Oghma Infinium
Oghma matches conversation topics to articles. NPCs receive the most detailed version they are allowed to know; if no version matches their knowledge, they know nothing about the topic.
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Use lowercase topic titles with underscores instead of spaces — "Fishy Stick" becomes fishy_stick.
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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 |
|---|---|---|---|---|---|---|---|---|---|
| nocturnal | Mistress of Shadows, Lady of Twilight | Nocturnal is a Daedric Prince associated with night, darkness, mystery, and shadows. Known by many titles such as the Mistress of Shadows, Lady of the Night, and the Shadow Queen, she rules over the unseen and unfathomable. Nocturnal is often depicted alongside ravens and crows, embodying secrecy and stealth. She is particularly revered by thieves and those who operate in secrecy, notably worshiped by groups like the Nightingales who protect the Ebonmere, a portal to her realm, Evergloam. Nocturnal’s power is tied to shadow magic, and she often uses subtle manipulation to draw mortals into her service, granting them protection in exchange for loyalty. She is also connected to powerful Daedric artifacts like the Skeleton Key, which can unlock anything, and the Gray Cowl of Nocturnal, which erases the wearer’s identity from history. Her influence is ever-present among thieves, offering luck and guidance in exchange for devotion, though her true motives remain shrouded in darkness. | daedrascholarthieves_guild | Nocturnal, the Mistress of Shadows, is a Daedric Prince associated with night, darkness, mystery, and secrecy. Revered by thieves and those operating in the shadows, she is the patron of groups like the Nightingales, who guard the Ebonmere, a portal to her realm, Evergloam. Known for her connection to shadow magic, Nocturnal subtly manipulates mortals, offering protection and luck in exchange for loyalty. Her notable artifacts include the Skeleton Key, which unlocks anything, and the Gray Cowl of Nocturnal, which erases the wearer’s identity. Ever enigmatic, Nocturnal’s influence lies in the unseen, guiding and empowering her followers while keeping her true intentions hidden. | common | Daedric Prince, Nightingales, thieves, Evergloam, Ebonmere, Skeleton Key, Gray Cowl of Nocturnal, shadow magic, secrecy, ravens | figures | factory skyrim-official-20260814-v2.0 | |
| nord | None | Nords, also known as the Children of the Sky, are a race of tall, fair-haired humans from the province of Skyrim, renowned for their resistance to cold and magical frost. Known as fierce and powerful warriors, Nords excel in all forms of combat, often serving as soldiers, mercenaries, or adventurers across Tamriel. Their culture is deeply martial, and their history is filled with tales of conquests and warfare, dating back to their migration from the northern land of Atmora. Though once famed for their seafaring prowess, the Nords have since established their homeland of Skyrim, where they are fiercely protective of their traditions and independence. Nordic society is built around a strong sense of honor, loyalty, and ancestor worship. Their religion, known as the Old Ways, venerates a pantheon of gods, including Kyne, the goddess of the sky, and Shor, the god of the underworld. Nords also revere the Thu’um, the power of the Voice, a mystical force used by legendary warriors known as Tongues. Nords have a distinct architectural style, marked by wooden longhouses and fortresses, and their funerary customs emphasize ancestor worship, with burial sites treated as sacred places. Their cultural heritage and warrior spirit define much of their identity, making them one of Tamriel’s most formidable and respected peoples. | norddragonscholar | Nords, or the Children of the Sky, are tall, fair-haired humans from Skyrim, known for their resistance to cold and frost magic. Renowned as fierce warriors, they excel in combat and value honor, loyalty, and independence. Their culture, rooted in ancestor worship and the Old Ways, venerates gods like Kyne and Shor and honors the mystical Thu’um, or Voice. With a rich history of warfare and a distinct architectural style of wooden longhouses, Nords remain a proud and formidable people, deeply connected to their traditions and homeland. | common | Atmora, Tamriel, Old Ways, Kyne, Shor, Thu'um, ancestor worship, frost resistance, warfare, seafaring | lore | factory skyrim-official-20260814-v2.0 | |
| nord_hero_arrow | None | Nord Hero Arrow is an arrow that deals great damage. Its visual design is clean and refined, with a pale wooden shaft, a sharp, steel-like arrowhead, and smooth, symmetrical fletching. It can not be crafted but found on powerful Draugr. | blacksmith | Nord Hero Arrow is an arrow that deals great damage. Its visual design is clean and refined, with a pale wooden shaft, a sharp, steel-like arrowhead, and smooth, symmetrical fletching. It can not be crafted but found on powerful Draugr. | Everyone | equipment | custom | ||
| nordic_arrow | None | Nordic Arrow is an arrow that deals great damage. Its visual design is sturdy and intricate, with a silver-gray shaft, a sharp, engraved arrowhead, and dark, well-crafted fletching. It can be crafted by an expert smith at a forge. 1 quicksilver ingot, 1 steel ingot, 1 firewood = 24 arrows. | blacksmith | Nordic Arrow is an arrow that deals great damage. Its visual design is sturdy and intricate, with a silver-gray shaft, a sharp, engraved arrowhead, and dark, well-crafted fletching. You do not know how to craft it, but a blacksmith would. | Everyone | equipment | custom | ||
| nordic_barnacle | None | Nordic Barnacles are harvested from Nordic barnacle clusters found underwater. Alchemy effects: Damage Magicka, Waterbreathing, Regenerate Health, and Fortify Pickpocket. | alchemist | Nordic Barnacles are harvested from Nordic barnacle clusters found underwater. You do not know the alchemical effects of this ingredient. However, an alchemist might. | Everyone | items | custom | ||
| nordic_equipment | nordic arrow, nordic armor, Nordic Carved Armor, nordic boots, Nordic Carved Boots, nordic gauntlets, Nordic Carved Gauntlets, nordic helmet, Nordic Carved Helmet, nordic shield, nordic sword, nordic war axe, nordic dagger, nordic mace, nordic greatsword, nordic battleaxe, nordic warhammer, nordic bow | Nordic equipment includes ornately carved weapons, arrows, heavy armor, and shields made in a later Nordic tradition. Pale metal, dark inlays, and strong geometric carving distinguish it from simpler ancient Nord relics and common steel equipment. Individual pieces serve different combat roles, but their exact damage, protection, and crafting requirements depend on the piece rather than the family name. | blacksmithwarriormerchant | Nordic equipment includes ornately carved weapons, arrows, heavy armor, and shields made in a later Nordic tradition. Individual pieces differ in use. | common | ancient Nord relics, steel equipment, heavy armor, shields, carving, Nordic tradition, metalworking, weaponry, arrows | equipment | factory skyrim-official-20260814-v2.0 | |
| nordic_pantheon | Nord pantheon, Skyrim pantheon, Atmoran pantheon | The old Nordic pantheon is rooted in Atmoran tradition. Shor rules the honored dead in Sovngarde; Kyne is the storm goddess and Mother of Men; Tsun guards the Whalebone Bridge; Stuhn, Jhunal, Orkey, Mara, and Dibella hold other ancient roles. By 4E 201 most Nords publicly worship the Imperial Divines, often identifying Kyne with Kynareth and Shor with the missing god Lorkhan, but old names, stories, and rites remain strong. Alduin occupies a feared place as the World-Eater rather than an ordinary patron god. | nordpriestscholar | Modern Nords mostly worship the Divines, but older traditions remember Shor, Kyne, Tsun, Stuhn, Jhunal, Orkey, and Alduin the World-Eater. | common | Sovngarde, Atmoran tradition, Imperial Divines, World-Eater, Whalebone Bridge, Nordic religion, syncretism, ancient rites, honored dead, Atmora | lore | factory skyrim-official-20260814-v2.0 | |
| nords_arise | None | Nords Arise!, written by an anonymous author, is a passionate recruitment essay calling for rebellion against the Empire, urging the Nords of Skyrim to reject Imperial oppression. The essay appeals to the pride and heritage of the Nords, emphasizing their right to worship Talos, the god who rose from their homeland and who represents the honor and might of Skyrim. It criticizes the Empire for betraying the Nord people by forbidding the worship of Talos and accuses King Torygg of treason for agreeing to a pact with the Thalmor. Drawing parallels to historical events, such as Ysgramor’s war against the elves, the essay champions Ulfric Stormcloak as a hero who stands up against the Empire and the Thalmor. The themes of resistance, national pride, and religious freedom are central to the essay. It emphasizes the historical struggles of the Nords against external threats and positions the Stormcloak rebellion as a righteous cause to reclaim their freedom and honor. This work calls for unity among the Nords, urging them to stand together against the Empire's division and control. The essay is a rallying cry for rebellion, rooted in the mythic past and the belief in Talos’ divine power. | scholarthalmor | Nords Arise!, you do not know the author of the book and have limited knowledge of it, is a passionate recruitment essay urging the Nords of Skyrim to rebel against the Empire, emphasizing their right to worship Talos and their historical struggles for freedom. The themes of the essay focus on resistance, national pride, religious freedom, and the call for unity against Imperial oppression and the Thalmor. | common | Stormcloak rebellion, Talos worship, Ulfric Stormcloak, Thalmor, White-Gold Concordat, King Torygg, Ysgramor, Nord heritage, Imperial oppression, religious freedom | lore | factory skyrim-official-20260814-v2.0 | |
| north_cold_rock_pass | None | Cold Rock Pass is a small mountain passage located south-southwest of Morthal and north of Rannveig's Fast in Whiterun Hold. The pass is home to a frost troll and provides a treacherous but convenient shortcut through the mountainous terrain. | hjaalmarchtraveler | Cold Rock Pass is a small mountain passage located south-southwest of Morthalin Whiterun Hold. You do not know anything else about this area. | commonwhiterunpalehaafingar | Morthal, Rannveig's Fast, Whiterun Hold, Hjaalmarch, frost troll, mountain passage, shortcut | hjaalmarch | factory skyrim-official-20260814-v2.0 | |
| north_skybound_watch | Skybound Watch Pass | Skybound Watch Pass is a small, ancient Nordic ruin located northeast of Helgen and west of Orphan Rock, straddling the border of Falkreath Hold. The pass connects two distinct entrances: South Skybound Watch, marked by a Nordic tower south of Riverwood, and North Skybound Watch, represented as a Nordic ruin southeast of the town. These entrances form a hidden pathway through the mountain, offering a secluded and perilous route. The ruins are inhabited by bandits making it a dangerous place for travelers | whiterunimperial_legionstormcloakstraveler | Skybound Watch Pass is a small, ancient Nordic ruin located northeast of Helgen.You do not know anything else about this area. | commonfalkreatheastmarchreachpalehjaalmarch | Nordic ruins, Falkreath Hold, Helgen, Riverwood, Orphan Rock, bandits, mountain passes, South Skybound Watch | whiterun | factory skyrim-official-20260814-v2.0 | |
| northwatch_keep | None | Northwatch Keep is a small fort located northwest of Dragon Bridge and north of Rimerock Burrow in Haafingar. The fort is occupied by the Thalmor and serves as a prison, off-limits to anyone not authorized by the Thalmor. | haafingarthalmortraveler | Northwatch Keep is a small fort located northwest of Dragon Bridge in Haafingar. You do not know anything else about this area. | commonreachhjaalmarch | Dragon Bridge, Rimerock Burrow, Thalmor, prison, Haafingar, fortification, restricted area | haafingar | factory skyrim-official-20260814-v2.0 | |
| northwind_mine | None | Northwind Mine is a small iron mine located northwest of Shor's Stone and southeast of Mistwatch in the Rift. Inhabited by skeletons, the mine consists of a single zone and offers adventurers an opportunity to collect iron ore while facing minimal resistance. To reach the mine, follow the path north from Shor's Stone, passing Shor's Watchtower on the right. A set of steps on the left leads up to the mine entrance. | rifttraveler | Northwind Mine is a small iron mine located northwest of Shor's Stone.You do not know anything else about this area. | commoneastmarchfalkreath | Shor's Stone, Mistwatch, Shor's Watchtower, iron ore, skeletons, The Rift, mining | rift | factory skyrim-official-20260814-v2.0 | |
| northwind_summit | None | Northwind Summit is a mountaintop dragon lair northwest of Shor's Stone and north-northwest of Riften, situated on the highest point in the Rift. The summit can be accessed either by traveling through Northwind Mine on the mountain's northern side or by climbing from Shor's Stone via a gentler slope south of the path. There are rumours that hunters have made camp at the summit, but they have not been seen since. | riftdragontraveler | Northwind Summit is a mountaintop northwest of Shor's Stone and north-northwest of Riften.You do not know anything else about this area. | commoneastmarchfalkreath | Northwind Mine, Shor's Stone, Riften, Dragon, The Rift, Mountain, Missing Hunters, Dragon Lair | rift | factory skyrim-official-20260814-v2.0 | |
| numidium | Brass God, Anumidium, Walking Star | Numidium, also referred to as Anumidium, the Brass God, or the Walking Star, is a colossal construct of Dwemer origin, designed by the renowned Tonal Architect, Lord Kagrenac. Created to serve as a new deity for the Dwemer, Numidium was intended to harness the Heart of Lorkhan, enabling the Dwemer to reclaim Resdayn from the Chimer and attain immortality. However, the Dwemer mysteriously vanished from Tamriel before they could activate the Brass God, a disappearance thought to be linked to their ambitious project. | scholar | Numidium, also known as the Brass God or Walking Star, is a massive Dwemer construct created by Tonal Architect Lord Kagrenac. Designed to serve as a new deity for the Dwemer, it was intended to harness the Heart of Lorkhan to reclaim Resdayn from the Chimer and achieve immortality. However, the Dwemer mysteriously vanished before activating Numidium, with their disappearance often attributed to this ambitious project. | esoteric | Kagrenac, Tonal Architecture, Heart of Lorkhan, Dwemer Disappearance, Resdayn, Chimer, Dwemer, Lorkhan, constructs, immortality | lore | factory skyrim-official-20260814-v2.0 | |
| oakflesh | None | Oakflesh is an Alteration spell that increases the caster's armor rating for a short duration, providing additional protection. It requires a Novice skill level to cast. | mage | Oakflesh is a spell that makes the caster's skin tougher, like armor, for a little while, helping them take less damage in a fight. You do not know much else about this spell. | common | Alteration, armor rating, Novice skill, protection, short duration, defensive magic | spells | factory skyrim-official-20260814-v2.0 | |
| oblivion | Planes of Oblivion, Daedric realms, Principalities of Oblivion | Oblivion, often referred to as Hell or the Outer Realms, is a vast and complex realm within the Aurbis, primarily inhabited by the Daedra, who are et'Ada that did not participate in the creation of the Mundus. It encompasses at least sixteen major Planes, each presided over by a Daedric Prince, and contains over 37,000 documented planes, including various chaos realms and pocket realities. While many of these realms are governed by powerful Daedra, some are ruled by mortals who have achieved immortality. Oblivion is considered a distinct universe separate from Mundus, with its landscapes shaped by the perceptions of those who enter, often creating illusions that resemble familiar earthly elements. The nature of each Daedric realm varies widely, ranging from the serene and beautiful to the bizarre and desolate. For instance, notable realms include Apocrypha, ruled by Hermaeus Mora; Coldharbour, ruled by Molag Bal; and the Shivering Isles, formerly ruled by Jyggalag and now by Sheogorath. Each realm reflects the character and essence of its ruler, embodying the chaotic and ever-changing nature of Oblivion itself. | scholardaedratraveler | Oblivion, also known as Hell or the Outer Realms, is a vast and chaotic realm within the Aurbis, primarily inhabited by Daedra, beings who did not partake in the creation of the Mundus. It consists of at least sixteen major planes, each ruled by a Daedric Prince, and thousands of other realms shaped by the perceptions of those who enter. These realms vary widely in nature, from serene to bizarre and desolate. Notable realms include Apocrypha, Coldharbour, and the Shivering Isles, each reflecting the essence of their respective rulers, and Oblivion itself embodies chaos and constant change. | common | Daedra, Daedric Princes, Mundus, Aurbis, Apocrypha, Coldharbour, Shivering Isles, Hermaeus Mora, Molag Bal, Sheogorath, Jyggalag | locationother | factory skyrim-official-20260814-v2.0 | |
| oblivion_crisis | Great Anguish | The Oblivion Crisis, also known as the Great Anguish, was a catastrophic conflict between the Daedric hordes of Mehrunes Dagon and the people of Tamriel, beginning in the year 3E 433. The crisis was ignited by the assassination of Emperor Uriel Septim VII and his heirs, leading to the opening of Oblivion Gates across the continent, through which Daedra emerged in overwhelming numbers. These gates were facilitated by the Mythic Dawn, a fanatical cult devoted to Mehrunes Dagon, resulting in widespread devastation throughout various provinces. Key regions such as Skyrim faced brutal sieges, while Kvatch in Cyrodiil was completely destroyed. The Argonians of Black Marsh, called upon by the Hist, mounted a successful counter-offensive against the Daedra, forcing them to close their gates in that region. Despite the turmoil, the Empire struggled to maintain order, with significant forces withdrawn from provinces like Morrowind, leaving Cyrodiil largely defenseless. Amidst this chaos, Martin Septim, the last heir of the Septim bloodline, emerged as a pivotal figure. He joined forces with a hero of destiny to confront the Daedric threat. In a climactic sacrifice, Martin transformed into an Avatar of Akatosh, utilizing the power of the Amulet of Kings to banish Mehrunes Dagon back to Oblivion, thus ending the crisis and marking the conclusion of the Third Era. | scholardaedra | The Oblivion Crisis, or Great Anguish, began in 3E 433 when the assassination of Emperor Uriel Septim VII and his heirs enabled the Daedric Prince Mehrunes Dagon to unleash his forces on Tamriel through Oblivion Gates. Facilitated by the Mythic Dawn cult, the Daedra wrought devastation, destroying cities like Kvatch and besieging regions such as Skyrim. In Black Marsh, the Argonians, guided by the Hist, successfully repelled the Daedric hordes. Amid the chaos, Martin Septim, the last of the Septim bloodline, sacrificed himself by becoming the Avatar of Akatosh, using the Amulet of Kings to banish Mehrunes Dagon and end the crisis, concluding the Third Era. | common | Mehrunes Dagon, Martin Septim, Mythic Dawn, Uriel Septim VII, Amulet of Kings, Avatar of Akatosh, Oblivion Gates, Kvatch, Black Marsh, Argonians, Hist, Third Era | lore | factory skyrim-official-20260814-v2.0 | |
