of beneficial alchemical effects. Alchemy effects: Cure Disease, Fortify Light Armor, Fortify One-handed, and Fortify Sneak. | alchemisthealer | Hawk Feathers can be found on dead hawks, along with hawk beaks, and are used for a range of beneficial alchemical effects. You do not know the alchemical effects of this ingredient. However, an alchemist might. | common | Cure Disease, Fortify Light Armor, Fortify One-handed, Fortify Sneak, hawk beak, alchemy ingredient, hawks | items | factory skyrim-official-20260814-v2.0 | |
| headwaters_of_harstrad | None | The Headwaters of Harstrad are the source of the Harstrad River, located in the northeastern region of Solstheim. The headwaters can be found a short distance downhill to the southeast from the entrance to Benkongerike or by following the river upstream from the Wind Stone, situated to the west-southwest. | solstheimtraveler | You do not know anything about this area. | common | Harstrad River, Solstheim, Benkongerike, Wind Stone, River source, Northeastern Solstheim | solstheim | factory skyrim-official-20260814-v2.0 | |
| healing | None | Healing is a Restoration spell that restores a small amount of health to the target, whether it be the caster or another ally. It requires a Novice skill level to cast. | magehealer | Healing is a spell that restores a small amount of health to the target, whether it be the caster or another ally. You do not know much else about this spell. | common | Restoration, restore health, Novice spells, healing magic, mages, allied targets | spells | factory skyrim-official-20260814-v2.0 | |
| healing_hands | None | Healing Hands is a Restoration spell that allows the caster to heal a target by touching them, restoring health over a short period. It requires an Apprentice skill level to cast. | magehealer | Healing Hands is a spell that allows the caster to heal a target by touching them, restoring health over a short period. You do not know much else about this spell. | common | Restoration, Healing, Apprentice, Health, Spells, Magic | spells | factory skyrim-official-20260814-v2.0 | |
| healing_potions | potion of minor healing, potion of healing, potion of plentiful healing, potion of vigorous healing, potion of extreme healing, potion of ultimate healing | Healing potions are alchemical draughts prepared to restore health after injury. Apothecaries sell them in several strengths, and soldiers, guards, healers, and adventurers commonly carry them for emergencies. Their effectiveness depends on the ingredients and skill of the alchemist rather than on a single fixed recipe. | alchemisthealer | Healing potions are common alchemical draughts used to recover from wounds. They are sold in several strengths. | common | Restore Health, apothecary, alchemy, healers, soldiers, guards, adventurers, potions | items | factory skyrim-official-20260814-v2.0 | |
| heal_other | None | Heal Other is a Restoration spell that allows the caster to restore health to another person, healing them over time. It requires an Adept skill level to cast. | magehealer | Heal Other is a spell that allows the caster to restore health to another person, healing them over time. You do not know much else about this spell. | common | Restoration, healing, Adept, health, spells, magic | spells | factory skyrim-official-20260814-v2.0 | |
| heal_undead | None | Heal Undead is a Restoration spell that heals undead targets, restoring their health over time. It requires an Adept skill level to cast. | magehealer | Heal Undead is a spell that heals undead targets, restoring their health over time. You do not know much else about this spell. | common | Restoration, Adept skill, Healing, Undead, Necromancy, Vampires, Zombies, Skeletons, Health, Magic | spells | factory skyrim-official-20260814-v2.0 | |
| heart_of_order | None | Heart of Order, a large white crystal originating from the Shivering Isles, is an ingredient that can be purchased from Khajiit caravans. Alchemy effects: Restore Health, Fortify Health, Fortify One-handed, and Fortify Two-handed. | alchemist | Heart of Order, a large white crystal 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 | ||
| heartwood_mill | None | Heartwood Mill is a small, struggling lumber mill located on the shores of Lake Honrich at the mouth of the Treva River, west of Goldenglow Estate in the Rift. The mill is operated by Grosta, who has been left to run it alone after the disappearance of her husband, Leifnarr. She is assisted by their young son, Gralnach, who helps as much as he can. | rifttraveler | Heartwood Mill is a small, struggling lumber mill located on the shores of Lake Honrich at the mouth of the Treva River.You do not know anything else about this area. | commoneastmarchfalkreath | Lake Honrich, Treva River, Goldenglow Estate, lumber mill, the Rift, Grosta, Leifnarr, Gralnach | rift | factory skyrim-official-20260814-v2.0 | |
| heimskr's_house | None | Heimskr's House is a modest dwelling located in Whiterun, near the sacred Gildergreen tree, nestled between Jorrvaskr and the Temple of Kynareth. The home belongs to Heimskr, a fervent priest of Talos known for his impassioned sermons extolling the virtues of the Ninth Divine. | whiteruntraveler | Heimskr's House is a modest dwelling located in the Winds District in Whiterun.You do not know anything else about this area. | commonfalkreatheastmarchreachpalehjaalmarch | Whiterun, Heimskr, Talos, Gildergreen, Jorrvaskr, Temple of Kynareth, Kynareth, Winds District, Ninth Divine | whiterun | factory skyrim-official-20260814-v2.0 | |
| hela's_folly | None | Hela's Folly is a shipwreck located northeast of Dawnstar, in the Winterhold region, and northwest of The Tower Stone. The wreck lies along the rugged coast, adding to the eerie and desolate landscape of the area. The ship's remains are a stark reminder of the dangerous waters off Skyrim's northern coast. There are rumors of an Argonian who have taken refugee there. | winterholdtraveler | Hela's Folly is a shipwreck located northeast of Dawnstar, in the Winterhold region.You do not know anything else about this area. | commonpaleeastmarch | shipwreck, Dawnstar, The Tower Stone, Winterhold, Argonian, coastal waters, Sea of Ghosts, maritime disasters | winterhold | factory skyrim-official-20260814-v2.0 | |
| helgen | None | Helgen is a small town in eastern Falkreath Hold, located north of Greywater Grotto and south of Riverwood. Heavily fortified with several towers and buildings, Helgen was largely under Imperial military control before the dragon attack leaving the town in ruins. | falkreathnoblescholartraveler | Helgen is a small town in eastern Falkreath Hold, south of Riverwood. Helgen was largely under Imperial military control before the dragon attack leaving the town in ruins.You do not know anything else about this area. | common | Falkreath Hold, Riverwood, Greywater Grotto, Imperial military, Dragon attack, Ruins, Fortification, Fourth Empire, Civil War, Dragons, Garrison | falkreath | factory skyrim-official-20260814-v2.0 | |
| helm_of_the_crusader | None | The Helm of the Crusader, created by Dibella, grants the wearer serene beauty, enhances bartering abilities, and improves skills in Illusion magic. After Pelinal Whitestrake's death, his followers enshrined the helm in the halls of Vanua, which later became submerged under Lake Rumare. In 3E 153, Sir Amiel perished in the haunted ruins while seeking the helm to restore his order’s honor. Centuries later, a pilgrim, guided by a vision of Whitestrake, discovered Sir Amiel’s remains and reclaimed the helm. | imperialscholar | The Helm of the Crusader, created by Dibella, enhances beauty, bartering, and Illusion skills. It was enshrined in Vanua after Pelinal Whitestrake's death and reclaimed centuries later by a pilgrim guided by a vision. | common | Dibella, Pelinal Whitestrake, Sir Amiel, Vanua, Lake Rumare, Illusion magic, bartering, beauty, Crusader relics, visions | artifacts | factory skyrim-official-20260814-v2.0 | |
| hermaeus_mora | Demon of Knowledge, Gardener of Men, Prince of Forbidden Knowledge | Hermaeus Mora, also known as the Daedric Prince of Forbidden Knowledge, is a powerful and ancient entity whose realm is the collection and safeguarding of knowledge, fate, and hidden truths. Often referred to as the Demon of Knowledge or Gardener of Men, Mora's insatiable curiosity leads him to amass all information that exists or ever will exist. He is not concerned with altering fate but rather with ensuring that nothing remains unknown. Mora is known to entrap mortals with the lure of forbidden knowledge, offering immense power in exchange for their servitude. However, this knowledge often comes at a high cost, as mortals who delve too deeply into his secrets risk madness or the loss of their identity. Mora resides in Apocrypha, his plane of Oblivion, an infinite library filled with untitled black books containing forbidden secrets. The realm is populated by his servants, including Seekers and Lurkers, grotesque creatures that enforce Mora's will. Mortals who journey to Apocrypha through his Black Books often face peril but may gain valuable knowledge if they can survive its horrors. Mora is also associated with the Oghma Infinium, a powerful artifact containing vast knowledge. Though he may seem more subtle and calculating than other Daedric Princes, Mora is nonetheless dangerous, as he manipulates those who seek his secrets for his own purposes. | daedrascholarmiraak_cult | Hermaeus Mora, the Daedric Prince of Forbidden Knowledge, is a powerful entity dedicated to collecting and safeguarding all knowledge, fate, and hidden truths. Known as the Demon of Knowledge or Gardener of Men, Mora entices mortals with the promise of forbidden knowledge, often at the cost of their sanity or identity. His realm, Apocrypha, is an endless library of black books containing hidden secrets, guarded by grotesque servants like Seekers and Lurkers. Mortals who navigate this perilous realm may gain great insight if they survive. Mora's notable artifact, the Oghma Infinium, holds immense knowledge. While subtle and calculating, Hermaeus Mora is a dangerous manipulator who uses knowledge to serve his own enigmatic purposes. | common | Apocrypha, Oghma Infinium, Black Books, Oblivion, Seekers, Lurkers, Forbidden Knowledge, Fate, Madness, Daedric Prince, Deception | figures | factory skyrim-official-20260814-v2.0 | |
| hero_of_daggerfall | The Agent | The Agent, often referred to as the Hero of Daggerfall, was a covert operative of the Blades, dispatched by Emperor Uriel Septim VII in 3E 375. Tasked with exorcising the spirit of King Lysandus and recovering a sensitive letter sent to Queen Mynisera, the Agent became embroiled in the tumultuous political landscape of the Iliac Bay. This period was marked by intense power struggles involving the Empire, various regional kingdoms—including the Orcs of Nova Orsinium—Mannimarco, the King of Worms, and the mythical Underking, all vying for control of the legendary Numidium. The Agent's actions ultimately led to the activation of the Numidium in 3E 417, resulting in the Warp in the West, a significant event that dramatically altered the political and physical geography of the region. Following the Warp, the Agent mysteriously vanished, and the Blades could not establish contact despite their efforts. It is widely believed that the Agent perished during the activation of the Numidium, becoming a part of the enigmatic and chaotic legacy of that pivotal moment in history. | scholarbretonblades | The Agent, known as the Hero of Daggerfall, was a covert operative of the Blades sent by Emperor Uriel Septim VII in 3E 375. Tasked with exorcising King Lysandus' spirit and recovering a letter for Queen Mynisera, the Agent became involved in political struggles in the Iliac Bay. Their actions led to the activation of the Numidium in 3E 417, causing the Warp in the West, which drastically changed the region. Afterward, the Agent mysteriously vanished, and it is believed they perished during the Warp, becoming part of the chaotic legacy of that moment. | esoteric | Blades, Uriel Septim VII, King Lysandus, Queen Mynisera, Iliac Bay, Numidium, Warp in the West, Mannimarco, Underking, Nova Orsinium, Daggerfall | figures | factory skyrim-official-20260814-v2.0 | |
| hero_of_kvatch | Champion of Cyrodiil | The Hero of Kvatch, also referred to as the Champion, is a significant figure in the history of Tamriel, known for their pivotal role during the Oblivion Crisis in the Third Era. He help Martin Septim defeat Mehrunes Dagon and save tamriel from an invasion from Oblivion. Their identity remains shrouded in mystery, with their race and gender unknown to most. | imperialscholar | The Hero of Kvatch, also referred to as the Champion, is a significant figure in the history of Tamriel, known for their pivotal role during the Oblivion Crisis in the Third Era. Their identity remains shrouded in mystery, with their race and gender unknown to most. | common | Oblivion Crisis, Martin Septim, Mehrunes Dagon, Kvatch, Third Era, Oblivion, Cyrodiil, Daedric invasion, Septim Dynasty | figures | factory skyrim-official-20260814-v2.0 | |
| hevnoraak | None | Hevnoraak was a tyrannical Dragon Priest who ruled Valthume with fear, manipulating and torturing his followers without consequence. As his death approached, he became obsessed with ensuring his resurrection, filling vessels with his own blood to transfer his power after death. After Hevnoraak's demise, a warrior named Valdar vowed to guard his tomb and prevent his return, keeping watch for generations. | scholardragon | Hevnoraak must of been one of those Dragon Priests buried around Skyrim. You really don't know much more apart from that. | common | Dragon Priest, Valthume, Valdar, tyranny, torture, resurrection, blood magic, undead, necromancy | figures | factory skyrim-official-20260814-v2.0 | |
| hide_armor | None | Hide Armor is a basic hide chest piece with little protection quality. Its visual design is rough and primitive, made of light, tanned animal hides bound together with crude stitching. To craft it: 4 leather and 3 leather strips at a blacksmith forge. A Novice smith can craft it. It can be tempered/improved by using leather at a workbench. | blacksmith | Hide Armor is a basic hide chest piece with little protection quality. Its visual design is rough and primitive, made of light, tanned animal hides bound together with crude stitching. You do not know how to craft it, but a blacksmith would. | Everyone | equipment | custom | ||
| hide_bracers | None | Hide Bracers are are a pair of hide bracers with little protection quality. Its visual design is rough and primitive, made of light, tanned animal hides bound together with crude stitching. To craft it: 1 leather and 2 leather strips at a blacksmith forge. A Novice smith can craft it. It can be tempered/improved by using leather at a workbench. | blacksmith | Hide Bracers are are a pair of hide bracers with little protection quality. Its visual design is rough and primitive, made of light, tanned animal hides bound together with crude stitching.You do not know how to craft it, but a blacksmith would. | Everyone | equipment | custom | ||
| hide_equipment | hide shield, studded armor, hide armor, hide boots, hide bracers, hide helmet | Hide equipment includes rough armor, bracers, boots, helmets, and shields made from tanned hides. It offers basic, easily repaired protection; studded variants reinforce the same light construction with small metal fittings. Individual pieces serve different combat roles, but their exact damage, protection, and crafting requirements depend on the piece rather than the family name. | blacksmithwarriormerchant | Hide equipment includes rough armor, bracers, boots, helmets, and shields made from tanned hides. Individual pieces differ in use. | common | Light Armor, Smithing, tanned hides, Leather, metal fittings, shields, armor repair, Iron, Steel | equipment | factory skyrim-official-20260814-v2.0 | |
| hide_helmet | None | Hide Helmet is a basic hide helmet with little protection quality. Its visual design is rough and primitive, made of light, tanned animal hides bound together with crude stitching. To craft it: 2 leather and 1 leather strips at a blacksmith forge. A Novice smith can craft it. It can be tempered/improved by using leather at a workbench. | blacksmith | Hide Helmet is a basic hide helmet with little protection quality. Its visual design is rough and primitive, made of light, tanned animal hides bound together with crude stitching.You do not know how to craft it, but a blacksmith would. | Everyone | equipment | custom | ||
| hide_shield | None | Hide Shield is a basic hide shield with little protection quality. Its visual design is rough and primitive, made of light, tanned animal hides bound together with crude stitching. To craft it: 4 leather and 2 leather strips at a blacksmith forge. A Novice smith can craft it. It can be tempered/improved by using leather at a workbench. | blacksmith | Hide Shield is a basic hide shield with little protection quality. You do not know how to craft it, but a blacksmith would. | Everyone | equipment | custom | ||
| high_gate_ruins | None | High Gate Ruins is a medium-sized Nordic ruin located west of Dawnstar and east of the Wreck of the Icerunner in The Pale. The ruins are inhabited by draugr. | paletraveler | High Gate Ruins is a medium-sized Nordic ruin located west of Dawnstar in The Pale. You do not know anything else about this area. | commoneastmarchwinterholdwhiterunhjaalmarch | Nordic ruin, Dawnstar, The Pale, draugr, Wreck of the Icerunner, ancient Nordic tombs, Merethic Era, Dragon Cult | pale | factory skyrim-official-20260814-v2.0 | |
| high_hrothgar | None | High Hrothgar is a secluded settlement perched roughly halfway up the Throat of the World, southeast of Whiterun. As a major landmark, it serves as the home of the Greybeards, the reclusive masters of the Thu'um, or The Voice. Revered as a place of spiritual significance, High Hrothgar is steeped in ancient tradition and shrouded in an air of solemnity. Reaching High Hrothgar requires traversing the legendary "7,000 Steps" from Ivarstead, a treacherous ascent fraught with challenges. Along the way, travelers may encounter hostile creatures such as frost trolls, snow bears, and ice wraiths. | whiterundragonscholartraveler | High Hrothgar is a secluded settlement perched roughly halfway up the Throat of the World, southeast of Whiterun. As a major landmark, it serves as the home of the Greybeards, the reclusive masters of the Thu'um, or The Voice. You do not know anything else about this area. | commonfalkreatheastmarchreachpalehjaalmarch | Throat of the World, Greybeards, Ivarstead, Whiterun, Thu'um, 7000 Steps, spiritual significance, frost trolls, snow bears, ice wraiths | whiterun | factory skyrim-official-20260814-v2.0 | |
| high_king_torygg | King Torygg, Torygg | High King Torygg was the ruler of Skyrim and the Jarl of Solitude until his death in 4E 201. The son of Istlod, who had reigned for nearly twenty-five years, Torygg was formally named his successor by the Moot, despite the growing calls for Skyrim's independence from the influential Ulfric Stormcloak. Torygg respected Ulfric's passionate stance and sought to engage him in dialogue about his views, unaware that Ulfric had come with the intention of challenging him for the throne. The encounter between Torygg and Ulfric culminated in tragedy, as Ulfric used his thu'um to overpower the young king and subsequently killed him. While Ulfric viewed the act as a rightful challenge for leadership, many—including the Empire and several Jarls—considered it regicide, noting Torygg's limited martial training compared to Ulfric's experience as a war veteran. Following Torygg's death, his widow, Elisif the Fair, ascended to the position of Jarl of Solitude and aimed to claim the title of High Queen with the support of the Empire. | nordscholar | High King Torygg was the ruler of Skyrim and the Jarl of Solitude until his death in 4E 201. The son of Istlod, he was named his successor by the Moot, despite Ulfric Stormcloak's growing calls for Skyrim's independence. Torygg respected Ulfric’s views and sought dialogue, unaware that Ulfric came to challenge him for the throne. The confrontation ended when Ulfric used his thu'um to kill Torygg, an act many, including the Empire, considered regicide. After his death, his widow, Elisif the Fair, became Jarl of Solitude and sought to claim the title of High Queen with the Empire’s support. | common | Ulfric Stormcloak, Elisif the Fair, Istlod, Solitude, Moot, thu'um, regicide, Skyrim independence, Empire, succession | figures | factory skyrim-official-20260814-v2.0 | |
| highmoon_hall | None | Highmoon Hall is the residence of Idgrod Ravencrone, the Jarl of Hjaalmarch, located in the town of Morthal. This grand hall serves as the administrative center for the region, where Jarl Idgrod Ravencrone oversees the affairs of her hold. The hall is also home to several key figures in Hjaalmarch's governance, including Aslfur, the steward, Legate Taurinus Duilis, the military advisor, and Gorm, the housecarl. Despite Jarl Idgrod’s reclusive nature and mystical tendencies, Highmoon Hall remains a focal point for the people of Morthal and the surrounding areas. | hjaalmarchnobletraveler | Highmoon Hall is the residence of Idgrod Ravencrone, the Jarl of Hjaalmarch, located in the town of Morthal. This grand hall serves as the administrative center for the region, where Jarl Idgrod Ravencrone oversees the affairs of her hold. You do not know any of the other servants who work here. You do not know anything else about this area. | commonwhiterunpalehaafingar | Idgrod Ravencrone, Morthal, Hjaalmarch, Aslfur, Legate Taurinus Duilis, Gorm, jarl residence, hold administration, steward, housecarl, mysticism | hjaalmarch | factory skyrim-official-20260814-v2.0 | |
| highpoint_tower | None | Highpoint Tower is a small, decrepit fort located east of Raven Rock and north of Fort Frostmoth on Solstheim. The fort has fallen into disrepair and is now overrun by albino spiders, making it a dangerous and eerie place to explore. | solstheimtraveler | You do not know anything about this area. | common | Raven Rock, Fort Frostmoth, albino spiders, fort, ruins, creatures | solstheim | factory skyrim-official-20260814-v2.0 | |
| high_rock | None | High Rock, located in northwestern Tamriel, is home to the Bretons, who have divided the province into numerous city-states and minor kingdoms. The region also historically housed Orsinium, the Orcs' City-State. High Rock’s history traces back to the Direnni Hegemony, which once ruled the area before its dissolution in the First Era, leaving behind ruins and a lasting influence on Breton culture. The rugged terrain, including highlands, isolated valleys, and diverse landscapes like temperate forests and snowy mountains, has fostered a strong sense of independence among the Breton clans. Other races, such as Orcs, Snow Elves, and centaurs, have also called High Rock home at various points in its history. The province is divided into six main regions: Glenumbra, Stormhaven, Rivenspire, the Western Reach, northern Bangkorai, and Wrothgar, alongside numerous islands like Balfiera and Betony. High Rock is bordered by Hammerfell to the southeast and Skyrim to the east, with the Iliac Bay and surrounding seas providing access to its coastal areas. Its unique geography and bardic traditions contribute to a rich cultural heritage, uniting its fiercely independent clans under a shared Breton identity. | scholarbretonnobletraveler | High Rock, located in northwestern Tamriel, is home to the Bretons and is divided into multiple city-states and minor kingdoms. Historically, it also housed Orsinium, the Orcs' city-state. The province has a rugged landscape with highlands, valleys, temperate forests, and snowy mountains, fostering a strong sense of independence among its clans. High Rock’s history includes the Direnni Hegemony, which greatly influenced Breton culture. The province is divided into six main regions, including Glenumbra, Stormhaven, and Wrothgar, and is bordered by Hammerfell and Skyrim. Its diverse geography and bardic traditions contribute to a rich cultural heritage. | common | Breton, Orsinium, Direnni Hegemony, Hammerfell, Skyrim, Tamriel, First Era, Glenumbra, Wrothgar, Stormhaven, Snow Elf, Bardic Traditions | locationother | factory skyrim-official-20260814-v2.0 | |
| hillgrunds_tomb | None | Hillgrund's Tomb is a small Nordic burial site nestled southwest of Windhelm and south-southeast of Valtheim Towers, hidden within the rugged wilderness of Skyrim. The tomb's shadowy corridors are inhabited by draugr, ancient guardians who rise to defend their sanctum from intruders. | whiteruntraveler | Hillgrund's Tomb is a small Nordic burial site nestled southwest of Windhelm.You do not know anything else about this area. | commonfalkreatheastmarchreachpalehjaalmarch | Windhelm, Valtheim Towers, Draugr, Nordic burial site, Eastmarch, Ancient guardians, Wilderness | whiterun | factory skyrim-official-20260814-v2.0 | |
| hircine | Huntsman, Lord of the Hunt, Father of Manbeasts | Hircine, known as the Huntsman or Lord of the Hunt, is a Daedric Prince whose domain encompasses the hunt, beasts, and the thrill of the chase. His sphere, also referred to as the Greatest Game, involves the pursuit and sacrifice of both mortals and beasts. Hircine is the father of lycanthropy, known as the Father of Manbeasts, and takes pride in the affliction he bestows upon mortals. Lycanthropes are often considered his "children," and he claims their souls to serve him in the afterlife, where they join him in his realm, the Hunting Grounds. Hircine's realm is an endless forest teeming with fierce creatures and Daedra, where eternal hunts and battles occur in a cycle of death and rebirth. Hircine is revered across Tamriel, particularly among those who seek power through lycanthropy or respect the primal forces of nature. He manifests in several aspects, each symbolizing a different form of the hunt, such as the wolf, bear, and fox. Though he is known for his sportsmanship and values fairness in the hunt, his followers and cults sometimes take his worship to brutal extremes. Among his most prominent cults are the Reachfolk, who honor Hircine as the source of their survival and martial prowess, and the Glenmoril Wyrd, who practice lycanthropy and serve his will. His summoning day is the 5th of Mid Year, and he is associated with several powerful artifacts, including the Ring of Hircine and the Savior’s Hide, which grant protection and control over lycanthropy. | daedrascholarhunter | Hircine, the Huntsman and Lord of the Hunt, is the Daedric Prince of the hunt, beasts, and the thrill of the chase. Known as the Father of Manbeasts, he is the progenitor of lycanthropy, claiming the souls of lycanthropes as his "children" to join him in his realm, the Hunting Grounds. This endless forest is filled with fierce creatures and eternal hunts in a cycle of death and rebirth. Hircine is revered by those who embrace primal forces or seek power through lycanthropy, including the Reachfolk and Glenmoril Wyrd. He values fairness in the hunt and is associated with powerful artifacts like the Ring of Hircine and Savior’s Hide. His summoning day is the 5th of Mid Year, marking his enduring presence in Tamrielic lore. | common | Daedric Prince, lycanthropy, Hunting Grounds, Glenmoril Wyrd, Reachfolk, Ring of Hircine, Savior's Hide, beasts, 5th of Mid Year, Daedra, werewolves | figures | factory skyrim-official-20260814-v2.0 | |
| hist | Hist Trees | The Hist are ancient, sentient spore trees found primarily in the swamps of Black Marsh, revered by the Argonians as both their creators and spiritual guides. Often referred to as "people of the root," Argonians share a profound bond with the Hist, symbolized through rituals involving the consumption of their sap, which grants visions and strengthens this connection. The Hist are believed to predate all mortal races, surviving the catastrophic wars of the Ehlnofey. Their collective consciousness spans across Nirn, allowing them to act as one entity, though rogue Hist, like the one in Lilmoth, occasionally sever this bond. The Hist are pivotal to Argonian life, nurturing their eggs during hatching rituals and guiding their culture through mystical communion, dreams, and visions. Marsh-born Argonians wield Hist-specific magic and are deeply tied to their roots, whereas those hatched outside Black Marsh, known as lukiul, often struggle to hear the Hist's voice. Legends surrounding the Hist highlight their role in major historical events, such as the Oblivion Crisis, where they rallied Argonians to invade Mehrunes Dagon's realms, leading to a decisive victory. The Hist are also known for their strange artifacts and manifestations, such as the Dreaming Tree, which preserved the souls of an Argonian tribe during an Ayleid invasion, and the Sleeping Tree in Skyrim, speculated to be a "cousin" of the Hist from Oblivion. Hist sap, a potent and mystical substance, is capable of altering living beings, enhancing combat abilities, and even creating dangerous bloodlust when consumed improperly. Despite their enigmatic nature, the Hist remain central to Argonian identity and culture, embodying the balance between their primal origins and spiritual purpose within the greater world of Tamriel. | argonianscholar | The Hist are ancient, sentient spore trees from Black Marsh, revered by Argonians as creators and spiritual guides. With a collective consciousness spanning Nirn, they nurture Argonian eggs and guide their culture through visions and rituals involving Hist sap, a substance that enhances abilities but can be dangerous if misused. The Hist played key roles in Tamriel's history, such as rallying Argonians during the Oblivion Crisis, and are linked to artifacts like the Dreaming Tree. Central to Argonian identity, they embody the balance between primal origins and spiritual purpose. | common | Black Marsh, Argonian, Oblivion Crisis, Hist sap, Ehlnofey, Mehrunes Dagon, Sleeping Tree, Dreaming Tree, lukiul, Lilmoth, Ayleid, collective consciousness | lore | factory skyrim-official-20260814-v2.0 | |
| histcarp | None | Histcarp are long dark orange fish found around Skyrim that can be caught with your hands. When used as an ingredient for potion making, they offer effects such as Restore Stamina, Fortify Magicka, Damage Stamina Regen and Waterbreathing. | fisher | Histcarp are long dark orange fish found around Skyrim. You do not know much more about the fish, but a fisher would. | common | Restore Stamina, Fortify Magicka, Damage Stamina Regen, Waterbreathing, alchemy, potion making, fishing, ingredient | creatures | factory skyrim-official-20260814-v2.0 | |
| history_of_raven_rock | None | History of Raven Rock, written by Lyrin Telleno, provides a detailed account of the development and history of the mining town of Raven Rock on Solstheim, focusing on its transformation from an East Empire Company colony to a thriving Dunmer settlement. The book is divided into three volumes, each covering significant events and challenges faced by the town over the centuries. The first volume covers the town's founding in 3E 427, the initial imperial settlement, and the eruption of Red Mountain in 4E 5, which caused widespread destruction but ultimately solidified Raven Rock's resilience. The second volume details the construction of protective structures like the Bulwark, the transition of control to House Redoran, and the prosperity that followed under the leadership of Brara Morvayn. The third volume chronicles the challenges Raven Rock faced during the Fourth Era, including internal strife from House Hlaalu, the depletion of the ebony mine, and the ongoing efforts to maintain order and security under Lleril Morvayn’s rule. The themes of the book include perseverance, leadership, and the struggle for autonomy in the face of external pressures. Telleno highlights the dynamic relationship between the Dunmer and the imperial settlers, as well as the influence of political rivalries, such as between Houses Redoran and Hlaalu, on the town’s fate. The work is a testament to the spirit of the people of Raven Rock, their resilience through disasters, and their ability to adapt as their main resource dwindles. | scholareast_empire_companyhouse_hlaaluhouse_redoran | History of Raven Rock, you do not know the author of the book and have limited knowledge of it, chronicles the transformation of Raven Rock from an imperial colony to a thriving Dunmer settlement, highlighting themes of perseverance, leadership, and the struggle for autonomy. The book explores the challenges faced by the town, including external pressures, internal rivalries, and the resilience of its people. | common | Raven Rock, Solstheim, East Empire Company, House Redoran, House Hlaalu, Red Mountain, Dunmer, Ebony, The Bulwark, Lyrin Telleno, Brara Morvayn, Lleril Morvayn | lore | factory skyrim-official-20260814-v2.0 | |