| oghma_infinium | Tome of Power, Book That Knows | The Oghma Infinium is an ancient and powerful artifact, also known as the Tome of Power or the Book that Knows. Written by Xarxes, the scribe of the god Auri-El, the knowledge within was granted to him by the Daedric Prince Hermaeus Mora. The tome’s name derives from Oghma, a figure Xarxes created from his most cherished moments in history. This artifact contains vast, arcane knowledge that can bestow near-demi-god powers upon its reader. | daedrascholar | The Oghma Infinium, also called the Tome of Power, is an ancient artifact . It is thought to bestow near-demi-god powers on its reader. | esoteric | Hermaeus Mora, Xarxes, Auri-El, Daedric Prince, Daedric artifacts, Oghma, arcane knowledge, demigod powers | artifacts | factory skyrim-official-20260814-v2.0 | |
| ogmund's_house | None | Ogmund's House is a small residence located in Markarth, next door to Endon's House and directly above Arnleif and Sons Trading Company. It is the home of Ogmund, a local bard and Speech trainer who is well-known in the city. | reachtraveler | Ogmund's House is a small residence located in Markarth. You do not know who Ogmund is.You do not know anything else about this area. | commonfalkreathwhiterunhjaalmarchhaafingar | Markarth, Endon's House, Arnleif and Sons Trading Company, bards, Speech training, Nordic culture | reach | factory skyrim-official-20260814-v2.0 | |
| olaf_and_the_dragon | None | Olaf and the Dragon, written by Adonato Leotelli, explores the legendary tale of Olaf One-Eye, a hero who defeated the dragon Numinex in an epic battle for Skyrim's future. The dragon, a terrifying force that had ravaged Skyrim, was eventually confronted by Olaf, a warrior who would later become the High King of Skyrim. The legend tells of Olaf's battle against Numinex atop Mount Athor, where the two engage in a brutal shouting contest that shatters the land. Ultimately, Olaf triumphs, capturing the dragon and bringing him to Whiterun, where the beast is imprisoned in a place that would become known as Dragonsreach. Olaf's victory solidifies his leadership, ending a bitter war of succession among Skyrim's holds. Themes of heroism, power, and the distortion of history are prevalent throughout the work. Leotelli presents Olaf's victory as a symbol of Nordic strength and unity, though he acknowledges doubts surrounding the legend's authenticity. Alternative versions of the story suggest that Numinex was already weak due to age, and that Olaf and his men may have fabricated the tale for personal gain. The account also references a rebellious bard, Svaknir, who challenged Olaf's version, adding an intriguing layer of historical ambiguity. The book raises important questions about how history is remembered and the ways in which legends are shaped by those in power. | scholar | Olaf and the Dragon, you do not know the author of the book and have limited knowledge of it, recounts the legendary battle between Olaf One-Eye and the dragon Numinex, exploring themes of heroism, power, and the distortion of history. The book delves into how legends are shaped by those in power, questioning the authenticity of the story while reflecting on Nordic strength and unity. | common | Dragonsreach, Mount Athor, Whiterun, War of Succession, High King, historical distortion, Nordic strength, Svaknir, Thu'um, dragons | lore | factory skyrim-official-20260814-v2.0 | |
| olava_the_feeble's_house | None | Olava the Feeble's House is a quaint, modest home located in the southern part of Whiterun, tucked away directly behind Breezehome. This small residence serves as the dwelling of Olava the Feeble, an elderly seer known for her wisdom and mystical insights. | whiteruntraveler | Olava the Feeble's House is a quaint, modest home located in the southern part of Whiterun.You do not know anything else about this area. | commonfalkreatheastmarchreachpalehjaalmarch | Whiterun, Breezehome, Olava the Feeble, seer, prophecy, elderly, residence, southern Whiterun | whiterun | factory skyrim-official-20260814-v2.0 | |
| old_attius_farm | None | Old Attius Farm is an abandoned Imperial farm located south-southeast of Raven Rock on Solstheim, and north of the Wreck of the Strident Squall. Once a thriving agricultural outpost, the farm has since fallen into disrepair, leaving only remnants of its former use. | solstheimtravelerimperial_legion | You do not know anything about this area. | common | Raven Rock, Solstheim, Wreck of the Strident Squall, Imperial Legion, agriculture, ruins | solstheim | factory skyrim-official-20260814-v2.0 | |
| old_hroldan_inn | None | Old Hroldan Inn is a remote and historic inn located in the Reach, east of Markarth and southwest of Rorikstead. The inn is notable for its connection to Tiber Septim, who once stayed there, adding to its mystique and significance. It is run by Eydis, a widow who manages the inn with the help of her young son, Skuli. Eydis mentions that her husband is fighting in the war, but there is ambiguity surrounding which side he fights for, adding an element of mystery to their story. Leontius Salvius, a regular at the inn, spends his days working on various menial tasks outside. | reachinnkeepertraveler | Old Hroldan Inn is a remote and historic inn located in the Reach, east of Markarth and southwest of Rorikstead. You do not know who works here.You do not know anything else about this area. | commonfalkreathwhiterunhjaalmarchhaafingar | The Reach, Markarth, Rorikstead, Tiber Septim, Civil War, historic inn, remote travel | reach | factory skyrim-official-20260814-v2.0 | |
| on_oblivion | None | On Oblivion, written by Morian Zenas, serves as a scholarly exploration of the realm of Oblivion and its inhabitants, the Daedra. Zenas delves into the nature of these powerful and unpredictable entities, providing an in-depth examination of their diverse motives and spheres of influence. The book traces the etymology of the term "daimon," correcting the misconception that it refers to demons, and clarifies that the proper term is "Daedra," with "Daedroth" being the singular. Zenas also discusses the various Daedric Princes, from the well-known Sanguine, Sheogorath, and Molag Bal to lesser-known figures like Peryite and Vaermina. He categorizes the Daedra based on their actions, with some being more destructive in nature, while others, like Azura and Mephala, exercise their power in subtler ways. The book emphasizes the importance of firsthand experience and primary sources in understanding Oblivion, as Zenas recounts his own interactions with the Daedra and their realms. While he acknowledges the dangers of dealing with these entities, he expresses a philosophical curiosity about them, especially regarding the possibility of mortals passing into Oblivion. Themes of knowledge, power, and extremism pervade the work, as Zenas reflects on the often destructive nature of the Daedra and their unyielding influence on the mortal world. The book is part of a larger ongoing investigation into the Daedric Princes and their domains, as explored further in Zenas's next installment, The Doors of Oblivion. | scholar | On Oblivion, you do not know the author of the book and have limited knowledge of it, explores the nature and motives of the Daedra, emphasizing their diverse spheres of influence and the complexities of interacting with these powerful entities. Themes of knowledge, power, and the consequences of engaging with the Daedra are central, highlighting their destructive potential and their profound impact on the mortal world. | esoteric | Morian Zenas, Daedra, Daedric Princes, Oblivion, The Doors of Oblivion, Azura, Mephala, Sheogorath, Molag Bal, Sanguine, Vaermina, Peryite | lore | factory skyrim-official-20260814-v2.0 | |
| orange_dartwing | None | Orange Dartwings are dragonflies caught in Skyrim, often found in the southern regions, with their bright orange color making them distinct from the blue dartwings. Alchemy effects: Restore Stamina, Ravage Magicka, Fortify Pickpocket, and Lingering Damage Health. | alchemist | Orange Dartwings are dragonflies caught in Skyrim, often found in the southern regions, with their bright orange color making them distinct from the blue dartwings. You do not know the alchemical effects of this ingredient. However, an alchemist might. | Everyone | items | custom | ||
| orc | Orsimer, Pariah Folk | Orcs, also known as Orsimer (meaning "Pariah Folk" in Aldmeris), are a race of elves primarily from the mountainous regions of Wrothgar, Dragontail, and Skyrim, as well as their stronghold city of Orsinium. Though they share elven ancestry, Orcs are often considered distinct from other Mer and are sometimes grouped with goblin-kin or even classified as beastfolk. Historically, Orcs were feared and regarded as savage barbarians by other races of Tamriel, but over time they have won respect, particularly for their martial prowess and skilled craftsmanship. Their armorers are among the best in Tamriel, and their warriors, known for their berserker rage, are highly valued in Imperial Legions. Orc society is structured around strongholds and clans, each led by a chief. They follow a strict martial tradition and place great value on honor, strength, and endurance. Orcs worship Malacath, the Daedric Prince of Outcasts, whom they believe was once the elven god Trinimac before being transformed. Malacath is viewed as the protector of the Orcs, and his teachings form the foundation of their cultural and moral code. Despite their rough reputation, Orcs are a disciplined and honorable people who value fairness and justice within their communities. | orcscholarimperial_legion | Orcs, or Orsimer ("Pariah Folk"), are an elven race from mountainous regions like Wrothgar and Skyrim, known for their martial skill and exceptional craftsmanship. Historically feared as barbarians, they are now respected for their honor, strength, and berserker warriors, often serving in the Imperial Legion. Orc society is clan-based, centered around strongholds led by chiefs, and they worship Malacath, the Daedric Prince of Outcasts, whose teachings shape their cultural and moral code. Despite their rugged reputation, Orcs are disciplined and value fairness and justice within their communities. | common | Malacath, Orsinium, Imperial Legion, Wrothgar, Dragontail Mountains, Trinimac, heavy armor, berserker rage, goblin-ken, Aldmeris | lore | factory skyrim-official-20260814-v2.0 | |
| orcish_arrow | None | Orchish Arrow is an arrow that deals great damage. Its visual design is heavy and brutal, with a dark greenish shaft, a jagged, reinforced arrowhead, and rough, thick fletching. It can be crafted by an adept smith at a forge. 1 orichalcum ingot, 1 firewood = 24 arrows. | blacksmith | Orchish Arrow is an arrow that deals great damage. Its visual design is heavy and brutal, with a dark greenish shaft, a jagged, reinforced arrowhead, and rough, thick fletching. You do not know how to craft it, but a blacksmith would. | Everyone | equipment | custom | ||
| orcish_equipment | orchish armor, orcish armor, orchish boots, orcish boots, orchish gauntlets, Orcish gauntlets, orchish helmet, Orcish helmet, orchish shield, Orcish shield, orchish sword, Orcish sword, orchish war axe, Orcish war axe, orchish dagger, orcish dagger, orchish mace, Orcish mace, orchish greatsword, Orcish greatsword, orchish battleaxe, orcish battleaxe, orchish warhammer, Orcish warhammer, orchish bow, orcish bow, orcish arrow | Orcish equipment includes heavy weapons, arrows, armor, and shields forged in Orcish traditions. Stronghold smiths work orichalcum into thick greenish metal with blunt, angular forms built for durability and force. Individual pieces serve different combat roles, but their exact damage, protection, and crafting requirements depend on the piece rather than the family name. | blacksmithwarriormerchant | Orcish equipment includes heavy weapons, arrows, armor, and shields forged in Orcish traditions. Individual pieces differ in use. | common | Orcish strongholds, orichalcum, Orcish traditions, heavy armor, durability, force, smithing, orichalcum ore | equipment | factory skyrim-official-20260814-v2.0 | |
| orc_stronghold | None | Orc strongholds are fortified settlements primarily inhabited by Orcs, also known as Orsimer. These strongholds are typically located in remote, harsh regions such as Skyrim, Hammerfell, and Orsinium (the Orc homeland). They are often isolated from the rest of Tamrielic society, with the Orcs living a clan-based, warrior culture. The strongholds are often led by a chief, and Orcs are known for their crafting, particularly their skill in blacksmithing and the forging of weapons and armor. Though Orcs were once ostracized by other races, especially after the sacking of Orsinium, many Orcs now live in these strongholds, maintaining a fierce independence. Some strongholds have formed alliances with other factions, while others remain neutral or wary of outsiders. The Orcs’ traditional way of life is rooted in honor, strength, and self-reliance, making their strongholds key centers of Orcish identity. | orcscholartraveler | Orc strongholds are fortified settlements primarily inhabited by Orcs, also known as Orsimer. These strongholds are typically located in remote, harsh regions such as Skyrim, Hammerfell, and Orsinium (the Orc homeland). They are often isolated from the rest of Tamrielic society, with the Orcs living a clan-based, warrior culture. The strongholds are often led by a chief, and Orcs are known for their crafting, particularly their skill in blacksmithing and the forging of weapons and arm | common | Orsimer, Orsinium, Hammerfell, blacksmithing, warrior culture, clan-based society, isolation, stronghold chiefs, sacking of Orsinium | locationother | factory skyrim-official-20260814-v2.0 | |
| orges_teeth | Ogre's Teeth | Ogre's Teeth, large teeth originating from Cyrodiil, is an ingredient that can be purchased from Khajiit caravans. Alchemy effects: Weakness to Shock, Resist Poison, Lingering Damage Magicka, and Regenerate Health. | alchemisthealer | Ogre's Teeth, large teeth 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, Weakness to Shock, Resist Poison, Lingering Damage Magicka, Regenerate Health, alchemy, ogres | items | factory skyrim-official-20260814-v2.0 | |
| orichalcum | orichalc | Orichalcum, also known as orichalc, is a gray-green metal renowned for its use in crafting weapons and armor, particularly by the Orcs, who are celebrated for their orichalcum equipment. The metal is typically melded with iron at low temperatures to maintain its strength and prevent brittleness. Orcish armor, which is often crafted with superior skill, is characterized as medium to heavy in weight, while orichalcum weapons are less common and can vary in quality. | blacksmithorc | Orichalcum, also known as orichalc, is a gray-green metal renowned for its use in crafting weapons and armor, particularly by the Orcs, who are celebrated for their orichalcum equipment. | common | Orcish Equipment, Orcs, smithing, armor, weapons, iron, metals | items | factory skyrim-official-20260814-v2.0 | |
| orotheim | None | Orotheim is a small cave located northeast of Rorikstead and southeast of Robber's Gorge in Hjaalmarch. The cave serves as a hideout for bandits who are intent on poaching mammoths. A rough path runs northwest from the River Hjaal, winding around the mountain to the cave entrance. Adventurers should beware of the numerous bear traps scattered along the approach. | hjaalmarchtraveler | Orotheim is a small cave located northeast of Rorikstead in Hjaalmarch. You do not know anything else about this area. | commonwhiterunpalehaafingar | Rorikstead, Robber's Gorge, River Hjaal, bandits, mammoth poaching, bear traps, caves | hjaalmarch | factory skyrim-official-20260814-v2.0 | |
| orphan_rock | None | Orphan Rock is a wooded valley featuring a central rock plateau, located northeast of Helgen and south of North Skybound Watch in Falkreath Hold. The area is inhabited by witches or hags led by a hagraven, making it a dangerous location for unwary travelers. There are rumors of a powerful dagger, Nettlebane, being held at this location. | falkreathtraveler | Orphan Rock is a wooded valley featuring a central rock plateau, located northeast of Helgen in Falkreath Hold. You do not know anything else about this area. | commonwhiterunriftreach | Falkreath Hold, Helgen, Hagraven, Witches, Nettlebane, North Skybound Watch, Valleys, Daggers | falkreath | factory skyrim-official-20260814-v2.0 | |
| orphan's_tear | None | Orphan's Tear is a shipwreck located west of Ravenscar Hollow on the northern coast of Haafingar. The wreck is inhabited by bandits who have made it their hideout. | haafingartraveler | Orphan's Tear is a shipwreck located on the northern coast of Haafingar. You do not know anything else about this area. | commonreachhjaalmarch | shipwrecks, Haafingar coast, bandit hideouts, Ravenscar Hollow, northern coast, maritime disasters | haafingar | factory skyrim-official-20260814-v2.0 | |
| orsinium | City of Orcs, Nova Orsinium | Orsinium, known as the "City of Orcs," has been the cultural and political center of the Orsimer for centuries, enduring a tumultuous history of destruction and rebuilding. First established in the First Era by Chieftain Torug gro-Igron in the Wrothgarian Mountains, Orsinium became a symbol of Orc unity. It attracted refugees from Hammerfell and other regions, forming a stronghold that rivaled its neighbors. However, its ambition led to conflict, most notably the 30-year Siege of Orsinium (1E 950-980) by allied Breton, Redguard, and Yokudan forces, which resulted in its destruction. Despite this, Orsinium was rebuilt multiple times, each iteration representing the Orcs' resilience and desire for recognition. In the Second Era, King Kurog relocated Orsinium to eastern Wrothgar and allied it with the Daggerfall Covenant, seeking to unite the Orcs while navigating tensions with Bretons and Redguards. Following Kurog’s death, his successor, Bazrag, continued efforts toward unity while fostering peace. In the Third Era, Gortwog gro-Nagorm established Nova Orsinium near Wayrest, achieving political stability and prosperity through diplomacy. However, Orsinium faced destruction again in the Fourth Era after the Oblivion Crisis, forcing the Orcs to relocate to a site between Skyrim and Hammerfell. Despite constant adversities, Orsinium remains a testament to the Orcs' indomitable spirit and their enduring quest for a homeland. | scholarorctraveler | Orsinium, the City of Orcs, has long been the heart of Orc culture and politics, enduring a history marked by destruction and resilience. Founded in the First Era, it faced the 30-year Siege of Orsinium, which led to its initial fall. The city was rebuilt several times, including a relocation in the Second Era by King Kurog. In the Third Era, Gortwog gro-Nagorm established Nova Orsinium, achieving political success. Despite facing destruction again in the Fourth Era during the Oblivion Crisis, Orsinium's history remains a symbol of the Orcs' perseverance and their continued struggle for recognition and a homeland. | common | Orc, Wrothgar, Siege of Orsinium, Torug gro-Igron, King Kurog, Gortwog gro-Nagorm, Daggerfall Covenant, Breton, Redguard, Oblivion Crisis, Wayrest, Hammerfell | locationother | factory skyrim-official-20260814-v2.0 | |