| hjaalmarch | None | Hjaalmarch is a hold in northern Skyrim, with its capital in Morthal, located east of Solitude and south of the Pale. Despite its proximity to Skyrim's capital, Hjaalmarch is remote and isolated, dominated by a vast, fog-shrouded swamp in the north and bordered by snowy mountains in the south. The ancient ruins of Labyrinthian block potential trade routes to Whiterun Hold, adding to its seclusion. It is ruled by Jarl Idgrod Ravencrone. Hjaalmarch’s salt marshes, stretching from Fort Snowhawk in the west to Ustengrav in the east, are rich in flora, including deathbell, swamp fungal pods, and giant lichen, as well as rare blue mountain flowers around Morthal. The swamps are teeming with dangerous creatures like frostbite spiders, trolls, and even chaurus, while mudcrabs, fish, and dragonflies populate the waterways. The southern regions are snowy and mountainous, with bears, sabre cats, and deer roaming the rugged terrain. A single paved road connects Dragon Bridge in the west to Morthal. | hjaalmarchnoblescholartraveler | Hjaalmarch is a hold in northern Skyrim, with its capital in Morthal, located east of Solitude and south of the Pale. Despite its proximity to Skyrim's capital, Hjaalmarch is remote and isolated, dominated by a vast, fog-shrouded swamp in the north and bordered by snowy mountains in the south. The ancient ruins of Labyrinthian block potential trade routes to Whiterun Hold, adding to its seclusion. It is ruled by Jarl Idgrod Ravencrone. Hjaalmarch’s salt marshes, stretching from Fort Snowhawk in the west to Ustengrav in the east, are rich in flora. | common | Morthal, Idgrod Ravencrone, Labyrinthian, Ustengrav, Fort Snowhawk, Dragon Bridge, Whiterun Hold, Solitude, swamps, deathbell, chaurus, salt marshes | hjaalmarch | factory skyrim-official-20260814-v2.0 | |
| hjaalmarch_imperial_camp | None | Hjaalmarch Imperial Camp is an Imperial military encampment located south of Ustengrav and northwest of Stonehills in Hjaalmarch. Commanded by Legate Taurinus Duilis. | hjaalmarchimperial_legiontraveler | Hjaalmarch Imperial Camp is an Imperial military encampment located southeast of Morthal.You do not know anything else about this area. | commonwhiterunpalehaafingar | Legate Taurinus Duilis, Hjaalmarch, Ustengrav, Stonehills, Morthal, Imperial Legion, military encampment, Fourth Legion | hjaalmarch | factory skyrim-official-20260814-v2.0 | |
| hjaalmarch_stormcloak_camp | None | Hjaalmarch Stormcloak Camp is a Stormcloak military encampment located east of Ustengrav and west of Mzinchaleft in Hjaalmarch. The camp serves as a base of operations for the Stormcloaks in their campaign to gain control of the region. The camp is typically commanded by Arrald Frozen-Heart. | hjaalmarchstormcloakstraveler | Hjaalmarch Stormcloak Camp is a Stormcloak military encampment located east of Morthal in Hjaalmarch.You do not know anything else about this area. | commonwhiterunpalehaafingar | Stormcloaks, Hjaalmarch, Ustengrav, Mzinchaleft, Morthal, Arrald Frozen-Heart, military encampment, civil war | hjaalmarch | factory skyrim-official-20260814-v2.0 | |
| hjerim | None | Hjerim is a house in Windhelm that can be purchased. Located in the Valunstrad district, its name, "Home of Frost," is derived from the ancient Nordic language. The house was once owned by Friga Shatter-Shield, the daughter of Tova Shatter-Shield. After Friga's tragic death, the property was abandoned and later became available for purchase. | eastmarchtraveler | Hjerim is a house in Windhelm that can be purchased. You do not know anything else about this area. | commonpaleriftwinterholdwhiterun | Windhelm, Valunstrad, Friga Shatter-Shield, Tova Shatter-Shield, Shatter-Shield family, Nordic language, Real estate | eastmarch | factory skyrim-official-20260814-v2.0 | |
| hlaalu_farm | None | Hlaalu Farm is a small agricultural property located east of Windhelm, northeast of Windhelm Stables, and west of Hollyfrost Farm in Eastmarch. Owned by Belyn Hlaalu, a Dunmer who resides in Windhelm, the farm is managed and worked by Adisla, a Nord woman who lives in the single-room farmhouse on the property. | eastmarchtravelerhouse_hlaalu | Hlaalu Farm is a small agricultural property located east of Windhelm. You do not know who runs the farm.You do not know anything else about this area. | commonpaleriftwinterholdwhiterun | Eastmarch, Windhelm, Belyn Hlaalu, Dunmer, Windhelm Stables, Hollyfrost Farm, Nord, agriculture, House Hlaalu | eastmarch | factory skyrim-official-20260814-v2.0 | |
| hob's_fall_cave | None | Hob's Fall Cave is a small cave located along the coast between Winterhold and Dawnstar, in the Winterhold region. The cave is relatively isolated, nestled within the rugged coastal landscape. It is rumored that warlocks have taken over the cave. | winterholdtraveler | Hob's Fall Cave is a small cave located along the coast between Winterhold and Dawnstar, in the Winterhold region.You do not know anything else about this area. | commonpaleeastmarch | Winterhold, Dawnstar, coast, warlocks, cave, isolation | winterhold | factory skyrim-official-20260814-v2.0 | |
| hollyfrost_farm | None | Hollyfrost Farm is a large agricultural property located east of Windhelm, east of Hlaalu Farm, and northeast of Windhelm Stables in Eastmarch. The farm is owned by Torsten Cruel-Sea but is primarily worked by Tulvur, who resides on the property along with his two loyal dogs, Tiber and Ysgramor. | eastmarchtraveler | Hollyfrost Farm is a large agricultural property located east of Windhelm. You do not know who runs the farm.You do not know anything else about this area. | commonpaleriftwinterholdwhiterun | Windhelm, Eastmarch, Hlaalu Farm, Windhelm Stables, Torsten Cruel-Sea, Tulvur, agriculture, dogs, Tiber, Ysgramor | eastmarch | factory skyrim-official-20260814-v2.0 | |
| holy_water | None | Holy Water is referenced in tales and songs, often as a joke or a mythical substance associated with divine protection. | sanguine | You know nothing about this and suspect it may be an invention of a bard’s tale. | common | divine protection, bards, mythical substances, tales and songs, Divines, blessings | items | factory skyrim-official-20260814-v2.0 | |
| honeycomb | None | Honeycomb is harvested from beehives, along with bees and beehive husks, and is known for its versatile alchemical properties. Alchemy effects: Restore Stamina, Fortify Block, Fortify Light Armor, and Ravage Stamina. | alchemist | Honeycomb is harvested from beehives, along with bees and beehive husks, and is known for its versatile alchemical properties. You do not know the alchemical effects of this ingredient. However, an alchemist might. | Everyone | items | custom | ||
| honeyside | None | Honeyside is a cozy two-story home located in the northwest corner of Riften, offering access both from within the city and from the docks outside. It can be purchased from the steward, Anuriel. | rifttraveler | Honeyside is a cozy two-story home located in Riften.You do not know anything else about this area. | commoneastmarchfalkreath | Riften, Anuriel, steward, property ownership, docks, Rift | rift | factory skyrim-official-20260814-v2.0 | |
| honeystrand_cave | None | Honeystrand Cave is a small cave located south of Ivarstead and northeast of the Alchemist's Shack in the Rift. There are rumours of a bear that lives here. | rifttraveler | Honeystrand Cave is a small cave located south of Ivarstead.You do not know anything else about this area. | commoneastmarchfalkreath | Ivarstead, Alchemist's Shack, Rift, bear, cave, wildlife | rift | factory skyrim-official-20260814-v2.0 | |
| honningbrew_meadery | None | Honningbrew Meadery, owned by Sabjorn, is a bustling meadery located southeast of Whiterun and north-northeast of Riverwood, nestled within the fertile plains of Whiterun Hold. Renowned for its production of Honningbrew Mead, it stands as a proud competitor to the famous Black-Briar Meadery of Riften. The meadery consists of two buildings: the main brewing hall, Honningbrew Meadery, and the adjacent Honningbrew Boilery. Its strategic location near Whiterun makes it a hub for trade and a popular supplier of mead throughout Skyrim. The rich aroma of fermenting honey and the sounds of activity within are a testament to its thriving operation and its ambition to carve a name for itself among the land’s most cherished brewers. | whiteruntraveler | Honningbrew Meadery is a bustling meadery located southeast of Whiterun and north-northeast of Riverwood, nestled within the fertile plains of Whiterun Hold. Renowned for its production of Honningbrew Mead, it stands as a proud competitor to the famous Black-Briar Meadery of Riften. You do not know who owns the meadery.You do not know anything else about this area. | commonfalkreatheastmarchreachpalehjaalmarch | Sabjorn, Whiterun, Riverwood, Black-Briar Meadery, Riften, Whiterun Hold, Honningbrew Mead, mead brewing, Honningbrew Boilery, trade | whiterun | factory skyrim-official-20260814-v2.0 | |
| honorhall_orphanage | None | Honorhall Orphanage is located in the southern part of Riften and consists of a single interior zone. It serves as a home for four orphans under the strict and widely disliked care of its headmistress, Grelod the Kind, who is actually known to be an awful person. Constance Michel, Grelod's timid assistant, also resides in the orphanage and provides a more nurturing presence for the children. | riftdark_brotherhoodtraveler | Honorhall Orphanage is located in the southern part of Riften and consists of a single interior zone.You do not know anything else about this area. | commoneastmarchfalkreath | Riften, Dark Brotherhood, orphans, child welfare, cruelty, abuse, charity, adoption, mistreatment, assassination | rift | factory skyrim-official-20260814-v2.0 | |
| hoonding | Make Way God | HoonDing, also known as the Make Way God, is a revered Yokudan spirit symbolizing perseverance and the unyielding will to overcome obstacles. Manifesting in times of great need, HoonDing is the embodiment of the Redguards' resilience and their drive to "make way" for their people. His first known avatar was Diagna, who played a crucial role in defeating the Sinistral Mer by bringing orichalc weapons to the Yokudans. Diagna's exploits extended to leading a devout band of warriors against the Orsimer during the Siege of Orsinium. Throughout history, HoonDing has appeared in various forms to guide and empower the Redguards, reflecting his ever-present influence in their cultural and spiritual identity. HoonDing’s influence persisted through other figures, including Frandar Hunding, who led the Yokudans in their exodus to Tamriel and their battles against Malooc the Horde King. During the Tiber War, HoonDing's essence was linked to Crown Prince A'tor and the legendary warrior Cyrus. A'tor's transformation into the Soul Sword and Cyrus’s wielding of it to slay the dragon Nafaalilargus exemplify HoonDing's duality as both a weapon and a symbol of leadership. HoonDing remains a central figure in Redguard mythology, representing their indomitable spirit and their ability to overcome adversity, no matter the form it takes. | redguardscholar | HoonDing, also known as the Make Way God, is a revered Yokudan spirit symbolizing perseverance and the will to overcome obstacles. His first avatar, Diagna, defeated the Sinistral Mer with orichalc weapons and led warriors against the Orsimer during the Siege of Orsinium. HoonDing's influence continued through figures like Frandar Hunding, A'tor, and Cyrus, linking him to key events such as the Tiber War and the Soul Sword. He remains a central figure in Redguard mythology, embodying their resilience and ability to overcome adversity. | common | Yokudan, Redguard, Diagna, Sinistral Mer, orichalc weapons, Siege of Orsinium, Orsimer, Frandar Hunding, Tiber War, Crown Prince A'tor, Cyrus, Soul Sword | figures | factory skyrim-official-20260814-v2.0 | |
| horker | None | Horkers are sea animals resembling walruses, commonly found in packs near rivers and icy shores in northern Skyrim. They are slow and easy to avoid on land but become faster and harder to outrun in water. If provoked, horkers will become hostile. Looting their bodies may yield horker meat, tusks, and occasionally small amounts of gold or gems. | hunter | Horkers are sea animals resembling walruses, commonly found in packs near rivers and icy shores in northern Skyrim. They are slow and easy to avoid on land but become faster and harder to outrun in water. | common | northern Skyrim, icy shores, horker meat, horker tusks, aquatic speed, hostile when provoked, gold, gems, hunting | creatures | factory skyrim-official-20260814-v2.0 | |
| horker_island | None | Horker Island is a large, icy island located east of Skaal Village and northeast of Bujold's Retreat on Solstheim. True to its name, the island is primarily inhabited by horkers, the lumbering aquatic creatures that thrive along the frigid coastlines of the region. | solstheimtraveler | You do not know anything about this area. | common | Solstheim, Skaal Village, Bujold's Retreat, horkers, icy islands, aquatic creatures, Skaal | solstheim | factory skyrim-official-20260814-v2.0 | |
| horror_of_castle_xyr | None | The Horror of Castle Xyr, written by Baloth-Kul, is a one-act play that follows a tense investigation within the eerie Castle Xyr. The story is set in the grand entrance hall of the castle, where Captain Clavides of the Imperial Guard arrives to investigate the mysterious death of an Ashlander. He soon uncovers a dark secret when he finds a hidden passage beneath the castle, leading to a cellar filled with grotesque remnants of necromantic experiments. The maid, Anara, is revealed to be part of the sinister activities, and her true identity as Iachilla Xyr, a member of the Telvanni family, is exposed. The plot revolves around themes of magical torture, betrayal, and the twisted experimentation with destruction magic. The play explores the psychological and physical torment inflicted by those who wield magic, delving into the moral decay and monstrous acts committed by those with power. The disturbing actions of the Telvanni family reveal a dark side to the pursuit of knowledge and magic, highlighting themes of cruelty and the abuse of power. The play ends on a chilling note, leaving the audience to contemplate the horrors of unchecked ambition. | scholar | The Horror of Castle Xyr, you do not know the author of the book and have limited knowledge of it, is a one-act play that explores a dark investigation uncovering necromantic experiments and betrayal within the eerie Castle Xyr. The themes of the play include the abuse of magical power, the moral decay of those who seek knowledge at any cost, and the psychological torment inflicted by unchecked ambition. | common | Baloth-Kul, Castle Xyr, Captain Clavides, Imperial Guard, Iachilla Xyr, Telvanni family, necromancy, destruction magic, Ashlander, theater | lore | factory skyrim-official-20260814-v2.0 | |
| house_gray-mane | None | House Gray-Mane is the ancestral home of Clan Gray-Mane, one of Whiterun's most prominent and traditional families. Situated in the Wind District, the house stands directly opposite the sacred Gildergreen tree, at the top of the stairs leading up from the bustling marketplace. The home reflects the clan's storied history and deep-rooted Nordic pride, serving as a gathering place for its members amidst the political tensions of Whiterun. As staunch supporters of the Stormcloak rebellion and advocates for Nordic independence, the Gray-Manes are known for their unwavering values and rivalry with the Imperial-aligned Clan Battle-Born. | whiterunnobletravelerimperial_legionstormcloaks | House Gray-Mane is the ancestral home of Clan Gray-Mane, one of Whiterun's most prominent and traditional families. Situated in the Wind District.You do not know anything else about this area. | commonfalkreatheastmarchreachpalehjaalmarch | Wind District, Gildergreen, Stormcloaks, Clan Battle-Born, Nordic independence, Nordic pride, Whiterun politics, Whiterun marketplace, Imperial Legion | whiterun | factory skyrim-official-20260814-v2.0 | |
| house_of_clan_battle-born | None | The House of Clan Battle-Born is the residence of the influential Battle-Born family, situated in the Wind District of Whiterun. Nestled beside the Hall of the Dead, the home is a prominent landmark in the city, standing directly across from the house of their rivals, Clan Gray-Mane. The Battle-Borns are staunch supporters of the Empire and the Imperial Legion, embodying loyalty to tradition and order. Their home reflects their status and role in Whiterun’s political and social landscape. As one of the city’s leading families, the House of Clan Battle-Born serves as both a symbol of their allegiance to the Empire and a focal point in the ongoing feud with the fiercely independent Gray-Manes. | whiterunnobletravelerimperial_legion | The House of Clan Battle-Born is the residence of the influential Battle-Born family, situated in the Wind District of Whiterun. You do not know anything else about this area. | commonfalkreatheastmarchreachpalehjaalmarch | Clan Battle-Born, Clan Gray-Mane, Whiterun, Wind District, Hall of the Dead, Imperial Legion, Empire, noble family, feud | whiterun | factory skyrim-official-20260814-v2.0 | |
| house_of_clan_cruel-sea | None | The House of Clan Cruel-Sea is a large manor in Windhelm, serving as the residence of the Cruel-Sea family. Situated opposite Hjerim in the northwestern part of the city, the house reflects the family's prominence within the local community. | eastmarchtraveler | The House of Clan Cruel-Sea is a large manor in Windhelm, serving as the residence of the Cruel-Sea family. You do not know anything else about this area. | commonpaleriftwinterholdwhiterun | Windhelm, Hjerim, Clan Cruel-Sea, Eastmarch, nobility, manors, Stone Quarter | eastmarch | factory skyrim-official-20260814-v2.0 | |
| house_of_clan_shatter-shield | None | The House of Clan Shatter-Shield is a large residence on the western wall of Windhelm, located opposite Viola Giordano's House and next door to Hjerim, which was formerly owned by their daughter Friga Shatter-Shield. The house is home to Torbjorn Shatter-Shield, his wife Tova, and their daughter Nilsine. The family is in mourning over the tragic loss of Friga, who was murdered. | eastmarchtraveler | The House of Clan Shatter-Shield is a large residence on the western wall of Windhelm.You do not know anything else about this area. | commonpaleriftwinterholdwhiterun | Windhelm, Clan Shatter-Shield, mourning, murder, grief, tragedy, Hjerim, Noble Houses, Eastmarch, blood feuds | eastmarch | factory skyrim-official-20260814-v2.0 | |
| hrodulf's_house | None | Hrodulf's House is an abandoned shack located southwest of Fort Frostmoth and southeast of Kolbjorn Barrow on Solstheim. | solstheimtraveler | You do not know anything about this area. | common | Solstheim, Fort Frostmoth, Kolbjorn Barrow, abandoned, shack, ruins | solstheim | factory skyrim-official-20260814-v2.0 | |
| human_flesh | None | Human Flesh can be found in locations where individuals have performed the Black Sacrament ritual to summon the Dark Brotherhood. Alchemy effects: Damage Health, Paralysis, Restore Magicka, and Fortify Sneak. | alchemist | Human Flesh can be found in locations where individuals have performed the Black Sacrament ritual to summon the Dark Brotherhood. You do not know the alchemical effects of this ingredient. However, an alchemist might. | Everyone | items | custom | ||
| human_heart | None | Human Hearts are used in alchemy or at the Atronach Forge and can be found where the Black Sacrament ritual has been performed to summon the Dark Brotherhood. Alchemy effects: Damage Health, Damage Magicka, Damage Magicka Regen, and Frenzy. | alchemist | Human Hearts are used in alchemy or at the Atronach Forge and can be found where the Black Sacrament ritual has been performed to summon the Dark Brotherhood. You do not know the alchemical effects of this ingredient. However, an alchemist might. | Everyone | items | custom | ||
| hunger_tounge | Hunger Tongue | Hunger Tongue, a long pink tongue originating from the Shivering Isles, is an ingredient that can be purchased from Khajiit caravans. Alchemy effects: Weakness to Fire, Cure Disease, Cure Poison, and Fortify Magicka. | alchemist | Hunger Tongue, a long pink tongue 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 | ||
| hunter's_rest | None | Hunter's Rest is a small shack located in the hills west of Half-Moon Mill, roughly midway between Falkreath and Rorikstead in Falkreath Hold. The shelter is near Moss Mother Cavern and serves as a home for hunters who poach game in the surrounding wilderness. | falkreathtraveler | Hunter's Rest is a small shack located roughly midway between Falkreath and Rorikstead in Falkreath Hold. You do not know anything else about this area. | commonwhiterunriftreach | Half-Moon Mill, Moss Mother Cavern, Rorikstead, Falkreath, poaching, hunting, Falkreath Hold wilderness | falkreath | factory skyrim-official-20260814-v2.0 | |
| huntsmans_prowess | None | These magical effects are offensive Destruction enchantments that increase damage dealt to animals. This effect is available through custom enchanting and is also found on enchanted items, making it a favored enchantment among hunters. | mage | This enchantment makes weapons stronger against animals, useful for hunters. A mage might know more though. | common | Destruction, Enchanting, animals, hunters, weapon enchantments, offensive magic, damage enhancement | spells | factory skyrim-official-20260814-v2.0 | |
| hydnum_azure_giant_spore | None | Hydnum Azure Giant Spore, a blue-purple sphere plant originating from the Shivering Isles, is an ingredient that can be purchased from Khajiit caravans. Alchemy effects: Resist Frost, Fortify Health, and Regenerate Health. | alchemist | Hydnum Azure Giant Spore, a blue-purple sphere plant 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 | ||
| hypha_facia | None | Hypha Facia, a flat brown fungus originating from Vvardenfell, is an ingredient that can be purchased from Khajiit caravans. Alchemy effects: Weakness to Poison, Frenzy, Ravage Stamina, and Resist Magic. | alchemist | Hypha Facia, a flat brown fungus 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 | ||
| hysteria | None | Hysteria is an Illusion spell that causes enemies within its area of effect to become terrified and flee in panic. It requires an Expert skill level to cast. | mage | Hysteria is a spell that causes enemies within its area of effect to become terrified and flee in panic. You do not know much else about this spell. | common | fear, fleeing, panic, Illusion, Expert skill, area of effect | spells | factory skyrim-official-20260814-v2.0 | |
| ice_form | iiz slen nus | Ice Form is a Shout that freezes an opponent solid, turning them into ice. The three words of power in this Shout are Iiz (Ice), which generates the freezing force; Slen (Flesh), which freezes the target's body; and Nus (Statue), which solidifies the target into an immovable frozen form. | dragon | This is a Dragon Shout. You do not know much about Dragon shouts, or their language. | common | Dragons, Dragon Shouts, Thu'um, Words of Power, Dragon Language, freezing, ice, immobilization, High Hrothgar, Greybeards | spells | factory skyrim-official-20260814-v2.0 | |
| ice_spike | None | Ice Spike is a Destruction spell that launches a shard of ice at a target, dealing frost damage upon impact. It requires an Apprentice skill level to cast. | mage | Ice Spike is a spell that hurls a sharp shard of ice at a target, dealing frost damage upon impact. You do not know much else about this spell. | common | Destruction, frost damage, Apprentice spells, ice magic, offensive magic, elemental magic, combat spells, spellcasting | spells | factory skyrim-official-20260814-v2.0 | |
| ice_storm | None | Ice Storm is a Destruction spell that summons a swirling storm of ice, dealing frost damage over time to enemies within its area of effect. It requires an Adept skill level to cast. | mage | Ice Storm is a spell that summons a swirling storm of ice, dealing frost damage over time to enemies within its area of effect. You do not know much else about this spell. | common | Destruction, Frost Damage, Adept spells, Area of effect, Cold magic, Offensive magic, Magic | spells | factory skyrim-official-20260814-v2.0 | |
| ice_wraith | None | Ice Wraiths are ethereal, serpentine spirits composed entirely of ice, commonly found in the frigid landscapes and mountain ranges of Skyrim, as well as in regions of High Rock and Cyrodiil. These magical beings possess the ability to blend seamlessly with their snowy surroundings, rendering them nearly invisible to unsuspecting prey. Ice Wraiths are known for their swift and lethal attacks, lunging at victims to inflict fatal bites, and they can transmit Witbane, a disease that impairs mental acuity. Notably, they are immune to paralysis, making them challenging opponents in combat. | nordhunterhealer | Ice Wraiths are ethereal, ice-based spirits found in Skyrim and surrounding regions, blending with their snowy surroundings to ambush prey. Known for their swift attacks and ability to transmit Witbane. | common | High Rock, Cyrodiil, mountain ranges, ethereal spirits, frigid landscapes, disease, Witbane, paralysis immunity, ambush predators | creatures | factory skyrim-official-20260814-v2.0 | |
| ice_wraith_bane | None | Ice Wraith Bane is a potent poison specifically crafted to harm Ice Wraiths. Known to be issued to those joining the Stormcloaks, its formulation is highly effective against these spectral creatures, though its use is limited to such foes. | stormcloaksalchemistscholar | You know this poison is meant to combat Ice Wraiths and is tied to the Stormcloak cause, but its details remain unclear. | common | Ice Wraith, Stormcloaks, poison, Alchemy, spectral creatures, recruitment | items | factory skyrim-official-20260814-v2.0 | |
| ice_wraith_essence | None | This potion grants resistance to frost damage and is said to be harvested from Ice Wraiths themselves. Alchemists theorize it contains the frozen essence of these creatures, granting its frost-resistant properties. It is a prized item among adventurers who venture into freezing climates. | alchemisthunterscholar | You know it is tied to Ice Wraiths but have no details on it. Maybe an alchemist or a scholar might though. | common | Ice Wraith, frost resistance, frost damage, alchemy, potions, creature ingredients, freezing climates, apothecary, adventuring supplies | items | factory skyrim-official-20260814-v2.0 | |
| ice_wraith_teeth | None | Ice Wraith Teeth are dropped by ice wraiths, known for their ability to enhance defense and manipulate elemental effects. Alchemy effects: Weakness to Frost, Fortify Heavy Armor, Invisibility, and Weakness to Fire. | alchemist | Ice Wraith Teeth are dropped by ice wraiths, known for their ability to enhance defense and manipulate elemental effects. You do not know the alchemical effects of this ingredient. However, an alchemist might. | Everyone | items | custom | ||
| icy_spear | None | Icy Spear is a Destruction spell that hurls a large shard of ice at a target, dealing significant frost damage upon impact. It requires an Expert skill level to cast. | mage | Icy Spear is a spell that hurls a large shard of ice at a target, dealing significant frost damage upon impact. You do not know much else about this spell. | common | Destruction, frost damage, ice, Expert skill, ranged attack, cold | spells | factory skyrim-official-20260814-v2.0 | |
| idgrod | Idgrod Ravencrone | Idgrod Ravencrone is the elderly Nord Jarl of Hjaalmarch, residing in Highmoon Hall in Morthal. As a mystic, she is known for her visions, which she claims are granted to her by the Eight Divines. These visions often influence her decisions more than the opinions of her subjects, leading to some skepticism among the townsfolk regarding her judgments. Idgrod governs alongside her husband, Aslfur, who acts as her steward, and is accompanied by her housecarl, Gorm. She is also the mother of Idgrod the Younger and Joric. Despite her reliance on visions, she maintains an essential position within the community, demonstrating a connection to both the spiritual and political realms of her hold. Idgrod is generally seen as unaggressive and holds a moral stance that does not involve crime, reflecting her role as a leader guided by her mystical insights. | scholarnoble | Idgrod Ravencrone is the elderly Jarl of Hjaalmarch, known for her mystical visions, which she believes are granted by the Eight Divines and influence her decisions. She rules alongside her husband, Aslfur, and her housecarl, Gorm. The mother of Idgrod the Younger and Joric, she is seen as a moral leader who avoids crime. While some townsfolk are skeptical of her reliance on visions, she maintains an essential position in both the spiritual and political life of Morthal. | common | Hjaalmarch, Morthal, Highmoon Hall, Jarl, mystic visions, Eight Divines, Aslfur, Gorm, Idgrod the Younger, Joric, Nord, housecarl | figures | factory skyrim-official-20260814-v2.0 | |
| ienth_farm | None | Ienth Farm is the humble home and farmstead of Garyn Ienth and his wife Milore Ienth, located in Raven Rock. The farm is a vital part of the community, where Garyn, a hardworking Dark Elf farmer, tends to the land, growing crops and raising livestock amidst the harsh conditions of Solstheim. His efforts contribute to the sustenance of the people of Raven Rock, ensuring that the town has access to fresh produce despite the island's unforgiving climate. Milore Ienth, his wife, is a skilled Dark Elf apothecary who crafts potions and remedies for the people of Raven Rock. | solstheimtraveler | You do not know anything about this area. | common | Raven Rock, Solstheim, Dunmer, Garyn Ienth, Milore Ienth, farming, apothecary, potions, livestock, crops | solstheim | factory skyrim-official-20260814-v2.0 | |
| igmund | Jarl Igmund | Igmund is the Jarl of Markarth, a Nord barbarian who governs the city with the aid of his steward and uncle, Raerek. He is a supporter of the Imperial Legion amid the ongoing civil war in Skyrim. | scholarnobleimperial_legion | Igmund is the Jarl of Markarth, a Nord barbarian, and rules with the aid of his steward and uncle, Raerek. He supports the Imperial Legion in the ongoing civil war in Skyrim. | common | Markarth, Imperial Legion, Civil War, Skyrim, Nord, Barbarian, Jarl, Raerek, Steward, Imperial loyalists, The Reach | figures | factory skyrim-official-20260814-v2.0 | |
| ignite | None | Ignite is a Destruction spell that causes a target to burst into flames, dealing fire damage over time. It requires an Apprentice skill level to cast. | mage | Ignite is a spell that causes a target to catch fire, dealing fire damage over time. You do not know much else about this spell. | common | Fire Damage, Destruction, Apprentice, Flames, burning, magic | spells | factory skyrim-official-20260814-v2.0 | |
| ilinalta's_deep | None | Ilinalta's Deep is a medium-sized, partially submerged fort located north of the Lady Stone and south-southeast of Bloated Man's Grotto in Falkreath Hold. The fort is overrun by necromancers and skeletons. Once a fully functional structure, the fort now lies in ruin, with its lower sections flooded by Lake Ilinalta. | falkreath | Ilinalta's Deep is a medium-sized, partially submerged fort located northern portion of Lake Ilinalta. Once a fully functional structure, the fort now lies in ruin, with its lower sections flooded by Lake Ilinalta.You do not know anything else about this area. | skyrimallwhiterunrift reach | falkreath | custom | ||
| illusion | None | Illusion is one of the recognized schools of magic. It bends perception, attention, emotion, and resolve instead of directly changing the physical world. Its spells can calm, frighten, enrage, rally, silence, or conceal a subject, with invisibility and muffled movement among its best-known effects. Illusion depends heavily on the caster's skill and the target's resistance; powerful or unusual minds are harder to influence. | magescholar | Illusion magic alters perception and emotion. It can calm, frighten, enrage, encourage, silence, or conceal a subject through effects such as invisibility and muffle. | common | school of magic, perception, emotion, Invisibility, Muffle, Rally, Silence, magical resistance, Charm, Jagar Tharn | lore | factory skyrim-official-20260814-v2.0 | |