| orsinium_and_the_orcs | How Orsinium Passed to the Orcs | How Orsinium Passed to the Orcs, written by Menyna Gsost, tells the story of Gortwog gro-Nagorm's quest to claim the land of Orsinium in 3E 399, set in a legal dispute against the Breton noble, Lord Bowyn. The land was contested, and the final resolution was to be decided by a duel between Gortwog and Bowyn, adhering to ancient laws of property rights. The duel, however, was far from ordinary, as it required both combatants to wear Orcish armor, which was unfamiliar and unwieldy to the Breton lord. As Bowyn struggled with the armor and the training needed to fight in it, the situation became more tense, especially when the duel was moved forward by Gortwog's request. Through intense training and manipulation by his cousin, Lord Berylith, Bowyn faced the battle under less-than-ideal conditions, including a lavish feast that left him sluggish. In the end, Gortwog emerged victorious, claiming the land as Orsinium in honor of his heritage. The narrative highlights themes of honor, pride, and the complexities of legal and physical combat. It also touches on the subtleties of cultural differences, as the Orcs, led by Gortwog, prove their worth through a display of mastery over the land that had been historically contested. | scholar | How Orsinium Passed to the Orcs, you do not know the author of the book and have limited knowledge of it, tells the story of Gortwog gro-Nagorm's legal and physical battle to claim Orsinium from Lord Bowyn, highlighting themes of honor, pride, and the complexities of combat and cultural differences. The book examines the strategic use of legal disputes and physical prowess to assert control, demonstrating the power dynamics between Orcs and Bretons. | common | Orsinium, Orcs, Bretons, Orcish armor, Third Era, property dispute, trial by combat, cultural differences, honor, pride | lore | factory skyrim-official-20260814-v2.0 | |
| oslaf's_house | None | Oslaf's House is a modest yet cozy home located on the southwest side of Skaal Village, nestled between Deor Woodcutter's House to the southeast and Wulf Wild-Blood's House to the north. This residence is the home of Oslaf, his wife Finna, and their daughter Aeta, a family deeply rooted in the community of Skaal Village. | skaaltraveler | You do not know anything about this area. | common | Skaal Village, Skaal, Solstheim, Deor Woodcutter's House, Wulf Wild-Blood's House, Nordic village, Skaal family life | solstheim | factory skyrim-official-20260814-v2.0 | |
| otar_the_mad | None | Otar the Mad was a high-ranking Dragon Priest in the Merethic Era, once a just ruler who descended into madness, causing the downfall of Ragnvald. He wielded powerful magic and the Thu'um, and was known for his oppressive rule. After being defeated by heroes Saerek and Torsten, he was sealed in Ragnvald's tomb, with his fate tied to two keys held by his captors. Otar was reawakened in the Fourth Era, still bound by his tomb and his past malevolent power. | scholardragon | Otar the Mad must of been one of those Dragon Priests buried around Skyrim. You really don't know much more apart from that. | common | Dragon Priest, Ragnvald, Saerek, Torsten, Merethic Era, Thu'um, madness, undead, draugr, Dragon Cult | figures | factory skyrim-official-20260814-v2.0 | |
| pacify | None | These magical effects are offensive Illusion spells that calm hostile targets within range, neutralizing aggression and preventing them from attacking. This effect is available as a spell and is also found on enchanted items, making it ideal for resolving conflicts peacefully. | mage | This spell calms angry enemies, making them stop fighting for a while. A mage might know more though. | common | Illusion, calm, peaceful resolution, hostile targets, aggression, enchanted items, offensive spells | spells | factory skyrim-official-20260814-v2.0 | |
| padomay | Padomay the Nothing, PSJJJJ, Padhome, Is-Not, The Dark, Akel, Fadomai | Padomay, called PSJJJJ in Ehlnofex and known by many names including Sithis, is the primal force of change and chaos, the eternal counterpart to Anu's stasis. In the Anuad creation myth, Padomay entered the Void alongside his brother Anu. His bitter jealousy of Nir and subsequent violence against her set in motion the first conflict. Cast outside Time by Anu, Padomay later returned to shatter the twelve worlds of Creation. Their final struggle pulled both brothers beyond Time forever. Padomay's blood became the Daedra, entities unbound by Creation, while his mingled blood with Anu formed the Aedra. He remains central to metaphysical traditions emphasizing change, entropy, and limitation. | scholar | Padomay is the primal force of change and chaos, eternally opposed to Anu's stasis. Creation myths hold that his jealousy and violence sparked the first cosmic conflict. His blood became the Daedra, and his mingled blood with Anu formed the Aedra. | esoteric | Anu, Sithis, Daedra, Aedra, Anuad, Nir, Ehlnofex, creation myth, Void, chaos, entropy | lore | factory skyrim-official-20260814-v2.0 | |
| palace_of_the_kings | None | The Palace of the Kings is a grand castle located at the far end of the Valunstrad district in Windhelm, serving as the residence of Jarl Ulfric Stormcloak and the headquarters of the Stormcloak movement. The palace is a symbol of the city's ancient history, as Windhelm was one of the first human settlements in Tamriel and the capital of Ysgramor's first empire. It remains one of the last surviving structures from that era. | eastmarchnobletravelerstormcloaks | The Palace of the Kings is a grand castle located at the far end of the Valunstrad district in Windhelm. It serves as the residence of Jarl Ulfric Stormcloak and the headquarters of the Stormcloak movement. As a symbol of Windhelm's ancient history, the palace stands as one of the last surviving structures from Ysgramor's first empire, making it a significant reminder of the city's early role in Tamriel's history. | common | Windhelm, Ulfric Stormcloak, Stormcloaks, Ysgramor, Valunstrad, ancient Nordic architecture, first empire, Jarl residences, human settlements | eastmarch | factory skyrim-official-20260814-v2.0 | |
| pale_imperial_camp | None | Pale Imperial Camp is an Imperial military encampment located in The Pale, west of Dawnstar and northwest of Mzinchaleft. It serves as a strategic base for the Imperial Legion during their efforts in the Skyrim civil war. The camp is typically under the command of Legate Constantius Tituleius. | paleimperial_legiontraveler | Pale Imperial Camp is an Imperial military encampment located in The Pale, west of Dawnstar. You do not know who is in charge of the camp/You do not know anything else about this area. | commoneastmarchwinterholdwhiterunhjaalmarch | Imperial Legion, The Pale, Dawnstar, Mzinchaleft, Legate Constantius Tituleius, Skyrim Civil War, Military encampments | pale | factory skyrim-official-20260814-v2.0 | |
| pale_stormcloak_camp | None | Pale Stormcloak Camp is a Stormcloak military encampment located in The Pale, southeast of Bronze Water Cave on the southern shore of Lake Yorgrim. The camp serves as a strategic base for Stormcloak forces in the region, supporting their efforts in the ongoing civil war. | palestormcloakstraveler | Pale Stormcloak Camp is a Stormcloak military encampment located in The Pale on the southern shore of Lake Yorgrim.You do not know anything else about this area. | commoneastmarchwinterholdwhiterunhjaalmarch | Stormcloaks, The Pale, Lake Yorgrim, Bronze Water Cave, civil war, military encampment | pale | factory skyrim-official-20260814-v2.0 | |
| palla | None | Palla, written by Vojne Mierstyyd, is a tragic tale of a conjurer's obsession with a woman he believes to be the epitome of beauty and strength. The narrator, an initiate at the Mages Guild in Mir Corrup, becomes infatuated with a statue of a woman named Palla, depicted in a heroic struggle with a monstrous figure. As he becomes more obsessed, he learns that Palla was a fierce warrior who died in battle, leaving behind a daughter, Betaniqi. Despite knowing Palla is deceased, the narrator seeks to resurrect her through necromantic means, using an artifact he finds. His obsession grows as he immerses himself in the study of enchantment, convinced that his love will be strong enough to bring her back. The story explores themes of obsession, love, and the dangerous consequences of seeking to defy death. The narrator’s fixation on Palla blinds him to reality, and in the end, he learns too late that he had misunderstood the nature of the woman he loved. The narrative is both a commentary on the destructive power of unrequited love and a reflection on the perilous boundaries between life, death, and magic. Palla is presented in two volumes, each deepening the tragic nature of the conjurer's infatuation and his ultimate downfall. | scholar | Palla, you do not know the author of the book and have limited knowledge of it, is a tragic tale about a conjurer's dangerous obsession with resurrecting a deceased woman he believes to be the embodiment of beauty and strength. The story explores themes of obsession, love, and the destructive consequences of defying death through magic, ultimately illustrating the peril of seeking to revive the past. | common | Mages Guild, Mir Corrup, obsession, necromancy, conjuration, defying death, unrequited love, enchantment, tragedy | lore | factory skyrim-official-20260814-v2.0 | |
| paralyze | None | These magical effects are offensive Alteration spells that immobilize a target completely, rendering them unable to move or act for the spell's duration. This effect is widely available as a spell, can be found in pre-crafted potions throughout Skyrim, and can also be brewed into custom potions by skilled alchemists. Additionally, this effect can be applied to weapons or armor through enchanting and found on rare enchanted items, making it a versatile tool for crowd control. Generally combining at least two of the following ingredients, provided they share this effect, will create a potion with the Paralyze effect: Briar Heart, Canis Root, Swamp Fungal Pod, Imp Stool, Human Flesh | alchemistmage | This magic freezes someone in place, so they can;t move for a short time. An alchemist or mage might know more though. | common | Alteration, crowd control, Enchanting, Briar Heart, Canis Root, Swamp Fungal Pod, Imp Stool, Human Flesh, alchemy, offensive magic | spells | factory skyrim-official-20260814-v2.0 | |
| peak's_shade_tower | None | Peak's Shade Tower is a small, ruined Nordic tower located east of Falkreath and southwest of Pinewatch in Falkreath Hold. | falkreathtraveler | Peak's Shade Tower is a small, ruined Nordic tower located east of Falkreath in Falkreath Hold.You do not know anything else about this area. | commonwhiterunriftreach | Falkreath Hold, Pinewatch, Falkreath, Nordic ruins, Ruins, Towers | falkreath | factory skyrim-official-20260814-v2.0 | |
| pearl | None | Pearls, including small pearls, are found in clams and pearl oysters, prized for their use in various alchemical mixtures. Alchemy effects: Restore Stamina, Fortify Block, Restore Magicka, and Resist Shock. | alchemist | Pearls, including small pearls, are found in clams and pearl oysters, prized for their use in various alchemical mixtures. You do not know the alchemical effects of this ingredient. However, an alchemist might. | Everyone | items | custom | ||
| pearlfish | None | Pearlfish are large pearly coloured fish found in temperate lakes and streams when it is raining. When used as an ingredient for potion making, they offer effects such as Restore Stamina, Resist Frost, Fortify Smithing, Fortify One-handed. | fisher | Pearlfish are large pearly coloured fish. You do not know much more about the fish, but a fisher would. | common | temperate lakes, rain, alchemy, Restore Stamina, Resist Frost, Fortify Smithing, Fortify One-handed | creatures | factory skyrim-official-20260814-v2.0 | |
| pelagia_farm | None | Pelagia Farm is a large and thriving homestead located south of Whiterun Stables and west of Honningbrew Meadery in the fertile plains of Whiterun Hold. Owned by Severio Pelagia, the farm is a bustling agricultural hub, managed by his workers Nimriel and Gloth, who live on-site while Severio resides in Whiterun. The farm is characterized by its sprawling fields of vegetables, enclosed by stone walls and fences, where Severio often works alongside his laborers during the day. A grain mill stands to the east of the farmhouse, and the property includes various outbuildings and storage sheds. To the west, a penned cow grazes peacefully, while chickens nest near the farmhouse entrance. | whiteruntraveler | Pelagia Farm is a large and thriving homestead located south of Whiterun Stables.You do not know anything else about this area. | commonfalkreatheastmarchreachpalehjaalmarch | Whiterun Hold, Severio Pelagia, agriculture, Honningbrew Meadery, Whiterun Stables, farming homesteads, Nimriel, Gloth, grain mills, Whiterun plains | whiterun | factory skyrim-official-20260814-v2.0 | |
| pelinal_whitestrake | None | Pelinal Whitestrake is a legendary figure revered as a demigod and champion of Queen Alessia during the early First Era's Alessian Slave Rebellion. Known for his fierce combat prowess, Pelinal fought against the Ayleid oppressors, wielding the Crusader's Relics bestowed upon him by the Eight Divines. His name, derived from Pelin-El, meaning "Star-Made Knight," reflects his celestial connection and glory in battle. Throughout his conquests across Tamriel, Pelinal is said to have embodied both heroism and chaos, often succumbing to bouts of madness that drove him to indiscriminately slay enemies and alter the very landscape. Pelinal is remembered by many titles, including Pelinal the Bloody, the Divine Crusader, and Pelinal Insurgent, with some legends suggesting he had incarnated multiple times. His connection to Queen Alessia was profound, with their names occasionally combined to signify their unity in the fight for freedom. Khajiiti tales recount him as the White Snake, further highlighting his mythic status. Despite his feats, Pelinal's legacy is complex, as he is equally known for the destruction he wrought, embodying both the hope of liberation and the peril of unchecked power. | altmerscholarimperialpriest | Pelinal Whitestrake is a legendary figure, revered as a demigod and champion of Queen Alessia during the Alessian Slave Rebellion. Known for his combat prowess, he fought against the Ayleid oppressors using the Crusader's Relics bestowed by the Eight Divines. His name, Pelin-El, meaning "Star-Made Knight," reflects his celestial nature. Pelinal is remembered by titles such as Pelinal the Bloody and the Divine Crusader. He had a deep connection to Queen Alessia, and some Khajiiti tales call him the White Snake. Though a hero, Pelinal’s legacy is marked by both the hope of liberation and the destruction he caused. | common | Queen Alessia, Alessian Slave Rebellion, Ayleids, First Era, Crusader's Relics, Eight Divines, Khajiit, Tamriel, Demigods, Madness | figures | factory skyrim-official-20260814-v2.0 | |
| penitus_oculatus | None | The Penitus Oculatus is an elite Imperial organization responsible for the security of the Emperor and conducting espionage and counter-intelligence operations on behalf of the Empire. Following the disbandment of the Blades, the Penitus Oculatus took over as the primary protective force for the Emperor, carrying out covert operations and, when necessary, assassinations to ensure the Empire's stability and security. Their influence and authority extend across Imperial territories, though their main focus remains in Cyrodiil. In Skyrim, their presence is limited, with a small outpost located in Dragon Bridge. This outpost operates primarily to safeguard Imperial interests in the province during the ongoing civil war. While they are relatively discreet, the Penitus Oculatus is a formidable force known for its loyalty to the Emperor and the Empire. | imperialimperial_legionbladesthalmor | The Penitus Oculatus is an elite Imperial organization tasked with protecting the Emperor and conducting espionage to ensure the Empire's stability. Replacing the Blades, they carry out covert operations, including assassinations, across Imperial territories. In Skyrim, they maintain a small outpost in Dragon Bridge to safeguard Imperial interests during the civil war, operating discreetly but with unwavering loyalty to the Emperor. | common | Blades, Cyrodiil, Dragon Bridge, Emperor, espionage, assassination, counter-intelligence, Civil War, Imperial Legion, Thalmor | lore | factory skyrim-official-20260814-v2.0 | |
| peryite | None | Peryite is one of the Daedric Princes of Oblivion, often associated with pestilence, disease, and the natural order. Known as the Taskmaster and the Lord of Pestilence, Peryite's sphere involves maintaining the lowest orders of Oblivion and ensuring balance through contamination and decay. His influence is often seen as destructive, manifesting through plagues and diseases that he "blesses" his followers with. Despite his reputation as one of the weaker Princes, Peryite’s plagues have the potential to devastate entire populations. He is often depicted as a green, four-legged dragon, though his form is considered a mockery of Akatosh. Peryite's followers, which include various cults and outcasts, worship him by embracing disease and decay as necessary forces to cleanse the world. Groups such as the Scalecaller Cult and the Afflicted see illness as a divine gift, while others view Peryite as a necessary force for maintaining natural balance. His most famous artifact is Spellbreaker, an ancient shield capable of deflecting both physical and magical attacks. Peryite's influence can also be seen in several legendary plagues, with some attributing the spread of deadly illnesses like the Knahaten Flu to his malevolent power. | daedrascholarhealer | Peryite, the Taskmaster and Lord of Pestilence, is a Daedric Prince associated with disease, contamination, and the natural order. Though considered one of the weaker Princes, his plagues have the power to devastate populations, which his followers, including cults like the Scalecaller and the Afflicted, regard as divine blessings. Depicted as a green, four-legged dragon, his form is often seen as a mockery of Akatosh. Peryite's sphere focuses on maintaining balance through decay and cleansing. His most notable artifact, Spellbreaker, is a shield capable of deflecting physical and magical attacks. Peryite’s influence is tied to legendary plagues, such as the Knahaten Flu, embodying his role as a force of both destruction and natural equilibrium. | common | Oblivion, pestilence, disease, natural order, Scalecaller Cult, Afflicted, Knahaten Flu, Spellbreaker, Daedric Princes, Akatosh, dragons | figures | factory skyrim-official-20260814-v2.0 | |
| philter_of_the_phantom | None | The Philter of the Phantom grants a ghostly appearance to its user for a short time. It is believed to hold the essence of restless spirits, and is rumored to be obtainable only from Shroud Hearth Barrow. | alchemist | You know nothing about this potion or its effects. Maybe an alchemist might though. | common | Shroud Hearth Barrow, ghosts, restless spirits, illusion, potions, necromancy | items | factory skyrim-official-20260814-v2.0 | |
| physicalities_of_werewolves | Experimentation in the Physicalities of the Werewolf | Experimentation in the Physicalities of the Werewolf, written by Reman Crex, is a morbid and scientific examination of the physical changes that occur in werewolves during their transformations. The author, with no personal vendetta against werewolves, delves into the anatomy and biology of these creatures, conducting gruesome experiments on live subjects in an attempt to better understand the nature of their physical changes. The experiments observe subjects in both their human and werewolf forms, noting the physical changes in proportions, muscle structure, and the effects on internal organs. Crex's focus is solely on the physiological aspects, deliberately ignoring the origins, causes, and potential cures for lycanthropy. The book explores themes of obsession with the unnatural, scientific curiosity, and the moral implications of experimenting on living creatures. Through his clinical and detached observations, Crex reveals the disturbing and often painful transformations that werewolves undergo, highlighting the inhuman nature of the affliction. The experiments, which ultimately result in the death of the subjects, emphasize the brutality of Crex's approach. The work is a single volume, presenting an unsettling look at the physical aspects of lycanthropy from a purely anatomical perspective. | scholar | Experimentation in the Physicalities of the Werewolf, you do not know the author of the book and have limited knowledge of it, is a disturbing scientific examination of the physical transformations of werewolves, conducted through gruesome experiments on live subjects. The book explores themes of obsession with the unnatural, scientific curiosity, and the ethical implications of experimenting on living beings, emphasizing the brutal consequences of such experiments. | common | Lycanthropy, Reman Crex, anatomy, transformation, scientific curiosity, moral implications, live experimentation | lore | factory skyrim-official-20260814-v2.0 | |
| pilgrim's_trench | None | Pilgrim's Trench is a deep underwater ravine located northwest of Winterhold, along the coast. The trench is known for containing four submerged shipwrecks, remnants of vessels that met their untimely end in the treacherous waters of the Sea of Ghosts. It is recommended to bring an underwater breathing potion if you wish to explore the wrecks. | winterholdsailortraveler | Pilgrim's Trench is a deep underwater ravine located northwest of Winterhold, along the coast. You do not know anything else about this area. | commonpaleeastmarch | Winterhold, Sea of Ghosts, shipwrecks, underwater ravine, submerged vessels, underwater breathing, coast | winterhold | factory skyrim-official-20260814-v2.0 | |
| pinefrost_tower | None | Pinefrost Tower is a small, ruined tower located northwest of Dragon Bridge and south of Rimerock Burrow in Haafingar. Perched atop the western mountains of Haafingar, the fallen tower lies a short distance south of Northwatch Keep. | haafingartraveler | Pinefrost Tower is a small, ruined tower located northwest of Dragon Bridge in Haafingar.You do not know anything else about this area. | commonreachhjaalmarch | Dragon Bridge, Northwatch Keep, Rimerock Burrow, Haafingar mountains, ruins, western mountains, fallen tower | haafingar | factory skyrim-official-20260814-v2.0 | |
| pinemoon_cave | None | Pinemoon Cave is a small cave located northwest of Dragon Bridge and east of Volskygge in Haafingar. The cave is inhabited by vampires, making it a dangerous place for anyone who ventures inside. Its secluded location, nestled between Dragon Bridge and Volskygge, adds to the mystery and menace of the cave. Adventurers who explore Pinemoon Cave can expect to face off against the vampire inhabitants and uncover the dark secrets hidden within its depths. | haafingartraveler | Pinemoon Cave is a small cave located northwest of Dragon Bridge in Haafingar. You do not know anything else about this area. | commonreachhjaalmarch | Vampires, Dragon Bridge, Volskygge, Haafingar, Caves, Nordic Ruins | haafingar | factory skyrim-official-20260814-v2.0 | |
| pinepeak_cavern | None | Pinepeak Cavern is a small cave north of Ivarstead, situated on the shore opposite the town across the Treva River. To find it, follow the road north from Ivarstead, cross the river as if heading to the "7,000 Steps," and turn north at the start of the climb. There are rumours that some local hunters have headed to this cave, but have not returned. | rifttraveler | Pinepeak Cavern is a small cave north of Ivarstead.You do not know anything else about this area. | commoneastmarchfalkreath | Ivarstead, Treva River, Seven Thousand Steps, High Hrothgar, hunters, The Rift | rift | factory skyrim-official-20260814-v2.0 | |
| pine_thrush_egg | None | Pine Thrush Eggs can be harvested from birds' nests found in forested regions, especially throughout The Rift. Alchemy effects: Restore Stamina, Fortify Lockpicking, Weakness to Poison, and Resist Shock. | alchemist | Pine Thrush Eggs can be harvested from birds' nests found in forested regions, especially throughout The Rift. You do not know the alchemical effects of this ingredient. However, an alchemist might. | common | The Rift, forests, Restore Stamina, Fortify Lockpicking, Weakness to Poison, Resist Shock, bird nests, alchemy ingredients | items | factory skyrim-official-20260814-v2.0 | |
| pinewatch | None | Pinewatch is a small shack located northeast of Falkreath and west of Helgen in Falkreath Hold. While it appears unassuming from the outside, it conceals a secret underground cave system, known as the Pinewatch Bandit's Sanctuary, making it a hideout for bandits. | falkreathtraveler | Pinewatch is a small shack located northeast of Falkreath and west of Helgen in Falkreath Hold.You do not know anything else about this area. | commonwhiterunriftreach | Falkreath Hold, Falkreath, Helgen, Bandits, Underground cave, Hideout, Secret passage, Wilderness dwelling | falkreath | factory skyrim-official-20260814-v2.0 | |
| planemeld | None | The Planemeld was a significant Daedric invasion of Tamriel that occurred in 2E 582 during the Interregnum. Orchestrated by the Daedric Prince Molag Bal, the invasion aimed to pull Nirn into his realm of Coldharbour using Dark Anchors—massive Daedric machines designed for interplanar manipulation. These Dark Anchors created rifts of darkness across the continent, directly linking Tamriel to Coldharbour. | daedrascholar | The Planemeld was a Daedric invasion of Tamriel in 2E 582, led by Molag Bal during the Interregnum. His goal was to merge Nirn with his realm of Coldharbour using Dark Anchors—massive machines that created rifts of darkness, linking Tamriel directly to Coldharbour. This catastrophic event threatened the continent with destruction and domination by the Daedric Prince. | common | Molag Bal, Coldharbour, Interregnum, Dark Anchors, Daedric invasion, Nirn, Tamriel, 2E 582, Daedric Princes, interplanar manipulation | lore | factory skyrim-official-20260814-v2.0 | |
| pogfish | None | Pogfish are a large long blue fish found in temperate rivers. They can be eaten but they have a rather funny taste, but you cant put your finger on what it tastes funny. | fisher | Pogfish are a large long blue fish. They can be eaten but they have a rather funny taste, but you cant put your finger on what it tastes funny. You do not know much more about the fish, but a fisher would. | common | temperate rivers, blue fish, edible fish, funny taste, cooking ingredient, river fishing, large fish | creatures | factory skyrim-official-20260814-v2.0 | |
| poison_bloom | None | Poison Bloom is picked from the poison bloom plants, it has a purpleish exterior, found exclusively in Darkfall Passage. Alchemy effects: Damage Health (1.5× magnitude), Slow, Fortify Carry Weight, and Fear. | alchemist | Poison Bloom is picked from the poison bloom plants, it has a purpleish exterior, found exclusively in Darkfall Passage. You do not know the alchemical effects of this ingredient. However, an alchemist might. | common | Darkfall Passage, Damage Health, Slow, Fortify Carry Weight, Fear, alchemy, poison, flora | items | factory skyrim-official-20260814-v2.0 | |
| poison_damage | None | These magical effects are offensive Destruction abilities that gradually deplete the target;s health through toxins. This effect is available in pre-crafted poisons, can be brewed into custom potions, and is a favored tool of stealthy adventurers. | mage | This effect poisons enemies, slowly draining their health over time. A mage might know more though. | common | Destruction, toxins, poisons, stealth, health depletion, alchemy | spells | factory skyrim-official-20260814-v2.0 | |
| poison_rune | None | Poison Rune is an Alteration spell that places a magical rune on the ground, which explodes with a burst of toxic gas, dealing poison damage to any enemies who step on it. It requires an Apprentice skill level to cast. | mage | Poison Rune is a spell that places a magical rune on the ground, which detonates with toxic gas, dealing poison damage to any enemies who step on it. You do not know much else about this spell. | common | Alteration, poison damage, Apprentice spells, rune spells, toxic gas, magical traps | spells | factory skyrim-official-20260814-v2.0 | |
| potema | the Wolf Queen, Potema Septim, Wolf Queen of Solitude | Potema Septim, the infamous Wolf Queen of Solitude, was born in 3E 67 to Emperor Pelagius II. Married at fourteen to the elderly Nordic King Mantiarco, she swiftly became the true power in Solitude. After bearing a son, Uriel, she orchestrated a vast conspiracy to place him on the Imperial throne. Following Emperor Antiochus's death in 3E 112, Potema challenged Empress Kintyra II's succession, igniting the devastating War of the Red Diamond. After Uriel III's capture and murder in 3E 127, the aging queen descended into madness, employing daedra and necromancy to wage relentless war against Emperor Cephorus I. Surrounded by undead servants in a kingdom of death, Potema ultimately died in 3E 137 following a month-long siege of her castle. Theologians debate whether her formidable spirit transformed into a daedra, and legends attribute the subsequent madness of her nephew, Pelagius III, to her lingering influence. | scholar | Potema Septim, the Wolf Queen of Solitude, was a ruthless Imperial princess who sparked the War of the Red Diamond to secure the throne for her son, Uriel III. After his death, she turned to necromancy and daedra summoning, terrorizing Skyrim until her death in 3E 137 following a siege on her castle. | common | Solitude, War of the Red Diamond, Septim Dynasty, Necromancy, Daedra, Uriel III, Pelagius II, Pelagius III, Kintyra II, Mantiarco, Cephorus I, Madness | figures | factory skyrim-official-20260814-v2.0 | |
| potema's_catacombs | None | Potema's Catacombs is a series of catacombs designed to house Potema, the Wolf Queen of Solitude. These catacombs are located beneath the Temple of the Divines in Haafingar. To access the catacombs, enter the temple and proceed to the rear. At the end of the pews, you'll find a stairway leading down. | haafingarscholartraveler | Potema's Catacombs is a series of catacombs designed to house Potema, the Wolf Queen of Solitude. You do not know the entrance to the catacombs.You do not know anything else about this area. | commonreachhjaalmarch | Potema, Wolf Queen, Solitude, Temple of the Divines, Haafingar, necromancy, Septim Dynasty, undead | haafingar | factory skyrim-official-20260814-v2.0 | |
| potion_of_blood | None | The Potion of Blood is a unique elixir for vampires, serving as an equivalent to feeding on human blood. It restores health and satisfies a vampire's hunger in Survival Mode. Found in Volkihar Keep, it is thought to be crafted using ancient vampiric alchemy. | vampirevolkihar | You know little about this potion other than its connection to vampires judging by the name. | common | Volkihar Keep, Vampirism, Human blood, Health restoration, Ancient alchemy, Vampire feeding, Survival needs, Volkihar vampires | items | factory skyrim-official-20260814-v2.0 | |
| potion_of_conflict | None | The Potion of Conflict boosts proficiency in light armor and enhances one-handed weapon damage for a short duration. It comes in multiple tiers: potion, draught, philter, elixir, grand elixir, and prime elixir. Rumors suggest it may have something to do with Glover Mallory in Raven Rock, though nothing is confirmed. | thieves_guild | You don't know anything about this, but it sounds like something the Thieves Guild might find useful by the sound of it. | common | Light Armor, One-handed, Thieves Guild, Raven Rock, Solstheim, Dunmer, Alchemy, Elixirs, Combat, Stealth | items | factory skyrim-official-20260814-v2.0 | |
| potion_of_escape | None | The Potion of Escape grants invisibility for a short time and restores health. This potion comes in several tiers: potion, draught, philter, elixir, grand elixir, and prime elixir. Rumors suggest it may have something to do with Glover Mallory in Raven Rock, though nothing is confirmed. | thieves_guild | You don't know anything about this, but it sounds like something the Thieves Guild might find useful by the sound of it. | common | Invisibility, Health, Thieves Guild, Glover Mallory, Raven Rock, Alchemy, Elixirs, Solstheim, Dunmer, Stealth | items | factory skyrim-official-20260814-v2.0 | |
| potion_of_keenshot | None | The Potion of Keenshot increases bow damage and enhances stamina regeneration temporarily. It is available in tiers: potion, draught, philter, elixir, grand elixir, and prime elixir. Rumors suggest it may have something to do with Glover Mallory in Raven Rock, though nothing is confirmed. | thieves_guild | You don't know anything about this, but it sounds like something the Thieves Guild might find useful by the sound of it. | common | bow damage, stamina regeneration, Thieves Guild, Raven Rock, Glover Mallory, archery, potions | items | factory skyrim-official-20260814-v2.0 | |
| potion_of_larceny | None | The Potion of Larceny makes lockpicking and pickpocketing easier for a brief time. It is crafted in tiers ranging from potion to prime elixir, offering increasing effectiveness. Rumors suggest it may have something to do with Glover Mallory in Raven Rock, though nothing is confirmed. | thieves_guild | You don't know anything about this, but it sounds like something the Thieves Guild might find useful by the sound of it. | common | Fortify Lockpicking, Fortify Pickpocket, Thieves Guild, Raven Rock, Solstheim, Dunmer, elixirs, larceny | items | factory skyrim-official-20260814-v2.0 | |
| potion_of_plunder | None | The Potion of Plunder enhances an adventurer's ability to carry more and increases stamina for a limited time. It is available in several tiers: potion, draught, philter, elixir, grand elixir, and prime elixir. Rumors suggest it may have something to do with Glover Mallory in Raven Rock, though nothing is confirmed. | thieves_guild | You don't know anything about this, but it sounds like something the Thieves Guild might find useful by the sound of it. | common | Carry capacity, Stamina, Thieves Guild, Raven Rock, Glover Mallory, Larceny, Elixir | items | factory skyrim-official-20260814-v2.0 | |
| potion_of_waterwalking | None | This legandary potion purportedly allows the user to walk across the surface of water for a short duration. Only a few of these potions exist, hidden deep within Raven Rock Mine. | alchemist | You know nothing about this potion or its origin but an alchemist might know more. | common | Raven Rock Mine, Raven Rock, Waterwalking, Alchemy, Potions, Artifacts | items | factory skyrim-official-20260814-v2.0 | |
| potion_of_well_being | None | The Potion of Well-being is a restorative elixir that balances the restoration of health, magicka, and stamina. It is highly valued by adventurers in Solstheim and comes in various strengths, ranging from modest to extraordinary. These potions are granted by Elynea Mothren. Tiers include: Minor, Well-being, Plentiful, Vigorous, Extreme, and Ultimate. | solstheimelynea_mothrenmilore_ienth | You know nothing about these potions or their origins, but you have heard the name in connection with residence of Solstheim. | common | Solstheim, Elynea Mothren, Milore Ienth, health restoration, magicka restoration, stamina restoration, restorative elixir, adventurers | items | factory skyrim-official-20260814-v2.0 | |
| powdered_mammoth_tusk | None | Powdered Mammoth Tusk is a rare and mysterious substance that appears randomly in Skyrim, with its origins unknown on how to make it. Alchemy effects: Restore Stamina, Fortify Sneak, Weakness to Fire, and Fear. | alchemist | Powdered Mammoth Tusk is a rare and mysterious substance that appears randomly in Skyrim, with its origins unknown on how to make it. You do not know the alchemical effects of this ingredient. However, an alchemist might. | common | Mammoth, Alchemy ingredients, Restore Stamina, Fortify Sneak, Weakness to Fire, Fear, Rare substances, Unknown origins | items | factory skyrim-official-20260814-v2.0 | |
| proudspire_manor | None | Proudspire Manor is a three-story house located in Solitude, and it is the most expensive house available for purchase in Skyrim. The manor offers expansive living space, with elegant furnishings and a prime location within the city, overlooking the surrounding area. | haafingartraveler | Proudspire Manor is a three-story house located in Solitude, and it is the most expensive house available for purchase in Skyrim. You do not know anything else about this area. | commonreachhjaalmarch | Solitude, Haafingar, real estate, wealth, housing, luxury | haafingar | factory skyrim-official-20260814-v2.0 | |
| psijic_order | Order of PSJJJJ, Psijiic Order, The Psijics | The Psijic Order is the oldest monastic group in Tamriel, devoted to the study and practice of Mysticism, which they refer to as the "Old Ways." Founded on the Isle of Artaeum in the Summerset archipelago, the Psijics are highly reclusive and known for their deep understanding of magic, spirituality, and the natural forces that govern change in the world. Their members, primarily Altmer, but also select individuals from other races, are chosen for their magical abilities through a complex ritual. The Order believes in guiding the world through periods of change, considering it the most sacred force, and their counsel has often been sought by rulers, though they avoid direct involvement in politics. | psijic_orderaltmerscholar | The Psijic Order is the oldest monastic group in Tamriel, dedicated to the study of Mysticism, or the "Old Ways." Based on the Isle of Artaeum in the Summerset archipelago, the reclusive Order is renowned for its mastery of magic and spirituality. Comprised mainly of Altmer, with select members from other races, the Psijics guide the world through periods of change, a force they consider sacred, while avoiding direct political involvement. | esoteric | Artaeum, Summerset, Mysticism, Old Ways, Altmer, monastic order, Vanus Galerion, Mages Guild, Ceporah Tower, ancestor worship, sacred change, magical scholarship | lore | factory skyrim-official-20260814-v2.0 | |