| imperial_city | Cyrodiil City | The Imperial City, also known as Cyrodiil City, is the cultural and political heart of Tamriel, located on City Isle in the center of Lake Rumare. Dominated by the iconic White-Gold Tower, the city serves as the capital of Cyrodiil and the Tamrielic Empire. Its origins trace back to the Merethic Era, when the Aldmer constructed the White-Gold Tower as a temple, marking the beginnings of Ayleid civilization in the region. Over centuries, the city became the seat of power for various empires, from Alessia's rebellion to the rise of the Reman and Septim Dynasties. Despite its grandeur, the city has endured numerous challenges, including sieges, invasions, and disasters such as the Oblivion Crisis and the Great War. The city is divided into several districts, each with distinct roles and architectural styles. Key areas include the Market District, a hub of commerce; the Arboretum, home to statues of the Divines; and the Temple District, housing the Temple of the One. The Arena District hosts the Imperial Arena, famous for its bloody spectacles, while the Waterfront District serves as a harbor and residential area for the city's poorer residents. Beneath the city lies an extensive network of sewers and Ayleid ruins, often used as hideouts by outlaws and secretive organizations like the Thieves Guild. Throughout history, the city has been a focal point of Tamrielic events, from the Alessian Slave Rebellion to the Planemeld, showcasing its enduring significance as the center of Tamrielic culture and governance. | scholarimperialnobletravelerthieves_guild | The Imperial City, located on City Isle in Lake Rumare, is the political and cultural heart of Tamriel and serves as the capital of Cyrodiil and the Tamrielic Empire. Founded by the Aldmer in the Merethic Era, the city is home to the iconic White-Gold Tower and has witnessed numerous historical events, from the Alessian Slave Rebellion to the Oblivion Crisis and the Great War. The city is divided into several districts, including the Market District, the Temple District, and the Arena District. Beneath the city lies an extensive network of sewers and Ayleid ruins, often used by outlaws and secret organizations like the Thieves Guild. The Imperial City remains central to Tamriel's history, culture, and governance. | common | White-Gold Tower, Lake Rumare, City Isle, Ayleid, Aldmer, Alessian Slave Rebellion, Oblivion Crisis, Great War, Thieves Guild, Temple of the One, Imperial Arena, Cyrodiil | locationother | factory skyrim-official-20260814-v2.0 | |
| imperial_legion | None | The Imperial Legion is the primary military force of the Empire of Tamriel, tasked with preserving peace, enforcing the rule of law, and protecting the Emperor and Imperial Province. Known for its discipline, vast numbers, and specialized troops, the Legion operates both as a garrison force during peacetime and an overwhelming invasion force during conflicts. Its recruits come from all races and regions, contributing to the Legion’s diverse but highly trained and loyal ranks. The Legion's versatile structure includes archers, cavalry, battlemages, and healers, making it one of the most formidable armies in Tamriel’s history. In addition to military duties, the Legion acts as the Empire’s enforcer, providing guardsmen and maintaining order across the provinces. The Legion's history stretches back to the First Era, with its origins tied to the Alessian Empire. It played a key role in expanding and consolidating Imperial power under various rulers, including Tiber Septim during the creation of the Third Empire. Over the centuries, the Legion has fought in numerous wars and conflicts, from the Alessian conquest of Cyrodiil to the Great War against the Aldmeri Dominion. Despite facing challenges in later eras, such as the Great War and the Skyrim Civil War, the Imperial Legion remains a symbol of the Empire's military strength and resilience. | imperial_legionimperialnoble | The Imperial Legion is the Empire of Tamriel's primary military force, tasked with maintaining peace, enforcing laws, and protecting the Empire. Known for its discipline and diverse, highly trained troops, it includes specialized units like archers, cavalry, and battlemages. Established in the First Era, the Legion has expanded Imperial power and played a key role in major conflicts, including the Great War and the Skyrim Civil War. Despite challenges, it remains a symbol of the Empire's strength and unity. | common | Empire of Tamriel, Cyrodiil, Alessian Empire, Tiber Septim, Great War, Aldmeri Dominion, Skyrim Civil War, battlemages, First Era, law enforcement, military discipline | lore | factory skyrim-official-20260814-v2.0 | |
| imp_gall | None | Imp Gall, a yellowish gall originating from Cyrodiil, is an ingredient that can be purchased from Khajiit caravans. Alchemy effects: Damage Health, Weakness to Fire, Fortify Barter, and Cure Poison. | alchemist | Imp Gall, a yellowish gall originating from Cyrodiil, 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 | Cyrodiil, Khajiit caravans, Damage Health, Weakness to Fire, Fortify Barter, Cure Poison, Khajiit, Trade goods, Poison cures | items | factory skyrim-official-20260814-v2.0 | |
| improved_bonemold_armor | None | Improved Bonemold Armor is a basic bonemold chest piece with good 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 ingot, 10 bonemold 1 netch jelly and 1 stalhrim and 1 void salts at a blacksmith forge. An Apprentice smith can craft it. It can be tempered/improved by using bonemeal at a workbench. | blacksmith | Improved Bonemold Armor is a basic bonemold chest piece with good 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 | ||
| improved_bonemold_boots | None | Improved Bonemold Boots are a basic bonemold pair of boots with good 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, 6 bonemold, 1 netch jelly, 1 stalhrim, and 1 void salts at a blacksmith forge. An Apprentice smith can craft it. It can be tempered/improved by using bonemeal at a workbench. | blacksmith | Improved Bonemold Boots are a basic bonemold pair of boots with good 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 | ||
| improved_bonemold_equipment | improved bonemold armor, improved bonemold boots, improved bonemold gauntlets, improved bonemold helmet, improved bonemold shield | Improved Bonemold equipment includes reinforced Dunmer armor and shields. It builds on traditional Redoran bonemold with rare Solstheim materials, producing tougher pieces while retaining the tan, organic appearance of shaped bonemold. 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 | Improved Bonemold equipment includes reinforced Dunmer armor and shields. Individual pieces differ in use. | common | Dunmer, House Redoran, Solstheim, Bonemold Equipment, heavy armor, shields, armor reinforcement, smithing | equipment | factory skyrim-official-20260814-v2.0 | |
| improved_bonemold_gauntlets | None | Improved Bonemold Gauntlets are a basic bonemold pair of gauntlets with good 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, 1 netch jelly, 1 stalhrim, and 1 void salts at a blacksmith forge. An Apprentice smith can craft it. It can be tempered/improved by using bonemeal at a workbench. | blacksmith | Improved Bonemold Gauntlets are a basic bonemold pair of gauntlets with good 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 | ||
| improved_bonemold_helmet | None | Improved Bonemold Helmet is a basic bonemold helmet with good 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, 6 bonemold, 1 netch jelly, 1 stalhrim, and 1 void salts at a blacksmith forge. An Apprentice smith can craft it. It can be tempered/improved by using bonemeal at a workbench. | blacksmith | Improved Bonemold Helmet is a basic bonemold helmet with good 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 | ||
| improved_bonemold_shield | None | Improved Bonemold Shield is a basic bonemold shield with good 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, 8 bonemold, 1 netch jelly, 1 stalhrim, and 1 void salts at a blacksmith forge. An Apprentice smith can craft it. It can be tempered/improved by using bonemeal at a workbench. | blacksmith | Improved Bonemold Shield is a basic bonemold shield with good 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 | ||
| imp_stool | None | Imp Stool is a brown capped fungus found in caves, typically growing near the edges where the wall and floor meet. Alchemy effects: Damage Health, Lingering Damage Health, Paralysis, and Restore Health. | alchemist | Imp Stool is a brown capped fungus found in caves, typically growing near the edges where the wall and floor meet. You do not know the alchemical effects of this ingredient. However, an alchemist might. | Everyone | items | custom | ||
| incident_at_necrom | Incident in Necrom | Incident in Necrom, written by Jonquilla Bothe, is a suspenseful tale about a group of adventurers tasked with cleansing a haunted cemetery near the city of Necrom. The story follows Phlaxith, the leader of the group, as he assembles a team consisting of Nitrah, a skilled swordswoman, Osmic, a burglar, and Massitha, a sorceress specializing in illusion magic. The group sets out to eliminate a vampire infestation in the graveyard and encounters deadly foes, with Massitha's unique abilities playing a crucial role in their survival. As the group navigates the crypts, they face overwhelming odds, but ultimately, Massitha's powers help them defeat the vampires, only for a final, shocking twist. The book explores themes of betrayal, the unexpected nature of allies, and the dangers of underestimating the power of illusion magic. Massitha’s development from an unsure illusionist into a vital force in the battle highlights the versatility and unpredictability of magic. The play concludes with an ironic twist, as Massitha, thought to be the victim, turns the tables on her treacherous companions. The story is self-contained within a single volume, blending action with deception and dark magic. | scholar | Incident in Necrom, you do not know the author of the book and have limited knowledge of it, is a suspenseful tale of a group of adventurers battling a vampire infestation in a haunted cemetery, where betrayal and dark magic play key roles. The themes focus on deception, the power of illusion magic, and the unexpected nature of allies, with a twist highlighting Massitha's growth and her ultimate role in the group’s survival. | common | Necrom, vampire, Illusion, Jonquilla Bothe, Massitha, betrayal, cemetery, adventurers, deception, dark magic | lore | factory skyrim-official-20260814-v2.0 | |
| incinerate | None | Incinerate is a Destruction spell that launches a concentrated blast of fire, dealing massive fire damage to a target and incinerating them. It requires an Expert skill level to cast. | mage | Incinerate is a spell that releases a concentrated blast of fire, dealing massive fire damage to a target and incinerating them. You do not know much else about this spell. | common | Destruction, Fire Damage, Expert skill level, Fire magic, Offensive spells, Destruction school | spells | factory skyrim-official-20260814-v2.0 | |
| invisibility | None | These magical effects are defensive Illusion spells that render the caster or target completely unseen, enabling stealth and evasion. This effect is available as a spell, can be found in pre-crafted potions, and can also be brewed into custom potions, making it a staple for thieves and assassins. Generally combining at least two of the following ingredients, provided they share this effect, will create a potion with the Invisibility effect: Chaurus Eggs, Crimson Nirnroot, Ice Wraith Teeth, Nirnroot, Vampire Dust | alchemistmage | This spell makes you invisible so no one can see you, useful for sneaking or hiding. An alchemist or mage might know more though. | common | Illusion, stealth, Chaurus Eggs, Crimson Nirnroot, Ice Wraith Teeth, Nirnroot, Vampire Dust, alchemy, thieves, assassins | spells | factory skyrim-official-20260814-v2.0 | |
| invocation_of_azura | None | Invocation of Azura, written by Sigillah Parate, is a work that emphasizes the author's personal journey of devotion to Azura, the Daedric Princess of Moonshadow. The book recounts the author's experiences as a priestess of Azura after having previously served under other Daedric Princes, including Molag Bal, Boethiah, and Nocturnal. It outlines the differences between these deities, highlighting Azura's unique qualities—her compassion for her followers, the depth of her emotional engagement, and her focus on the genuine love and devotion of those who worship her. In contrast to the more impersonal and demanding nature of the other Daedric Princes, Azura’s attention to the emotional connection and self-reflection of her followers sets her apart. The central theme of the book is the superiority of Azura over other Daedric Princes, as the author argues that Azura is not only a source of power but also a nurturing figure who cares deeply for her followers' inner emotional states. This devotion to Azura, with its emphasis on authentic love and self-acceptance, is presented as both a personal and philosophical commitment. The work is part of a single volume, offering a reflective exploration of Daedric worship and the unique place of Azura in the pantheon of Tamriel’s divine figures. | scholar | Invocation of Azura, you do not know the author of the book and have limited knowledge of it, is a personal reflection on the author's devotion to Azura, contrasting her compassionate and emotionally engaged nature with other more impersonal Daedric Princes. The book emphasizes Azura's nurturing qualities, the importance of authentic love and self-reflection in worship, and presents her as a superior and more caring figure in Tamriel's pantheon. | common | Azura, Sigillah Parate, Molag Bal, Boethiah, Nocturnal, Moonshadow, Daedra Worship, Daedric Princes, Tamriel religion, Devotion | lore | factory skyrim-official-20260814-v2.0 | |
| irgnir's_house | None | Irgnir's House is a modest home located at the eastern end of Dawnstar. It serves as the residence of Irgnir, a Nord miner who works under Beitild at the Iron-Breaker Mine. | paletraveler | Irgnir's House is ahome located in Dawnstar. You do not know who Irgnir is.You do not know anything else about this area. | commoneastmarchwinterholdwhiterunhjaalmarch | Dawnstar, Iron-Breaker Mine, miners, Nords, Beitild, iron mining, The Pale | pale | factory skyrim-official-20260814-v2.0 | |
| irkngthand | None | Irkngthand is a large Dwarven ruin located west of Windhelm and northwest of Raldbthar in The Pale. The ruin is initially occupied by bandits. The entrance to Irkngthand can be reached by following a dirt path south from Nightgate Inn. When the path diverges, take the eastern route, as the southwest branch leads to Tumble Arch Pass. Alternatively, the entrance can be accessed by descending the mountain from the south and navigating a series of wooden bridges leading up to the ruin. | paledwemertraveler | Irkngthand is a large Dwarven ruin located west of Windhelm in The Pale.You do not know anything else about this area. | commoneastmarchwinterholdwhiterunhjaalmarch | Dwemer, The Pale, Windhelm, Raldbthar, Nightgate Inn, Tumble Arch Pass, bandits | pale | factory skyrim-official-20260814-v2.0 | |
| iron_arrow | None | Iron Arrow is an arrow that deals low damage. Its visual design is crude and functional, with a rough wooden shaft, a simple iron tip, and basic feathered fletching. .It can be crafted by an noice smith at a forge. 1 iron ingot, 1 firewood = 24 arrows. | blacksmith | Iron Arrow is an arrow that deals low damage. Its visual design is crude and functional, with a rough wooden shaft, a simple iron tip, and basic feathered fletching. .You do not know how to craft it, but a blacksmith would. | Everyone | equipment | custom | ||
| ironback_hideout | None | Ironback Hideout is a dilapidated house located to the northwest of Solitude, a short distance east of The Steed Stone in Haafingar. The structure is in ruins, with no roof, windows, or doors, and has been taken over by a group of bandits, including a bandit chief. The hideout can be accessed by following the road towards the Thalmor Embassy, turning west once you are east of the house. | haafingartravelerthalmor | Ironback Hideout is a dilapidated house located to the northwest of Solitude in Haafingar.You do not know anything else about this area. | commonreachhjaalmarch | Solitude, Haafingar, bandits, The Steed Stone, Thalmor Embassy, bandit chief, ruins | haafingar | factory skyrim-official-20260814-v2.0 | |
| ironbind_barrow | None | Ironbind Barrow is a small Nordic ruin located southwest of Winterhold, north of Nightgate Inn. This ancient tomb is home to draugr, the undead guardians of Nordic burial sites, and serves as the resting place for the powerful Warlord Gathrik. The ruin is largely forgotten, hidden in the wilderness and surrounded by the harsh environment of Skyrim’s northern reaches. The tomb itself contains the remains of Warlord Gathrik, a once-great warrior, whose spirit still lingers to protect the barrow from intruders. | winterholdtraveler | Ironbind Barrow is a small Nordic ruin located southwest of Winterhold, north of Nightgate Inn. You do not know anything else about this area. | commonpaleeastmarch | Nordic ruin, Winterhold, Nightgate Inn, Draugr, Warlord Gathrik, Nordic burial sites, Ancient tomb, Undead guardians | winterhold | factory skyrim-official-20260814-v2.0 | |
| iron-breaker_mine | None | Iron-Breaker Mine is a small iron mine located in the eastern part of Dawnstar. The mine is owned by Beitild, a prominent Nord figure in the town's mining industry, and serves as a critical part of the local economy. Several miners work under Beitild's supervision, including Gjak, Karl, and Bodil. | paletraveler | Iron-Breaker Mine is a small iron mine located in the eastern part of Dawnstar. You do not know who runs the mine.You do not know anything else about this area. | commoneastmarchwinterholdwhiterunhjaalmarch | Dawnstar, Beitild, iron, mining, Gjak, Karl, Bodil, Nord, economy, The Pale | pale | factory skyrim-official-20260814-v2.0 | |
| iron_equipment | iron arrow, iron armor, iron boots, iron gauntlets, iron helmet, iron shield, iron sword, iron war axe, iron dagger, iron mace, iron greatsword, iron battleaxe, iron warhammer | Iron equipment includes common weapons, arrows, heavy armor, helmets, and shields. Iron equipment is crude but dependable, widely produced by ordinary smiths and recognized by dark weathered metal and simple utilitarian forms. Individual pieces serve different combat roles, but their exact damage, protection, and crafting requirements depend on the piece rather than the family name. | blacksmithwarriormerchant | Iron equipment includes common weapons, arrows, heavy armor, helmets, and shields. Individual pieces differ in use. | common | iron, heavy armor, weapons, shields, arrows, smithing, common equipment, helmets | equipment | factory skyrim-official-20260814-v2.0 | |
| ironflesh | None | Ironflesh is an Alteration spell that significantly boosts the caster's armor rating for a short duration, providing enhanced protection. It requires an Adept skill level to cast. | mage | Ironflesh is a spell that makes the caster’s skin as strong as iron for a while, offering much better protection from attacks. You do not know much else about this spell. | common | Alteration, armor rating, Adept skill level, defensive magic, self-buff, Oakflesh | spells | factory skyrim-official-20260814-v2.0 | |
| ironwood_fruit | None | Ironwood Fruit, a yellow circular fruit harvested from the Ironwood Trees found in Iron Tusk Cave, is an ingredient that can be purchased from Khajiit caravans. Alchemy effects: Restore Health, Resist Fire, Damage Stamina, and Restore Magicka. | alchemist | Ironwood Fruit, a yellow circular fruit harvested from the Ironwood Trees found in Iron Tusk Cave, 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 | ||
| ivarstead | None | Ivarstead is a small milling town at the western edge of the Rift, nestled at the base of the Throat of the World near the path to High Hrothgar. Located on the shores of Lake Geir, the town is powered by a fork of the Darkwater River, which drives Temba Wide-Arm's sawmill. The settlement consists of five buildings, including Vilemyr Inn, run by Wilhelm, and the haunted Shroud Hearth Barrow looming to the east. Once a stop for travelers and pilgrims, Ivarstead has fallen into decline due to the barrow's haunting, causing many residents to leave for Riften or consider moving away. Notable locations include Fellstar Farm, Klimmek's house, and Narfi's ruined home across the river. Despite its struggles, Ivarstead remains an essential waypoint for those making the pilgrimage up the "7,000 Steps" to High Hrothgar. | rifttraveler | Ivarstead is a small milling town at the western edge of the Rift, nestled at the base of the Throat of the World near the path to High Hrothgar. It is essential waypoint for those making the pilgrimage up the "7,000 Steps" to High Hrothgar. | common | Throat of the World, High Hrothgar, Lake Geir, Darkwater River, Riften, Shroud Hearth Barrow, Temba Wide-Arm, Vilemyr Inn, Wilhelm, sawmill, pilgrimage | rift | factory skyrim-official-20260814-v2.0 | |
| jagar_tharn | None | Jagar Tharn was the Imperial Battlemage of Tamriel who ascended to the throne as Emperor following a nefarious scheme. He secretly imprisoned Emperor Uriel Septim VII in Oblivion and utilized Illusion magic to impersonate him for a decade, ruling from 3E 389 to 3E 399 during a tumultuous period known as the Imperial Simulacrum. While Tharn held the reins of power over the war-torn Empire, the specifics of his ambitions and achievements during this time remain largely unclear. His actions significantly impacted the political landscape of Tamriel, but the true extent of his goals and motivations has been lost to history. | imperialscholar | Jagar Tharn was the Imperial Battlemage who ascended to the throne through deception, secretly imprisoning Emperor Uriel Septim VII in Oblivion and using Illusion magic to impersonate him. He ruled as Emperor from 3E 389 to 3E 399 during the Imperial Simulacrum, a period of political turmoil. Although Tharn held power, the details of his ambitions and achievements remain largely unclear, and his actions significantly influenced the political landscape of Tamriel. The full extent of his goals and motivations has been lost to history. | common | Uriel Septim VII, Imperial Simulacrum, Oblivion, Illusion magic, Imperial Battlemage, Third Era, Tamriel, Imperial throne, usurpation, political turmoil | figures | factory skyrim-official-20260814-v2.0 | |
| jala's_house | None | Jala's House is a small residence located in Solitude, next to the Bards College. The house is owned by Jala, who lives there along with Ahtar. | haafingartraveler | Jala's House is a residence located in Solitude. You do not know about Jala who lives here.You do not know anything else about this area. | commonreachhjaalmarch | Solitude, Bards College, Jala, Ahtar, Haafingar, residence | haafingar | factory skyrim-official-20260814-v2.0 | |
| jarl's_longhouse | None | Jarl's Longhouse is the seat of Falkreath's government and the residence of its jarl, located in the center of Falkreath in Falkreath Hold. It is positioned opposite Grave Concoctions to the east and Falkreath Barracks to the north. The longhouse is home to Jarl Siddgeir, his steward Nenya, housecarl Helvard, and military advisor Legate Skulnar. | falkreathnobletraveler | Jarl's Longhouse is the seat of Falkreath's government and the residence of its jarl, located in the center of Falkreath in Falkreath Hold. It is positioned opposite Grave Concoctions to the east and Falkreath Barracks to the north. The longhouse is home to Jarl Siddgeir, and other servants, which you do not know.You do not know anything else about this area. | commonwhiterunriftreach | Falkreath Hold, Falkreath, Siddgeir, Nenya, Helvard, Legate Skulnar, Grave Concoctions, Falkreath Barracks, government seat, longhouse | falkreath | factory skyrim-official-20260814-v2.0 | |
| jazbay_grapes | None | Jazbay Grapes are harvested from vines growing on rocky outcroppings in Eastmarch's volcanic tundra, and are used both in alchemy and for baking Jazbay Crostata. Alchemy effects: Weakness to Magic, Fortify Magicka, Regenerate Magicka, and Ravage Health. | alchemist | Jazbay Grapes are harvested from vines growing on rocky outcroppings in Eastmarch's volcanic tundra, and are used both in alchemy and for baking Jazbay Crostata. You do not know the alchemical effects of this ingredient. However, an alchemist might. | common | Eastmarch, Volcanic tundra, Alchemy, Jazbay Crostata, Fortify Magicka, Regenerate Magicka, Weakness to Magic, Ravage Health, Ingredients | items | factory skyrim-official-20260814-v2.0 | |
| jorgen_and_lami's_house | None | Jorgen and Lami's House is a modest, one-room cottage located on the outskirts of Morthal, across from the town's lumber mill. The house is home to Jorgen, a Nord lumberjack, and his wife Lami, who runs the Thaumaturgist's Hut in Morthal as the town's apothecary. | hjaalmarchtraveler | Jorgen and Lami's House is located in Morthal. You do not know the occupents of the house.You do not know anything else about this area. | commonwhiterunpalehaafingar | Morthal, Hjaalmarch, Thaumaturgist's Hut, lumber mill, Jorgen, Lami, apothecary, lumberjack, Nord | hjaalmarch | factory skyrim-official-20260814-v2.0 | |
| jorrvaskr | None | Jorrvaskr is the legendary mead hall and headquarters of the Companions, situated atop the steps leading from Whiterun's central plaza. It is the oldest structure in Whiterun, predating the city itself, and was established around the revered Skyforge. Over centuries, Whiterun grew around this sacred site, cementing Jorrvaskr's role as a cornerstone of Nordic heritage. The building, crafted from the overturned hull of a longship, reflects its deep ties to Atmoran tradition. Jorrvaskr was originally the ship of Ysgramor’s fleet, carried across the land by its crew and repurposed as a shelter when Jeek of the River founded the Great City. This connection to Ysgramor and the Five Hundred Companions imbues the hall with immense historical and cultural significance. | whiteruncompanionstraveler | Jorrvaskr is the legendary mead hall and headquarters of the Companions, situated atop the steps leading from Whiterun's central plaza. You do not know anything else about this area. | commonfalkreatheastmarchreachpalehjaalmarch | Companions, Whiterun, Skyforge, Ysgramor, Five Hundred Companions, Jeek of the River, Atmora, Nordic heritage, mead halls, longships | whiterun | factory skyrim-official-20260814-v2.0 | |
| journeyman's_nook | None | Journeyman's Nook is a small outdoor Nordic ruin located southeast of Winterhold, in the Winterhold region, and northwest of Snow Veil Sanctum. Despite its modest size, the ruin is home to a bandit who has taken shelter within its crumbling walls, using it as a hideout. The site is relatively isolated, set against the harsh northern landscape, making it a perfect place for the bandit to remain hidden from the law. | winterholdtraveler | Journeyman's Nook is a small outdoor Nordic ruin located southeast of Winterhold, in the Winterhold region.You do not know anything else about this area. | commonpaleeastmarch | Winterhold, Snow Veil Sanctum, Nordic ruins, bandits, hideout, northern landscape | winterhold | factory skyrim-official-20260814-v2.0 | |
| julianos | Jhunal, Aedra Julianos, God of Wisdom and Logic | Julianos, the God of Wisdom and Logic, is one of the Divines in the Cyrodilic pantheon, revered for his governance over knowledge, law, history, and intellectual pursuits. He is often associated with magic and is particularly venerated by scholars, wizards, and legal minds. His teachings emphasize the importance of learning, logic, and the pursuit of truth. His domains include sorcery, alchemy, and enchantment, making him a popular deity among those who value scholarship and wisdom. His symbol, a triangle, reflects the structured nature of his teachings, and his followers are known to seek wisdom from books and scholars. Monastic orders dedicated to Julianos, such as those founded by Tiber Septim, are also responsible for the preservation of the Elder Scrolls. Worship of Julianos is prevalent in the Imperial City, where a Chantry is dedicated to him, as well as in the Iliac Bay region, where his temples are called Schools of Julianos, functioning as centers of education. The ancient Nords once worshipped him as Jhunal, the father of language and mathematics, before he became part of the Divines under the name Julianos. He is the patron of several regions, including Lainlyn and Satakalaam, and remains a respected figure for those seeking justice and knowledge. Julianos is said to have created the Shield of the Crusader to aid Pelinal Whitestrake in his battle against Umaril the Unfeathered, further cementing his role as a protector of justice. His planet, JHUNAL, represents his place in the celestial order, marking the eye of the Mage constellation in the skies of Mundus. | priestscholar | Julianos, the God of Wisdom and Logic, is a Divine revered for his association with knowledge, law, history, and intellectual pursuits. Known as a patron of scholars, wizards, and legal minds, he emphasizes learning, logic, and the pursuit of truth. His symbol, a triangle, represents the structure of his teachings, while his temples, such as the Schools of Julianos, serve as centers of education and preservation of knowledge, including the Elder Scrolls. Originally worshipped by the Nords as Jhunal, he became part of the Divines as Julianos, a protector of justice and wisdom. Artifacts like the Shield of the Crusader further symbolize his role, and his celestial presence as JHUNAL marks the eye of the Mage constellation in Mundus. | common | Divines, wisdom, logic, law, sorcery, Cyrodilic Pantheon, Imperial City, Iliac Bay, Elder Scrolls, Tiber Septim, Pelinal Whitestrake, Mundus | figures | factory skyrim-official-20260814-v2.0 | |
| juniper_berries | None | Juniper Berries are small greenish-white berries harvested from juniper trees, commonly found growing in the Reach. Alchemy effects: Weakness to Fire, Fortify Marksman, Regenerate Health, and Damage Stamina Regen. | alchemist | Juniper Berries are small greenish-white berries harvested from juniper trees, commonly found growing in the Reach. You do not know the alchemical effects of this ingredient. However, an alchemist might. | Everyone | items | custom | ||
| juvenile_mudcrab | None | Juvenile Mudcrabs are a small handheld mudcrab with a grey coloured shell. They can be found in any water source. When used as an ingredient for potion making, they offer effects such as Regenerate Stamina, Fortify Carry Weight, Cure Disease and Fortify Two-Handed. | fisherhealer | Juvenile Mudcrabs are a small handheld mudcrab with a grey coloured shell. You do not know much more about the fish, but a fisher would. | common | Mudcrab, Regenerate Stamina, Fortify Carry Weight, Cure Disease, Fortify Two-Handed, Alchemy, Rivers, Lakes | creatures | factory skyrim-official-20260814-v2.0 | |
| jyggalag | None | Jyggalag, the Prince of Order, is a Daedric Prince whose sphere encompasses logical order, deduction, and the unyielding structure of the cosmos. Known as the "Gray Prince of Order," Jyggalag once ruled a realm of perfect symmetry and foresight, boasting a Great Library that held predictions of every event in Mundus and Oblivion. His expansion across the seas of Oblivion struck fear and envy into the hearts of other Daedric Princes, leading them to curse him into becoming Sheogorath, the Madgod—his antithesis. This curse created a paradox: Jyggalag, the embodiment of order, became the incarnation of chaos and madness. However, every era culminated in the Greymarch, a cycle where Jyggalag would briefly reclaim his form, only to be reverted back to Sheogorath after his conquest of the Shivering Isles. The cycle of the Greymarch was ultimately broken during the events of the Third Era when the Hero of Kvatch, chosen by Sheogorath, confronted Jyggalag during his return. Armed with the Staff of Sheogorath and the mantle of the Madgod, the Hero defeated the Prince of Order, ending the Greymarch and separating Jyggalag from Sheogorath forever. Jyggalag acknowledged the Hero's victory, departing the Shivering Isles to roam Oblivion once more, perhaps to exact vengeance on those who cursed him or to pursue grander, unknown ambitions. His legacy endures through his artifact, the Sword of Jyggalag, a crystalline claymore imbued with the power to reveal the flow of time. Though his presence has waned, the balance of power within Oblivion remains uncertain, as Jyggalag's return could herald a new era of unyielding order across the realms. | daedrascholar | Jyggalag, the Daedric Prince of Order, governs logical order, deduction, and the cosmos's structure. Once ruling a realm of perfect symmetry, his Great Library predicted every event. Fearing his power, other Daedric Princes cursed him into becoming Sheogorath, the Madgod, creating a paradox. Each era saw Jyggalag briefly reclaim his form during the Greymarch before returning to Sheogorath. This cycle ended when the Hero of Kvatch defeated Jyggalag, breaking the curse. His legacy persists through the Sword of Jyggalag, a claymore that reveals the flow of time. His return could signal a new era of order across Oblivion. | common | Sheogorath, Greymarch, Shivering Isles, Hero of Kvatch, Daedric Princes, Sword of Jyggalag, Oblivion, Mundus, Third Era, prophecy, order, madness | figures | factory skyrim-official-20260814-v2.0 | |
| kagouti_hide | None | Kagouti Hide, a thick brown hide originating from Vvardenfell, is an ingredient that can be purchased from Khajiit caravans. Alchemy effects: Lingering Damage Stamina, Night Eye, Fortify Carry Weight, and Resist Shock. | alchemist | Kagouti Hide, a thick brown hide 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 | ||
| kagrenzel | None | Kagrenzel is a small Dwarven ruin located southeast of Windhelm and east-northeast of Ansilvund in Eastmarch. It is a difficult and isolated location so travelers should be careful. | eastmarchdwemertraveler | Kagrenzel is a small Dwarven ruin located southeast of Windhelm in Eastmarch.You do not know anything else about this area. | commonpaleriftwinterholdwhiterun | Dwemer ruins, Eastmarch, Windhelm, Ansilvund, Dwemer, ancient ruins | eastmarch | factory skyrim-official-20260814-v2.0 | |