| purewater_run | None | Purewater Run is a small cave located south-southeast of Markarth and west of Dushnikh Yal in the Reach. | reachtraveler | Purewater Run is a small cave located south-southeast of Markarth in the Reach. You do not know anything else about this area. | commonfalkreathwhiterunhjaalmarchhaafingar | Markarth, Dushnikh Yal, The Reach, cave, Orc stronghold, wilderness | reach | factory skyrim-official-20260814-v2.0 | |
| purple_butterfly_wing | None | Purple Butterfly Wing can be harvested by catching Purple Butterflies. Alchemy effects: Regenerate Health, Regenerate Magicka, Regenerate Stamina, and Paralysis. | alchemist | Purple Butterfly Wing can be harvested by catching Purple Butterflies. You do not know the alchemical effects of this ingredient. However, an alchemist might. | Everyone | items | custom | ||
| purple_mountain_flower | None | Purple Mountain Flower is harvested from the purple-flowered variety of mountain flower, commonly found in Skyrim's mountainous regions. Alchemy effects: Restore Stamina, Fortify Sneak, Lingering Damage Magicka, and Resist Frost. | alchemist | Purple Mountain Flower is harvested from the purple-flowered variety of mountain flower, commonly found in Skyrim's mountainous regions. You do not know the alchemical effects of this ingredient. However, an alchemist might. | Everyone | items | custom | ||
| puzzling_pillar_ruins | None | On the rough path leading toward Sleeping Tree Camp is a group of standing stones and three Nordic Puzzle Pillars. Next to the puzzle is a closed grate on top of a caved-in ruin. No one knows what lies within | whiteruntraveler | On the rough path leading toward Sleeping Tree Camp is a group of standing stones and three Nordic Puzzle Pillars. No one knows what lies within You do not know anything else about this area. | commonfalkreatheastmarchreachpalehjaalmarch | Sleeping Tree Camp, Nordic ruins, puzzle pillars, standing stones, Whiterun Hold, underground chambers, ancient traps | whiterun | factory skyrim-official-20260814-v2.0 | |
| pygmy_sunfish | None | Pygmy Sunfish are rare small black and blue fish found near Heartwood Mill, west of Riften. It is rumored it can only be caught with an alikri fishing rod while wearing a Lucky Fishing Hat. When used as an ingredient for potion making, they offer effects such as Restore Stamina, Lingering Damage Magicka, Damage Magicka Regen and Fortify Restoration. | fisher | Pygmy Sunfish are rare small black and blue fish found You do not know much more about the fish, but a fisher would. | common | Heartwood Mill, Riften, alikri fishing rod, Lucky Fishing Hat, Restore Stamina, Lingering Damage Magicka, Damage Magicka Regen, Fortify Restoration, alchemy ingredient | creatures | factory skyrim-official-20260814-v2.0 | |
| quicksilver_mine | None | Quicksilver Mine is a small but significant quicksilver mine located in the western part of Dawnstar. Owned by Leigelf, the mine is an essential part of the town's economy, providing valuable quicksilver ore and employment for its residents. Among the miners working in Quicksilver Mine are Orgny, Edith, and Lond. | paletraveler | Quicksilver Mine is a small but quicksilver mine located in Dawnstar. You do not know who runs the mine.You do not know anything else about this area. | commoneastmarchwinterholdwhiterunhjaalmarch | Dawnstar, quicksilver ore, mining, Leigelf, Orgny, Edith, Lond, The Pale, economy | pale | factory skyrim-official-20260814-v2.0 | |
| rabbit | None | Rabbits are small, non-hostile animals that quickly flee when approached. They are often hunted by larger predators like foxes. Due to their small size and speed, they can be difficult to catch. They can be harvested for their legs which taste good. | hunter | Rabbits are small, harmless animals found throughout Skyrim's wilderness. | common | Hunting, Wildlife, Prey, Rabbit leg, Cooking, Food, Hunter, Predators, Foxes, Wilderness | creatures | factory skyrim-official-20260814-v2.0 | |
| racial_phylogeny | Racial Phylogeny and Biology, Racial Phylogeny and Biology Seventh Edition | Racial Phylogeny and Biology, Seventh Edition, written by the Council of Healers, Imperial University, explores the biological and reproductive characteristics of the various races of Tamriel, with an emphasis on their interbreeding capabilities. The book examines the similarities and differences between elves, humans, Argonians, Khajiit, orcs, and other creatures, addressing issues such as the ability to produce fertile offspring and the unique physical traits that distinguish each race. The text delves into the complexities of inter-racial unions, including the unclear fertility between humans, elves, Argonians, Khajiit, and more exotic species like daedra. It also touches upon the reproductive biology of more obscure beings such as orcs, goblins, and sload, acknowledging the limitations of current scientific understanding, especially when cultural taboos prevent proper study. The book is a detailed exploration of the racial diversity in Tamriel, highlighting themes of biology, heredity, and the potential impacts of magic and environmental factors on racial traits. The discussion also reflects the challenges and ethical dilemmas faced by healers and scholars when studying such taboo subjects. This edition is the seventh, indicating ongoing revisions and updates as new information becomes available, although the authors emphasize the need for more empirical data to fully understand the complexities of inter-species biology and reproduction. | scholar | Racial Phylogeny and Biology, Seventh Edition, you do not know the author of the book and have limited knowledge of it, explores the biological and reproductive characteristics of various races in Tamriel, including their interbreeding capabilities. The book delves into themes of racial diversity, heredity, and the ethical dilemmas faced in studying inter-species biology, while addressing the limitations and complexities of scientific understanding in the field. | common | Council of Healers, Imperial University, interbreeding, heredity, Argonians, Khajiit, Orcs, Daedra, Sload, Goblins, racial traits, taboos | lore | factory skyrim-official-20260814-v2.0 | |
| radiant_raiment | None | Radiant Raiment is a clothing store in Solitude, run by Taarie and her sister Endarie, both High Elves who are skilled tailors. The store is located near the entrance of Solitude, on the right as you enter through the main gate. Radiant Raiment offers a variety of high-quality clothing and accessories, catering to those with refined tastes. Taarie and Endarie are known for their expertise in tailoring, and their shop is a popular destination for those seeking stylish and elegant outfits in Solitude. | haafingartraveler | Radiant Raiment is a clothing store in Solitude. You do not know who runs the store.You do not know anything else about this area. | commonreachhjaalmarch | Solitude, Altmer, Taarie, Endarie, tailoring, clothing, commerce | haafingar | factory skyrim-official-20260814-v2.0 | |
| ragnar_the_red | None | Verses for Ragnar the Red song: There once was a hero named Ragnar the Red, who came riding to Whiterun from ole Rorikstead! And the braggart did swagger and brandish his blade, as he told of bold battles and gold he had made! But then he went quiet, did Ragnar the Red, when he met the shieldmaiden Matilda who said... Oh, you talk and you lie and you drink all our mead! Now I think it's high time that you lie down and bleed! And so then came the clashing and slashing of steel, as the brave lass Matilda charged in full of zeal! And the braggart named Ragnar was boastful no moooooree... when his ugly red head rolled around on the floor! | bardscholar | The song tells the story of Ragnar the Red, a boastful hero who brags about his battles and wealth, only to be confronted and defeated by the shieldmaiden Matilda, who silences him with a swift and fatal blow. You don't know the lyrics by heart. | common | Whiterun, Rorikstead, Matilda, Shieldmaiden, Songs, Bards, Nordic culture, Mead, Beheading | lore | factory skyrim-official-20260814-v2.0 | |
| ragnvald | None | Ragnvald is a medium-sized Nordic ruin located north of Markarth and south-southwest of Bthardamz in the Reach. The ruin is inhabited by draugr and houses the dragon priest Otar the Mad, who lays to rest here. | reachtraveler | Ragnvald is a medium-sized Nordic ruin located north of Markarth in the Reach. You do not know anything else about this area. | commonfalkreathwhiterunhjaalmarchhaafingar | Nordic ruin, Draugr, Dragon Priest, Otar the Mad, Markarth, Bthardamz, The Reach | reach | factory skyrim-official-20260814-v2.0 | |
| rahgot | None | Rahgot, an ancient Dragon Priest of Skyrim, led the last remnants of the Dragon Cult from the monastery of Forelhost until 1E 140. After the defeat of Alduin, Rahgot and his followers went into hiding, believing Alduin would eventually return. When King Harald's soldiers discovered his stronghold, Rahgot orchestrated a mass suicide among his cultists to deter the soldiers from uncovering his survival. Rahgot was later encased in a sarcophagus within the monastery, with his followers' sacrifice keeping the magic barrier intact. | scholardragon | Rahgot must of been one of those Dragon Priests buried around Skyrim. You really don't know much more apart from that. | common | Dragon Cult, Forelhost, Alduin, King Harald, mass suicide, 1E 140, magic barrier, sarcophagus, monastery | figures | factory skyrim-official-20260814-v2.0 | |
| raise_zombie | None | Raise Zombie is a Conjuration spell that reanimates a weak dead body to fight for the caster for a limited time. It requires a Novice skill level to cast. | mage | Raise Zombie is a spell that brings a dead body back to life, reanimating it to fight for the caster for a short time. You do not know much else about this spell. | common | Conjuration, Novice skill level, reanimation, undead, necromancy, corpse | spells | factory skyrim-official-20260814-v2.0 | |
| raldbthar | None | Raldbthar is a medium-sized Dwarven ruin located west-southwest of Windhelm in The Pale. The ruin is filled with ancient Dwemer machinery, traps, and automatons, making it a challenging destination for adventurers. Bandits have taken refugee in the area. | paledwemertraveler | Raldbthar is a medium-sized Dwarven ruin located west-southwest of Windhelm in The Pale. You do not know anything else about this area. | commoneastmarchwinterholdwhiterunhjaalmarch | Dwemer, Dwarven ruins, Dwemer machinery, Dwemer automatons, bandits, Windhelm, The Pale, traps | pale | factory skyrim-official-20260814-v2.0 | |
| rally | None | These magical effects are utility-focused Illusion spells that bolster the morale and combat abilities of allies within range, increasing their health and stamina. This effect is available as a spell and can also be found on enchanted items, making it a key spell for inspiring groups during battle. | mage | This magic inspires your allies, giving them more energy and strength to fight. A mage might know more though. | common | Illusion, morale, health, stamina, enchanting, allies, support magic | spells | factory skyrim-official-20260814-v2.0 | |
| ramshackle_trading_post | None | The Ramshackle Trading Post is an old, weathered shack located south of Kagrumez and west-northwest of Ashfallow Citadel on Solstheim. Despite its dilapidated appearance, the trading post serves as an unconventional merchant spot, operated by Falas Selvayn, a Dark Elf trader with an unusual schedule. Falas can be found at the trading post only between the hours of midnight and 5 a.m., offering goods to adventurers who stumble upon this remote location during the night. | solstheimtraveler | You do not know anything about this area. | common | Kagrumez, Ashfallow Citadel, Solstheim, Dunmer, merchants, nighttime schedule, remote trading, ruins | solstheim | factory skyrim-official-20260814-v2.0 | |
| rannveig's_fast | None | Rannveig's Fast is a small Nordic ruin located east-northeast of Rorikstead and south of Cold Rock Pass in Whiterun Hold. The ruin is shrouded in mystery. | hjaalmarchtraveler | Rannveig's Fast is a small Nordic ruin located east-northeast of Rorikstead in Whiterun Hold. You do not know anything else about this area. | commonwhiterunpalehaafingar | Nordic ruin, Whiterun Hold, Rorikstead, Cold Rock Pass, Hjaalmarch, mystery | hjaalmarch | factory skyrim-official-20260814-v2.0 | |
| rattles | None | Rattles is a mild disease that affects a victim's willpower and dexterity, causing muscle spasms, listlessness, and poor stamina. It can be contracted from nix-hounds, zombies, and chaurus. As the disease progresses, it hinders stamina recovery, eventually causing the victim to lose the ability to recover stamina entirely if untreated. | alchemisthealer | Rattles is a mild disease that affects a victim's willpower and dexterity, causing muscle spasms, listlessness, and poor stamina. It can be contracted from nix-hounds, zombies, and chaurus. You do not know much else about this disease, but an alchemist would. | common | Disease, Nix-hounds, Zombies, Chaurus, Stamina, Willpower, Dexterity, Muscle spasms, Listlessness | spells | factory skyrim-official-20260814-v2.0 | |
| ravage_health | None | These magical effects are offensive Destruction abilities that permanently reduce the target;s maximum health, weakening their overall endurance. This effect can only be brewed into custom potions, making it a specialized choice for skilled alchemists. Generally combining at least two of the following ingredients, provided they share this effect, will create a potion with the Ravage Health effect: Cyrodilic Spadetail, Giant Lichen, Jazbay Grapes, Sabre Cat Eye, Scathecraw, Silverside Perch, Skeever Tail | alchemistmage | This effect permanently lowers an enemy's health, making them weaker overall. An alchemist or mage might know more though. | common | Destruction, Alchemy, Cyrodilic Spadetail, Giant Lichen, Jazbay Grapes, Sabre Cat Eye, Scathecraw, Silverside Perch, Skeever Tail, endurance | spells | factory skyrim-official-20260814-v2.0 | |
| ravage_magicka | None | These magical effects are offensive Destruction abilities that permanently reduce the target;s maximum magicka, crippling their ability to cast higher-level spells. This effect can only be brewed into custom potions, making it a tactical tool against mages. Generally combining at least two of the following ingredients, provided they share this effect, will create a potion with the Ravage Magicka effect: Alocasia Fruit, Frost Mirriam, Grass Pod, Lavender, Orange Dartwing, Red Mountain Flower, Scathecraw, Spawn Ash, White Cap | alchemistmage | This magic reduces how much magicka an enemy can have, making it harder for them to cast spells. An alchemist or mage might know more though. | common | Destruction, alchemy, magicka reduction, anti-mage tactics, Alocasia Fruit, Frost Mirriam, Grass Pod, Lavender, Orange Dartwing, Red Mountain Flower, Scathecraw, Spawn Ash | spells | factory skyrim-official-20260814-v2.0 | |
| ravage_stamina | None | These magical effects are offensive Destruction abilities that permanently reduce the target;s maximum stamina, hindering their ability to perform physical actions. This effect can only be brewed into custom potions, providing a significant advantage in prolonged physical combat. Generally combining at least two of the following ingredients, provided they share this effect, will create a potion with the Ravage Stamina effect: Bee, Berit;s Ashes, Bone Meal, Bungler;s Bane, Deathbell, Honeycomb, Scathecraw, Spawn Ash, Thistle Branch | alchemistmage | This effect lowers an enemy's stamina permanently, making them less effective in combat. An alchemist or mage might know more though. | common | Destruction, alchemy, stamina, Bee, Berit's Ashes, Bone Meal, Deathbell, Honeycomb, Scathecraw, Spawn Ash, Thistle Branch, physical combat | spells | factory skyrim-official-20260814-v2.0 | |
| raven_rock | None | Raven Rock is a city located on the southwest coast of Solstheim, serving as the first settlement encountered in the Dragonborn expansion. Once a thriving East Empire Company mining outpost, it has since become a House Redoran colony. The depletion of its ebony mine has left Raven Rock a shadow of its former prosperity, now a largely forgotten settlement struggling to endure amidst the ash-laden environment caused by the nearby Red Mountain. The city features a single thoroughfare running from the entrance through the Bulwark in the east to the Earth Stone in the west, following the curve of a small adjacent bay. The Bulwark, a sturdy defensive wall, houses both the city’s jail and the Redoran guards' garrison, providing protection against the encroaching ash. A curved wooden boardwalk lines the bay, complete with a short pier and a longer pier to the east, where the Northern Maiden is docked, offering transport between Solstheim and Windhelm in Skyrim. Raven Rock's central marketplace, located near the city's well north of the bay, is home to its shops and services. The Temple of Raven Rock is situated near the Bulwark to the east, providing spiritual guidance to the community. Scattered throughout the city are various crafting stations, including smelters, tanning racks, a forge, an alchemy lab, and more, located near key sites such as Alor House, Glover Mallory's House, Ienth Farm, and Raven Rock Mine. | solstheimnoblescholartravelereast_empire_companyhouse_redoran | Raven Rock is a city located on the southwest coast of Solstheim, serving as the first settlement encountered in the Dragonborn expansion. Once a thriving East Empire Company mining outpost, it has since become a House Redoran colony. You do not know anything else about this area. | common | Solstheim, House Redoran, East Empire Company, Red Mountain, ebony mine, The Bulwark, Earth Stone, Northern Maiden, Windhelm, Morrowind, mining, colony | solstheim | factory skyrim-official-20260814-v2.0 | |
| raven_rock_mine | None | Raven Rock Mine is a small ebony mine located in the northern part of Raven Rock on Solstheim. Once the lifeblood of the settlement during its prosperous days, the mine was thought to be depleted but was later revealed to contain untapped deposits of ebony. However, the mine also harbors dark secrets. The mine is initially overrun with dangers, including draugr, frostbite spiders, and skeevers, all of which make exploration perilous. There are rumors that a Dragon Priest was laid to rest here. | solstheimtraveler | You do not know anything about this area. | common | Raven Rock, Solstheim, ebony, mining, draugr, Dragon Priest, frostbite spiders, skeevers, settlement economy | solstheim | factory skyrim-official-20260814-v2.0 | |