| kagrumez | None | Kagrumez is a small Dwarven ruin located south of the Temple of Miraak and north of the Ramshackle Trading Post on Solstheim. | solstheimdwemertraveler | You do not know anything about this area. | common | Solstheim, Temple of Miraak, Ramshackle Trading Post, Dwarven ruins, Dwemer, Miraak | solstheim | factory skyrim-official-20260814-v2.0 | |
| kamal | Snow Demons of Kamal, Kamali, Dir-Kamal | The Kamal, or snow demons, are one of the four major races of Akavir, inhabiting the frigid nation translated as 'Snow Hell'. They spend the winter frozen solid, thawing each summer to mount invasions against the monkey-folk of Tang Mo, who consistently repel them. The most historically significant Kamal was Ada'Soom Dir-Kamal, a king who led an invasion of Tamriel; his forces were destroyed at Red Mountain by Almalexia and the Underking. Beyond these seasonal campaigns and their enmity with Tang Mo, the broader culture and society of the Kamal remain largely obscure to Tamrielic scholars. | scholar | The Kamal, or snow demons, inhabit the frozen Akaviri nation of 'Snow Hell'. They thaw from winter dormancy each summer to invade Tang Mo, though the monkey-folk always repel them. A Kamal king, Ada'Soom Dir-Kamal, once invaded Tamriel but was destroyed at Red Mountain. | common | Akavir, Tang Mo, Ada'Soom Dir-Kamal, Red Mountain, Almalexia, Underking, Tamriel, invasion, seasonal dormancy | lore | factory skyrim-official-20260814-v2.0 | |
| ka_po_tun | Po Tun, Tiger-Dragon Empire, Tiger-folk, Tiger-dragons | The Ka Po' Tun are a feline race of tiger-folk inhabiting the empire of Ka Po' Tun in Akavir. Formerly known as Po Tun, their realm translates to the 'Tiger-Dragon's Empire,' reflecting their cultural ambition to transform into dragons following a devastating war with the Tsaesci that exterminated Akavir's dragons. Under the divine Tosh Raka—the first of their kind to achieve this dragonhood—their empire has surpassed the Tsaesci in strength, though not at sea. Allied with the Tang Mo, the Ka Po' Tun harbor deep enmity for the vampiric Tsaesci and, under Tosh Raka, reportedly harbor ambitions to invade Tamriel. No modern Tamrielic scholar has directly observed them, leaving their true nature obscured by translation and limited sources. | scholar | The Ka Po' Tun are a race of tiger-folk from the Akaviri nation of Ka Po' Tun, the 'Tiger-Dragon's Empire.' Ruled by the divine Tosh Raka, they seek to transform into dragons and are bitter enemies of the Tsaesci serpent-folk. Their empire is reportedly the strongest in Akavir, though no Tamrielic scholar has directly observed them. | common | Akavir, Tosh Raka, Tsaesci, Tang Mo, Dragons, Tamriel, Beastfolk, Cat-folk, Transformation | lore | factory skyrim-official-20260814-v2.0 | |
| karthspire_camp | None | Karthspire is a large Forsworn camp and cave located east of Markarth and northwest of Old Hroldan Inn in the Reach. The Karthspire, and serves as a significant base for the Forsworn. Situated in a strikingly rugged landscape, Karthspire features both open camp areas and natural cave passages, blending Forsworn structures with the surrounding terrain. It is rumored that some hidden temple is somewhere in the mountainside of Karthspire. | reachtravelerforsworn | Karthspire is a large Forsworn camp and cave located east of Markarth in the Reach.You do not know anything else about this area. | commonfalkreathwhiterunhjaalmarchhaafingar | Forsworn, Markarth, the Reach, Old Hroldan Inn, hidden temple, caves, camps | reach | factory skyrim-official-20260814-v2.0 | |
| karthwasten | None | Karthwasten is a small mining town located in the Reach, east of the Shrine to Peryite and north of Blind Cliff Cave. The town is notable for being one of the few mining settlements in the Reach not owned by a Nord, with Ainethach, a Reachman, holding ownership of both surrounding silver mines: Sanuarach Mine and Fenn's Gulch Mine. The town consists of three buildings: Karthwasten Hall, where Ainethach resides; Enmon's house, home to Enmon, his wife Mena, and daughter Fjotra; and the miner's barracks, housing Belchimac, Lash gra-Dushnikh, and Ragnar. Amenities include a tanning rack near Karthwasten Hall and a grindstone on the deck of the miner’s barracks. Sanuarach Mine, the main silver mine, is located north of Karthwasten Hall, with a smelter and silver ore nearby. Fenn’s Gulch Mine lies at the town’s northwestern edge and also features a smelter, along with silver ingots and ore near its entrance. | reachtraveler | Karthwasten is a small mining town located in the center of the Reach. You do not know anyone who works here.You do not know anything else about this area. | commonfalkreathwhiterunhjaalmarchhaafingar | The Reach, Sanuarach Mine, Fenn's Gulch Mine, Ainethach, Silver, Reachmen, Shrine to Peryite, Blind Cliff Cave, Enmon, Fjotra, Smelter | reach | factory skyrim-official-20260814-v2.0 | |
| katla's_farm | None | Katla's Farm is a small farm and stable located along the Karth River, just outside of Solitude. The farm is owned by Katla, who lives there with her husband Snilling and their son Knud. The farm is situated southwest of Solitude, west of the East Empire Company Warehouse, offering a peaceful rural setting in the shadow of the bustling city. | haafingartravelereast_empire_company | Katla's Farm is a small farm and stable located along the Karth River, just outside of Solitude. The farm is owned by Katla who you do not know.You do not know anything else about this area. | commonreachhjaalmarch | Karth River, Solitude, East Empire Company Warehouse, Snilling, Knud, stables, farming, Haafingar | haafingar | factory skyrim-official-20260814-v2.0 | |
| keening | Kagrenac's Dagger | Keening is a unique dagger forged by the Dwemer Lord Kagrenac as part of a trio of legendary tools, alongside Sunder and Wraithguard, designed to control the Heart of Lorkhan. | dwemerscholar | Keening is a legendary Dwemer dagger created by Kagrenac, designed to work with Sunder and Wraithguard to harness the power of the Heart of Lorkhan. | esoteric | Dwemer, Kagrenac, Sunder, Wraithguard, Heart of Lorkhan, Lorkhan, Artifacts, Daggers | artifacts | factory skyrim-official-20260814-v2.0 | |
| khajiit | None | The Khajiit are a feline race native to the province of Elsweyr, known for their agility, intelligence, and distinctive cat-like appearance. They are skilled in acrobatics, stealth, and make excellent thieves, but they are also capable warriors and traders. Although Khajiit are rarely mages, their unique physical traits, such as fur, tails, and digitigrade walking, set them apart from both men and mer. These differences have led to their classification as one of Tamriel's "beast races," alongside Argonians and Imga. The Khajiit are known for their love of moon sugar, an integral part of their culture and economy, which is often refined into the addictive substance skooma. Khajiit society is structured around clans and their relationship with the phases of Nirn's moons, Masser and Secunda, which influence their physiology and determine their form upon birth. The Khajiit exhibit a wide variety of shapes, from bipedal, human-like figures to quadrupedal, more animalistic forms. Their homeland of Elsweyr is a land of deserts and jungles, where they have developed a rich cultural heritage with distinct architecture, art, and traditions. Despite facing racial prejudice across Tamriel, Khajiit are proud of their heritage and the unique contributions they bring to Tamrielic society. | khajiitscholar | The Khajiit are a feline race from Elsweyr, known for their agility, stealth, and distinctive cat-like traits such as fur, tails, and digitigrade walking. Skilled as thieves, warriors, and traders, they are tied to the moons Masser and Secunda, which influence their form at birth. Their culture revolves around moon sugar, central to their economy and traditions, though its refinement into skooma has caused controversy. Despite facing prejudice, the Khajiit take pride in their rich heritage, vibrant arts, and unique contributions to Tamrielic society. | common | Elsweyr, Tamriel, Masser, Secunda, Moon Sugar, skooma, beast races, Argonians, thieves, acrobatics, stealth, racial prejudice | lore | factory skyrim-official-20260814-v2.0 | |
| khajiiti_pantheon | Elsweyr pantheon, Khajiiti gods | The Khajiiti pantheon venerates spirits born of the primal littermates Ahnurr and Fadomai. Central is Azurah, who received Fadomai's secrets and shaped the Khajiit from forest people, binding them to the Lunar Lattice, ja-Kha'jay. Alkosh, the Dragon King of Cats, predates the ri'Datta Dynasty and serves as a cultural time-god. Khenarthi rules the winds, Mara is the Mother Cat, and S'rendarr embodies mercy. Lorkhaj, the Moon Beast bearing a darkness-tainted heart, tricked his siblings into the mortal plane and was cursed to walk it. The Riddle'Thar co-opted earlier worship upon its establishment, though ancient deities remain popular in Elsweyr's wasteland regions. The trickster Baan Dar and the Skooma Cat, Sheggorath, also hold recognized places in this distinct mythos. | khajiitpriestscholar | The Khajiiti pantheon traces its gods to the primal littermates Ahnurr and Fadomai. Azurah is central, having shaped the Khajiit and bound them to the Lunar Lattice. Other revered spirits include Alkosh the Dragon King of Cats, Khenarthi the Winds, and Lorkhaj, the trickster whose dark heart forced the gods into the mortal world. | common | Azurah, Alkosh, Lorkhaj, Khenarthi, Lunar Lattice, Riddle'Thar, Baan Dar, Sheggorath, Ahnurr, Fadomai, ri'Datta Dynasty, mythology | lore | factory skyrim-official-20260814-v2.0 | |
| kilkreath_ruins | None | Kilkreath Ruins is a large, ancient temple located west of Solitude and southeast of Wolfskull Cave in Haafingar. The ruins are home to corrupted shades, spectral enemies who haunt the temple's dilapidated halls. There are rumors that a necromancer has taken over the ruins, causing the shades to appear. | haafingardaedratraveler | Kilkreath Ruins is a large, ancient temple located west of Solitude in Haafingar. You do not know anything else about this area. | commonreachhjaalmarch | Solitude, Wolfskull Cave, Haafingar, corrupted shades, necromancy, Daedra, ancient temple, spectral enemies | haafingar | factory skyrim-official-20260814-v2.0 | |
| kjenstag_ruins | None | Kjenstag Ruins is a small outdoor Nordic ruin located east-northeast of Morthal and southwest of the Hjaalmarch Stormcloak Camp in Hjaalmarch. The ruin features a circular layout with an arched entrance on its northern side. Inside, a short central wall and an empty stone table suggest the ruins once served a ceremonial purpose. | hjaalmarchtravelerstormcloaks | Kjenstag Ruins is a small outdoor Nordic ruin located east-northeast of Morthal in Hjaalmarch. You do not know anything else about this area. | commonwhiterunpalehaafingar | Morthal, Hjaalmarch, Nordic ruins, ceremonial site, Hjaalmarch Stormcloak Camp, Stormcloaks | hjaalmarch | factory skyrim-official-20260814-v2.0 | |
| knifepoint_ridge | knifepoint mine | Knifepoint Ridge is a location northwest of Falkreath in Falkreath Hold, positioned southeast of Glenmoril Coven. It serves as a small bandit camp with an iron and corundum mine, known as Knifepoint Mine. | falkreathtraveler | Knifepoint Ridge is a location northwest of Falkreath in Falkreath Hold.You do not know anything else about this area. | commonwhiterunriftreach | Falkreath Hold, Falkreath, Glenmoril Coven, bandit camp, iron, corundum, mining | falkreath | factory skyrim-official-20260814-v2.0 | |
| knights_of_the_nine | None | The Knights of the Nine was a knightly order founded in 3E 111 by Sir Amiel Lannus, a hero of the War of the Isle, with the aim of recovering the lost Relics of Pelinal Whitestrake, the Divine Crusader. Initially celebrated for their victories, including the recovery of the Cuirass, Gauntlets, Greaves, and Sword, the order became the most prestigious in Cyrodiil after the arrival of the noble Berich Vlindrel. However, their success led to personal pride and internal conflict. In 3E 121, the order fractured during the War of the Red Diamond when Sir Berich stole relics, leading to a deadly confrontation with Sir Caius. Many knights left to join the war, and the order gradually dissolved, with only a few knights continuing quests for the remaining relics. The order's decline continued with individual knights meeting tragic fates. Sir Ralvas failed to claim the Mace of the Crusader, while Sir Juncan died shortly after discovering the Boots' location. Sir Torolf and Sir Gregory perished in the War, and Sir Henrik hid the Shield of the Crusader before dying in defense of it. Sir Casimir's arrogance led to his downfall when he killed a beggar in the Chapel of Stendarr, resulting in a curse and his eventual death. By 3E 131, the Knights of the Nine were officially disbanded, and Sir Berich became a political figure with resentment towards the order. In 3E 153, Sir Amiel embarked on a final quest but never returned. In 3E 433, the Hero of Kvatch restored the Knights by recovering the Relics and slaying Umaril the Unfeathered, regaining the order’s lost honor. | imperialscholar | The Knights of the Nine are a holy order devoted to the Divines and the recovery of the Crusader's Relics. | common | Pelinal Whitestrake, Relics of the Crusader, Sir Amiel Lannus, War of the Red Diamond, Cyrodiil, Umaril the Unfeathered, Stendarr, Berich Vlindrel, Hero of Kvatch, War of the Isle, Nine Divines | lore | factory skyrim-official-20260814-v2.0 | |
| kolbjorn_barrow | None | Kolbjorn Barrow is a small Nordic ruin located southeast of Raven Rock in Solstheim, nestled between the ash-laden terrain and the island's rugged landscape. It lies northwest of Hrodulf's House. It is filled with Draugr. | solstheimtraveler | You do not know anything about this area. | common | Raven Rock, Solstheim, Hrodulf's House, Draugr, Nordic ruins, ash | solstheim | factory skyrim-official-20260814-v2.0 | |
| kolskeggr_mine | None | Kolskeggr Mine is a small gold mine and settlement located east-northeast of Markarth and south of The Lover Stone in the Reach. Kolskeggr Mine is occupied by Forsworn, who forced the miners to abandon the site and seek refuge at Left Hand Mine. | reachtravelerforsworn | Kolskeggr Mine is a small gold mine and settlement located east-northeast of Markarth in the Reach. You do not know anything else about this area. | commonfalkreathwhiterunhjaalmarchhaafingar | Gold, Mining, Forsworn, Markarth, The Lover Stone, Left Hand Mine, Settlement, Refugees | reach | factory skyrim-official-20260814-v2.0 | |
| korir | None | Korir is the Jarl of Winterhold, residing in the Jarl's Longhouse alongside his wife, Thaena, and their son, Assur. | scholarnoble | Korir is the Jarl of Winterhold, residing in the Jarl's Longhouse alongside his wife, Thaena, and their son, Assur. | common | Winterhold, Jarl's Longhouse, Jarl, Noble, Scholar, Nordic leadership, Nordic family, Marriage, Parenthood | figures | factory skyrim-official-20260814-v2.0 | |
| korvanjund | None | Korvanjund is a medium-sized Nordic ruin located northeast of Whiterun and south of Silverdrift Lair in The Pale. The ruin is inhabited by draugr. | paletraveler | Korvanjund is a medium-sized Nordic ruin located northeast of Whiterun in The Pale. .You do not know anything else about this area. | commoneastmarchwinterholdwhiterunhjaalmarch | The Pale, Whiterun, Silverdrift Lair, draugr, Nordic ruins, ancient tombs | pale | factory skyrim-official-20260814-v2.0 | |
| kraldar's_house | None | Kraldar's House is located in Winterhold, situated as the last building on the left before the bridge leading to the College of Winterhold. The house serves as the residence of Kraldar, a local figure, and his manservant, Thonjolf. | winterholdtravelercollege_of_winterhold | Kraldar's House is located in Winterhold. You dot know who Kraldar is.You do not know anything else about this area. | commonpaleeastmarch | Winterhold, College of Winterhold, Kraldar, Thonjolf, manservant, residence | winterhold | factory skyrim-official-20260814-v2.0 | |
| kresh_fiber | None | Kresh Fiber, long brown roots originating from Vvardenfell, is an ingredient that can be purchased from Khajiit caravans. Alchemy effects: Weakness to Magic, Slow, Fortify Sneak, and Fortify Pickpocket. | alchemist | Kresh Fiber, long brown roots 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, Weakness to Magic, Slow, Fortify Sneak, Fortify Pickpocket, alchemy | items | factory skyrim-official-20260814-v2.0 | |
| krosis | None | Krosis was a high-ranking Dragon Priest in the Merethic Era, serving the Dragon Cult with great power and mastery over both magic and the Thu'um. After the Dragon War, he was entombed at Shearpoint, where he remained until his reawakening in the Fourth Era. Known for his magical abilities and enhanced powers from his iron mask, Krosis became a lich, sustained by his draugr servants' worship. He was ultimately defeated and sealed away. | scholardragon | Krosis must of been one of those Dragon Priests buried around Skyrim. You really don't know much more apart from that. | common | Dragon Priest, Dragon Cult, Dragon War, Merethic Era, Shearpoint, lich, draugr, Thu'um, iron mask | figures | factory skyrim-official-20260814-v2.0 | |
| kvatch | None | Kvatch is a Colovian city located in the hinterlands of the Gold Coast, perched atop a bluff overlooking the surrounding forests. Known for its iconic coat of arms—a black Dire Wolf on a gray background—Kvatch features key landmarks such as the imposing Kvatch Castle, the Great Chapel of Akatosh, and a renowned arena. Its position along trade routes between Anvil and Skingrad has historically made it a significant settlement, with its county extending northwest to the Brena River at the Hammerfell border. The city has a storied history dating back to the First Era, including alliances formed during the collapse of the Alessian Empire and the founding of the Order of the Hour in the Second Era. Throughout its history, Kvatch has faced numerous challenges, including the sack by the Camoran Usurper in 3E 249 and the devastating Oblivion Crisis in 3E 433, during which the city was razed by Daedra. Despite the destruction, the city's courage and resilience were epitomized by figures like Antus Pinder, memorialized with a statue for his valiant defense of the city. By the Fourth Era, Kvatch was rebuilt and restored to prominence, contributing to Cyrodiil's defense during the Great War. Its enduring legacy is one of resilience and recovery, standing as a testament to the strength of its people and their faith in Akatosh. | scholarimperialtraveler | Kvatch, a Colovian city located on the Gold Coast, has a rich history marked by resilience and recovery. Known for its black Dire Wolf coat of arms, the city features landmarks like Kvatch Castle, the Great Chapel of Akatosh, and a famous arena. Kvatch's strategic location along trade routes made it an important settlement, though it faced numerous challenges, including destruction during the Oblivion Crisis. Despite being razed by Daedra, the city's spirit endured, epitomized by heroes like Antus Pinder. By the Fourth Era, Kvatch was rebuilt, contributing to Cyrodiil's defense during the Great War, and continues to symbolize the strength of its people. | common | Colovia, Gold Coast, Great Chapel of Akatosh, Oblivion Crisis, Camoran Usurper, Order of the Hour, Anvil, Skingrad, Great War, Alessian Empire, Brena River, Antus Pinder | locationother | factory skyrim-official-20260814-v2.0 | |
| kynareth | Kyne, Goddess of Air, Khenarthi, Tava, Goddess of the Heavens | Kynareth, also known as the Goddess of the Heavens, the Winds, and the Elements, is a revered member of the Eight or Nine Divines and the patron deity of sailors, travelers, and those who seek good fortune in daily life. Associated with nature's forces, she governs the winds, rain, and the unseen spirits of the air. In many legends, Kynareth is the first deity to support Lorkhan's creation of the mortal plane, offering the space for Mundus to exist. Her tears, in the form of rain, are said to mourn the loss of Shor, her husband in Nordic mythology. The Nords revere her as Kyne, the strongest of the Sky spirits, and attribute the gift of the thu'um, the dragon's voice, to her. Kynareth's worship is widespread, with temples and shrines across Tamriel, particularly in Skyrim, where her temple in Whiterun is renowned for tending to the sacred Gildergreen tree. Her followers, especially in nature-based religions, view her as a provider of life and the elements, with shrines located in natural settings rather than urban temples. She is closely associated with rain, storms, and the natural world, and her artifacts, like the Boots of the Crusader and the Lord’s Mail, are highly prized for their connection to her divine protection and power. In other cultures, such as the Khajiit, Kynareth is known as Khenarthi, the goddess who guides souls to the afterlife. | priestscholar | Kynareth, the Goddess of the Heavens and Winds, is a beloved Divine who watches over nature, travelers, and sailors. She controls the winds, rain, and the elements, and is said to have helped create the world by supporting Lorkhan’s plans. In Nordic legends, Kyne, as she is called, is the Sky goddess who gave the gift of the thu'um, the dragon’s voice, to mortals. Her shrines are often found in nature, with her temple in Whiterun tending the sacred Gildergreen tree. Known by many names across Tamriel, Kynareth is seen as a life-giver and protector, guiding souls and blessing her faithful. | common | Nine Divines, Lorkhan, Shor, Mundus, Gildergreen, Whiterun, thu'um, Khajiit, Boots of the Crusader, Lord's Mail, sailors, nature | figures | factory skyrim-official-20260814-v2.0 | |
| kynesgrove | None | Kynesgrove is a small settlement located south of Windhelm and west of Narzulbur in Eastmarch. Originally intended as a lumber mill by Ganna and Gemma Uriel, the settlement shifted to mining malachite after the grove's trees were found to be sacred to Kyne. The Uriels now work in Steamscorch Mine, often arguing about their lost life in Cyrodiil. Kjeld manages the settlement and buys malachite ore, while Dravynea the Stoneweaver ensures the mine's safety using potions crafted from frost salts. The Braidwood Inn, run by Iddra, serves as the central gathering spot for residents and travelers. The settlement consists of the Braidwood Inn, Steamscorch Mine, and a miner's camp. There is also a dragon mound to the east of it. | eastmarchtraveler | Kynesgrove is a small settlement located south of Windhelm and west of Narzulbur in Eastmarch. Originally intended as a lumber mill by Ganna and Gemma Uriel, the settlement shifted to mining malachite after the grove's trees were found to be sacred to Kyne. You do not know anything else about this area. | common | Eastmarch, Windhelm, Narzulbur, Kyne, Malachite, Frost Salts, Steamscorch Mine, Braidwood Inn, Cyrodiil, Lumber, Mining, Dragon mound | eastmarch | factory skyrim-official-20260814-v2.0 | |
| kyne's_peace | kaan drem ov | Kyne's Peace is a Shout that soothes wild beasts, causing them to lose their desire to fight or flee. The three words of power in this Shout are Kaan (Kyne), which invokes the power of Kyne, the goddess of nature; Drem (Peace), which calms the beasts; and Ov (Trust), which earns the trust of the animals, ensuring they no longer pose a threat. | dragon | This is a Dragon Shout. You do not know much about Dragon shouts, or their language. | common | Dragons, Thu'um, Kyne, Nature, Beasts, Pacification, Words of Power, Goddess | spells | factory skyrim-official-20260814-v2.0 | |
| labyrinthian | None | Labyrinthian is a vast and ancient Nordic ruin located southeast of Morthal, situated in a mountain pass that connects Hjaalmarch and Whiterun Hold. Once the great city of Bromjunaar, the capital of the Dragon Cult, Labyrinthian was built during the Merethic Era as a temple to the dragons who ruled Skyrim at the time. Over centuries, the city grew into a thriving hub of power for the cult, where the highest-ranking Dragon Priests convened to govern. Following the defeat of the Dragon Cult during the Dragon War, Bromjunaar fell into ruin, leaving behind the eerie remnants of its past, including the famed Labyrinth. | scholardragontraveler | Labyrinthian is a vast and ancient Nordic ruin located southeast of Morthal, situated in a mountain pass that connects Hjaalmarch and Whiterun Hold. It used to be a mighty city a long time ago under the rule of the Dragon cult.You do not know anything else about this area. | common | Bromjunaar, Dragon Cult, Morthal, Hjaalmarch, Whiterun Hold, Merethic Era, Dragon War, Dragon Priests, Nordic ruins | hjaalmarch | factory skyrim-official-20260814-v2.0 | |
| laila | Laila Law-Giver | Laila Law-Giver is the Jarl of Riften, residing in Mistveil Keep. While she holds the title of Jarl, the extent of her actual authority over the citizens of the Rift is often called into question. | scholarnoble | Laila Law-Giver is the Jarl of Riften, residing in Mistveil Keep. Although she holds the title of Jarl, her actual authority over the citizens of the Rift is often questioned. | common | Jarl, Riften, Mistveil Keep, the Rift, questioned authority, nobility | figures | factory skyrim-official-20260814-v2.0 | |
| lake_geir | None | Lake Geir is a picturesque lake located in the western part of the Rift, with the village of Ivarstead situated along its shores. At the center of the lake lies an island that is home to Geirmund's Hall, a Nordic ruin steeped in history and intrigue. Geographically, the lake is fed by the Treva River and drained by the Darkwater River, forming a key part of the region's waterway network. | rifttraveler | Lake Geir is a picturesque lake located in the western part of the Rift, with the village of Ivarstead situated along its shores. You do not know anything else about this area. | commoneastmarchfalkreath | Ivarstead, Geirmund's Hall, Treva River, Darkwater River, Rift, Nordic ruins | rift | factory skyrim-official-20260814-v2.0 | |
| lake_honrich | None | Lake Honrich is a sprawling lake in the eastern Rift, located immediately southwest of Riften. Known as Lake Honnith during the First Era, it is a prominent natural feature of the region. The lake is drained by the Treva River and is home to Goldenglow Estate, which occupies a cluster of islands at its center. Popular among fishermen from across Skyrim, Lake Honrich provides ample opportunities for fishing and is supported by a fishery located on Riften's eastern shores. | rifttraveler | Lake Honrich is a sprawling lake in the eastern Rift, located immediately southwest of Riften.You do not know anything else about this area. | commoneastmarchfalkreath | Rift, Riften, Goldenglow Estate, Treva River, Lake Honnith, First Era, fishing, fishery | rift | factory skyrim-official-20260814-v2.0 | |
| lakeview_manor | None | Lakeview Manor is a scenic property located north of Pinewatch in Falkreath Hold. It is rumored that the property is for sale. It is widely known that it is objectivly the best location to live in the entirety of Skyrim. | falkreathtraveler | Lakeview Manor is a scenic property located north of Pinewatch in Falkreath Hold. It is rumored that the property is for sale. It is widely known that it is objectivly the best location to live in the entirety of Skyrim.You do not know anything else about this area. | commonwhiterunriftreach | Falkreath Hold, Pinewatch, Falkreath, property, real estate, homestead | falkreath | factory skyrim-official-20260814-v2.0 | |
| largashbur | None | Largashbur is an accursed Orc stronghold in the southeast of Skyrim, located west-southwest of Riften in the Rift. Besieged by giants, the stronghold contains two zones: Largashbur Longhouse and Largashbur Cellar. Unlike other Orc strongholds, Largashbur lacks a mine and has sent two of its workers to assist Narzulbur, which has a mine but is short on labor. The stronghold features a makeshift altar to Malacath, adorned with Orcish armor and weapons. It is rumoured that the god Malacath is not pleased with this tribe and have cursed it. | riftorc | Largashbur is an accursed Orc stronghold in the southeast of Skyrim.You do not know anything else about this area. | skyrimalleastmarchfalkreath | rift | custom | ||
| large_antlers | None | Large Antlers may be dropped by male deer and elk, while female elk drop small antlers. Alchemy effects: Restore Stamina, Fortify Stamina, Slow, and Damage Stamina Regen. | alchemist | Large Antlers may be dropped by male deer and elk, while female elk drop small antlers. You do not know the alchemical effects of this ingredient. However, an alchemist might. | Everyone | items | custom | ||
| last_vigil | None | Last Vigil is a small, secluded camp located northeast of Riften and southeast of Ruunvald Excavation. It is rumoured that one day a great battle will take place here, between two warriors who have reached the end of their quest. | rifttraveler | Last Vigil is a small, secluded camp located northeast of Riften. It is rumoured that one day a great battle will take place here, between two warriors who have reached the end of their quest.You do not know anything else about this area. | commoneastmarchfalkreath | Riften, Ruunvald Excavation, Camp, Prophecy, Battle, Warriors, Quest, Duel | rift | factory skyrim-official-20260814-v2.0 | |
| lavender | None | Lavender is an herb that thrives in cold steppe climates, particularly in Whiterun Hold, and is found in several other holds as well. Alchemy effects: Resist Magic, Fortify Stamina, Ravage Magicka, and Fortify Conjuration. | alchemist | Lavender is an herb that thrives in cold steppe climates, particularly in Whiterun Hold, and is found in several other holds as well. You do not know the alchemical effects of this ingredient. However, an alchemist might. | Everyone | items | custom | ||
| leather_equipment | leather boots, leather bracers, leather helmet, leather armor | Leather equipment includes flexible armor, boots, bracers, and helmets made from worked hides. Carefully cut and stitched panels provide more mobility and refinement than crude hide armor while remaining light and repairable. Individual pieces serve different combat roles, but their exact damage, protection, and crafting requirements depend on the piece rather than the family name. | blacksmithwarriormerchant | Leather equipment includes flexible armor, boots, bracers, and helmets made from worked hides. Individual pieces differ in use. | common | hide armor, light armor, worked hides, mobility, blacksmithing, combat roles, stitching, repair | equipment | factory skyrim-official-20260814-v2.0 | |
| left_hand_mine | None | Left Hand Mine is a small iron mine and settlement located southeast of Markarth and south of Salvius Farm in the Reach. The mine is know for its production of iron ore. The settlement serves as a home for the miners, with their residences detailed separately. Left Hand Mine also becomes a refuge for the displaced workers from Kolskeggr Mine after it is overrun by Forsworn,. | reachtravelerforsworn | Left Hand Mine is a small iron mine and settlement located southeast of Markarth in the Reach. You do not know anyone who works here. You do not know anything else about this area. | commonfalkreathwhiterunhjaalmarchhaafingar | Markarth, Kolskeggr Mine, Salvius Farm, Forsworn, iron ore, mining | reach | factory skyrim-official-20260814-v2.0 | |
| leigelf's_house | None | Leigelf's House is the home of Leigelf, a Nord miner and the owner of Quicksilver Mine in Dawnstar. Located in the center of town, next to the blacksmith, the house reflects Leigelf's standing as a key figure in Dawnstar's mining industry. | paletraveler | Leigelf's House is the home of Leigelf in Dawnstar. You do not know who Leigelf is.You do not know anything else about this area. | commoneastmarchwinterholdwhiterunhjaalmarch | Dawnstar, Quicksilver Mine, quicksilver, Nord, mining, blacksmith | pale | factory skyrim-official-20260814-v2.0 | |
| leki | Saint of the Spirit Sword | Leki, also known as the Saint of the Spirit Sword, is a revered goddess of aberrant swordsmanship and a divine daughter of Tall Papa, the chief deity of Yokudan mythology. Celebrated as a patron of innovation in martial arts, Leki is credited with introducing the Ephemeral Feint, a sword technique that broke the stalemate among Yokuda's greatest swordmasters during their struggle to determine leadership against the Lefthanded Elves. This pivotal contribution marked the beginning of the Yokudans' war with the Aldmer. As one of the most beloved deities in Hammerfell, Leki represents skill, adaptability, and divine ingenuity in the art of combat. Her legend extends beyond the battlefield, influencing the cultural and spiritual fabric of Redguard society. The settlement of Leki's Blade in the Alik'r Desert is said to have been founded following her duel with Rada al-Saran, a warrior who boasted mastery rivaling the gods. The goddess's legacy also runs through the bloodlines of notable Redguard warriors, such as Sai Sahan, who descended from her line and embodied her divine connection to swordsmanship. Through her miracles and teachings, Leki remains a symbol of honor and mastery, inspiring generations of Redguard sword-saints to achieve greatness in both combat and spirit. | redguardscholar | Leki, also known as the Saint of the Spirit Sword, is a revered goddess of swordsmanship and the divine daughter of Tall Papa, the chief deity of Yokudan mythology. She introduced the Ephemeral Feint, a sword technique that broke the stalemate among Yokuda's swordmasters, leading to the war with the Aldmer. Leki is celebrated for her innovation in martial arts, symbolizing skill, adaptability, and divine ingenuity in combat. Her influence is deeply woven into Redguard culture, with her legacy carried on by warriors like Sai Sahan, who embody her connection to swordsmanship. Leki remains a symbol of honor and mastery in both combat and spirit. | common | Yokuda, Tall Papa, Redguard, Ephemeral Feint, Lefthanded Elves, Hammerfell, Sai Sahan, Leki's Blade, Rada al-Saran, Aldmer, Alik'r Desert, swordsmanship | figures | factory skyrim-official-20260814-v2.0 | |
| lemkils_farm | None | Lemkil's Farm is a farm located in the town of Rorikstead. It is farmed by Lemkil with help from Erik. Lemkil has two daughters, Sissel and Britte, who, much to his chagrin, do not help with the farm. When he is not working on his farm, Lemkil can be found in the tavern complaining about his daughters. | whiteruntraveler | Lemkil's Farm is a farm located in the town of Rorikstead. You do not know anything else about this area. | commonfalkreatheastmarchreachpalehjaalmarch | Rorikstead, Lemkil, Erik, Sissel, Britte, farming, taverns | whiterun | factory skyrim-official-20260814-v2.0 | |
| lesser_ward | None | Lesser Ward is a Restoration spell that creates a magical shield around the caster, absorbing a small amount of magic damage. It requires an Apprentice skill level to cast. | magehealer | Lesser Ward is a spell that creates a magical shield around the caster, absorbing a small amount of magic damage. You do not know much else about this spell. | common | Restoration, magic shield, magic damage, Apprentice skill, spell absorption, defensive magic, magical protection | spells | factory skyrim-official-20260814-v2.0 | |
| leyawiin | None | Leyawiin, a Nibenese city in southeastern Cyrodiil, sits at the mouth of the Niben River where it meets Topal Bay. Known as "the city that spans the waters," it occupies a vital position on the Trans-Niben, the narrow strip of land between Elsweyr and Black Marsh. The city is divided into four districts: Chapel District, Guild Plaza, Main Street, and Castle Leyawiin. Its symbol, the Ivory Horse, is steeped in myth, with ties to Pelinal Whitestrake or a legendary white horse that once protected the riverbanks. Leyawiin honors Topal the Pilot as its patron saint, and his statue adorns the city’s southwest wall, reflecting its cultural heritage. Historically, Leyawiin has experienced repeated upheavals and significant cultural shifts. After its involvement in the Alessian Slave Rebellion in the First Era, it fell under Khajiiti control during the Anequine Conquests. By the Second Era, Leyawiin's governance transitioned towards the influential Chamber of Legates, and it endured political and military turmoil during the Three Banners War. In the Third Era, tensions arose from its annexation of the Trans-Niben and the racial frictions among its diverse population. Leyawiin faced destruction during the Oblivion Crisis and later, in the Fourth Era, suffered Dominion occupation during the Great War. Throughout its history, Leyawiin has remained a dynamic city, shaped by its strategic location and resilient populace. | scholarimperialtraveler | Leyawiin is a Nibenese city located at the mouth of the Niben River, known as "the city that spans the waters." Positioned between Elsweyr and Black Marsh, it has been a cultural and strategic hub. The city is divided into four districts and honors Topal the Pilot as its patron saint. Leyawiin's history includes significant upheavals, from its involvement in the Alessian Slave Rebellion to its later occupation during the Great War. Despite facing destruction during the Oblivion Crisis and political turmoil, the city remains resilient, shaped by its diverse population and strategic location. | common | Cyrodiil, Niben River, Topal Bay, Trans-Niben, Elsweyr, Black Marsh, Topal the Pilot, Pelinal Whitestrake, Alessian Slave Rebellion, Anequine Conquests, Three Banners War, Great War | locationother | factory skyrim-official-20260814-v2.0 | |
| liar's_retreat | None | Liar's Retreat is a small cave and underground cellar located northwest of Broken Tower Redoubt and northeast of Karthwasten in the Reach. The entrance is marked by a cairn, making it easier to spot amidst the rugged terrain. The cave is occupied by bandits. | reachtraveler | Liar's Retreat is a small cave and underground cellar located northeast of Karthwasten in the Reach. You do not know anything else about this area. | commonfalkreathwhiterunhjaalmarchhaafingar | The Reach, Karthwasten, Broken Tower Redoubt, Bandits, Caves, Underground cellar | reach | factory skyrim-official-20260814-v2.0 | |
| lichor | None | Lichor, a yellow substance originating from Mankar Camoran's destroyed realm of Oblivion, is an ingredient that can be purchased from Khajiit caravans. Alchemy effects: Restore Magicka, Regenerate Magicka, Fortify Magicka, and Spell Absorption. | alchemist | Lichor, a yellow substance originating from Mankar Camoran's destroyed realm 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 | ||
| light | None | These magical effects are utility-focused Alteration spells that summon a hovering orb of light to illuminate dark areas, making exploration in caves and dungeons easier. In addition to being available as a spell, this effect can also be found on enchanted items, offering a practical light source for non-magic users. | mage | It makes a floating light that follows you around, brightening dark places. A mage might know more though. | common | Alteration, illumination, dungeon exploration, cave exploration, enchantment, utility magic | spells | factory skyrim-official-20260814-v2.0 | |
| light_damage | None | These magical effects are offensive Destruction enchantments that deal radiant damage, particularly effective against undead. This effect is available through custom enchanting and is also found on enchanted items, making it a holy weapon against unholy creatures. | mage | This magic harms undead with a holy light, dealing extra damage to creatures like vampires. A mage might know more though. | common | undead, vampires, holy weapon, Destruction, Enchanting, custom enchanting, enchanted items, radiant damage | spells | factory skyrim-official-20260814-v2.0 | |
| lightning_bolt | None | Lightning Bolt is a Destruction spell that sends a powerful bolt of lightning at a target, dealing shock damage upon impact. It requires an Apprentice skill level to cast. | mage | Lightning Bolt is a spell that sends a powerful bolt of lightning at a target, causing shock damage upon impact. You do not know much else about this spell. | common | Destruction, Shock Damage, Apprentice spells, Elemental magic, Offensive spells, Lightning magic, Combat magic | spells | factory skyrim-official-20260814-v2.0 | |
| lightning_cloak | None | Lightning Cloak is an Alteration spell that surrounds the caster with a crackling electric aura, dealing shock damage to nearby enemies. It requires an Adept skill level to cast. | mage | Lightning Cloak is a spell that surrounds the caster with a crackling electric aura, dealing shock damage to any nearby enemies. You do not know much else about this spell. | common | Alteration, shock damage, Adept, cloaks, electricity, magic | spells | factory skyrim-official-20260814-v2.0 | |
| lightning_rune | None | Lightning Rune is an Alteration spell that places a magical rune on the ground, which detonates with a burst of shock damage when an enemy steps on it. It requires an Apprentice 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 | Alteration, Shock Damage, magical rune, Apprentice skill, ground trap, offensive magic, elemental magic | spells | factory skyrim-official-20260814-v2.0 | |
| lightning_storm | None | Lightning Storm is a Destruction spell that releases a continuous stream of powerful lightning bolts, dealing high shock damage to all enemies within its range. It requires a Master skill level to cast. | mage | Lightning Storm is a spell that releases a continuous stream of powerful lightning bolts, dealing high shock damage to all enemies within its range. You do not know much else about this spell. | common | Destruction, shock damage, Master skill, lightning magic, continuous cast, offensive magic | spells | factory skyrim-official-20260814-v2.0 | |
| lod's_house | None | Lod's House is the residence and workshop of Lod, the blacksmith of Falkreath. It is located near the center of Falkreath, adjacent to Grave Concoctions and close to Gray Pine Goods.. It is rumored hes been look for a dog outside the city. | falkreathtraveler | Lod's House is the residence and workshop of Lod, but you do not know who he is.You do not know anything else about this area. | commonwhiterunriftreach | Lod, Falkreath, blacksmithing, Grave Concoctions, Gray Pine Goods, workshop, dog | falkreath | factory skyrim-official-20260814-v2.0 | |
| lords_mail | Armor of Morihaus, Gift of Kynareth | Lord's Mail, also referred to as the Armor of Morihaus or the Gift of Kynareth, is a revered artifact bestowed upon mortals by Kynareth, one of the Eight Divines. This ancient cuirass, crafted from either adamantium or mithril, is regarded as some of the finest heavy armor available, offering exceptional quality and protection. | priestimperialscholar | Lord's Mail is a legendary cuirass gifted by Kynareth, known for its exceptional protection and craftsmanship, made from adamantium or mithril. It is revered as one of the finest pieces of heavy armor. | common | Kynareth, Morihaus, Eight Divines, heavy armor, adamantium, mithril, cuirass, artifact, divine gift | artifacts | factory skyrim-official-20260814-v2.0 | |
| loreius_farm | None | Loreius Farm is a small farm located in The Pale, north of Whitewatch Tower and south of Blizzard Rest. The farm is home to Vantus Loreius and his wife, Curwe. | paletraveler | Loreius Farm is a small farm located in The Pale, north of Whitewatch Tower. You do not know who Loreius is.You do not know anything else about this area. | commoneastmarchwinterholdwhiterunhjaalmarch | The Pale, Whitewatch Tower, Blizzard Rest, Vantus Loreius, Curwe, farming | pale | factory skyrim-official-20260814-v2.0 | |
| lorkhaj | Moon Beast, Moon Prince, Dark Moon, Ghost Moon, Lost Runt, White Lion, First Trickster | Lorkhaj is the Khajiiti interpretation of the Missing God, known as the Moon Beast or Moon Prince. Born last in the Great Darkness, his heart was filled with the Great Darkness, which knew its name as Namiira. He created a place for Nirni to bear her children, but his dark heart drove him to trick his siblings into the new realm. For this, Fadomai's children tore out his heart and hid it deep within Nirni, cursing him to walk the world. As a Sky Spirit, Lorkhaj is honored for making his own path and uniting spirits to create Nirni. As a Dark Spirit, Namiira's corruption made him the first dro-m'Athra. Azurah ultimately redeemed him, freeing his true spirit as the Hidden Moon to protect the Lunar Lattice. The third moon, the Dark Moon, is believed to be his darkness-free corpse. | khajiitpriestscholar | Lorkhaj, the Moon Beast, is the Khajiiti form of the Missing God Lorkhan. He made a place for Nirni's children but tricked his siblings into the mortal realm. For this, his heart was torn out and hidden within Nirni, and he was cursed to walk the world. Khajiiti tradition holds that the Dark Moon visible in the sky is his corpse. | esoteric | Khajiit, Namiira, dro-m'Athra, Azurah, Nirni, Fadomai, Lorkhan, Lunar Lattice, Missing God, corruption | lore | factory skyrim-official-20260814-v2.0 | |
| lorkhan | Shor, the Missing God | Lorkhan, also known as the Missing God, is a central figure in Tamrielic myth, often regarded as the Creator, Trickster, and Tester of mortals. Revered and reviled, Lorkhan's influence is woven into every culture’s mythology, and he is credited with initiating the creation of the mortal plane, Nirn. He convinced the et'Ada, the Original Spirits, to create Mundus, the world, disrupting the cosmic order. Following the world's creation, Lorkhan was separated from his divine essence—most commonly through the removal of his Heart—and exiled from the divine realm. This event, referred to as the "shattering of Lorkhan," is depicted as a punishment for his role in the creation of the flawed mortal realm, though some legends suggest he willingly accepted this fate. The perceptions of Lorkhan vary greatly between different races. To the Elves, he is a deceiver responsible for trapping them in the mortal realm, severing their connection to the spiritual plane. The Altmer view him as the ultimate antagonist, a being who imprisoned them in a world of suffering and limitation. Conversely, humans, especially Nords and Imperials, honor him as a heroic figure. In Skyrim, he is worshipped as Shor, the god who sacrificed himself to create the world. Redguards know him as Sep, a trickster who helped shape the mortal world but was cursed for his transgressions. Reachmen revere him as the Spirit of Man, while Khajiit associate him with Lorkhaj, the Moon Beast, whose heart's corruption birthed the dark dro-m’Athra. Despite his many names and forms, Lorkhan remains a symbol of the mortal struggle, embodying both the potential and the suffering of the world he helped create. | priestscholar | Lorkhan, the Missing God, is a complex figure in Tamrielic myth, known as the Creator, Trickster, and Tester of mortals. He is credited with initiating the creation of Nirn by convincing the et'Ada to shape the mortal realm, disrupting the cosmic order. His divine essence was removed after Nirn's creation, an act seen as either punishment or a willing sacrifice. Perceptions of Lorkhan vary widely: Elves view him as a deceiver who trapped them in mortality, while humans, such as Nords and Imperials, honor him as a heroic figure, with the Nords worshipping him as Shor. Redguards, Khajiit, and Reachmen each interpret him through their own cultural lenses, associating him with sacrifice, trickery, and cosmic struggle. Lorkhan symbolizes both the hardships and the potential of the mortal world he helped create. | common | Mundus, Nirn, et'Ada, Heart of Lorkhan, Altmer, Nord religion, Sep, Lorkhaj, Reachmen, Mortal plane creation, Divine punishment | figures | factory skyrim-official-20260814-v2.0 | |
| lost_echo_cave | None | Lost Echo Cave is a small cave located west of Solitude in Falkreath Hold, south of Steepfall Burrow. The cave is situated along the road that runs west of Fort Hraggstad, near the point where it turns south. The entrance is marked by piles of stones leading up to stone steps, and, unusually for a cave, the entrance is a wooden door adorned with lit candles on either side, with a statue positioned to the right. Rumors of Falmer have been seen coming out the cave late at night. | haafingartraveler | Lost Echo Cave is a small cave located west of Solitude in Haafingar Hold.You do not know anything else about this area. | commonreachhjaalmarch | Haafingar, Solitude, Falkreath Hold, Steepfall Burrow, Fort Hraggstad, Falmer, cave | haafingar | factory skyrim-official-20260814-v2.0 | |
| lost_knife_hideout | None | Lost Knife Hideout is a medium-sized cave located northeast of Ivarstead and southwest of Fort Amol in Eastmarch. It is rumoured that bandits live in this hideout. | eastmarchtraveler | Lost Knife Hideout is a medium-sized cave located northeast of Ivarstead and southwest of Fort Amol in Eastmarch.You do not know anything else about this area. | commonpaleriftwinterholdwhiterun | Eastmarch, Ivarstead, Fort Amol, bandits, cave, hideout, criminals | eastmarch | factory skyrim-official-20260814-v2.0 | |
| lost_prospect_mine | None | Lost Prospect Mine is a small, seemingly depleted gold mine located east-northeast of Riften and southeast of Fallowstone Cave in the Rift. It is believed to be barren. | rifttraveler | Lost Prospect Mine is a small, seemingly depleted gold mine located east-northeast of Riften .You do not know anything else about this area. | commoneastmarchfalkreath | Riften, Fallowstone Cave, The Rift, gold mine, mining, depleted mine | rift | factory skyrim-official-20260814-v2.0 | |
| lost_tongue_overlook | None | Lost Tongue Overlook is a dragon lair located south of Riften and east-southeast of Crystaldrift Cave. The path to the lair begins just past Snow-Shod Farm and winds south, passing a dragon mound and climbing several flights of stairs marked by piles of rocks. | riftdragontraveler | Lost Tongue Overlook is a dragon lair located south of Riften.You do not know anything else about this area. | commoneastmarchfalkreath | dragon lair, Riften, Crystaldrift Cave, Snow-Shod Farm, dragon mound, Dragon | rift | factory skyrim-official-20260814-v2.0 | |
| lost_valkygg | None | Lost Valkygg is a small Nordic ruin located northeast of Labyrinthian and west of Skyborn Altar in Hjaalmarch. The ruin is inhabited by draugr. | hjaalmarchtraveler | Lost Valkygg is a small Nordic ruin located northeast of Labyrinthi in Hjaalmarch.You do not know anything else about this area. | commonwhiterunpalehaafingar | Labyrinthian, Skyborn Altar, Hjaalmarch, Nordic ruins, Draugr, Haafingar, The Pale, Whiterun | hjaalmarch | factory skyrim-official-20260814-v2.0 | |
| lost_valley_redoubt | None | Lost Valley Redoubt is a massive Nordic ruin located a short distance west of Bilegulch Mine, southeast of Markarth, and northwest of Falkreath in the Reach. The site is inhabited by Forsworn and hagravens, presenting a formidable challenge for adventurers. The pathway from the river ascends through several open terraces, each guarded by Forsworn sentries. The sprawling layout and numerous foes make it a location that requires preparation and endurance. | reachtravelerforsworn | Lost Valley Redoubt is a massive Nordic ruin located southeast of Markarth, and northwest of Falkreath in the Reach. You do not know anything else about this area. | commonfalkreathwhiterunhjaalmarchhaafingar | Forsworn, hagravens, Markarth, Falkreath, Bilegulch Mine, Nordic ruin, The Reach, sentries | reach | factory skyrim-official-20260814-v2.0 | |
| lotus_extract | None | Lotus Extract is a rare poison that causes lingering harm over time, slowly sapping the vitality of those it infects. It is used by assassins and can be found in select sanctuaries or other hidden locations. | dark_brotherhoodalchemist | You have heard of this extract being used in the art of assassination, but its origins and potency are largely unknown. | common | Dark Brotherhood, assassins, lingering poison damage, sanctuaries, alchemy, stealth | items | factory skyrim-official-20260814-v2.0 | |
| luminous_russula | None | Luminous Russula, a dark brown fungus originating from Vvardenfell, is an ingredient that can be purchased from Khajiit caravans. Alchemy effects: Lingering Damage Stamina, Lingering Damage Health, Waterbreathing, and Fear. | alchemist | Luminous Russula, a dark brown fungus 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 ingredients, Fungi, Lingering Damage Stamina, Lingering Damage Health, Waterbreathing, Fear, Morrowind ingredients | items | factory skyrim-official-20260814-v2.0 | |
| luna_moth_wing | None | Luna Moth Wings can be acquired by catching luna moths, which only come out at night but are easily spotted due to their glowing wings. Alchemy effects: Damage Magicka, Fortify Light Armor, Regenerate Health, and Invisibility. | alchemist | Luna Moth Wings can be acquired by catching luna moths, which only come out at night but are easily spotted due to their glowing wings. You do not know the alchemical effects of this ingredient. However, an alchemist might. | Everyone | items | custom | ||
| lunar_lattice | ja-Kha'jay, Two-Moons Dance | The Lunar Lattice, or ja-Kha'jay, is the cosmic barrier and stabilizing force created by the primal spirit Fadomai. Bestowed upon the Moons, its eternal motions shield creation from the anger of Ahnurr. In Khajiiti belief, the Lattice is inextricably bound to their nature; Azurah tied the Khajiit to its phases, making them its secret defenders. Should Masser and Secunda fail, the Khajiit are charged with climbing to restore their courses. The Lattice also governs the diverse forms of the Khajiit, who are shaped by the moons' alignments. While Aldmeri faith recognizes Jode and Jone as separate deities, Khajiiti tradition holds them as mere aspects of the greater Lattice, a structure that defines and protects their people. | khajiitpriestscholar | The Lunar Lattice, or ja-Kha'jay, is the cosmic order governing the moons Masser and Secunda. In Khajiiti faith, it is a protective barrier and the force that shapes the Khajiit into their many forms, binding them to the moons' phases. | esoteric | Fadomai, Azurah, Ahnurr, Khajiit forms, Masser, Secunda, Jode, Jone, cosmic barrier, Aldmeri faith, Khajiiti belief, moon phases | lore | factory skyrim-official-20260814-v2.0 | |
| lunds_hut | None | Lund's Hut is a modest shack situated northwest of Rorikstead and east of Bleakwind Bluff, nestled within the rugged plains of Whiterun Hold. It is rumored that the place has been overan by skeevers who have ruined the place. | whiteruntraveler | Lund's Hut is a modest shack situated northwest of Rorikstead.You do not know anything else about this area. | commonfalkreatheastmarchreachpalehjaalmarch | Rorikstead, Whiterun Hold, Bleakwind Bluff, Skeevers, Shacks, Plains | whiterun | factory skyrim-official-20260814-v2.0 | |
| lycanthropy | werethropy | Lycanthropy, also known as werethropy, is a supernatural condition that causes individuals to transform into werebeasts, most commonly werewolves. This disease, referred to as Hircine's Gift by those who view it as a blessing and Hircine's Curse by those who see it negatively, affects both the body and the spirit. It is contagious and can be spread through bites or claws of werebeasts, or by drinking the blood of a lycanthrope, which causes an immediate transformation into the beast form. Lycanthropy is most prevalent in Tamriel and has several strains, with the werewolf form being the most widespread across the continent. Individuals infected with lycanthropy are called lycanthropes, and they are often feared and persecuted due to their bloodthirsty nature. The disease progresses through a transformation process, where the afflicted person becomes a werewolf if they contract Sanies Lupinus, the most common lycanthropic strain. This transformation is intense, with the first shift occurring shortly after the infection sets in. The condition is not selective about who it affects, meaning that individuals from different races, including Argonians, can also become werewolves if infected. Though lycanthropes are typically viewed with fear and hatred, some see it as a blessing. Transmission of the disease happens most often through combat with a werebeast, but it can also occur through the sharing of lycanthropic blood, which accelerates the curse's onset. | werewolfdaedrahealer | Lycanthropy, also known as werethropy, is a supernatural disease that causes individuals to transform into werebeasts, most commonly werewolves. The condition, viewed as both a curse and a blessing, is contagious and can be spread through bites, claws, or drinking the blood of a lycanthrope. It affects both the body and spirit, with the most common strain, Sanies Lupinus, turning the afflicted into a werewolf. This transformation occurs quickly and is intense, with the disease not discriminating based on race. Lycanthropes are often feared and persecuted for their bloodthirsty nature, though some view the condition as a gift. Transmission typically occurs during combat, but sharing lycanthropic blood can accelerate the curse. | common | Hircine, Sanies Lupinus, Werewolf, Tamriel, Argonians, Werebeasts, Daedric Prince, Disease, Blood, Curse | spells | factory skyrim-official-20260814-v2.0 | |
| lyretail_anthias | None | Lyretail Anthias are a small orange,yellow and purple fish found at small streams by using an Alikri fishing rod. When used as an ingredient for potion making, they offer effects such as Restore Magicka, Fortify Alteration, Fortify Conjuration and Fortify Carry Weight. | fisher | Lyretail Anthias are a small orange,yellow and purple fish. You do not know much more about the fish, but a fisher would. | common | Restore Magicka, Fortify Alteration, Fortify Conjuration, Fortify Carry Weight, Alchemy, Alikri fishing rod, Alik'r, Magicka, Alteration, Conjuration | creatures | factory skyrim-official-20260814-v2.0 | |
| mace_of_molag_bal | Vampire's Mace, Master's Mace | The Mace of Molag Bal, also known as the Vampire's Mace, is a Daedric artifact associated with Molag Bal, the Daedric Prince of Domination and Enslavement. This powerful weapon is enchanted to drain the stamina and magicka of its victims, transferring their energy to its wielder. It is also capable of sapping an enemy's strength and even trapping their soul, making it a fearsome weapon against wizards and other formidable foes. The mace is often described as a symbol of Molag Bal's power and cruelty, embodying his desire to dominate and enslave. The origins of the Mace can be traced back to when Molag Bal tricked an Orcish blacksmith into forging it while enslaving him in Coldharbour, the Daedric Prince's plane of Oblivion. The mace is frequently granted to mortals deemed worthy by Molag Bal, who relishes the trail of death and destruction it leaves in its wake. Worshippers of Molag Bal refer to the weapon as the Master's Mace and often invoke it in their prayers and oaths. | daedrascholar | The Mace of Molag Bal is a Daedric artifact that drains stamina and magicka, traps souls, and embodies Molag Bal's power and cruelty. Forged through deceit, it is a symbol of domination and destruction. | esoteric | Molag Bal, Coldharbour, Daedric Prince, Oblivion, Orcish blacksmith, soul trapping, domination, enslavement, Daedra worship, stamina drain, magicka drain, vampirism | artifacts | factory skyrim-official-20260814-v2.0 | |
| mace_of_the_crusader | Mace of Zenithar | The Mace of the Crusader, also known as the Mace of Zenithar, is a holy artifact crafted by Zenithar, imbued with the power to burn foes with holy flames and turn the undead. According to legend, after Pelinal Whitestrake's death, the mace was brought to Leyawiin, where it inspired the creation of the Great Chapel of Zenithar by Saint Kaladas. | scholarimperial | The Mace of the Crusader, or Mace of Zenithar, is a holy artifact crafted by Zenithar that burns foes with holy flames and turns the undead. It inspired the creation of Leyawiin's Great Chapel of Zenithar after being brought there following Pelinal Whitestrake's death. | common | Zenithar, Pelinal Whitestrake, Leyawiin, Great Chapel of Zenithar, Saint Kaladas, holy fire damage, turn undead, Crusader Relics, Divines | artifacts | factory skyrim-official-20260814-v2.0 | |
| magelight | None | Magelight is an Alteration spell that creates a hovering orb of light that sticks to a surface, illuminating the surrounding area. It requires an Apprentice skill level to cast. | mage | Magelight is a spell that creates a glowing orb of light that can be attached to walls or floors, lighting up the area around it. You do not know much else about this spell. | common | Alteration, Apprentice spells, Illumination, Light magic, Utility spells, Exploration | spells | factory skyrim-official-20260814-v2.0 | |
| magicka | Magic | Magicka is the arcane energy used to cast spells, maintain enchantments, and perform other magical arts. A widespread tradition holds that it flows from Aetherius through the sun and stars, entering Mundus as a consequence of Magnus and the Magna Ge departing creation. Living beings possess differing reserves and aptitudes, while training determines how efficiently that energy can be shaped. Its deepest origin and relationship to souls remain subjects of scholarly debate. | magescholar | Magicka is the energy used for spells and enchantments. It is commonly believed to flow from Aetherius through the sun and stars. | common | Aetherius, Mundus, Magnus, Magna Ge, spellcasting, enchanting, souls, arcane energy, sun and stars | lore | factory skyrim-official-20260814-v2.0 | |
| magicka_poisons | magicka poison, recovery poison, lingering magicka poison | Magicka poisons hinder spellcasters. Their gameplay effects either drain magicka, deal lingering magicka damage, or suppress magicka regeneration so the victim recovers magical energy more slowly. | alchemist | Magicka poisons drain magical energy or prevent it from recovering normally. | common | drain magicka, damage magicka, suppress magicka regeneration, spellcasters, Magicka, poisons, alchemy | items | factory skyrim-official-20260814-v2.0 | |
| magicka_potions | potion of minor magicka, potion of magicka, potion of plentiful magicka, potion of vigorous magicka, potion of extreme magicka, potion of ultimate magicka | Magicka potions are alchemical draughts that restore a spellcaster's depleted magical energy. They are brewed in several strengths and are common supplies among court wizards, battlemages, priests, and students of the arcane arts. | alchemistmage | Magicka potions restore magical energy and are sold in several strengths. | common | Magicka, Alchemy, Court wizards, Battlemages, Priests, Arcane arts, Spellcasting | items | factory skyrim-official-20260814-v2.0 | |
| magnus | None | Magnus, the God of Magic and the Great Architect, is a revered figure among many cultures in Tamriel, known as the creator of the schematics for Mundus. During the Dawn Era, he collaborated with other et'Ada to forge the mortal plane, but upon realizing the great sacrifice required, he abandoned the project. His departure from Mundus tore a hole into Aetherius, forming the sun, which is also referred to as Magnus. The stars, believed to be fragments of his being or tears in the sky made by his followers, the Magna Ge, illuminate the night as remnants of his retreat. Magnus’s legacy is steeped in mysticism, as he is credited with creating powerful artifacts like the Staff of Magnus and the Eye of Magnus, each holding immense arcane power capable of influencing the balance of the magical world. Worship of Magnus varies across Tamriel. The Altmer and Bretons revere him as the God of Sight and Insight, while the Khajiit call him Magrus, the Cat's Eye, integrating his mythos into their lunar cycles. The Ayleids dedicated temples to his name, celebrating his association with light and divine order. Legends suggest Magnus influences powerful mages, lending them his energy, though his contributions to Mundus are viewed with skepticism by the Imperials, who question the dual nature of his gift. Despite his detachment from Nirn, Magnus remains a symbol of the enigmatic power of magic, with his artifacts and celestial presence serving as constant reminders of the god who shaped the mystical fabric of the world. | scholarpriestmagecollege_of_winterhold | Magnus, the God of Magic and the Great Architect, is credited with creating the schematics for Mundus during the Dawn Era. He collaborated with other et'Ada but abandoned the project when he realized the sacrifice required, creating the sun and stars in the process. Magnus's followers, the Magna Ge, are believed to have left remnants of his being in the stars. He is known for powerful artifacts like the Staff of Magnus and the Eye of Magnus. Worshiped by the Altmer, Bretons, and Khajiit, Magnus is viewed as a symbol of magical power and mysticism. | common | Mundus, Aetherius, Staff of Magnus, Eye of Magnus, Magna Ge, et'Ada, Dawn Era, Altmer, Khajiit, Ayleids, Bretons, Magic | figures | factory skyrim-official-20260814-v2.0 | |
| malacath | Mauloch, Orkey | Malacath, also known by many names such as Mauloch, Orkey, and the Blue God, is the Daedric Prince whose sphere encompasses betrayal, broken promises, curses, and the patronage of outcasts and spurned people. He is regarded as the God of Curses, Lord of Monsters, and Defender of the Betrayed. Malacath was once Trinimac, a powerful Aedra, before his transformation at the hands of Boethiah. His origin is closely tied to this transformation, where Trinimac was either devoured or humiliated by Boethiah and subsequently twisted into the vengeful being known as Malacath. Malacath is particularly revered by the Orsimer (Orcs), who regard him as their patron deity. Orcs live by the Code of Mauloch, a set of rules that values honor, vengeance, and strength. Orcish strongholds follow these principles, with their leaders and warriors often invoking Malacath in their daily lives. However, some Orcs believe that Trinimac still exists as a separate entity and that Malacath is a different being entirely, leading to tension within Orcish culture. | daedrascholar | Malacath, also known as Mauloch, Orkey, and the Blue God, is the Daedric Prince of betrayal, curses, and the patron of outcasts. Once the Aedra Trinimac, he was transformed into Malacath after being humiliated or devoured by Boethiah. Revered by the Orsimer (Orcs), Malacath is their patron deity and embodies their values of honor, vengeance, and strength through the Code of Mauloch, which governs Orcish strongholds. While most Orcs honor Malacath, some believe Trinimac still exists as a separate entity, creating cultural tension. Malacath remains a symbol of defiance and strength for the betrayed and spurned. | common | Orsimer, Orcish strongholds, Code of Mauloch, Trinimac, Boethiah, Aedra, Daedric Prince, Betrayal, Curses, Outcasts | figures | factory skyrim-official-20260814-v2.0 | |