| ravenscar_hollow | None | Ravenscar Hollow is a small cave located west of the Thalmor Embassy and due east of the Steed Stone in Haafingar. The cave is inhabited by hagravens, making it a perilous location for those who dare to venture inside. To find the cave, head east along the road that passes Wolfskull Cave, continuing downhill past a switchback. Along the way, you’ll notice two cairns on the left, marking the beginning of a path that winds downhill, passing several more cairns and leading you to the cave’s entrance along the shore. The eerie atmosphere of the cave and its hagraven occupants make it a notable site for adventurers in the region. | haafingartravelerthalmor | Ravenscar Hollow is a small cave located west of the Thalmor Embassy in Haafingar. You do not know anything else about this area. | commonreachhjaalmarch | Thalmor Embassy, The Steed Stone, Wolfskull Cave, Hagraven, Haafingar, Thalmor, cave, shore, cairns, witchcraft | haafingar | factory skyrim-official-20260814-v2.0 | |
| reach | None | The Reach is a mountainous hold in western Skyrim, with its capital, Markarth, nestled in the southwestern corner of the region. It is aligned with the Imperial Legion. The hold is dominated by the rugged Druadach Mountains, while its eastern edge, stretching from Broken Tower Redoubt to Fort Sungard, is characterized by hilly terrain. The Karth River originates in the southern mountains, carving the dramatic Karth River Canyon as it flows through the hold. Markarth, a former Dwemer city, rises from the living rock of the Druadach Mountains, reflecting the ancient ingenuity of its creators. The Reach is also home to smaller settlements such as Karthwasten and Old Hroldan, as well as the Orc stronghold Dushnikh Yal in the southern steppes. The region is populated by the native Reachmen, who form the majority in many settlements, and the Forsworn, a militant faction that fiercely guards their independence, attacking outsiders on sight. Flora in the Reach includes juniper berry bushes, hanging moss, mora tapinella, and scattered mountain flowers, with greater concentrations in the northeast. Its fauna is equally rugged, with bears, sabre cats, and other predators roaming its hills and valleys. | reachnoblescholartravelerimperial_legionforsworn | The Reach is a mountainous hold in western Skyrim, with its capital, Markarth, nestled in the southwestern corner of the region. It is aligned with the Imperial Legion. The hold is dominated by the rugged Druadach Mountains. Markarth, a former Dwemer city, rises from the living rock of the Druadach Mountains, reflecting the ancient ingenuity of its creators. The Reach is also home to smaller settlements such as Karthwasten and Old Hroldan, as well as the The region is populated by the native Reachmen, who form the majority in many settlements, and the Forsworn, a militant faction that fiercely guards their independence, attacking outsiders on sight. | common | Markarth, Druadach Mountains, Imperial Legion, Forsworn, Reachmen, Dwemer, Karthwasten, Old Hroldan, Dushnikh Yal, Karth River, juniper berries, sabre cats | reach | factory skyrim-official-20260814-v2.0 | |
| reachcliff_cave | None | Reachcliff Cave is a small cave located east-southeast of Markarth and northeast of Dushnikh Yal in the Reach. The cave's entrance is accessed via a path branching south from the main road leading west to Markarth. It holds a shrine to Namira, the Daedric Prince of Hunger and the Mistress of Decay. | reachtraveler | Reachcliff Cave is a small cave located east-southeast of Markarth in the Reach. You do not know anything else about this area. | commonfalkreathwhiterunhjaalmarchhaafingar | Markarth, Dushnikh Yal, Namira, Daedric Prince, Hunger, Decay, Shrine, The Reach | reach | factory skyrim-official-20260814-v2.0 | |
| reach_imperial_camp | None | The Reach Imperial Camp is an Imperial military encampment located south of Bthardamz and west of Karthwasten in the Reach. Commanded by Legate Emmanuel Admand, the camp serves as a strategic base for the Imperial Legion's operations in the region during Skyrim's civil war. | reachimperial_legiontraveler | The Reach Imperial Camp is an Imperial military encampment located west of Karthwasten in the Reach. You do not know anything else about this area. | commonfalkreathwhiterunhjaalmarchhaafingar | Imperial Legion, Legate Emmanuel Admand, Karthwasten, Bthardamz, The Reach, Civil War, Military Encampment | reach | factory skyrim-official-20260814-v2.0 | |
| reach_stormcloak_camp | None | The Reach Stormcloak Camp is a military encampment located west of Liar's Retreat and northeast of Karthwasten in the Reach. It serves as a base for the Stormcloak forces during Skyrim's civil war and is commanded by Kottir Red-Shoal. | reachstormcloakstraveler | The Reach Stormcloak Camp is a military encampment located northeast of Karthwasten in the Reach. You do not know anything else about this area. | commonfalkreathwhiterunhjaalmarchhaafingar | Stormcloaks, The Reach, Karthwasten, Liar's Retreat, Kottir Red-Shoal, civil war, military encampment | reach | factory skyrim-official-20260814-v2.0 | |
| reachwater_rock | None | Reachwater Rock is a small cave located east-southeast of Markarth and south of Karthspire in the Reach. The cave is inhabited by draugr. To reach the cave, take the road southeast toward Falkreath and look for a path on the right just before crossing the final bridge near the turnoff for Karthspire Camp. It is rumored that a powerful Breton Conjurer, though you do not know who, is buried here. | reachtraveler | Reachwater Rock is a small cave located east-southeast of Markarth in the Reach. You do not know anything else about this area. | commonfalkreathwhiterunhjaalmarchhaafingar | The Reach, Markarth, Karthspire, Karthspire Camp, Falkreath, Draugr, Breton, Conjuration, caves, burial | reach | factory skyrim-official-20260814-v2.0 | |
| reachwind_eyrie | None | Reachwind Eyrie is a small Dwarven tower located east-southeast of Markarth, perched atop a large cliff overlooking the Karth River. It is surrounded by some of Skyrim's greener lands, providing a stunning view of the valley below. Despite standing for thousands of years, the tower is remarkably well-preserved. | reachtraveler | Reachwind Eyrie is a small Dwarven tower located east-southeast of Markarth, perched atop a large cliff overlooking the Karth River. You do not know anything else about this area. | commonfalkreathwhiterunhjaalmarchhaafingar | Dwemer, Markarth, Karth River, The Reach, Dwemer ruins, Dwarven architecture | reach | factory skyrim-official-20260814-v2.0 | |
| reanimate | None | These magical effects are offensive Conjuration spells that bring a corpse back to life as a temporary thrall to serve the caster. This effect is available as a spell and can also be found on enchanted gear, reflecting the darker aspects of Conjuration magic. | mage | This magic brings a dead body back to life to fight for you, but only for a little while. A mage might know more though. | common | Conjuration, necromancy, thralls, corpses, undead, offensive magic, enchanted gear, dark magic | spells | factory skyrim-official-20260814-v2.0 | |
| reanimate_corpse | None | Reanimate Corpse is a Conjuration spell that raises a more powerful dead body to fight for the caster for a limited time. It requires an Apprentice skill level to cast. | mage | Reanimate Corpse is a spell that raises a more powerful dead body, reanimating it to fight for the caster for a short time. You do not know much else about this spell. | common | Conjuration, undead, necromancy, Apprentice, reanimation, corpses, combat allies, spell duration | spells | factory skyrim-official-20260814-v2.0 | |
| rebel's_cairn | None | Rebel's Cairn is a small cave located northwest of Rorikstead and southeast of Sundered Towers in the Reach. Rebel's Cairn is tied to the legend of Red Eagle, a hero of the Reach, and serves as the final resting place for the Forsworn's most revered weapon, Red Eagles Bane. | reachscholartravelerforsworn | Rebel's Cairn is a small cave located northwest in the Reach. You do not know anything else about this area. | commonfalkreathwhiterunhjaalmarchhaafingar | cave, the Reach, Red Eagle, Forsworn, Red Eagle's Bane, Sundered Towers, Rorikstead, Reachmen | reach | factory skyrim-official-20260814-v2.0 | |
| redbelly_mine | None | Redbelly Mine is a small ebony mine located in the village of Shor's Stone in the Rift. The mine, which serves as the lifeblood of the settlement, initially becomes infested with frostbite spiders. It consists of a single zone and is a valuable resource for ebony ore. The mine gets its name from the eerie red mist that flows through it, with a sulfurous smell reminiscent of the volcanic tundra. | rifttraveler | Redbelly Mine is a small ebony mine located in the village of Shor's Stone in the Rift.You do not know anything else about this area. | commoneastmarchfalkreath | Shor's Stone, Rift, ebony ore, frostbite spiders, red mist, mines, volcanic tundra, sulfur | rift | factory skyrim-official-20260814-v2.0 | |
| red_eagle_redoubt | None | Red Eagle Redoubt is a small cave and two exterior camps located east of Markarth and southwest of Sundered Towers in the Reach. The site is occupied by Forsworn. It is tied to the legend of Red Eagle, a hero of the Reach. | reachscholartravelerforsworn | Red Eagle Redoubt is a small cave located east of Markarth in the Reach. You do not know anything else about this area. | commonfalkreathwhiterunhjaalmarchhaafingar | Forsworn, Red Eagle, Markarth, Sundered Towers, The Reach, Reachmen, Legend of Red Eagle, Ancient Tomb | reach | factory skyrim-official-20260814-v2.0 | |
| redguard | None | Redguards are a human race native to Hammerfell, with ancestral ties to the lost continent of Yokuda. They are renowned across Tamriel for their martial prowess, tactical brilliance, and adaptability in combat. Their homeland, once called the Deathlands due to its harsh, arid climate and dangerous creatures, has shaped Redguard culture into one that values strength, endurance, and survival. Hammerfell’s desert terrain is reflected in the Redguards’ resilience, including their natural resistance to poison and their impressive agility and strength. Many Redguards can be found traveling as adventurers, sailors, and mercenaries throughout Tamriel. Physically, Redguards are distinguished by their tall, muscular builds, and skin tones that range from light brown to nearly black, often with a red tint. They typically have curly or wavy hair and are known for their love of tattoos and body piercings. Redguard society is deeply rooted in their martial traditions, particularly the legendary Sword-Singers, warriors capable of creating magical blades with their mastery of swordsmanship. This warrior culture, combined with a love for exploration and the sea, defines much of the Redguard identity. | redguardscholar | Redguards, a human race from Hammerfell with ancestral ties to Yokuda, are renowned for their martial skill, tactical brilliance, and adaptability in combat. Shaped by their arid, harsh homeland, they possess natural resilience, including resistance to poison, and are known for their agility and strength. Physically, they are tall and muscular, with skin tones ranging from light brown to nearly black, often with tattoos and piercings. Rooted in a warrior culture, they revere the legendary Sword-Singers and are widely recognized as adventurers, sailors, and mercenaries across Tamriel. | common | Hammerfell, Yokuda, Tamriel, Sword-Singers, martial prowess, poison resistance, desert survival, sailors, mercenaries, adventurers | lore | factory skyrim-official-20260814-v2.0 | |
| redguard_pantheon | Yokudan pantheon | The Redguard pantheon centers on Satakal the Worldskin, a cyclic fusion of Anu and Padomay who destroys one world to begin the next. Survival of this cosmic hunger defines the mythology; Ruptga, Tall Papa, was the first spirit to discover the Walkabout, a process of persisting beyond one lifetime, and set the stars to guide lesser spirits. Tu'whacca, god of souls, tends the Far Shores where the worthy reach the afterlife. Sep, the Snake, is Tall Papa's helper created from dead skin of past worlds; driven mad by Satakal's hunger, he convinced spirits to build an easier alternative—the mortal world—trapping them as mortals. Other deities include Morwha, the four-armed fertility goddess; Tava, the bird spirit who guided Yokudans to Herne; and Onsi, the warrior god who taught men to forge swords. Worship of these gods persists in Hammerfell, particularly among Alik'r nomads and sailors. | redguardpriestscholar | The Redguard pantheon venerates deities born from Satakal the Worldskin, a cyclic god who destroys one world to begin the next. Ruptga, called Tall Papa, is chief deity who teaches spirits the Walkabout to survive Satakal's hunger. Tu'whacca guards the Far Shores afterlife, while Sep the Snake created the mortal world, trapping spirits as mortals. Morwha, Tava, and Onsi are also widely revered in Hammerfell. | common | Satakal, Ruptga, Tu'whacca, Sep, Morwha, Tava, Onsi, Far Shores, Walkabout, Hammerfell, Alik'r, Yokudan | lore | factory skyrim-official-20260814-v2.0 | |
| red_kelp_gas_bladder | None | Red Kelp Gas Bladder, a red gas bladder originating from the Shivering Isles, is an ingredient that can be purchased from Khajiit caravans. Alchemy effects: Fortify Magicka, Cure Disease, Waterbreathing, and Regenerate Stamina. | alchemist | Red Kelp Gas Bladder, a red gas bladder 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 | ||
| red_mountain | Vvardenfell Volcano | Red Mountain, known as Sahqo-Strunmah in Dragon Language and Vvardenfell in Dwemer, is a colossal volcano located on the island of Vvardenfell in Morrowind. It stands as the highest peak in Tamriel, although its height has been permanently reduced due to catastrophic eruptions throughout history. The most significant of these occurred during the Sun's Death in 1E 668, the Days of Fire in 2E 882, and the Red Year in 4E 5, the latter causing widespread devastation and a mass exodus of the local population. The volcano is considered one of the most dangerous regions in Vvardenfell, with its ash storms and treacherous terrain. The Dwemer established settlements around Red Mountain during the Merethic Era, and the location was the site of the pivotal Battle of Red Mountain in the First Era, which resulted in the mysterious disappearance of the Dwemer and the rise of the Tribunal. In later centuries, the volcano became associated with Dagoth Ur, a being who emerged from within it and challenged the Tribunal's power. To contain the Ash Blight emanating from the mountain, the Tribunal constructed the Ghostfence, restricting access to the area. Following the defeat of Dagoth Ur by the Nerevarine in 3E 427, the stability of the mountain was further compromised, leading to the catastrophic Red Year eruption in 4E 5. Despite its perilous nature, the region is home to unique flora and fauna adapted to the harsh volcanic environment, including ash hoppers and scathecraw, and remnants of ancient Dwemer citadels hidden within its slopes. | scholardunmersailortraveler | Red Mountain, located on Vvardenfell in Morrowind, is a massive volcano that has experienced several catastrophic eruptions, including the Sun's Death, the Days of Fire, and the Red Year, the last of which caused widespread devastation. Historically significant, it was the site of the Battle of Red Mountain, where the Dwemer mysteriously disappeared, and later became associated with Dagoth Ur, who challenged the Tribunal's power. The Tribunal constructed the Ghostfence to contain the Ash Blight emanating from the mountain, and after the defeat of Dagoth Ur, the region remained perilous due to ongoing volcanic instability. Despite its dangers, Red Mountain is home to unique life forms and ancient Dwemer ruins. | common | Vvardenfell, Morrowind, Dwemer, Battle of Red Mountain, Dagoth Ur, Tribunal, Ghostfence, Ash Blight, The Red Year, Nerevarine, Dragon Language, Sun's Death | locationother | factory skyrim-official-20260814-v2.0 | |
| red_mountain_flower | None | Red Mountain Flower is harvested from the red-flowered variety of mountain flower, commonly found throughout Skyrim. Alchemy effects: Restore Magicka, Ravage Magicka, Fortify Magicka, and Damage Health. | alchemist | Red Mountain Flower is harvested from the red-flowered variety of mountain flower, commonly found throughout Skyrim. You do not know the alchemical effects of this ingredient. However, an alchemist might. | Everyone | items | custom | ||
| redorans_retreat | None | Redoran's Retreat is a small, concealed cave located west-northwest of Whiterun and south of Dustman’s Cairn, nestled within the open plains of Whiterun Hold. Hidden at the end of a winding path behind a rocky outcrop, the entrance is easily overlooked, blending seamlessly into the rugged landscape. The cave serves as a hideout for a group of bandits, who have taken up residence. | whiteruntravelerhouse_redoran | Redoran's Retreat is a small, concealed cave located west-northwest of Whiterun.You do not know anything else about this area. | commonfalkreatheastmarchreachpalehjaalmarch | Whiterun Hold, Dustman's Cairn, Bandits, Hidden Cave, House Redoran, Bandit Hideout, Whiterun Plains | whiterun | factory skyrim-official-20260814-v2.0 | |
| red_road_pass | None | Red Road Pass is a giant camp located south-southwest of Dawnstar and north of the Hall of the Vigilant in The Pale. The camp is inhabited by giants and features the typical elements of a giant encampment, such as mammoth bones and a cooking fire. | paletraveler | Red Road Pass is a giant camp located south-southwest of Dawnstar and north of the Hall of the Vigilant in The Pale. You do not know anything else about this area. | commoneastmarchwinterholdwhiterunhjaalmarch | Giants, Dawnstar, The Pale, Hall of the Vigilant, Mammoths, Giant encampments, Vigilants of Stendarr | pale | factory skyrim-official-20260814-v2.0 | |
| redwater_den | None | Redwater Den is a dilapidated shack located northwest of Riften and west of Autumnshade Clearing in the Rift. While it initially appears to be a simple drug den supplying Redwater skooma, which you heard has a unique taste compared to regular Skooma. | rifttraveler | Redwater Den is a dilapidated shack located northwest of Riften.You do not know anything else about this area. | commoneastmarchfalkreath | Riften, The Rift, Redwater Skooma, Skooma, Autumnshade Clearing, Drug den | rift | factory skyrim-official-20260814-v2.0 | |
| redwater_skooma | None | Redwater Skooma is a secret creation of the vampires, blending skooma with the blood of the Bloodspring. It is known to produce a strong euphoria and a drug-like trance. | dealervampire | You have heard of Redwater Skooma as a rare and dangerous substance but know no details about its creation. | common | Skooma, Vampires, Bloodspring, Euphoria, Drug trance, Blood | items | factory skyrim-official-20260814-v2.0 | |
| redwort_flower | None | Redwort Flower, originating from Cyrodiil, is an ingredient that can be purchased from Khajiit caravans. Alchemy effects: Weakness to Magic, Fortify Sneak, Lingering Damage Health, and Cure Poison. | alchemist | Redwort Flower, 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. | Everyone | items | custom | ||