| malachite | None | Malachite is a rare volcanic crystal known for its distinctive milky translucent green color and its ability to absorb magicka under certain conditions. It is primarily utilized in crafting lightweight yet strong armor and weapons, making it a favored material among skilled artisans. Though less durable than ebony, malachite boasts a higher melting point and is significantly stronger than common glass, which it is often mistakenly associated with. The most abundant sources of malachite are found on the volcanic island of Vvardenfell in Morrowind, but ore veins are also distributed across Tamriel. | blacksmithdunmer | Malachite is a rare volcanic crystal known for its distinctive milky translucent green color and its ability to absorb magicka. I.t is primarily utilized in crafting lightweight yet strong armor and weapons. | common | Vvardenfell, Morrowind, glass armor, ebony, magicka absorption, volcanic, smithing, light armor, ore | items | factory skyrim-official-20260814-v2.0 | |
| mammoth | None | Mammoths are massive creatures found in the tundra of Skyrim, often seen alongside giants or traveling under their protection. They have long tusks, with tame mammoths having engraved tusks, while wild ones have plain tusks. Mammoths will defend themselves if attacked, with the herding giant rushing to protect them, but will turn passive if the giant is killed. They avoid water and can get stuck behind obstacles, making them easier to evade or attack from a distance. | hunter | Mammoths are massive creatures with long tusks found in the tundra of Skyrim, often seen alongside giants or traveling under their protection. | common | Giants, Skyrim, tundra, tusks, defends itself if attacked, avoids water | creatures | factory skyrim-official-20260814-v2.0 | |
| mannimarco | God of Worms, King of Worms | Mannimarco, known as the God of Worms and founder of the Order of the Black Worm, is one of the most infamous figures in Tamrielic history. Originally an Altmer (or Aldmer by his own claim) and a member of the Psijic Order on Artaeum, Mannimarco's dark fascination with necromancy led to his expulsion after his practices horrified his peers, including his former friend Vanus Galerion, who later founded the Mages Guild. This exile marked the beginning of Mannimarco's ascent into infamy as he gathered followers and became the world's first lich, earning the title "King of Worms." His mastery of necromancy allowed him to tap into forbidden arts, consorting with Daedra like Molag Bal and creating vile artifacts such as the Necromancer's Amulet and the Staff of Worms. Mannimarco's influence spread across Tamriel through his cult, the Worm Cult, which orchestrated political schemes and dark rituals, including the catastrophic Soulburst during the Planemeld. Mannimarco's pursuit of power culminated during the Warp in the West, a mysterious event in which he achieved apotheosis, transforming into a divine being embodied by the Necromancer's Moon, also known as the Revenant. Despite this ascension, Mannimarco maintained a tangible presence in Tamriel, clashing with the Mages Guild and other enemies, such as the Hero of Kvatch, who destroyed his mortal form in 3E 433. His divine legacy, however, persisted, as the Necromancer's Moon continued to empower his followers, allowing them to corrupt soul gems and perpetuate his dark influence. Through his artifacts, rituals, and the enduring shadow of his cult, Mannimarco remains an enduring figure of dread in Tamriel, a symbol of the dangerous allure of necromancy and the pursuit of immortality at any cost. | scholarpriestmagepsijic_order | Mannimarco, known as the God of Worms, is infamous for founding the Order of the Black Worm and becoming the first lich, known as the "King of Worms." Originally an Altmer and a member of the Psijic Order, he was expelled due to his dark fascination with necromancy. His Worm Cult spread across Tamriel, and he created dark artifacts like the Necromancer's Amulet and the Staff of Worms. Mannimarco's pursuit of power led to his apotheosis during the Warp in the West, transforming him into the Revenant. Though his mortal form was destroyed, his influence remains, symbolizing the dangers of necromancy and the quest for immortality. | esoteric | Necromancy, Psijic Order, Vanus Galerion, Mages Guild, Worm Cult, Molag Bal, Necromancer's Amulet, Staff of Worms, Warp in the West, Soulburst, Lich, Necromancer's Moon | figures | factory skyrim-official-20260814-v2.0 | |
| maormer | sea elves, Pyandoneans, Tropical Elves | The Maormer, also known as Sea Elves or Pyandoneans, are an elusive race of Mer native to Pyandonea, a mist-shrouded island south of the Summerset Isles. Their unique appearance, ranging from pearlescent white to blue skin, with fin-like ears and occasionally gills, reflects their adaptation to a life at sea. Under the rule of their immortal leader King Orgnum, a deathless sorcerer said to grow younger with age, the Maormer have relentlessly sought to conquer the Summerset Isles, driven by their hatred for the Altmer. Their mastery of snake magic allows them to tame sea serpents as mounts and war beasts, and their storm mages wield the elements of water, wind, and lightning to devastating effect in naval warfare. Despite their isolation, the Maormer have clashed with Tamrielic nations throughout history, most notably in the War of the Isle in 3E 110, where their armada was defeated by the combined forces of the Psijic Order, Summerset's navy, and the Empire. Known for their clan-based society and a culture deeply tied to the sea, the Maormer are infamous for their acrobatic sailors, serpent-like warbeasts, and vicious storm rituals. Though their ambitions have waned in recent centuries, their mysterious homeland and enduring enmity towards the Altmer ensure that the Maormer remain a haunting presence on Tamriel’s seas. | scholarpsijic_order | The Maormer, or Sea Elves, are an elusive race of Mer native to the mist-covered island of Pyandonea, south of the Summerset Isles. With pearlescent white to blue skin, fin-like ears, and sometimes gills, they are adapted to life at sea. Led by the immortal King Orgnum, a sorcerer who grows younger with age, the Maormer seek to conquer the Summerset Isles, driven by their hatred for the Altmer. Masters of snake magic and storm magic, they use sea serpents and elemental powers in naval warfare. Though their ambitions have lessened, their enmity toward the Altmer and mysterious homeland make them a persistent threat on the seas of Tamriel. | common | Pyandonea, Summerset Isles, Altmer, King Orgnum, War of the Isle, Psijic Order, snake magic, storm magic, sea serpents, Mer, naval warfare | lore | factory skyrim-official-20260814-v2.0 | |
| mara | Mother-Goddess, Divine Mother, Goddess of Love, Mother Mara, MHARA, Mother Mild | Mara, known as the Mother-Goddess, is the Divine of Love, Fertility, and Compassion. Worshiped across Tamriel, she embodies the nurturing aspects of life, offering her blessings in the realms of agriculture, family, and marriage. Originally venerated as a fertility goddess, Mara's influence expanded to include love and the protection of home and family. She is often invoked at weddings, where her priests bless unions and sanctify the vows between partners. Mara is also considered the patron of motherhood and is seen as a figure of mercy and benevolence, guiding mortals toward peaceful and harmonious lives. Her teachings emphasize the importance of love, both in relationships and within the broader community, promoting unity and tolerance. Mara is revered by nearly all races in Tamriel, except for the Dunmer and Argonians, though even in those regions, she is recognized by smaller groups. Her presence in the pantheons varies, with the Nords viewing her as the concubine of Shor, while the Bretons and Altmer see her as the wife of Akatosh or Auriel. Mara is closely linked to fertility deities in other cultures, such as the Redguard goddess Morwha. Her worship often focuses on the nurturing aspects of life, and her temples and shrines, such as the one in Riften, are centers for marriage ceremonies and blessings. Artifacts associated with Mara, like the Amulet of Mara, symbolize love and union, further reinforcing her role as a protector of human bonds. | priestscholar | Mara, the Mother-Goddess, is the Divine of Love, Fertility, and Compassion, celebrated as a protector of family, marriage, and harmony. She blesses agriculture, nurtures families, and is often called upon during weddings to sanctify unions. Her teachings promote love, unity, and peace within communities. Her shrines, like the one in Riften, serve as places for blessings and marriage ceremonies, with her symbol, the Amulet of Mara, representing love and human connection. | common | Divines, Akatosh, Auriel, Shor, Morwha, Amulet of Mara, Riften, marriage ceremonies, fertility, Nord pantheon, Altmer pantheon, Breton pantheon | figures | factory skyrim-official-20260814-v2.0 | |
| mara's_eye_pond | None | Mara's Eye Pond is a small, tranquil lake located due east of Gallows Rock in Eastmarch. At the center of the pond is a small island concealing a trapdoor that leads to Mara's Eye Den, which is rumoured to be a home to vampires. On the northern shore of the pond lies Gallows Hall, adding another point of interest to the area. | eastmarchtraveler | Mara's Eye Pond is a small, tranquil lake located due east of Gallows Rock in Eastmarch.You do not know anything else about this area. | commonpaleriftwinterholdwhiterun | Gallows Rock, Eastmarch, Mara's Eye Den, Gallows Hall, Vampires, Lakes | eastmarch | factory skyrim-official-20260814-v2.0 | |
| marbruk | None | Marbruk, located in the forested region of Greenshade in Valenwood, serves as a significant historical and cultural site. Originally settled by an Ayleid clan following the Alessian Slave Rebellion, the city evolved into a Bosmer settlement before being transformed into a fortified bastion by the Aldmeri Dominion in 2E 580. Built to defend Greenshade from external threats, its construction showcased modern Altmeri architecture, blending imported materials to respect the Green Pact while constructing atop ancient Ayleid ruins. The city became a symbol of Dominion unity but also sparked cultural tensions, as the Altmer enforced restrictions on traditional Bosmer practices. Marbruk's Mages Guild vault housed priceless artifacts, including the Staff of Magnus, which played a central role in a Veiled Heritance attack led by the lich Prince Naemon. The Dominion, with the Vestige's aid, repelled the undead assault and secured the city. Throughout its history, Marbruk changed hands multiple times, reflecting the shifting political landscape of Valenwood. It was annexed by the Second Aldmeri Dominion during a Camoran civil war in 2E 830 but fell to Tiber Septim's forces following his use of the Numidium in 2E 896, becoming part of the Third Empire. By the Third Era, the city had diminished to a small settlement known as Marbruk Field, ruled by Lord Palinis and enduring periods of rebellion and strife, including the Camoran Usurper Rebellion and the Oblivion Crisis. In 4E 29, a Thalmor-backed coup reclaimed Valenwood for the Aldmeri Dominion, marking Marbruk's third incorporation into the Dominion. Despite its turbulent past, Marbruk remains a testament to the layered history and cultural dynamics of Valenwood. | scholarbosmertravelerthalmor | Marbruk, located in Greenshade, Valenwood, is a city with a rich history, originally settled by Ayleids and later transformed into a Bosmer settlement before being fortified by the Aldmeri Dominion in 2E 580. The city blends Altmeri architecture with respect for the Green Pact, standing atop ancient Ayleid ruins. Marbruk has been a focal point of conflict, from the Veiled Heritance attack to its shifting political control, including annexation by the Dominion and later conquest by Tiber Septim. Despite turmoil, Marbruk remains a symbol of Valenwood's complex history, culture, and resilience. | common | Valenwood, Greenshade, Aldmeri Dominion, Thalmor, Ayleids, Bosmer, Altmer, Veiled Heritance, Tiber Septim, Numidium, Green Pact, Camoran Usurper | locationother | factory skyrim-official-20260814-v2.0 | |
| marise_aravel's_house | None | Marise Aravel's House is a modest residence located on the lower level of Riften, near the canal that runs through the city's center. It is the first house on the left when approaching from Elgrim's Elixirs. Positioned below the Temple of Mara and east of the entrance to the Ratway. | rifttraveler | Marise Aravel's House is a modest residence located on the lower level of Riften, near the canal that runs through the city's center. You do not know anything else about this area. | commoneastmarchfalkreath | Riften, Elgrim's Elixirs, Temple of Mara, The Ratway, canal, lower level, residence | rift | factory skyrim-official-20260814-v2.0 | |
| markarth | None | Markarth is a major city located in the southwest of Skyrim, near the border of High Rock, and serves as the capital of the Reach. Built within an ancient Dwemer city, its architecture is strikingly unique, with much of it carved into the surrounding rock. Jarl Igmund, the ruler, struggles with the Forsworn, a militant group that infests the surrounding countryside, attacking travelers and threatening the hold. The people of Markarth are wary of outsiders, with the city guards treating them with suspicion and hostility. The Silver-Blood family holds significant influence in Markarth, owning half the city, including the Silver-Blood Inn and Cidhna Mine, a notorious prison considered the most secure in Skyrim. The city’s poor live in The Warrens, a cliffside area of extreme poverty, with many working in the mines and smelters. Near the city entrance, an open-air marketplace hosts several shops, while the guards are stationed in a Dwemer dormitory beneath the central Guard Tower. Markarth is also home to Understone Keep, the ancient Dwemer castle and seat of government located at the western end of the city. Other notable locations include the Temple of Dibella, the Hag's Cure, Arnleif and Sons Trading Company, and Salvius Farm. | reachnoblescholartravelerforswornguard | Markarth is a major city located in the southwest of Skyrim, near the border of High Rock, and serves as the capital of the Reach. Built within an ancient Dwemer city, its architecture is strikingly unique, with much of it carved into the surrounding rock. Jarl Igmund, the ruler, struggles with the Forsworn, a militant group that infests the surrounding countryside, attacking travelers and threatening the hold. The people of Markarth are wary of outsiders, with the city guards treating them with suspicion and hostility. The Silver-Blood family holds significant influence in Markarth, owning half the city, including the Silver-Blood Inn and Cidhna Mine, a notorious prison considered the most secure in Skyrim. The city’s poor live in The Warrens, a cliffside area of extreme poverty, with many working in the mines and smelters. Near the city entrance, an open-air marketplace hosts several shops, while the guards are stationed in a Dwemer dormitory beneath the central Guard Tower. Markarth is also home to Understone Keep, the ancient Dwemer castle and seat of government located at the western end of the city. | common | Dwemer, Forsworn, Reach, Silver-Blood family, Cidhna Mine, Understone Keep, Igmund, The Warrens, High Rock, Temple of Dibella, poverty | reach | factory skyrim-official-20260814-v2.0 | |
| markarth_stables | None | Markarth Stables is located outside the city of Markarth, directly opposite the entrance. The stables are run by Banning, a Breton, and Cedran, a Breton hostler. Banning specializes in selling war dogs, while Cedran manages the stables and horses. | reachtraveler | Markarth Stables is located outside the city of Markarth, directly opposite the entrance. You do not know anyone at the stables.You do not know anything else about this area. | commonfalkreathwhiterunhjaalmarchhaafingar | Markarth, Breton, horses, war dogs, Banning, Cedran, stables | reach | factory skyrim-official-20260814-v2.0 | |
| marked_for_death | krii lun aus | Marked for Death is a Shout that heralds doom upon your enemy, weakening their armor and draining their lifeforce. The three words of power in this Shout are Krii (Kill), which initiates the attack; Lun (Leech), which drains the opponent's strength; and Aus (Suffer), which inflicts suffering and causes their health to diminish over time. | dragon | This is a Dragon Shout. You do not know much about Dragon shouts, or their language. | common | Thu'um, Dragon Language, Armor reduction, Health drain, Dragons, Words of Power | spells | factory skyrim-official-20260814-v2.0 | |
| marshmerrow | None | Marshmerrow, green thin plants originating from Vvardenfell, is an ingredient that can be purchased from Khajiit caravans. Alchemy effects: Restore Health, Fortify Carry Weight, Weakness to Magic, and Damage Stamina. | alchemist | Marshmerrow, green thin plants 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 | ||
| martin_septim | None | Martin Septim, the illegitimate son of Uriel Septim VII, was a key figure during the tumultuous events of the Oblivion Crisis. As an infant, he was rescued by Jauffre, the Grandmaster of the Blades, who ensured his safety away from the imperial court. Growing up unaware of his royal lineage, Martin became a devoted Priest of Akatosh in the city of Kvatch. His life took a dramatic turn when the Mythic Dawn assassinated his father and half-brothers, leaving him as the unexpected heir to the Ruby Throne. Blades agents located Martin and protected him during the crisis, culminating in his reluctant rise to power. In a final act of sacrifice, Martin embraced his destiny and gave his life to thwart the Daedric Prince Mehrunes Dagon, thus securing the safety of Tamriel. His legacy is marked by his bravery, humility, and the heavy burden of his royal heritage. | imperialscholarblades | Martin Septim, the illegitimate son of Uriel Septim VII, played a crucial role during the Oblivion Crisis. Raised as a Priest of Akatosh in Kvatch and unaware of his royal lineage, his life changed when the Mythic Dawn assassinated his father and half-brothers, making him the heir to the Ruby Throne. Protected by Blades agents, Martin reluctantly rose to power. In his final act, he sacrificed himself to defeat the Daedric Prince Mehrunes Dagon and save Tamriel. His legacy is defined by his bravery, humility, and the weight of his royal heritage. | common | Oblivion Crisis, Uriel Septim VII, Mehrunes Dagon, Mythic Dawn, Akatosh, Blades, Kvatch, Ruby Throne, Jauffre, Septim Dynasty, Daedric invasion, Dragon God of Time | figures | factory skyrim-official-20260814-v2.0 | |
| masque_of_clavicus_vile | Mask of Clavicus Vile, Masque of Clavicus | The Masque of Clavicus Vile is a Daedric artifact associated with Clavicus Vile, the Daedric Prince of wishes and bargains. This helm enhances the wearer's charm and popularity, making them seem more trustworthy and likable to those around them. However, like many Daedric artifacts, the Masque remains under Clavicus Vile's control and can be recalled by him at any time. One of the most famous stories surrounding the Masque involves a noblewoman named Avalea. After being disfigured by a servant, Avalea made a pact with Clavicus Vile, receiving the Masque in exchange. Though her appearance remained unchanged, the Masque granted her admiration and respect. She eventually married a powerful baron, but a year and a day later, Clavicus Vile reclaimed the Masque. Pregnant with the baron's child, Avalea was banished, and years later, her daughter exacted vengeance by killing the baron. This tale highlights the unpredictable and often cruel nature of bargains with Clavicus Vile. | daedrascholar | The Masque of Clavicus Vile is a Daedric artifact that is thought to make the wearer irresistable. | esoteric | Clavicus Vile, Daedric Prince of wishes, bargains, charm enhancement, popularity, Avalea, baron, vengeance, artifact recall, helm | artifacts | factory skyrim-official-20260814-v2.0 | |
| mass_paralysis | None | Mass Paralysis is an Alteration spell that immobilizes all targets in a large area around the caster for a short duration. It requires a Master skill level to cast. | mage | Mass Paralysis is a spell that freezes everyone in a large area, making all targets unable to move for a short time. You do not know much else about this spell. | common | Alteration, Master skill, immobilization, area of effect, crowd control, Paralyze | spells | factory skyrim-official-20260814-v2.0 | |
| mayhem | None | Mayhem is an Illusion spell that causes a group of enemies within its area of effect to become hostile toward each other, making them attack anyone in sight. It requires an Expert skill level to cast. | mage | Mayhem is a spell that causes a group of enemies within its area of effect to become hostile toward each other, making them attack anyone in sight. You do not know much else about this spell. | common | Illusion, Expert skill, frenzy, area of effect, hostility, crowd control | spells | factory skyrim-official-20260814-v2.0 | |
| mede_dynasty | None | Following the fall of the Septim Dynasty at the end of the Third Era, High Chancellor Ocato became Potentate and led the Empire for over a decade until his assassination. This event triggered a tumultuous period known as the Stormcrown Interregnum, characterized by intense power struggles over the Ruby Throne. The interregnum concluded in 4E 22 when Titus Mede, a Colovian warlord, seized the Imperial City from the unpopular Nibenese battlemage Thules the Gibbering. Supported by Hierem, an influential figure from an old Nibenese family, Mede was crowned Emperor, establishing the Mede Dynasty. Despite his efforts to restore order, the aftermath of the Oblivion Crisis had weakened Imperial control over its provinces, leading to widespread secession. Between 4E 1 and 4E 29, Black Marsh, Elsweyr, and Summerset Isle (renamed Alinor) broke away from the Empire. Morrowind faced devastation from the eruption of Red Mountain and an Argonian invasion, effectively ending its status as an Imperial province. The situation worsened under the reign of Titus Mede II, culminating in the Great War when the Aldmeri Dominion invaded in 4E 171. The conflict concluded in 4E 175 with the White-Gold Concordat, which forced Titus II to relinquish Hammerfell. By 4E 201, the Empire had shrunk to Cyrodiil, High Rock, and Skyrim, the latter of which was engulfed in two significant rebellions: the Stormcloak Rebellion and the Forsworn Rebellion. | imperialscholarforsworn | After the fall of the Septim Dynasty at the end of the Third Era, High Chancellor Ocato became Potentate but was assassinated, sparking the Stormcrown Interregnum. This chaotic period ended in 4E 22 when Colovian warlord Titus Mede seized the Imperial City and established the Mede Dynasty. Despite efforts to restore order, the Empire fractured as Black Marsh, Elsweyr, and Summerset Isle seceded, while Morrowind was devastated by Red Mountain's eruption and an Argonian invasion. Under Titus Mede II, the Empire faced the Great War (4E 171–175) with the Aldmeri Dominion, ending with the White-Gold Concordat and the loss of Hammerfell. By 4E 201, the Empire was reduced to Cyrodiil, High Rock, and Skyrim, which faced the Stormcloak and Forsworn rebellions. | common | Stormcrown Interregnum, Titus Mede, Titus Mede II, Ocato, Septim Dynasty, White-Gold Concordat, Great War, Aldmeri Dominion, Colovia, Imperial City, Stormcloak Rebellion, Forsworn Rebellion | lore | factory skyrim-official-20260814-v2.0 | |
| meeko's_shack | None | Meeko's Shack is a dwelling located on the edge of the Hjaalmarch marshlands, west-northwest of Morthal and Fort Snowhawk. It sits a short distance from the road connecting Morthal to Dragon Bridge. It is rumored that the owner of the house, a Nord who you do not know the name of, has not been heard from in weeks. | hjaalmarchtraveler | Meeko's Shack is a dwelling located on the edge of the Hjaalmarch marshlands, west-northwest of Morthal. You do not know anything else about this area. | commonwhiterunpalehaafingar | Hjaalmarch, Morthal, Fort Snowhawk, Dragon Bridge, Nord, marshlands | hjaalmarch | factory skyrim-official-20260814-v2.0 | |
| mehrune_dagon | Lord of Change, Prince of Disaster, Mehrunes Dagon | Mehrunes Dagon is the Daedric Prince of Destruction, Change, Revolution, and Ambition. Known by many titles, including the Lord of Change, Master of Razors, and Prince of Disaster, he embodies chaos and seeks to bring about cataclysmic transformations in both the physical world and the hearts of mortals. His sphere encompasses destructive forces like fire, floods, and earthquakes, and he is associated with ambition and rebellion. Dagon's influence is linked to natural disasters, and his followers often engage in acts of violence and destruction in his name. He is a central figure in several cults, most notably the Mythic Dawn, whose actions precipitated the Oblivion Crisis. Dagon rules over the Deadlands, a fiery and desolate realm in Oblivion characterized by rivers of lava, volcanic landscapes, and violent storms. His legions include Dremora, Daedroths, and other destructive Daedra who enforce his will. One of his most infamous artifacts is Mehrunes' Razor, a dagger capable of slaying foes instantly. His sphere of influence has caused devastation throughout Tamriel’s history, from the destruction of cities to wide-scale invasions, as seen during the Oblivion Crisis. | daedrascholar | Mehrunes Dagon, the Daedric Prince of Destruction, Change, Revolution, and Ambition, embodies chaos and cataclysmic transformation. Known as the Lord of Change and Prince of Disaster, he governs destructive forces like fire, floods, and earthquakes, inspiring ambition and rebellion. Dagon rules the Deadlands, a fiery Oblivion realm of lava and storms, populated by destructive Daedra such as Dremora. His followers, including the Mythic Dawn, have unleashed devastation, most notably during the Oblivion Crisis. Dagon’s infamous artifact, Mehrunes' Razor, is a dagger with the power to instantly slay foes, symbolizing his relentless and destructive influence. | common | Oblivion Crisis, Mythic Dawn, Deadlands, Dremora, Mehrunes' Razor, natural disasters, Daedroths, destruction magic, instant kill, cults, rebellion | figures | factory skyrim-official-20260814-v2.0 | |
| mehrunes_razor | merhrunes razor, Dagger of the Final Wounds, Bane of the Righteous, Kingslayer | Mehrunes' Razor, also known as the Dagger of the Final Wounds, the Bane of the Righteous, and the Kingslayer, is a deadly Daedric artifact created by Mehrunes Dagon, the Daedric Prince of Destruction. The Razor is famed for its ability to slay enemies instantly, as there is a small chance that Dagon will claim the soul of anyone struck by it. Forged from ebony and inscribed with Daedric script, the dagger has an ominous appearance and seems to absorb the very light that touches it. | daedrascholar | Mehrunes' Razor, known as the Dagger of the Final Wounds, the Bane of the Righteous, and the Kingslayer, is a Daedric artifact created by Mehrunes Dagon. It is infamous for its ability to instantly slay enemies. | esoteric | Mehrunes Dagon, Destruction, Ebony, Daedric Prince, Daedric artifact, Daedric script, Instant kill, Soul trapping, Dagger | artifacts | factory skyrim-official-20260814-v2.0 | |
| mephala | Webspinner, Spinner, Spider | Mephala, also known as the Webspinner, is a Daedric Prince associated with murder, lies, deception, secrets, and intrigue. Often depicted as androgynous and referred to as the Spinner or the Spider, Mephala manipulates the lives of mortals by weaving intricate webs of plots and conspiracies. She is considered a master of secret knowledge, focusing on information that remains hidden or unknown. Mephala takes great delight in strife and manipulation, and her actions often lead to conflict, betrayal, and chaos. She values secrets above all and is known to whisper forbidden knowledge to those who come across her shrines or artifacts. Mephala has played a significant role in the culture of various societies across Tamriel, particularly in Morrowind, where she is considered one of the "Good Daedra" and helped shape the Great Houses through her influence. She is also believed to have founded the Morag Tong, a secretive society of assassins, and some legends link her to the formation of the Dark Brotherhood. Her artifacts, such as the Ebony Blade, are often tied to acts of betrayal and violence, empowering their wielders through the destruction of those who trust them. Mephala remains a figure of mystery and danger, her influence felt wherever secrets, murder, and deception take root. | dunmerdaedrascholardark_brotherhoodmorag_tong | Mephala, the Webspinner, is a Daedric Prince of murder, lies, deception, secrets, and intrigue. Often depicted as androgynous and referred to as the Spinner or Spider, she weaves intricate plots that manipulate mortals and lead to conflict and betrayal. Revered as one of the "Good Daedra" in Morrowind, Mephala is credited with shaping the Great Houses and founding the assassin group Morag Tong, with some legends linking her to the Dark Brotherhood. Her artifacts, like the Ebony Blade, empower their wielders through betrayal and violence. A master of hidden knowledge, Mephala’s influence thrives wherever secrets and strife take hold. | common | Daedric Prince, Morag Tong, Dark Brotherhood, Ebony Blade, Morrowind, Good Daedra, Great Houses, murder, deception, secrets, intrigue, betrayal | figures | factory skyrim-official-20260814-v2.0 | |
| merethic_era | Mythic Age, Merethic Age, Mythic Era, Mythic Times, Era of Myths | The Merethic Era, also known as the Merethic Age, Mythic Age, Mythic Era, Mythic Times, and the Era of Myths, is a historical period marked by an abundance of myth and legend, with few established dates or timelines. This era is traditionally dated backward from Year Zero of the First Era, which corresponds to the founding of the Camoran Dynasty. The specific events and their chronological order during this time remain uncertain, and some occurrences may be inaccurately placed within the broader narrative. | snow_elf | The Merethic Era, or Mythic Age, is a historical period rich in myth and legend, with few concrete dates or timelines. Traditionally dated backward from Year Zero of the First Era, marking the Camoran Dynasty's founding, its events are uncertain and often debated, contributing to the era's enigmatic and legendary nature. | common | Camoran Dynasty, First Era, Year Zero, myth, legend, historical dating, uncertain chronology | lore | factory skyrim-official-20260814-v2.0 | |
| meridia | Lady of Infinite Energies, Lady of Greed | Meridia, known as the Lady of Infinite Energies, is a Daedric Prince associated with life, light, and the energies of living things. She is revered for her fervent hatred of the undead and the forces of decay, often rewarding those who eliminate such blights from the world. Meridia is considered one of the few Daedric Princes who is not entirely malevolent, though her enemies view her as a force of obsessive order, and she is sometimes called the Lady of Greed. Her sphere of influence is largely focused on promoting purity within chaos and combating what she deems false-life, particularly necromancy. Her symbol is the sunburst, and she rules over a realm known as the Colored Rooms, inhabited by her Auroran servants. Once believed to have been one of the Magne-Ge, divine beings who fled to Aetherius after the creation of Mundus, Meridia was cast out for consorting with forbidden powers. Despite her Daedric status, she often allies with mortals against other Princes like Molag Bal, with whom she shares a bitter rivalry. Her champions, such as the ancient Ayleid warlord Umaril the Unfeathered, are sometimes granted immortality at the cost of free will. Meridia's most notable artifacts include Dawnbreaker, a sword that burns with holy light, and the Ring of Khajiiti, a powerful relic she has bestowed upon her chosen heroes. | daedrascholar | Meridia, the Lady of Infinite Energies, is a Daedric Prince associated with life, light, and the energies of living things. Known for her hatred of the undead and necromancy, she rewards those who combat decay and false-life. Though not malevolent, she is sometimes viewed as obsessively orderly and called the Lady of Greed. Meridia's realm, the Colored Rooms, is inhabited by her Auroran servants. Believed to have been one of the Magne-Ge before her fall, she often allies with mortals against rivals like Molag Bal. Her notable artifacts include Dawnbreaker, a sword imbued with holy light, and the Ring of Khajiiti, bestowed upon her champions. | common | Daedric Prince, undead, necromancy, Magne-Ge, Aetherius, Colored Rooms, Aurorans, Molag Bal, Dawnbreaker, Ring of Khajiiti, Umaril the Unfeathered, Ayleids | figures | factory skyrim-official-20260814-v2.0 | |
| merryfair_farm | None | Merryfair Farm is a modest, struggling farm located northwest of Riften, just west of Riften Stables on the north shore of Lake Honrich. Owned and operated by Dravin Llanith and his wife Synda, the couple make a meager living growing wheat, cabbages, and gourds, with a single cow providing milk. Dravin can often be seen milling wheat for their bread. There are rumours that the farm has recently been burglarized with a valuable bow being stolen. | rifttraveler | Merryfair Farm is a modest, struggling farm located northwest of Riften.You do not know anything else about this area. | commoneastmarchfalkreath | Riften, Lake Honrich, Riften Stables, Dravin Llanith, Synda Llanith, wheat, cabbage, gourd, theft, farming | rift | factory skyrim-official-20260814-v2.0 | |
| minotaur_horn | None | Minotaur Horn, a large horn originating from Cyrodiil, is an ingredient that can be purchased from Khajiit caravans. Alchemy effects: Resist Poison, Damage Magicka Regen, Regenerate Health, and Regenerate Magicka. | alchemisthealer | Minotaur Horn, a large horn originating from Cyrodiil, 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 | Cyrodiil, Khajiit caravans, Resist Poison, Damage Magicka Regen, Regenerate Health, Regenerate Magicka, alchemy, minotaur | items | factory skyrim-official-20260814-v2.0 | |
| miraak | None | Miraak, the First Dragonborn, was a powerful Dragon Priest during the Merethic Era who ruled over Solstheim and was granted a Dragon Priest Mask by the dragons. Seeking the teachings of Hermaeus Mora, the Daedric Prince of Knowledge, Miraak became his champion and learned to bend dragons to his will, eventually turning on his former masters and killing many of them. Despite being offered as an ally during the Dragon War, Miraak refused to aid humanity and was later defeated in a duel by the Dragon Priest Vahlok, who uncovered his treachery. After his defeat, Miraak was saved by Hermaeus Mora and spent ages in Apocrypha, gathering knowledge and power to eventually free himself from Mora's service. | miraak_cultdragonscholardaedra | Miraak is rumored to be a dragon priest on Solstheim who is hypnotizing people on the Island of solstheim. You do not really know much more about him. | esoteric | Merethic Era, Dragon War, Dragon Priest, Vahlok, Hermaeus Mora, Solstheim, Apocrypha, Dragonborn, dragons | figures | factory skyrim-official-20260814-v2.0 | |
| mistveil_keep | None | Mistveil Keep is a grand castle located at the southern end of Riften, its stone walls standing in stark contrast to the city's wooden buildings and walkways. Serving as an extra layer of protection during times of conflict, the keep is the seat of power for the Rift. Mistveil Keep is home to Jarl Laila Law-Giver and her sons, Harrald and Saerlund. The steward, Anuriel, and the eccentric court wizard, Wylandriah, also reside here, assisting in the governance of the hold. | riftnobletraveler | Mistveil Keep is a grand castle located at the southern end of Riften.You do not know anything else about this area. | commoneastmarchfalkreath | Riften, Laila Law-Giver, Harrald, Saerlund, Anuriel, Wylandriah, Jarl, Rift, castle, court wizard | rift | factory skyrim-official-20260814-v2.0 | |
| mistwatch | None | Mistwatch is a medium-sized fort located east of Darkwater Crossing and northwest of Northwind Mine in Eastmarch. It is occupied by the Mistwatch Bandits. The fort can be reached by traveling southeast from Fort Amol along the road. After crossing the bridge over the waterfalls south of Darkwater Crossing, the road ascends to the east. A path branching north, marked by an iron ore vein to the left, leads to the fort's courtyard. | eastmarchimperial_legionstormcloakstraveler | Mistwatch is a medium-sized fort located east of Darkwater Crossing in Eastmarch.You do not know anything else about this area. | commonpaleriftwinterholdwhiterun | Eastmarch, Darkwater Crossing, Northwind Mine, Fort Amol, Mistwatch Bandits, Fort, Iron ore | eastmarch | factory skyrim-official-20260814-v2.0 | |
| mixwater_mill | None | Mixwater Mill is a modest lumber mill located along the White River in Eastmarch, southwest of Windhelm and southeast of Gallows Rock. The mill is owned and operated by Gilfre, who has lived and worked there alone since her five employees left to join the ongoing civil war. | eastmarchtraveler | Mixwater Mill is a modest lumber mill located along the White River in Eastmarch. You do not know who runs the mill.You do not know anything else about this area. | commonpaleriftwinterholdwhiterun | White River, Eastmarch, Windhelm, Gallows Rock, Gilfre, lumber mill, civil war | eastmarch | factory skyrim-official-20260814-v2.0 | |
| moesring_pass | None | Moesring Pass is a rugged mountain pass located in the frozen wilds of northwestern Solstheim. Positioned due northwest of the Temple of Miraak and east-northeast of Fahlbtharz, this icy thoroughfare cuts through the harsh terrain, offering a route steeped in peril and natural beauty. The pass, surrounded by snow-draped peaks and windswept valleys, is as treacherous as it is picturesque.Snowclad Ruins is a small outdoor Nordic ruin situated in the icy wilderness of Solstheim. Located northwest of the Temple of Miraak and southeast of Hrothmund's Barrow, this site is perched amidst snow-covered terrain, exuding an eerie and ancient atmosphere. | solstheimtraveler | You do not know anything about this area. | common | Solstheim, Temple of Miraak, Fahlbtharz, Snowclad Ruins, mountain pass, Hrothmund's Barrow, Nordic ruins, frozen wilderness | solstheim | factory skyrim-official-20260814-v2.0 | |
| molag_bal | God of Schemes, Lord of Domination | Molag Bal, often called the God of Schemes, Lord of Domination, and Harvester of Souls, is a Daedric Prince whose sphere centers on domination, enslavement, and harvesting the souls of mortals. He is known for his unrelenting cruelty and his desire to impose his will upon all mortal realms, seeking to bring Nirn into his plane of Oblivion, Coldharbour. Coldharbour is a twisted reflection of Nirn, a place of despair where souls are tortured and enslaved under Molag Bal’s reign. Molag Bal is characterized by patience and cunning. He takes pleasure in suffering, using manipulation, lies, and deceit to gain power. One of his primary goals is to collect as many mortal souls as possible, constantly scheming to expand his dominion. He is associated with necromancy, often raising the dead to serve him, and is seen as a powerful force of corruption and evil across Tamriel. | snow_elfdaedrascholar | Molag Bal, the God of Schemes and Lord of Domination, is a Daedric Prince whose sphere encompasses domination, enslavement, and the harvesting of mortal souls. Ruling from his Oblivion plane, Coldharbour—a twisted, despair-filled mirror of Nirn—he seeks to bring the mortal realm under his control. Known for his cruelty and cunning, Molag Bal thrives on suffering, using manipulation and deceit to expand his power. He is closely associated with necromancy, often raising the dead to serve his will, and remains a symbol of corruption and malevolence across Tamriel. | common | Daedric Prince, Coldharbour, Oblivion, Nirn, domination, enslavement, soul harvesting, necromancy, corruption, Meridia | figures | factory skyrim-official-20260814-v2.0 | |
| moldering_ruins | None | Moldering Ruins is a hidden and foreboding site west of Rorikstead and east of Soljund's Sinkhole, shrouded in mystery amidst the rugged landscapes of Whiterun Hold. It is rumoured that vampires and the undead take residence here in a hidden cave. | whiterun | Moldering Ruins is a hidden and foreboding site west of Rorikstead.You do not know anything else about this area. | skyrimallfalkreatheastmarchreachpalehjaalmarch | whiterun | custom | ||
| moonstone | None | Moonstone is a rare ivory-colored metal found in veins throughout Tamriel, prized for its unique properties and applications in crafting. Primarily, it is used in the creation of elven armor, often combined with quicksilver, a practice that was historically guarded as a secret by the Altmer of Summerset. The crafting process is complex due to moonstone's higher melting point compared to quicksilver, necessitating careful handling to ensure the materials fuse properly. | blacksmithaltmer | Moonstone is a rare ivory-colored metal found in veins throughout Tamriel, prized for its unique properties and applications in crafting. Primarily, it is used in the creation of elven armor. | common | Altmer, Summerset, quicksilver, elven armor, smithing, metalworking, Tamriel | items | factory skyrim-official-20260814-v2.0 | |
| moon_sugar | None | Moon Sugar is the unrefined form of skooma, a grainy powder of small white crystals with a silver sheen, harvested from cane grasses along the coasts and estuaries of Elsweyr. Unlike its refined counterpart, skooma, Moon Sugar is not illegal and is sold in apothecaries, though it does have mild magical properties and is known as a potent narcotic. While it is a popular spice in Elsweyr, it can be addictive, with humans being particularly susceptible to its effects. Alchemy effects: Weakness to Fire, Resist Frost, Restore Magicka, and Regenerate Magicka. | alchemistkhajiit | Moon Sugar is the unrefined form of skooma, a grainy powder of small white crystals with a silver sheen, harvested from cane grasses along the coasts and estuaries of Elsweyr. Unlike its refined counterpart, skooma, Moon Sugar is not illegal and is sold in apothecaries, though it does have mild magical properties and is known as a potent narcotic. While it is a popular spice in Elsweyr, it can be addictive, with humans being particularly susceptible to its effects. You do not know the alchemical effects of this ingredient. However, an alchemist might. | Everyone | items | custom | ||
| moorside_inn | None | Moorside Inn is the inn in Morthal, owned and operated by Jonna. Located in the heart of the town. Lurbuk serves as the inn's bard, though his performances are not particularly well-received, and business at the inn seems slow. Jonna often mentions that the front door sees little traffic. | hjaalmarchinnkeepertraveler | Moorside Inn is the inn in Morthal. You do not know who runs the Inn.You do not know anything else about this area. | commonwhiterunpalehaafingar | Morthal, Jonna, Lurbuk, bard, Hjaalmarch, tavern, innkeeper | hjaalmarch | factory skyrim-official-20260814-v2.0 | |
| morag_tong | Foresters Guild | The Morag Tong, or "Foresters Guild" in Dark Elvish, is an ancient guild of assassins based in Morrowind, operating under the patronage of the Daedric Prince Mephala. Founded in the First Era, the Morag Tong gained prominence as a means to settle disputes within Morrowind's Great Houses, preventing open warfare through sanctioned killings known as Honorable Writs of Execution. These writs allowed assassins to carry out legal executions with complete immunity, cementing their role in Dunmeri politics. Despite their lawful standing in Morrowind, their methods and allegiance to Mephala stirred controversy. Some legends suggest the guild originally worshipped Sithis and even influenced the formation of the Dark Brotherhood, a splinter group that rose to prominence outside of Morrowind. Over centuries, the Morag Tong oscillated between shadowy obscurity and political power, adapting to the changing tides of history. The guild's practices reflect Mephala's principles of subtlety and precision, with their assassins employing shortblades, light armor, and archery as their tools of choice. Their deadly arsenal is meticulously crafted, blending functionality with intimidating designs that evoke chitinous creatures. The Morag Tong's influence waned during periods of upheaval, such as after the assassination of the Akaviri Potentate Versidue-Shaie, but they resurfaced in times of need, maintaining their ancient role as arbiters of Dunmeri vendettas. Despite their decline after the Red Year, the Morag Tong remains active, taking contracts on Solstheim and mainland Morrowind, and often clashing with their sworn enemies, the Dark Brotherhood. Bound by their strict code and enduring reverence for Mephala, the Morag Tong continues to embody the dark yet lawful traditions of Morrowind’s political and spiritual heritage. | dunmerscholardark_brotherhoodmorag_tong | The Morag Tong, an ancient assassin guild in Morrowind, operates under the patronage of Mephala, settling Great House disputes through sanctioned Honorable Writs of Execution, granting legal immunity to its assassins. Founded in the First Era, the guild is known for its precision, subtlety, and use of shortblades and chitinous-themed weaponry, reflecting Mephala's influence. Though their power declined after events like the Red Year, they remain active in Solstheim and Morrowind, often clashing with the Dark Brotherhood, a splinter group linked to their Sithis-worshipping origins. The Morag Tong continues to embody Morrowind's dark yet lawful traditions. | common | Mephala, Morrowind, Dark Brotherhood, Great Houses, Dunmer, Solstheim, First Era, Sithis, The Red Year, assassins, Honorable Writs of Execution, Versidue-Shaie | lore | factory skyrim-official-20260814-v2.0 | |
| mora_tapinella | None | Mora Tapinella is a fungus found growing on tree stumps and fallen trees in forested regions across Skyrim, although it is less common in the Rift, where the scaly pholiota dominates. Alchemy effects: Restore Magicka, Lingering Damage Health, Regenerate Stamina, and Fortify Illusion. | alchemist | Mora Tapinella is a fungus found growing on tree stumps and fallen trees in forested regions across Skyrim, although it is less common in the Rift, where the scaly pholiota dominates. You do not know the alchemical effects of this ingredient. However, an alchemist might. | Everyone | items | custom | ||
| morihaus | Morihaus-Breath-of-Kyne, Winged Bull | Morihaus, also known as Morihaus-Breath-of-Kyne and the Winged Bull, is a revered demigod associated with the winds and considered a significant figure in both Cyrodiil and Skyrim. He is the son of the divine Kyne (Kynareth) and the consort of Saint Alessia, playing a vital role in the establishment of the Alessian Empire. Morihaus is celebrated for his exceptional archery skills and is often depicted as a winged bull, possessing golden wings, horns, and a nose-ring. In addition to his physical prowess, Morihaus is connected to the powerful artifact known as the Lord's Mail, which was created by his mother to aid those who would bear the burdens of the land. His arrogance led to Kyne reclaiming the armor at one point, but he is still recognized for his strength and his alignment with the constellation known as The Lord. Morihaus is often portrayed engaging in heroic deeds, including hunting and slaying beasts alongside the Demiprince Fa-Nuit-Hen, further solidifying his status as a protector and symbol of strength in Tamriel. | imperialscholarpriest | Morihaus, also known as Morihaus-Breath-of-Kyne and the Winged Bull, is a revered demigod in Cyrodiil and Skyrim. The son of the divine Kyne (Kynareth) and consort of Saint Alessia, he played a key role in the establishment of the Alessian Empire. Known for his exceptional archery skills, Morihaus is often depicted as a winged bull with golden wings and horns. He is connected to the Lord's Mail, an artifact created by Kyne. Though his arrogance led to the armor being reclaimed by his mother, he is still celebrated for his strength and connection to the constellation The Lord. He is also known for his heroic deeds, including hunting beasts with Fa-Nuit-Hen. | common | Kyne, Alessia, Alessian Empire, Lord's Mail, Fa-Nuit-Hen, Cyrodiil, The Lord, Skyrim, demigod, archery, beast slaying | figures | factory skyrim-official-20260814-v2.0 | |
| morokei | The Deathless | Morokei, also known as the Deathless, was a powerful Dragon Priest in the Merethic Era who achieved lichdom through the worship of his draugr servants. Gifted a magical moonstone mask by his dragon overlord, he was immune to death except by the Thu'um of a dragon. After the Dragon War, he was sealed in the ruins of Bromjunaar, later known as Labyrinthian, by sacred fires to prevent him from seeking vengeance. Morokei was ultimately destroyed around 4E 201. | scholardragon | Morokei, must of been one of those Dragon Priests buried around Skyrim. You really don't know much more apart from that. | common | Dragon Priest, Lichdom, Draugr, Labyrinthian, Bromjunaar, Dragon War, Moonstone, Thu'um, Merethic Era, Sacred fires | figures | factory skyrim-official-20260814-v2.0 | |
| morrowind | Province of Morrowind | Morrowind, formerly known as Dwemereth, Veloth, Resdayn, and Dunmereth, is a province located in the northeastern region of Tamriel, primarily inhabited by the Dunmer, or Dark Elves. The province is characterized by the large island of Vvardenfell, which features the iconic and ash-spewing Red Mountain as its central landmark. Morrowind's geography includes territory on the continental mainland, bordered by the Inner Sea to the south and the Sea of Ghosts to the north. Historically, Morrowind has also claimed the island of Solstheim, located to the north, although it was not traditionally regarded as part of any specific province. Following the catastrophic events of the Red Year in 4E 5, the Nords of Skyrim formally conceded Solstheim to Morrowind in 4E 16, allowing the Dunmer to settle the island without opposition. The culture and history of Morrowind are rich, influenced by its unique geography and the legacy of its ancient civilizations. | scholardunmertraveler | Red Mountain, located on Vvardenfell in Morrowind, is a massive and active volcano known for its dangerous eruptions, including those in 1E 668, 2E 882, and 4E 5, which caused widespread destruction. The Dwemer settled around it, and the Battle of Red Mountain in 1E 700 led to their disappearance. The volcano is linked to Dagoth Ur, a powerful figure who challenged the Tribunal, and the Tribunal built the Ghostfence to contain the Ash Blight. After Dagoth Ur's defeat, the mountain became more unstable, culminating in the Red Year eruption. Despite its hazards, the area is home to unique creatures and ancient Dwemer ruins. | common | Dunmer, Vvardenfell, Red Mountain, Dwemer, Solstheim, Red Year, Battle of Red Mountain, Tribunal, Dagoth Ur, Ash Blight, Inner Sea, Sea of Ghosts | locationother | factory skyrim-official-20260814-v2.0 | |
| mort_flesh | None | Mort Flesh, rotting human flesh originating from Cyrodiil, is an ingredient that can be purchased from Khajiit caravans. You are bewildered why they would see this in Skyrim. Alchemy effects: Damage Health, Damage Magicka, Damage Magicka Regen, and Frenzy. | alchemist | Mort Flesh, rotting human flesh originating from Cyrodiil, is an ingredient that can be purchased from Khajiit caravans. You are bewildered why they would see this in Skyrim. You do not know the alchemical effects of this ingredient. However, an alchemist might. | common | Cyrodiil, Khajiit caravans, Damage Health, Damage Magicka, Damage Magicka Regen, Frenzy, alchemy, necromancy, trade, human remains | items | factory skyrim-official-20260814-v2.0 | |
| morthal | None | Morthal is a small city in northern Skyrim and the capital of Hjaalmarch, located on the southern edge of the Drajkmyr marsh. Initially aligned with the Empire, Jarl Idgrod Ravencrone’s mystical and reclusive nature has led to perceptions of her as an ineffective ruler. She often speaks of sensing larger forces at play, which has distanced her from her citizens, many of whom worry about the war bringing outsiders and prefer their isolated way of life. The city is a humble settlement with little economic or strategic value, supported only by a small lumber mill, an apothecary (Thaumaturgist's Hut), and an inn (Moorside Inn). Morthal’s surroundings are often shrouded in thick fog, with twisted trees and glowing torches creating a haunting atmosphere. The swampy lands are rich in deathbells, swamp fungal pods, and giant lichen, but are also dangerous at night, with creatures such as trolls and occasionally chaurus lurking nearby. | hjaalmarchnoblescholar | Morthal is a small city in northern Skyrim and the capital of Hjaalmarch, located on the southern edge of the Drajkmyr marsh. Initially aligned with the Empire, Jarl Idgrod Ravencrone’s mystical and reclusive nature has led to perceptions of her as an ineffective ruler. The city is a humble settlement with little economic or strategic value, supported only by a small lumber mill, an apothecary (Thaumaturgist's Hut), and an inn (Moorside Inn). Morthal’s surroundings are often shrouded in thick fog, with twisted trees and glowing torches creating a haunting atmosphere. The swampy lands are rich in deathbells, swamp fungal pods, and giant lichen, but are also dangerous at night, with creatures such as trolls and occasionally chaurus lurking nearby. | Everyone | hjaalmarch | custom | ||
| morvayn_ancestral_tomb | None | The Morvayn Ancestral Tomb is a solemn Dunmer tomb located in Raven Rock, positioned northwest of the flight of stairs that leads up to the Temple of Miraak, directly opposite the entrance to Morvayn Manor. This sacred site serves as the final resting place for members of the Morvayn family, a prominent line within House Redoran, and is where they are interred if they pass away on Solstheim. The tomb holds the remains of past family members, including Remas and his wife Brara Morvayn, both former House Redoran Councilors from Vvardenfell. They were the parents of Lleril Morvayn, the current Councilor of Raven Rock and formal ruler of Solstheim. The tomb also honors Varel Morvayn, a smith who resided in Anvil. | solstheimtravelerhouse_redoran | You do not know anything about this area. | common | House Redoran, Dunmer, Raven Rock, Vvardenfell, Anvil, ancestor worship, burial customs, Temple of Miraak, Morvayn Manor, Councilor | solstheim | factory skyrim-official-20260814-v2.0 | |
| morvunskar | None | Morvunskar is a small fort located southwest of Windhelm and north of Riverside Shack in Eastmarch. It is rumoured to be occupied by dangerous warlocks. Strategically positioned on a hill, the fort offers a commanding view of the surrounding area, including Windhelm to the northeast, Kynesgrove to the southeast, and several main roads visible from its towers. | eastmarchtraveler | Morvunskar is a small fort located southwest of Windhelm in Eastmarch.You do not know anything else about this area. | commonpaleriftwinterholdwhiterun | Windhelm, Eastmarch, Kynesgrove, Riverside Shack, Warlocks, Fortification, Military vantage | eastmarch | factory skyrim-official-20260814-v2.0 | |
| morwen's_house | None | Morwen's House is a cozy, well-kept home located on the north side of Skaal Village, positioned between Edla's House to the west and the Greathall to the southeast. This modest dwelling is the home of Morwen, a dedicated Nord woman living in the village. She works as an apprentice to Baldor Iron-Shaper, the village blacksmith, honing her skills and learning the craft of metalwork during the day. | skaaltraveler | You do not know anything about this area. | common | Skaal Village, Edla's House, Greathall, Skaal, Nord, Solstheim, blacksmithing, metalwork, apprenticeship, village life | solstheim | factory skyrim-official-20260814-v2.0 | |
| moss_mother_cavern | None | Moss Mother Cavern is a small, open-roofed cavernous grove located northwest of Half-Moon Mill and due north of Hunter's Rest in Falkreath Hold. The cavern is teeming with lush flora and fungi, creating a serene yet deceptive atmosphere, as it is inhabited by bears and spriggans. There are rumors of a missing hunting party that was last seen at this place. | falkreathtraveler | Moss Mother Cavern is a small, open-roofed cavernous grove located northwest of Falkreath in Falkreath Hold. You do not know anything else about this area. | commonwhiterunriftreach | Falkreath Hold, Half-Moon Mill, Hunter's Rest, spriggans, bears, missing hunting party, cavern, flora, fungi | falkreath | factory skyrim-official-20260814-v2.0 | |
| mossy_glen_cave | None | Mossy Glen Cave is a small,bear den located within Dayspring Canyon, accessible only via the canyon itself. The natural cave is adorned with stone pillars and plants. | rifttraveler | Mossy Glen Cave is a small,bear den located within Dayspring Canyon.You do not know anything else about this area. | commoneastmarchfalkreath | Dayspring Canyon, bears, Rift, animal den, natural cave, stone pillars, cave flora, Eastmarch, Falkreath | rift | factory skyrim-official-20260814-v2.0 | |
| mount_anthor | None | Mount Anthor is a dragon lair located on a mountaintop south-southwest of Winterhold, in the Winterhold region. The lair is perched high on the mountain, offering a commanding view of the surrounding landscape. It lies north of Yorgrim Overlook, making it accessible through the rugged terrain of the region. | winterholddragontraveler | Mount Anthor is a dragon lair located on a mountaintop south-southwest of Winterhold, in the Winterhold region. You do not know anything else about this area. | commonpaleeastmarch | Winterhold, dragons, Yorgrim Overlook, dragon lairs, mountains, ruins | winterhold | factory skyrim-official-20260814-v2.0 | |
| mount_moesring | None | Mount Moesring is one of the highest and most prominent peaks on Solstheim, located south of Moesring Pass. The mountain dominates the surrounding landscape, offering a striking view of Solstheim's rugged terrain and snow-covered wilderness. | solstheimtraveler | You do not know anything about this area. | common | Moesring Pass, Solstheim, mountains, snow, wilderness, rugged terrain, peaks | solstheim | factory skyrim-official-20260814-v2.0 | |
| movarth's_lair | None | Movarth's Lair is a small cave located north-northeast of Morthal and southwest of Ustengrav in Hjaalmarch. The lair is home to vampires led by Movarth Piquine and consists of a single zone. A winding path connects the cave to Morthal, making it accessible for adventurers investigating the vampire menace in the region. | hjaalmarchvampiretraveler | Movarth's Lair is a small cave located north-northeast of Morthal.You do not know anything else about this area. | commonwhiterunpalehaafingar | Vampires, Morthal, Hjaalmarch, Ustengrav, Caves, Vampire menace, Movarth Piquine | hjaalmarch | factory skyrim-official-20260814-v2.0 | |
| mudcrab | None | Mudcrabs are a common species of crab found throughout Tamriel, recognizable by their ability to camouflage as small rocks along shores and waterways. Generally non-aggressive, mudcrabs will only attack when provoked or cornered. However, once they acquire a taste for meat, they may become predatory, posing a threat to livestock. They rely on their pincers and burrowing abilities for defense and can strip a corpse to its bones within days, a feat that lesser crabs take weeks to accomplish. Some mudcrabs can reach enormous sizes, and rare albino variants are known to exist. They can be harvested for their meat and chitin. | hunter | Mudcrabs are a common species of crab found throughout Tamriel, recognizable by their ability to camouflage as small rocks along shores and waterways. Generally non-aggressive, mudcrabs will only attack when provoked or cornered. | common | chitin, camouflage, coastal, livestock threat, scavenger, albino, giant variants, crab meat, burrowing, pincers | creatures | factory skyrim-official-20260814-v2.0 | |
| mudcrab_chitin | None | Mudcrab Chitin is dropped by mudcrabs and is valued for its defensive and restorative properties. Alchemy effects: Restore Stamina, Cure Disease, Resist Poison, and Resist Fire. | alchemist | Mudcrab Chitin is dropped by mudcrabs and is valued for its defensive and restorative properties. You do not know the alchemical effects of this ingredient. However, an alchemist might. | Everyone | items | custom | ||
| muffle | None | These magical effects are defensive Illusion spells that silence the caster;s movements, reducing the chance of detection by enemies. This effect is available as a spell, can be applied through custom enchanting, and is also found on enchanted items, making it essential for stealth-focused adventurers. | mage | This magic makes your footsteps silent, so you;re harder to detect while sneaking. A mage might know more though. | common | stealth, sneaking, detection, Illusion, defensive magic, Enchanting, enchanted items, silence, movement | spells | factory skyrim-official-20260814-v2.0 | |
| mundus | the mortal plane, Mundex Terrene | Mundus, also called the Gray Maybe or the Mundex Terrene, is the mortal plane encompassing Nirn and its surrounding structure. Its origin remains deeply disputed. The prevailing traditions hold that Lorkhan convinced or contrived the Original Spirits—the Aedra—to bring about its creation, with Magnus providing designs. To humans, this act constitutes divine mercy, enabling lesser creatures to reach immortality; to most Aldmer, it represents a cruel deception that sundered their connection to the spirit plane. Alternative cosmologies propose radically different origins, suggesting the mortal world is a direct creation of Anu, or that Nirn is a deity born of Ahnurr and Fadomai. In Mundus, conflict and disparity drive change, the most sacred force recognized by certain esoteric orders. | scholar | Mundus is the mortal plane of existence, encompassing Nirn. Its creation is widely attributed to Lorkhan's inspiration and the Aedra's sacrifice, though cultures fiercely disagree on whether this act was divine mercy or cruel deception. Alternative origin myths also persist. | esoteric | Lorkhan, Aedra, Magnus, Nirn, Aurbis, Anu, Aldmer, et'Ada, cosmology, creation myth, divine mercy, cruel deception | lore | factory skyrim-official-20260814-v2.0 | |
| mystery_of_talara | None | Mystery of Talara, written by Mera Llykith, is a five-part story about the mysterious life of Princess Talara, focusing on her presumed death and the identity of a woman named Gyna, who may actually be the long-lost princess. Set in 3E 405 during the celebrations in Camlorn, the story begins with Gyna, a prostitute who unknowingly looks like the royal family, encountering Lady Jyllia, the King's daughter. Their connection leads Gyna to recall long-forgotten memories of her childhood, including the tragic assassination of the royal family and her fall from a castle window, which caused her to lose her memory. Throughout the narrative, Gyna, now self-identified as Princess Talara, embarks on a journey to uncover her past, aided by Lord Strale, an Imperial ambassador, and others involved in a complex conspiracy. Themes in Mystery of Talara include memory, identity, betrayal, and the manipulation of power within royal families. The story explores how trauma can erase and distort memories, and the lengths individuals will go to conceal dark truths. Gyna's quest to reclaim her identity and confront the betrayal that led to her family's assassination reveals the corruption at the heart of the Camlorn monarchy. The plot also delves into the consequences of power struggles, as Talara's uncle, the Duke of Oloine, orchestrates the royal family's murder to seize the throne. The book is a captivating tale of intrigue and rediscovery, with elements of personal growth and justice. | scholar | Mystery of Talara, you do not know the author of the book and have limited knowledge of it, is a tale of memory, identity, and betrayal centered on Princess Talara’s presumed death and the discovery of her true identity. The story explores the manipulation of power within royal families, the trauma of lost memories, and the corruption at the heart of the Camlorn monarchy. | common | Camlorn, Princess Talara, Gyna, Mera Llykith, Lord Strale, Lady Jyllia, Duke of Oloine, Imperial ambassador, Royal assassination, 3E 405, Amnesia, Monarchy | lore | factory skyrim-official-20260814-v2.0 | |
| mystic_venom | None | Mystic Venom is a poison of mysterious origin, said to sap both the health and magical reserves of its victims. It can be harvested from the Elytra Nymphs of the Shivering Isles, creatures tied to a chaotic and otherworldly realm. | daedraalchemistscholar | You know little of this venom beyond its association with the mystical creatures of the Shivering Isles. | common | Elytra Nymphs, Shivering Isles, poison, health, magicka, Daedric Prince, Sheogorath, alchemy | items | factory skyrim-official-20260814-v2.0 | |