| refugees'_rest | None | Refugees' Rest is a small, ruined tower located east of Windhelm and northeast of the Sacellum of Boethiah in Eastmarch. It lies along the road to the Morrowind border, past Brandy-Mug Farm, Hlaalu Farm, and Hollyfrost Farm, and serves as the last structure before the border is reached. The tower was once a vital gathering place for refugees fleeing Morrowind after the Red Year, offering shelter and hope to the displaced. Over time, neglect and abandonment have caused the structure to deteriorate, with its foundation collapsing and the tower sinking into the ground. | eastmarchtraveler | Refugees' Rest is a small, ruined tower located east of Windhelm in Eastmarch.You do not know anything else about this area. | commonpaleriftwinterholdwhiterun | Windhelm, Morrowind, The Red Year, Sacellum of Boethiah, Brandy-Mug Farm, Hlaalu Farm, Hollyfrost Farm, Eastmarch, Dunmer refugees, Boethiah | eastmarch | factory skyrim-official-20260814-v2.0 | |
| regenerate_health | None | These magical effects are restorative Restoration abilities that gradually restore health over time. This effect is available as a spell, in pre-crafted potions, brewed into custom potions, and can also be applied to enchanted items, making it a versatile choice for both mages and adventurers. Generally combining at least two of the following ingredients, provided they share this effect, will create a potion with the Regenerate Health effect: Garlic, Juniper Berries, Luna Moth Wing, Namira's Rot | alchemistmagehealer | This magic slowly restores your health over time, helping you recover from injuries. An alchemist or mage might know more though. | common | Restoration, potions, alchemy, enchanting, Garlic, Juniper Berries, Luna Moth Wing, Namira's Rot, healing magic | spells | factory skyrim-official-20260814-v2.0 | |
| regenerate_magicka | None | These magical effects are restorative Restoration abilities that gradually replenish the caster;s magicka reserves. This effect is available in pre-crafted potions, can be brewed into custom potions, and can also be applied to enchanted items, making it vital for sustained spellcasting. Generally combining at least two of the following ingredients, provided they share this effect, will create a potion with the Regenerate Magicka effect: Ectoplasm, Garlic, Jazbay Grapes, Moon Sugar, Red Mountain Flower, Taproot | alchemistmagehealer | This magic helps your magicka come back faster, so you can keep casting spells. An alchemist or mage might know more though. | common | Restoration, Magicka, Alchemy, Enchanting, Ectoplasm, Garlic, Jazbay Grapes, Moon Sugar, Red Mountain Flower, Taproot, Potions, Spellcasting | spells | factory skyrim-official-20260814-v2.0 | |
| regenerate_stamina | None | These magical effects are restorative Restoration abilities that gradually restore stamina over time, allowing for prolonged physical activity. This effect is available in pre-crafted potions, can be brewed into custom potions, and can also be applied to enchanted gear, making it valuable for warriors and thieves alike. Generally combining at least two of the following ingredients, provided they share this effect, will create a potion with the Regenerate Stamina effect: Bee, Fly Amanita, Mora Tapinella, Scaly Pholiota | alchemistmagehealer | This magic restores your stamina over time, helping you stay active for longer. An alchemist or mage might know more though. | common | Restoration, alchemy, enchanting, potions, Bee, Fly Amanita, Mora Tapinella, Scaly Pholiota, stamina, warriors, thieves | spells | factory skyrim-official-20260814-v2.0 | |
| regeneration_potions | potion of regeneration, potion of lasting potency, potion of vigor | Regeneration potions accelerate the natural recovery of health, magicka, or stamina. Unlike restorative potions, their gameplay effect increases the recovery rate for a limited time rather than replacing the depleted reserve immediately. | alchemist | Regeneration potions temporarily speed recovery of health, magicka, or stamina. | common | health recovery, magicka recovery, stamina recovery, restorative potions, alchemy, temporal effects | items | factory skyrim-official-20260814-v2.0 | |
| repel_lesser_undead | None | Repel Lesser Undead is a Restoration spell that causes weaker undead creatures to flee from the caster, temporarily banishing them. It requires an Adept skill level to cast. | magehealer | Repel Lesser Undead is a spell that causes weaker undead creatures to flee from the caster, temporarily banishing them. You do not know much else about this spell. | common | Restoration, Undead, Adept, Banishment, Flee, Magic | spells | factory skyrim-official-20260814-v2.0 | |
| repel_undead | None | Repel Undead is a Restoration spell that forces undead creatures to flee in terror, effectively neutralizing them for a short period. It requires an Adept skill level to cast. | magehealer | Repel Undead is a spell that forces undead creatures to flee in terror, effectively neutralizing them for a short period. You do not know much else about this spell. | common | Restoration, undead, fear, Adept, turning, necromancy, crowd control, Draugr | spells | factory skyrim-official-20260814-v2.0 | |
| resistance_potions | potion of resist fire, potion of resist cold, potion of resist magic, potion of resist shock, elixir of resist magic | Resistance potions temporarily reduce harm from fire, frost, shock, or hostile magic. Each bottle protects against the effect named on its label, while stronger draughts, philters, and elixirs provide a greater gameplay resistance for their duration. | alchemist | Resistance potions temporarily reduce damage from the named element or magic. | common | Fire, Frost, Shock, Magic, Draughts, Philters, Elixirs, Elemental resistance | items | factory skyrim-official-20260814-v2.0 | |
| resist_disease | None | These magical effects are defensive Restoration enchantments that increase resistance to diseases, protecting the caster from harmful infections. This effect can be applied to enchanted gear and is also found on items scattered throughout Skyrim, making it ideal for those exploring dangerous regions. | magehealer | This enchantment makes you less likely to get sick, useful for travelers in dangerous areas. A mage might know more though. | common | Restoration, Enchanting, disease, enchantments, defensive magic, Skyrim | spells | factory skyrim-official-20260814-v2.0 | |
| resist_fire | None | These magical effects are defensive Restoration abilities that reduce damage taken from fire-based attacks, providing essential protection against dragons and other fiery foes. This effect is available in pre-crafted potions, can be brewed into custom potions, and can also be applied to enchanted items. Generally combining at least two of the following ingredients, provided they share this effect, will create a potion with the Resist Fire effect: Bone Meal, Dragon's Tongue, Elves Ear, Fire Salts, Snowberries | alchemistmagehealer | This magic protects you from fire damage, making it easier to face fiery enemies. An alchemist or mage might know more though. | common | Restoration, Dragon, Fire Salts, Snowberries, Bone Meal, Elves Ear, Dragon's Tongue, Fire Damage, Defensive Magic, Alchemy, Enchanting | spells | factory skyrim-official-20260814-v2.0 | |
| resist_frost | None | These magical effects are defensive Restoration abilities that reduce damage taken from frost-based attacks, offering vital protection in Skyrim;s icy environments. This effect is available in pre-crafted potions, can be brewed into custom potions, and can also be applied to enchanted items. Generally combining at least two of the following ingredients, provided they share this effect, will create a potion with the Resist Frost effect: Frost Mirriam, Frost Salts, Purple Mountain Flower, Snowberries, Thistle Branch | alchemistmagehealer | This magic protects you from frost damage, helping you stay safe in icy areas. An alchemist or mage might know more though. | common | Restoration, Frost Damage, Frost Mirriam, Frost Salts, Purple Mountain Flower, Snowberries, Thistle Branch, alchemy, enchanting, potions | spells | factory skyrim-official-20260814-v2.0 | |
| resist_magic | None | These magical effects are defensive Restoration abilities that reduce damage taken from all forms of magic, offering broad protection against hostile spells. This effect is available in pre-crafted potions, can be brewed into custom potions, and can also be applied to enchanted items. Generally combining at least two of the following ingredients, provided they share this effect, will create a potion with the Resist Magic effect: Bleeding Crown, Hagraven Claw, Nirnroot, Tundra Cotton | alchemistmagehealer | This magic protects you from magical attacks, making spells hurt less. An alchemist or mage might know more though. | common | Restoration, Bleeding Crown, Hagraven Claw, Nirnroot, Tundra Cotton, Hagraven, Alchemy, Enchanting, magical defense, spell protection | spells | factory skyrim-official-20260814-v2.0 | |
| resist_poison | None | These magical effects are defensive Restoration abilities that reduce the effects of poisons on the caster, providing critical defense against toxic attacks. This effect is available in pre-crafted potions, can be brewed into custom potions, and can also be applied to enchanted items. | magehealer | This enchantment makes poisons less harmful to you, keeping you safe from toxins. A mage might know more though. | common | Restoration, alchemy, enchanting, potions, poisons, toxins, defense | spells | factory skyrim-official-20260814-v2.0 | |
| resist_shock | None | These magical effects are defensive Restoration abilities that reduce damage taken from shock-based attacks, shielding the caster from electrical energy. This effect is available in pre-crafted potions, can be brewed into custom potions, and can also be applied to enchanted items. Generally combining at least two of the following ingredients, provided they share this effect, will create a potion with the Resist Shock effect: Glow Dust, Glowing Mushroom, Hawk Feathers, Snowberries | alchemistmagehealer | This magic protects you from shock damage, keeping you safe from lightning attacks. An alchemist or mage might know more though. | common | shock damage, Restoration, Glow Dust, Glowing Mushroom, Hawk Feathers, Snowberries, enchanting, alchemy | spells | factory skyrim-official-20260814-v2.0 | |
| restoration | College of Restoration, Restoration magic, healing magic | Restoration is one of the recognized schools of magic. It heals wounds, restores vitality, wards against hostile spells, turns undead, and protects against disease or poison. Priests, healers, court mages, and members of the College of Winterhold practice it. Although commonly dismissed as less dramatic than destructive magic, effective Restoration requires discipline and can decide whether companions survive a battle. | magehealerpriestscholarcollege_of_winterhold | Restoration magic heals wounds, raises protective wards, turns undead, and guards against disease or poison. | common | healing, wards, undead, disease, poison, College of Winterhold, priests, court mages, vitality, schools of magic | lore | factory skyrim-official-20260814-v2.0 | |
| restore_health | None | These magical effects are restorative Restoration spells that instantly restore lost health to the caster or target. This effect is available as a spell, in pre-crafted potions, and can be brewed into custom potions, making it a foundational ability for adventurers and healers. Generally combining at least two of the following ingredients, provided they share this effect, will create a potion with the Restore Health effect: Blue Dartwing, Blue Mountain Flower, Butterfly Wing, Charred Skeever Hide, Daedra Heart, Eye of Sabre Cat, Imp Stool, Rock Warbler Egg, Swamp Fungal Pod, Wheat | alchemistmagehealer | This spell heals injuries right away, helping you recover quickly during a fight. An alchemist or mage might know more though. | common | Restoration, healing, potions, Blue Mountain Flower, Blue Dartwing, Butterfly Wing, Charred Skeever Hide, Daedra Heart, Eye of Sabre Cat, Imp Stool, Wheat, Swamp Fungal Pod | spells | factory skyrim-official-20260814-v2.0 | |
| restore_health_to_undead | None | These magical effects are restorative Restoration spells that uniquely restore vitality to undead creatures, sustaining their unnatural existence. This effect is only available as a spell, reflecting the darker uses of Restoration magic. | alchemistmagehealer | This magic restores health to undead creatures, keeping them alive and able to fight. An alchemist or mage might know more though. | common | Restoration, Undead, Necromancy, Vampirism, Zombies, Healing Magic, Dark Magic | spells | factory skyrim-official-20260814-v2.0 | |
| restore_magicka | None | These magical effects are restorative Restoration abilities that instantly replenish the caster;s magicka reserves, enabling continued spellcasting. This effect is available in pre-crafted potions and can also be brewed into custom potions, making it vital for mages in prolonged encounters. Generally combining at least two of the following ingredients, provided they share this effect, will create a potion with the Restore Magicka effect: Briar Heart, Ectoplasm, Elves Ear, Fire Salts, Frost Salts, Garlic, Glow Dust, Grass Pod, Human Flesh, Red Mountain Flower, Taproot, Tundra Cotton, Void Salts | alchemistmagehealer | This magic restores magicka quickly, helping you cast more spells when needed. An alchemist or mage might know more though. | common | Restoration, Magicka, Briar Heart, Ectoplasm, Elves Ear, Fire Salts, Frost Salts, Garlic, Glow Dust, Grass Pod, Human Flesh, Red Mountain Flower | spells | factory skyrim-official-20260814-v2.0 | |
| restore_stamina | None | These magical effects are restorative Restoration abilities that instantly restore lost stamina, enabling the target to perform physical actions such as sprinting or power attacks. This effect is available as a spell, in pre-crafted potions, and can also be brewed into custom potions, making it a valuable tool for warriors. Generally combining at least two of the following ingredients, provided they share this effect, will create a potion with the Restore Stamina effect: Bear Claws, Bee, Charred Skeever Hide, Eye of Sabre Cat, Hawk Beak, Honeycomb, Large Antlers, Mudcrab Chitin, Orange Dartwing, Pearl, Pine Thrush Egg, Powdered Mammoth Tusk, Purple Mountain Flower, Sabre Cat Tooth, Silverside Perch, Small Pearl, Torchbug Thorax | alchemistmagehealer | This magic gives you back stamina, letting you perform actions like sprinting or attacking. An alchemist or mage might know more though. | common | Restoration, alchemy, potions, stamina, sprinting, power attacks, warriors, Bear Claws, Honeycomb, Mudcrab Chitin, Large Antlers, Purple Mountain Flower | spells | factory skyrim-official-20260814-v2.0 | |
| revenant | None | Revenant is a Conjuration spell that reanimates a more powerful dead body to fight for the caster for a limited time. It requires an Adept skill level to cast. | mage | Revenant is a spell that reanimates a more powerful dead body, bringing it back to life to fight for the caster for a short time. You do not know much else about this spell. | common | Conjuration, reanimation, undead, Adept, corpses, necromancy | spells | factory skyrim-official-20260814-v2.0 | |
| rift | Rift Hold | The Rift is a hold in southeast Skyrim, with its capital in Riften, aligned with the Stormcloaks. Nestled on a vast plateau bordered by the Jerall and Velothi Mountains, the Rift connects Skyrim to Morrowind and Cyrodiil and is renowned for its vibrant autumnal forests, aspen trees, and rich alchemical resources like mountain flowers, scaly pholiota, and canis root. | riftnoblescholartravelerstormcloaks | The Rift is a hold in southeast Skyrim, with its capital in Riften, aligned with the Stormcloaks. Nestled on a vast plateau bordered by the Jerall and Velothi Mountains, the Rift connects Skyrim to Morrowind and Cyrodiil and is renowned for its vibrant autumnal forests, aspen trees, and rich alchemical resources like mountain flowers, scaly pholiota, and canis root. | common | Riften, Stormcloaks, Jerall Mountains, Velothi Mountains, Morrowind, Cyrodiil, Scaly Pholiota, Canis Root, autumnal forests | rift | factory skyrim-official-20260814-v2.0 | |
| riften | None | Riften, the capital of the Rift in southeast Skyrim, lies near the borders of Morrowind and Cyrodiil. Known for its ties to the Thieves Guild, which operates from the Ratway beneath the city, Riften is also home to Honorhall Orphanage and the influential Black-Briar family. Maven Black-Briar, the feared matriarch, owns the Black-Briar Meadery and is rumoured to holds sway over the Thieves Guild and the Dark Brotherhood. The bustling Riften Grand Plaza features a vibrant market with merchants like Madesi, an Argonian jeweler; Grelka, an expert Light Armor trainer; and Brand-Shei, a Dunmer raised by Argonians. Other notable establishments include Elgrim's Elixirs, Balimund's forge, the Pawned Prawn, the Temple of Mara and The Bee and Barb inn. With its shadowy underworld and political intrigue, Riften is a city of opportunity and danger for those bold enough to explore it. | riftnoblescholar | Riften, the capital of the Rift in southeast Skyrim, lies near the borders of Morrowind and Cyrodiil. Known for its ties to the Thieves Guild, which operates from the Ratway beneath the city, Riften is also home to Honorhall Orphanage and the influential Black-Briar family. Maven Black-Briar, the feared matriarch, owns the Black-Briar Meadery and is rumoured to holds sway over the Thieves Guild and the Dark Brotherhood. Other notable establishments include the Temple of Mara. | Everyone | rift | custom | ||
| riften_fishery | None | Riften Fishery is a bustling facility located just outside the city of Riften, down by the docks. Owned by Bolli, the fishery serves as a vital part of Riften's economy, providing fresh fish and employment opportunities for the local population. Its strategic location on the docks makes it a key hub for fishing and trade within the Rift. | riftfishertraveler | Riften Fishery is a bustling facility located just outside the city of Riften.You do not know anything else about this area. | commoneastmarchfalkreath | Riften, Bolli, docks, fishing, trade, The Rift | rift | factory skyrim-official-20260814-v2.0 | |
| riften_jail | None | Riften Jail is located beneath Mistveil Keep, serving as the city's detention facility. Accessible via an entrance to the right of the main doors to Mistveil Keep, the jail is a secure area where criminals and wrongdoers are held. | rifttraveler | Riften Jail is located beneath Mistveil Keep.You do not know anything else about this area. | commoneastmarchfalkreath | Mistveil Keep, Riften, dungeon, crime, detention facility, criminals, The Rift, law enforcement, prison | rift | factory skyrim-official-20260814-v2.0 | |
| riften_stables | None | Riften Stables is located just outside the northern entrance to Riften. Owned and operated by Hofgrir Horse-Crusher, with assistance from Shadr, the stables provide horse rentals and sales for travelers and adventurers. | rifttraveler | Riften Stables is located just outside the northern entrance to Riften.You do not know anything else about this area. | commoneastmarchfalkreath | Riften, Hofgrir Horse-Crusher, Shadr, horse rentals, horse sales, stables, travelers | rift | factory skyrim-official-20260814-v2.0 | |