| mythic_dawn | None | The Mythic Dawn, a secretive and zealous cult, worshiped Mehrunes Dagon, the Daedric Prince of Destruction. Founded centuries before its rise to infamy, the cult became widely known for its pivotal role in the Oblivion Crisis of 3E 433. Under the leadership of the enigmatic and "mad" Mankar Camoran, the cult orchestrated the assassination of Emperor Uriel Septim VII and his heirs, collapsing the divine barrier known as the Dragonfires and enabling Dagon’s forces to invade Tamriel. With sleeper agents scattered throughout the Empire and their main shrine hidden near Lake Arrius, the cult thrived in secrecy. Their ultimate defeat came through the intervention of the Hero of Kvatch, who dismantled the cult, killed Camoran and his children, and banished Mehrunes Dagon from Nirn, thus ending the Third Era. In the centuries following their downfall, remnants of the Mythic Dawn persisted in legend and occasional resurgence. By 4E 201, the cult saw a partial revival through individuals like Silus Vesuius, who established a museum in Dawnstar to preserve their history, and Vonos, a high priest drawn to an ancient Oblivion Gate in the Velothi Mountains. | daedrascholar | The Mythic Dawn was a secretive cult worshiping Mehrunes Dagon, the Daedric Prince of Destruction. Known for its pivotal role in the Oblivion Crisis, the cult, led by Mankar Camoran, assassinated Emperor Uriel Septim VII and his heirs, enabling Dagon’s invasion of Tamriel. The cult operated in secrecy, with sleeper agents and a hidden shrine. The Hero of Kvatch ultimately defeated the cult, killing Camoran and banishing Dagon. In the centuries following their downfall, remnants of the Mythic Dawn lingered, with figures like Silus Vesuius and Vonos reviving the cult’s history and influence by 4E 201. | common | Mankar Camoran, Mehrunes Dagon, Oblivion Crisis, Dragonfires, Uriel Septim VII, Hero of Kvatch, Lake Arrius, Dawnstar, Velothi Mountains, Daedra worship, sleeper agents, Oblivion Gates | lore | factory skyrim-official-20260814-v2.0 | |
| mythic_dawn_commentaries | Commentaries on the Mysterium Xarxes | Commentaries on the Mysterium Xarxes, written by Mankar Camoran, is a multi-part series that serves as the foundational text for initiates into the Mythic Dawn cult. The series explores the philosophy and beliefs of the cult, primarily focused on the worship of Lord Dagon and the pursuit of freedom and power through destruction. The books are filled with esoteric language, cryptic teachings, and spiritual revelations, guiding followers through a journey of self-destruction and rebirth. The narrative describes a transformative process in which initiates must abandon their past selves and embrace the keys to a new existence. Each book focuses on different aspects of the cult's rituals, including the importance of submitting to the destructive forces of Lord Dagon, embracing chaos, and shedding the old identity to reach a state of divine freedom. The overarching themes of Commentaries on the Mysterium Xarxes revolve around liberation through destruction, the rejection of established order, and the embrace of chaos as a path to power. The series teaches that only through the complete breakdown of personal and societal structures can true freedom and understanding be achieved. Mankar Camoran's writing emphasizes the concept of "Nu-mantia," or liberty, and the importance of free will in shaping one's destiny. The hidden message formed by the first letters of each paragraph ("Green Emperor/Way Where/Tower Touches/Midday Sun") hints at a deeper, mystic connection to the power and influence of the Mythic Dawn. The work is dense and philosophical, with elements of mysticism, rebellion, and apocalyptic prophecy. The series comprises multiple books, each offering insights into the mind and teachings of Camoran, a self-styled prophet and leader of the Mythic Dawn. | scholar | Commentaries on the Mysterium Xarxes, you do not know the author of the book and have limited knowledge of it, explores the philosophy and rituals of the Mythic Dawn cult, emphasizing liberation through destruction, chaos, and the rejection of established order. The series focuses on self-destruction, rebirth, and the pursuit of freedom and power through submission to Lord Dagon’s destructive forces. | esoteric | Mythic Dawn, Mankar Camoran, Mehrunes Dagon, Mysterium Xarxes, Destruction, Chaos, Nu-mantia, Cult rituals, Esoteric writings, Apocalyptic prophecy | lore | factory skyrim-official-20260814-v2.0 | |
| myths_of_sheogorath | None | Myths of Sheogorath, written by Mymophonus, is a collection of magical and whimsical myths surrounding the Daedric Prince of Madness, Sheogorath. The myths are playful, bizarre, and illustrate Sheogorath’s chaotic nature. In one tale, Sheogorath invents music by transforming a woman into instruments, creating the first melodies for mortals. In another, he teaches King Lyandir a lesson in creativity and madness by ensuring every child born in the city is born mad, eventually leading to the king's death at the hands of his deranged son. The final myth involves a wizard named Ravate, who seeks a favor from Sheogorath but is instead put through a test of sanity, eventually breaking his mind. The themes of Myths of Sheogorath focus on the unpredictable and capricious nature of Sheogorath, illustrating his love for chaos and the absurdity of his actions. The myths explore the consequences of resisting creativity, the madness that often accompanies power, and the fine line between genius and insanity. Each story reflects Sheogorath’s influence on mortals, driving them toward madness, destruction, and eventual surrender to his will. The book is composed of multiple parts, each presenting a different myth that highlights various aspects of Sheogorath’s influence on the world. | scholar | Myths of Sheogorath, you do not know the author of the book and have limited knowledge of it, is a collection of whimsical myths that explore the chaotic and unpredictable nature of the Daedric Prince of Madness, Sheogorath. The stories illustrate the consequences of resisting creativity and the fine line between genius and insanity, with Sheogorath’s influence driving mortals toward madness and destruction. | common | Daedric Prince, madness, chaos, creativity, insanity, music origin, King Lyandir, Ravate, Mymophonus, whimsical | lore | factory skyrim-official-20260814-v2.0 | |
| mzinchaleft | None | Mzinchaleft is a medium-sized Dwarven ruin located southwest of Dawnstar and north of Frostmere Crypt in Hjaalmarch. | hjaalmarchdwemertraveler | Mzinchaleft is a medium-sized Dwarven ruin located southwest of Dawnstar and north of Frostmere Crypt in Hjaalmarch.You do not know anything else about this area. | commonwhiterunpalehaafingar | Dawnstar, Hjaalmarch, Frostmere Crypt, Dwemer, Dwarven ruins, Dwemer architecture | hjaalmarch | factory skyrim-official-20260814-v2.0 | |
| mzulft | None | Mzulft is a large Dwarven ruin located south-southeast of Windhelm and north-northwest of Stony Creek Cave in Eastmarch. There are rumours of imperial mages entering the ruins recently. | eastmarchdwemertraveler | Mzulft is a large Dwarven ruin located south-southeast of Windhelm in Eastmarch.You do not know anything else about this area. | commonpaleriftwinterholdwhiterun | Eastmarch, Windhelm, Stony Creek Cave, Dwemer, Dwarven ruins, Imperial mages, rumors, exploration | eastmarch | factory skyrim-official-20260814-v2.0 | |
| nahkriin | None | Nahkriin is one of the eight high-ranking dragon priests in Skyrim. He was an aloof Dragon priest who did nothing of note during the Dragon war. | scholardragon | Nahkriin must of been one of those Dragon Priests buried around Skyrim. You really don't know much more apart from that. | common | Dragon Priest, Dragon War, dragon, Skyrim, dragon cult, burial | figures | factory skyrim-official-20260814-v2.0 | |
| namira | Lady of Decay, Namiira | Namira, known as the Lady of Decay, is a Daedric Prince whose sphere encompasses darkness, death, rot, and rebirth. Revered as the patron of vermin, decay, and squalor, Namira is often associated with creatures that invoke disgust, such as slugs and spiders. Her presence represents the darker aspects of existence, including hunger, revulsion, and the inevitable decline of all living things. She is worshiped by the downtrodden and outcast, and her influence extends into secretive cults that venerate death and decay. Namira's followers often live in squalid conditions, believing that filth and misery honor her. Some worshipers practice cannibalism and ritual sacrifice to prove their devotion. Namira is also connected to the corruption of souls, particularly in the Khajiiti mythos, where she is known as Namiira, the Great Darkness, who corrupts spirits and drags them into her void. Her artifacts, such as the Ring of Namira, reflect her dominion over decay, granting her champions power through the consumption of death and flesh. | daedrascholar | Namira, the Lady of Decay, is a Daedric Prince associated with darkness, death, rot, and rebirth. She embodies the inevitable decline of all living things and is revered as the patron of vermin, squalor, and revulsion. Worshiped by the downtrodden and outcast, her followers often live in filth, practicing rituals like cannibalism to honor her. In Khajiiti lore, she is known as Namiira, the Great Darkness, who corrupts souls and drags them into her void. Namira’s artifacts, such as the Ring of Namira, grant power through decay and consumption, reflecting her dominion over the darker aspects of existence. | common | Daedric Prince, death, rot, cannibalism, Khajiit, Ring of Namira, vermin, Great Darkness, squalor, soul corruption | figures | factory skyrim-official-20260814-v2.0 | |
| namira_rot | None | Namira's Rot is a brown capped fungus found on cave floors, named after the Daedric Prince Namira. Alchemy effects: Damage Magicka, Fortify Lockpicking, Fear, and Regenerate Health. | alchemist | Namira's Rot is a brown capped fungus found on cave floors, named after the Daedric Prince Namira. You do not know the alchemical effects of this ingredient. However, an alchemist might. | Everyone | items | custom | ||
| narzulbur | None | Narzulbur is an Orc stronghold located in the northeast of Skyrim, southeast of Windhelm. The stronghold is led by a sentimental chief with no wives and serves as the home of an Orc tribe that operates the nearby Gloombound Mine. The mine is a rich resource, containing sixteen ebony ore veins and six iron ore veins, making Narzulbur a significant contributor to Skyrim's supply of ebony. | eastmarchorctraveler | Narzulbur is an Orc stronghold located in the northeast of Skyrim, southeast of Windhelm in Eastmarch. You do not know about the orcs who live here.You do not know anything else about this area. | commonpaleriftwinterholdwhiterun | Orc Stronghold, Eastmarch, Windhelm, Gloombound Mine, Ebony, Iron, Mining, Orc Tribe, Orc Chief | eastmarch | factory skyrim-official-20260814-v2.0 | |
| nchardak | None | Nchardak is a large and historically significant Dwarven ruin located north-northeast of Tel Mithryn and east of Ashfallow Citadel on Solstheim. Once known as the "City of a Hundred Towers," Nchardak was the largest and most advanced of the great Dwemer archives, renowned for its ingenuity and the scale of its operations. According to legend, when Nords besieged the city, the Dwemer used their technological prowess to submerge the entire complex beneath the sea, forcing the Nords to abandon their siege. At its peak, the great workshops of Nchardak were capable of producing a complete automaton each day, supplying much of the Dwemer army that fought in the Battle of Red Mountain. Today, much of Nchardak remains flooded, but its ancient mechanisms can still be activated using control cubes found within the ruin. These mechanisms, including the pumps that can drain water from key sections of the complex, reveal glimpses of the Dwemer’s unparalleled engineering. | solstheimdwemerscholartraveler | You do not know anything about this area. | common | Solstheim, Dwemer, Tel Mithryn, Ashfallow Citadel, Dwemer automata, Dwemer engineering, Battle of Red Mountain, Nordic siege, Dwemer archives, Control cubes | solstheim | factory skyrim-official-20260814-v2.0 | |
| nchuand-zel | None | Nchuand-Zel is a large Dwemer ruin beneath Understone Keep in Markarth. Its halls form an ancient city carved deep into the mountain, with workshops, living quarters, defenses, and automatons surviving below the modern keep. In 4E 201, Calcelmo's expedition studies and excavates the site in search of Dwemer history and technology. | reachdwemertraveler | Nchuand-Zel is a large Dwemer city beneath Understone Keep in Markarth. Calcelmo's expedition studies its ruins in 4E 201. | commonfalkreathwhiterunhjaalmarchhaafingar | Understone Keep, Markarth, Dwemer ruins, Calcelmo, Dwemer automatons, Dwemer history, archaeological expedition, The Reach | reach | factory skyrim-official-20260814-v2.0 | |
| necrom | City of the Dead | Necrom, the "City of the Dead," is a major center of ancestor worship and cultural heritage in Morrowind, perched on the eastern coast along the Padomaic Ocean. This ancient city, built on a steep, mountainous island surrounded by cliffs, features a dense layout with interconnected districts, including its renowned Necropolis. Its white towers and lofty walls are nestled beneath the rib-like rock formations, believed to be the remains of GULGA MOR JIL, a mythical creature from Tribunal mythology. Governed by the Keepers of the Dead, a monastic order under House Indoril's authority, Necrom serves as a hub for pilgrims, traders, and mourners, drawing Dunmer back to their ancestral roots through its festivals, rituals, and sacred spaces. The Necropolis and its catacombs house countless ancestral remains, where spirits are honored and released into the afterlife, reflecting the city's deep connection to death and remembrance. Necrom's history stretches back to the Merethic Era, predating the Tribunal Temple. Its origins are tied to Chimer traditions and myths, such as Vivec’s defeat of GULGA MOR JIL, which laid the city's foundation. Over the eras, Necrom has endured cultural and political changes, including its role in supporting the Ghostfence and adapting to the rise of the New Temple in the Fourth Era. The city holds great religious and historical significance, featuring artifacts like the Fulcrum Obscura and legendary figures such as Prior Durdryn. Festivals and pilgrimages keep its streets alive, while its bustling markets and trade connections cement its status as a vital metropolis. Necrom remains a testament to the enduring spirit of the Dunmer and their reverence for their ancestors. | scholardunmertraveler | Necrom, also known as the "City of the Dead," is a major cultural and religious center in Morrowind, focused on ancestor worship and remembrance. Situated on a steep island, the city features interconnected districts, with the Necropolis housing ancestral remains. Governed by the Keepers of the Dead under House Indoril, it serves as a hub for pilgrims and traders. Necrom's origins date back to the Merethic Era, with ties to Chimer traditions and Tribunal mythology. Despite political and cultural shifts, it remains a vital metropolis, celebrating its deep connection to death through rituals, festivals, and historical artifacts. | common | House Indoril, Keepers of the Dead, ancestor worship, Padomaic Ocean, Tribunal Temple, Dunmer, Chimer, Merethic Era, Necropolis, pilgrimage, Ghostfence, Vivec | locationother | factory skyrim-official-20260814-v2.0 | |
| necromancer_amulet | None | Necromancer's Amulet is a legendary artifact created by Mannimarco, known as the King of Worms. This exquisite amulet is often adorned with a jade skull, sometimes intricately carved to resemble a tiny skull with glowing eyes. The amulet provides its wearer with magical protection akin to plate armor and grants enhanced regenerative abilities, resistance to mundane weapons, and the power to absorb both magicka and life force. Additionally, it significantly boosts the wearer's wisdom and proficiency in the School of Conjuration. | magescholar | The Necromancer's Amulet is a powerful artifact created by Mannimarco, enhancing conjuration, granting magical protection, and providing resistance, regeneration, and the ability to absorb magicka and life force. | esoteric | Mannimarco, King of Worms, Conjuration, magicka absorption, life force absorption, magical protection, weapon resistance, regeneration, jade skull, necromancy, Order of the Black Worm, Mages Guild | artifacts | factory skyrim-official-20260814-v2.0 | |
| necromancy | dark arts, dark practice, necromantic arts | Necromancy manipulates corpses and mortal souls, usually through conjuration. Practitioners may reanimate bodies, bind spirits, create undead servants, or experiment with black soul gems. The art is widely feared and condemned because it violates the dead and can enslave souls. Dunmer ancestor rites are distinct from necromancy in their own tradition: honored ancestors are approached through sanctioned family ritual rather than treated as disposable thralls. | magescholar | Necromancy uses corpses and souls to create or command undead. It is widely feared because it violates the dead and can enslave spirits. | common | Conjuration, undead, black soul gems, Dunmer, ancestor worship, reanimation, spirit binding, soul enslavement, corpses, Molag Bal | lore | factory skyrim-official-20260814-v2.0 | |
| necromantic_healing | None | Necromantic Healing is a Restoration spell that restores health to the caster or an ally by drawing on the life force of a nearby corpse. It requires an Expert skill level to cast. | magehealer | Necromantic Healing is a spell that restores health to the caster or an ally by drawing on the life force of a nearby corpse. You do not know much else about this spell. | common | Restoration, Expert skill, healing, life force, corpses, necromancy, health restoration, magic | spells | factory skyrim-official-20260814-v2.0 | |
| nedes | Nedic peoples, Nedic | The Nedes, also referred to as the Nedic peoples, were a group of human races that inhabited much of Tamriel during the Merethic and First Eras. Their society included the proto-Cyrodilians, ancestors of the Bretons, and aboriginal populations in regions such as Hammerfell and possibly Morrowind. The Duraki society within the Nedes, particularly in Hammerfell, practiced the Cult of the Stars, which focused on the worship and study of celestial constellations and beings known as the Celestials. Over time, Nedic culture experienced significant decline as they assimilated into other cultures, ultimately leading to their near extinction. The Yokudan invasion of Hammerfell marked a pivotal moment in their history, resulting in the extermination of the Nedes in that region. The legacy of the Nedic peoples is reflected in the various cultures that evolved from their original societies across Tamriel. | imperialnordscholar | The Nedes, or Nedic peoples, were early human races inhabiting Tamriel during the Merethic and First Eras. They included proto-Cyrodilians, ancestors of the Bretons, and aboriginal groups in regions like Hammerfell. Notably, the Duraki Nedes of Hammerfell worshipped celestial beings through the Cult of the Stars. Over time, Nedic culture declined due to assimilation and conflicts, with the Yokudan invasion of Hammerfell leading to their extermination there. The Nedes' legacy endures in the cultures that evolved from their societies across Tamriel. | common | Merethic Era, First Era, proto-Cyrodilians, Bretons, Hammerfell, Duraki, Cult of the Stars, Celestials, Yokudan invasion, Morrowind, Tamriel | lore | factory skyrim-official-20260814-v2.0 | |
| nerevar_at_red_mountain | None | Nerevar at Red Mountain, written by the Tribunal Temple, is a scholarly retelling of the events surrounding the Battle of Red Mountain and the tragic aftermath involving Nerevar, Dagoth Ur, and the Tribunal. The text details the conflict between the Chimer, led by Nerevar, and the Dwemer, led by Dumac Dwarf-Orc, culminating in the discovery of the Heart of Lorkhan. Nerevar, guided by Azura, seeks to destroy the Heart's corrupting power, but the Tribunal, led by Almalexia, Sotha Sil, and Vivec, covet the Heart's power for themselves, leading to Nerevar's murder by his own generals. Azura curses the Tribunal for their betrayal, transforming the Chimer into the ashen-skinned Dunmer, and condemns them to live with their guilt. The story explores themes of betrayal, greed, and the corrupting influence of power. It examines the tragic fall of Nerevar, the noble king, and the rise of the Tribunal as gods, whose ascension is tainted by their dark deeds. The book also reflects on the consequences of forsaking old ways and the eternal mark of their actions, as seen in the physical transformation of the Dunmer. The text is part of a larger body of work, the Apographa, consisting of hidden writings that challenge Temple doctrine and offer a more nuanced view of Morrowind's history. | scholar | Nerevar at Red Mountain, you do not know the author of the book and have limited knowledge of it, is a scholarly retelling of the Battle of Red Mountain, focusing on the betrayal of Nerevar by the Tribunal and their corruption through the Heart of Lorkhan. The themes of the book include betrayal, greed, the corrupting influence of power, and the tragic transformation of the Chimer into the Dunmer, highlighting the consequences of forsaking honor and old ways. | esoteric | Apographa, Battle of Red Mountain, Heart of Lorkhan, Indoril Nerevar, Dumac Dwarf-Orc, Chimer, Dunmer, Tribunal, Azura, Dagoth Ur, Tribunal Temple, divine corruption | lore | factory skyrim-official-20260814-v2.0 | |
| nerevarine | Nerevar Reborn, Redeemer of the False Gods | The Nerevarine, known as the prophesied Incarnate, is the reincarnation of the legendary Chimeri warlord Indoril Nerevar. Arriving in Morrowind in the year 3E 427, the Nerevarine was sent by Emperor Uriel Septim VII as a prisoner, their fate intertwined with a prophecy that foretold the return of Indoril Nerevar to defeat the dark lord Dagoth Ur and restore the former glory of Resdayn. The Nerevarine fulfilled this prophecy, successfully ending the Blight and earning titles such as Nerevar-Born-Again, Nerevar Reborn, Starkborn, Moon-and-Star Reborn, Hortator, Mourner of the Tribe Unmourned, Redeemer of the False Gods, and Blodskaal. As the Nerevarine's destiny unfolded, they faced formidable foes, including living gods and the champions of the Daedric Prince Hircine in the icy expanse of Solstheim. Following these epic battles, rumors circulated at the end of the Third Era regarding the Nerevarine's expedition to Akavir, from which they have not returned, leaving their ultimate fate shrouded in mystery. | dunmerscholar | The Nerevarine, the reincarnation of the legendary Chimeri warlord Indoril Nerevar, arrived in Morrowind in 3E 427 as a prisoner, fulfilling a prophecy to defeat Dagoth Ur and restore the glory of Resdayn. The Nerevarine ended the Blight and earned various titles such as Nerevar Reborn and Redeemer of the False Gods. They faced formidable enemies, including gods and champions of Hircine in Solstheim. By the end of the Third Era, rumors spread of the Nerevarine's journey to Akavir, with their fate remaining a mystery. | common | Indoril Nerevar, Dagoth Ur, Morrowind, Blight, Hircine, Solstheim, Akavir, Uriel Septim VII, Resdayn, Chimer, Hortator, Third Era | figures | factory skyrim-official-20260814-v2.0 | |
| nerevar_moon_and_star | None | Nerevar Moon-and-Star, written by Imperial scholars, is a monograph that delves into the legend of Indoril Nerevar, a great leader of the Dunmer. The text recounts Nerevar's role in uniting the Dunmer under the banner of the One-Clan-Under-Moon-and-Star to fight against the invading Deep Elves (Dwemer) and outlanders. Nerevar's victory at Red Mountain and his honor in respecting the Ancient Spirits and Tribal law are celebrated, but his assassination by power-hungry leaders from the Great Houses, who later claimed godhood, marks a tragic turn. The legend suggests that Nerevar will one day return to fulfill his promises to the Tribes, overthrow the false gods, and restore the honor of the Dunmer. Themes of betrayal, the struggle for power, and the preservation of tradition versus corruption are central to this work. The idea of Nerevar's return as a messianic figure is a key aspect of Dunmer mythology, reflecting hopes for justice and the restoration of rightful order. This work is part of a series of monographs by various Imperial scholars, focusing on Ashlander legends and their interpretations. | scholar | Nerevar Moon-and-Star, you do not know the author of the book and have limited knowledge of it, is a monograph that explores the legendary life of Indoril Nerevar, focusing on his unification of the Dunmer and his tragic assassination by those who later claimed godhood. The themes of the book center around betrayal, the struggle for power, the preservation of tradition, and the hope for Nerevar's return to restore justice and honor to the Dunmer. | common | Indoril Nerevar, Dunmer, Red Mountain, Dwemer, Great Houses, Ashlanders, Tribunal, One-Clan-Under-Moon-and-Star, Imperial scholars, Nerevarine, Ancient Spirits | lore | factory skyrim-official-20260814-v2.0 | |
| nerveshatter | None | Nerveshatter is a warhammer made from madness ore and amber, enchanted to deal shock damage. Associated with Lady Syl, Duchess of Dementia, it was wielded by her in Xirethard until her death during the Greymarch, after which it was claimed by the Hero of Kvatch. | daedrascholar | Nerveshatter is a warhammer crafted from madness ore and amber, enchanted to deal shock damage. Once wielded by Lady Syl, Duchess of Dementia, it was claimed by the Hero of Kvatch after her death during the Greymarch. | common | madness ore, amber, shock damage, Greymarch, Xirethard, warhammer, Duchess of Dementia, Lady Syl | artifacts | factory skyrim-official-20260814-v2.0 | |
| netch_jelly | None | Netch Jelly is a blueish substance dropped by netch on Solstheim, valued for its versatile and powerful alchemical properties. Alchemy effects: Paralysis, Fortify Carry Weight, Restore Stamina, and Fear. | alchemist | Netch Jelly is a blueish substance dropped by netch on Solstheim, valued for its versatile and powerful alchemical properties. You do not know the alchemical effects of this ingredient. However, an alchemist might. | Everyone | items | custom | ||
| new_gnisis_cornerclub | None | New Gnisis Cornerclub is a tavern located in Windhelm's Gray Quarter, situated next to Sadri's Used Wares. The tavern is owned and operated by Ambarys Rendar, who tends the counter, with the help of his employee Malthyr Elenil, who is responsible for cleaning the taproom. | eastmarchtraveler | New Gnisis Cornerclub is a tavern located in Windhelm's Gray Quarter. You do not know who owns it.You do not know anything else about this area. | commonpaleriftwinterholdwhiterun | Windhelm, Gray Quarter, Ambarys Rendar, Malthyr Elenil, Sadri's Used Wares, tavern, Dunmer | eastmarch | factory skyrim-official-20260814-v2.0 | |
| nightcaller_temple | None | Nightcaller Temple is a small fort perched on a clifftop overlooking Dawnstar, located east of the town in The Pale. Known to some locals as the Tower of Dawn, the temple is a ruin within a ruin—originally a military fort, it was later abandoned and eventually occupied by worshippers of the Daedric Prince Vaermina. The temple's history is marked by a violent conflict. When the Daedric devotees began using the Skull of Corruption, its dark influence caused terrible nightmares among a nearby Orc war party. The Orcs attacked the temple, determined to destroy the artifact. In a desperate bid to protect the Skull, the worshippers released the Miasma, a gas that put everyone within the temple into a deep sleep, leaving the structure abandoned once more. | daedraerandurtraveler | Nightcaller Temple is a small fort perched on a clifftop overlooking Dawnstar, located east of the town in The Pale.You do not know anything else about this area. | commonpale | Dawnstar, Vaermina, Skull of Corruption, Orc, Miasma, Tower of Dawn, nightmares, Daedric worship | pale | factory skyrim-official-20260814-v2.0 | |
| nightgate_inn | None | Nightgate Inn is a remote inn located west of Windhelm and east of Shrouded Grove in The Pale The inn is run by Hadring, a Nord warrior who serves as its proprietor. Nightgate Inn is a quiet, secluded location, offering respite to travelers navigating the harsh, snowy terrain of the region. Its isolation adds to its charm, providing a peaceful retreat far from the hustle and bustle of Skyrim's cities. | paletravelerinnkeeper | "Nightgate Inn is a remote inn located west of Windhelm in The Pale. You do not know who runs the inn.You do not know anything else about this area. | commoneastmarchwinterholdwhiterunhjaalmarch | Windhelm, Shrouded Grove, travelers, snowy terrain, Nords, isolation, lodging, The Pale | pale | factory skyrim-official-20260814-v2.0 | |
| nightingale_hall | None | Nightingale Hall is the secret home of the Nightingales, located directly south of Riften near the Shadow Stone. The entrance is accessed via a steep, narrow path illuminated by ceiling fissures and adorned with Nightingale sigil banners. Inside, the hall opens into a grand cavern with a waterfall and a rushing stream, crossed by a wooden bridge leading to the living quarters. | karliahtravelerthieves_guild | Nightingale Hall is the secret home of the Nightingales, located somewhere in Riften but you do not know where. You do not know anything else about this area. | commoneastmarchfalkreathrift | Nightingales, Riften, The Shadow Stone, Thieves Guild, The Rift, secrecy, Nocturnal, Daedra worship, shadows, subterranean | rift | factory skyrim-official-20260814-v2.0 | |
| nightshade | None | Nightshade is a purple plant commonly found in graveyards, preferring light yet thriving in the shadow of death, making it rare in crypts and barrows. Known for its potent poisons, it is widely feared and used by those seeking to disable their enemies, often seen on the blades of unsavory characters in Skyrim. Alchemy effects: Damage Health, Damage Magicka Regen, Lingering Damage Stamina, and Fortify Destruction. | alchemist | Nightshade is a purple plant commonly found in graveyards, preferring light yet thriving in the shadow of death, making it rare in crypts and barrows. Known for its potent poisons, it is widely feared and used by those seeking to disable their enemies, often seen on the blades of unsavory characters in Skyrim. You do not know the alchemical effects of this ingredient. However, an alchemist might. | Everyone | items | custom | ||
| nightshade_extract | None | Nightshade Extract is a subtle but deadly poison derived from the nightshade plant. It causes lingering harm and is often used in covert operations or rituals. Some claim to have obtained it from Wuunferth the Unliving or hidden caches in Windhelm. | alchemistdunmermage | You know this extract is associated with the poisonous nightshade plant and is occasionally linked to underhanded dealings in Windhelm. | common | Nightshade, poison, Wuunferth the Unliving, Windhelm, covert operations, rituals | items | factory skyrim-official-20260814-v2.0 | |
| nilheim | None | Nilheim is a small, ruined Nordic tower located east-northeast of Ivarstead and northwest of Sarethi Farm in the Rift. It is known that the local Guard have taken control of this area, however they can barely be seen patroling outside the location. | rifttraveler | Nilheim is a small, ruined Nordic tower located east-northeast of Ivarstead.You do not know anything else about this area. | commoneastmarchfalkreath | Ivarstead, Sarethi Farm, The Rift, Nordic ruins, ruined tower, Guard patrol | rift | factory skyrim-official-20260814-v2.0 | |
| niranye's_house | None | Niranye's House is a large, single-story residence located in Windhelm, immediately to the east of the main city gates. The rear of the house is part of the city's surrounding walls. It features a small yard between the side entrance and Calixto's House of Curiosities. | eastmarchtravelerthieves_guild | Niranye's House is a large, single-story residence located in Windhelm.You do not know anything else about this area. | commonpaleriftwinterholdwhiterun | Windhelm, Calixto's House of Curiosities, Niranye, Eastmarch, city walls, city gates, Altmer, Thieves Guild, Stone Quarter | eastmarch | factory skyrim-official-20260814-v2.0 | |
| nirnroot | None | Nirnroot is a bright green plant typically found near water, known for its glowing appearance and the unique chiming sound it emits, making it easier to locate at night. Alchemy effects: Damage Health, Damage Stamina, Invisibility, and Resist Magic. | alchemist | Nirnroot is a bright green plant typically found near water, known for its glowing appearance and the unique chiming sound it emits, making it easier to locate at night. You do not know the alchemical effects of this ingredient. However, an alchemist might. | common | alchemy, Invisibility, Resist Magic, Damage Health, Damage Stamina, glowing plants, riverbanks, night harvesting, ingredients | items | factory skyrim-official-20260814-v2.0 |
Batch Upload
You can verify that the entries have been uploaded successfully by navigating to
Server Actions -> Database Manager -> dwemer -> public -> oghma_dynamic
You see what quests CHIM have detected by navigating to
Server Actions -> Database Manager -> dwemer -> public -> questlog
All uploaded entries will be saved into the oghma_dynamic table.
Database Management
Verify uploads:
Server Actions → Database Manager → dwemer → public → oghma_dynamic
View conversation usage:
Server Actions → Database Manager → dwemer → public → audit_memory
📋 Dynamic Oghma Entries
| Quest ID | Stage | Topic | Topic Description | Knowledge Class | Topic Description (Basic) | Knowledge Class (Basic) | Tags | Category | Action |
|---|
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