| rift_imperial_camp | None | The Rift Imperial Camp is an Imperial military outpost in the Rift, situated south of Ivarstead and west of the Ruins of Bthalft. Typically commanded by Legate Fasendi. It serves as a strategic base for the Imperial Legion's operations in the region. | riftimperial_legiontravelerstormcloaks | The Rift Imperial Camp is an Imperial military outpost in the Rift, situated south of Ivarstead.You do not know anything else about this area. | commoneastmarchfalkreath | Imperial Legion, Ivarstead, Ruins of Bthalft, The Rift, military camp, Legion, Fourth Legion, Legate Fasendi, Civil War, Imperial, Stormcloaks, Skyrim | rift | factory skyrim-official-20260814-v2.0 | |
| rift_stormcloak_camp | None | The Rift Stormcloak Camp is a Stormcloak military encampment in the Rift, located northeast of Sarethi Farm and west of the Rift Watchtower. Commanded by Gonnar Oath-Giver. | riftstormcloakstraveler | The Rift Stormcloak Camp is a Stormcloak military encampment in the Rift, located west of the Rift Watchtower.You do not know anything else about this area. | commoneastmarchfalkreath | Stormcloaks, Rift, Gonnar Oath-Giver, Sarethi Farm, Rift Watchtower, military encampment, civil war | rift | factory skyrim-official-20260814-v2.0 | |
| rift_watchtower | None | Rift Watchtower is a small tower located east of Ivarstead and southwest of Clearspring Tarn in the Rift. Occupied by hostile Orc bandits, the tower serves as a minor stronghold for their activities. | rifttraveler | Rift Watchtower is a small tower located east of Ivarstead.You do not know anything else about this area. | commoneastmarchfalkreath | Ivarstead, Clearspring Tarn, Orc, bandits, The Rift, stronghold | rift | factory skyrim-official-20260814-v2.0 | |
| rimerock_burrow | None | Rimerock Burrow is a small cave located northwest of Dragon Bridge and south of Northwatch Keep in Haafingar. To reach the cave, follow a rough path that leads over a wooden bridge spanning a crevice in the cliff wall just before the entrance. The path branches off from the larger road near Pinefrost Tower, marked by a pile of rocks, though the fork can be easily missed. It is rumored that a powerful Conjuer, who has angered a Daedric God, resides in this location. | haafingartraveler | Rimerock Burrow is a small cave located northwest of Dragon Bridge in Haafingar.You do not know anything else about this area. | commonreachhjaalmarch | Dragon Bridge, Northwatch Keep, Pinefrost Tower, Haafingar, Daedric God, Conjurer, cave | haafingar | factory skyrim-official-20260814-v2.0 | |
| ring_of_hircine | None | The Ring of Hircine is a powerful Daedric artifact created by Hircine, the Daedric Prince of the Hunt. Typically depicted as an engraved ring adorned with the image of a wolf's head, the ring grants control over the wearer's lycanthropy, allowing them to transform into a werewolf at will, bypassing the usual restrictions of the moon and bloodlust. For non-lycanthropes, the ring's effects are usually dormant, though it has been known to extend life or induce werewolf transformations. However, Hircine can curse the ring, causing unpredictable transformations for those who have not earned it. | daedrascholarwerewolfhuntercompanions | The Ring of Hircine is a Daedric artifact created by Hircine, the Daedric Prince of the Hunt. Itis rumoured to allow the wearer to transform into a werewolf. | esoteric | Hircine, Daedric Prince, Daedric artifact, werewolf, lycanthropy, The Hunt, Companions, Circle, Daedra, curse, moon, bloodlust | artifacts | factory skyrim-official-20260814-v2.0 | |
| ring_of_khajiit | Ring of Khajiiti | Ring of Khajiiti is a Daedric artifact associated with the Daedric Princes Meridia and Mephala, both of whom have been known to offer the Ring in exchange for service. This legendary ring bestows its wearer with the powers of invisibility, silence, and enhanced agility. | khajiitdaedrascholar | The Ring of Khajiiti is a Daedric artifact linked to Meridia and Mephala, granting its wearer invisibility, silence, and enhanced agility. | esoteric | Meridia, Mephala, invisibility, silence, agility, Khajiit, Daedric Princes, Daedric artifacts | artifacts | factory skyrim-official-20260814-v2.0 | |
| ring_of_namira | None | The Ring of Namira is a Daedric artifact associated with Namira, the Daedric Prince of darkness, decay, and repulsion. It is granted to those who perform tasks in her name and embodies her macabre themes. The ring is known for its versatile powers, including reflecting damage onto attackers or enhancing the wearer’s stamina and health when they engage in cannibalism. Throughout history, the ring has been bestowed upon notable figures who pleased Namira. | daedrascholar | The Ring of Namira is a Daedric artifact associated with Namira, the Daedric Prince of darkness, decay, and repulsion. It is believed to be given to those who perform tasks for her | esoteric | Namira, Daedric Prince, Daedric artifact, cannibalism, darkness, decay, damage reflection, stamina enhancement, health enhancement | artifacts | factory skyrim-official-20260814-v2.0 | |
| rising_threat | None | Rising Threat, written by Lathenil of Sunhold, is a multi-volume series detailing the growing menace of the Thalmor, an organization within the Aldmeri Dominion, and their subversive tactics against Tamriel. Lathenil, an Altmer refugee from Summerset Isle, fled his homeland not due to the Oblivion Crisis but because of the encroaching shadow of the Thalmor. Throughout the series, Lathenil describes his firsthand experiences and suspicions, including the Thalmor’s involvement in major political upheavals and their manipulation of events to consolidate power. The books span several decades, capturing the political chaos that ensued after the fall of the Crystal Tower and the subsequent rise of the Thalmor to power. The themes of power, deception, and survival are central to Lathenil's account. He portrays the Thalmor as cunning and patient, using subterfuge and manipulation to advance their agenda, with Lathenil constantly warning of the growing threat they pose to the Empire and the Altmer themselves. As he attempts to expose their actions, Lathenil faces increasing danger, eventually meeting a violent end that suggests the Thalmor's influence was not to be underestimated. The series serves as both a historical account and a call to action, urging the people of Tamriel to recognize and resist the dangers of unchecked power. | scholarthalmor | Rising Threat, you do not know the author of the book and have limited knowledge of it, is a multi-volume series that explores the rise of the Thalmor and their subversive tactics to consolidate power across Tamriel. The book focuses on themes of power, deception, and survival, portraying the Thalmor as manipulative and dangerous, while urging resistance against unchecked authority. | common | Thalmor, Aldmeri Dominion, Altmer, Summerset Isle, Sunhold, Crystal Tower, Empire, subterfuge, political upheaval, propaganda | lore | factory skyrim-official-20260814-v2.0 | |
| ritual_stone | None | The Ritual Stone is one of Skyrim's thirteen enigmatic Standing Stones, located east of Whiterun by the roadside, perched on a rocky outcrop overlooking the entrance to Graywinter Watch. This ancient monument is marked by its circle of candles and commands a commanding view of the surrounding landscape. The stone grants a powerful and unique blessing to those who activate it, enabling them to reanimate nearby corpses to fight as allies for a limited time. The raised bodies remain intact after the power's effects wear off, and there is no limit to how many corpses can be reanimated. The path leading to the stone winds upward through squared-off arches, reflecting the artistry and mysticism of the Nords who revered these ancient relics. The Ritual Stone's eerie aura and potent magic serve as a testament to the mysterious forces that shape Skyrim's untamed lands. | whiterunscholartraveler | The Ritual Stone is one of Skyrim's thirteen enigmatic Standing Stones, located east of Whiterun.You do not know anything else about this area. | commonfalkreatheastmarchreachpalehjaalmarch | Graywinter Watch, Nordic ruins, Standing Stones, Reanimate corpses, Necromancy, Whiterun, Ancient monuments, Magic blessings | whiterun | factory skyrim-official-20260814-v2.0 | |
| river_betty | 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 Damage Health, Fortify Alteration, Slow and Fortify Carry Weight. | fisher | Histcarp are long dark orange fish. You do not know much more about the fish, but a fisher would. | common | Damage Health, Fortify Alteration, Slow, Fortify Carry Weight, alchemy, fishing, Skyrim, Alteration, potions | creatures | factory skyrim-official-20260814-v2.0 | |
| riverside_shack | None | Riverside Shack is a small, derelict shack located along the eastern bank of the White River, east of Gallows Rock and west-southwest of Kynesgrove in Eastmarch. The shack is in a state of disrepair, with holes in its roof and walls, and is missing a front door and windows. | eastmarchtraveler | iverside Shack is a small, derelict shack located along the eastern bank of the White River in Eastmarch.You do not know anything else about this area. | commonpaleriftwinterholdwhiterun | White River, Gallows Rock, Kynesgrove, Eastmarch, derelict buildings, disrepair, ruins | eastmarch | factory skyrim-official-20260814-v2.0 | |
| riverwood | None | Riverwood is a small milling town in southern Whiterun Hold, nestled at the foot of the Throat of the World and situated along the banks of the White River. Located just south of Whiterun and east of Bleak Falls Barrow. Despite its modest size, Riverwood offers essential facilities, including a sawmill, a general goods store known as the Riverwood Trader, and the Sleeping Giant Inn, a cozy tavern ideal for rest and socializing. | whiteruntraveler | Riverwood is a small milling town in southern Whiterun Hold, nestled at the foot of the Throat of the World and situated along the banks of the White River. Located just south of Whiterun and east of Bleak Falls Barrow.You do not know anything else about this area. | common | Whiterun Hold, Throat of the World, White River, Bleak Falls Barrow, Whiterun, sawmill, Riverwood Trader, Sleeping Giant Inn | whiterun | factory skyrim-official-20260814-v2.0 | |
| roadside_ruins | None | Roadside Ruins is a small outdoor Nordic ruin located northwest of Falkreath in Falkreath Hold. | falkreathtraveler | Roadside Ruins is a small outdoor Nordic ruin located northwest of Falkreath in Falkreath Hold. You do not know anything else about this area. | commonwhiterunriftreach | Falkreath, Falkreath Hold, Nordic ruin, Merethic Era, Dragon Cult, Draugr, archaeology, Old Holds, Whiterun, The Rift, Reach, Skyrim | falkreath | factory skyrim-official-20260814-v2.0 | |
| robber's_gorge | None | Robber's Gorge is a small bandit camp and cave located west-southwest of Morthal and east-northeast of Broken Tower Redoubt in Hjaalmarch. The camp spans a road connecting Rorikstead to Dragon Bridge, with a bridge controlled by the bandits crossing the River Hjaal. | hjaalmarchtraveler | Robber's Gorge is a small bandit camp and cave located west-southwest of Morthal in Hjaalmarch.You do not know anything else about this area. | commonwhiterunpalehaafingar | Morthal, Hjaalmarch, bandits, River Hjaal, Dragon Bridge, Rorikstead, Broken Tower Redoubt, roads | hjaalmarch | factory skyrim-official-20260814-v2.0 | |
| rockjoint | None | Rockjoint is an acute disease that affects a victim's manual dexterity and ability to use melee weapons, causing painful swelling and immobility of the joints. It can be contracted from wolves, alit, zombies, and domesticated guar. As the disease progresses, it severely diminishes the effectiveness of one-handed and two-handed weapon damage, limiting the victim's combat capabilities. | alchemisthealer | Rockjoint is an acute disease that affects a victim's manual dexterity and ability to use melee weapons, causing painful swelling and immobility of the joints. It can be contracted from wolves, alit, zombies, and domesticated guar. You do not know much else about this disease, but an alchemist would. | common | disease, melee weapon damage, dexterity, swelling, wolves, zombies, alit, guar, Morrowind | spells | factory skyrim-official-20260814-v2.0 | |
| rock_warbler_egg | None | Rock Warbler Eggs are greenish eggs that can be harvested from birds' nests found in rocky regions, especially throughout the Reach. Alchemy effects: Restore Health, Fortify One-handed, Damage Stamina, and Weakness to Magic. | alchemist | Rock Warbler Eggs are greenish eggs that can be harvested from birds' nests found in rocky regions, especially throughout the Reach. You do not know the alchemical effects of this ingredient. However, an alchemist might. | Everyone | items | custom | ||
| romlyn_dreth's_house | None | Romlyn Dreth's House is a modest dwelling located in the lower part of Riften, adjacent to the canal that flows through the city. The house is situated near the stairs leading down to the canal from the area in front of Honorhall Orphanage. | rifttraveler | Romlyn Dreth's House is a dwelling located in the lower part of Riften.You do not know anything else about this area. | commoneastmarchfalkreath | Riften, Honorhall Orphanage, Riften canal, Riften docks, House Dreth, City residences | rift | factory skyrim-official-20260814-v2.0 | |
| roobrush | None | Roobrush, originating from Vvardenfell, is an ingredient that can be purchased from Khajiit caravans. Alchemy effects: Cure Poison, Weakness to Magic, Fortify Sneak, and Lingering Damage Health. | alchemist | Roobrush, 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, Cure Poison, Weakness to Magic, Fortify Sneak, Lingering Damage Health, alchemy ingredient, poison antidote, Morrowind flora, curative potions | items | factory skyrim-official-20260814-v2.0 | |
| rorikstead | None | Rorikstead is a small farming town in western Whiterun Hold, located west of Swindler's Den and east-southeast of Bleakwind Bluff. The town is named after Rorik, a noble who resides in the local "manor" and plays a central role in its community. Despite its living namesake, Rorikstead’s name and origins appear much older, being referenced in the Merethic or First Era text Holdings of Jarl Gjalund as "Rorik's Steading" and in the Second Era text Atlas of Dragons. It is also immortalized in the bard's song Ragnar the Red, which describes it as "ole Rorikstead," hinting at the existence of an ancient settlement that preceded the current town. Frostfruit Inn, owned by Mralki, is located here. Known for its abundant crop fields, Rorikstead boasts a reputation for bountiful harvests, with residents proudly claiming they have not suffered a bad season in years. | whiteruntraveler | Rorikstead is a small farming town in western Whiterun Hold, located west of Swindler's Den and east-southeast of Bleakwind Bluff. Frostfruit Inn is situtated here, but you do not know who owns it.You do not know anything else about this area. | common | Whiterun Hold, Rorik, Frostfruit Inn, Mralki, farming, Ragnar the Red, Holdings of Jarl Gjalund, Atlas of Dragons, Merethic Era, First Era, Second Era, bountiful harvests | whiterun | factory skyrim-official-20260814-v2.0 | |
| rot_scale | None | Rot Scale, a greenish substance originating from the Shivering Isles, is an ingredient that can be purchased from Khajiit caravans. Alchemy effects: Slow, Lingering Damage Health, Fear, and Paralysis. | alchemist | Rot Scale, a greenish substance 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, Slow, Lingering Damage Health, Fear, Paralysis, alchemy | items | factory skyrim-official-20260814-v2.0 | |
| rout | None | Rout is an Illusion spell that causes a target to flee in terror, forcing them to run away from the caster and their allies. It requires an Adept skill level to cast. | mage | Rout is a spell that causes a target to flee in terror, forcing them to run away from the caster and their allies. You do not know much else about this spell. | common | Illusion magic, fear, Adept spells, fleeing, crowd control, mind magic, terror, spellcasting | spells | factory skyrim-official-20260814-v2.0 | |
| rueful_axe | None | The Rueful Axe is a Daedric artifact forged by Clavicus Vile, the Prince of bargains and twisted desires, as the result of a grim pact. This massive iron-like battleaxe, adorned with engravings of werewolves but crafted from ebony, carries a powerful enchantment that saps the strength of those it strikes and is particularly effective against beasts. The axe is a testament to Clavicus Vile's propensity for granting wishes in ways that bring misery, as its creation embodies the consequences of dark bargains. | daedrascholar | The Rueful Axe is a Daedric artifact created by Clavicus Vile,thought ot be enchanted . | esoteric | Clavicus Vile, Daedric artifacts, ebony, werewolves, bargains, strength sapping, battleaxes, beasts | artifacts | factory skyrim-official-20260814-v2.0 | |
| ruins_edge | None | Ruin's Edge is a unique dark bow featuring an animated eyeball above the grip. Its enchantment triggers a random effect upon use. | daedrascholar | Ruin's Edge is a dark bow with an animated eyeball, known for its enchantment that triggers random effects with each use. | esoteric | Daedric artifacts, bows, enchanting, random effects, Daedra, magic weapons | artifacts | factory skyrim-official-20260814-v2.0 | |
| ruins_of_bthalft | Bthalft | The Ruins of Bthalft are a small Dwarven ruin located south of Ivarstead in the Rift. It is known to be occupied by bandits, who seem to be searching for something here. | riftdwemertraveler | The Ruins of Bthalft are a small Dwarven ruin located south of Ivarstead in the Rift.You do not know anything else about this area. | commoneastmarchfalkreath | Dwemer, Rift, Ivarstead, bandits, Dwarven ruins, looting | rift | factory skyrim-official-20260814-v2.0 | |
| ruins_of_rkund | Rkund | The Ruins of Rkund are a small, eerie Dwarven ruin nestled in the mountains southwest of Riften and southeast of Darklight Tower in the Rift. The ruins, accessible by passing through the Darklight Tower and continuing southeast, are sparsely scattered with broken pillars and collapsed structures. | rifttraveler | The Ruins of Rkund are a small, eerie Dwarven ruin nestled in the mountains southwest of Riften.You do not know anything else about this area. | commoneastmarchfalkreath | Dwemer ruins, Darklight Tower, Riften, The Rift, Dwemer architecture, Mountain passes, Ancient ruins | rift | factory skyrim-official-20260814-v2.0 | |
| ruminations_on_the_elder_scrolls | None | Ruminations on the Elder Scrolls, written by Septimus Signus of the College of Winterhold, is a philosophical exploration of the nature and role of the Elder Scrolls. The text delves into abstract concepts, pondering whether we, as individuals, are the medium through which knowledge flows or the stagnant remnants of it. Signus uses vivid metaphors, such as a bird lifted by the wind or an acorn growing into a tree, to illustrate how the Elder Scrolls shape knowledge and existence. Through these reflections, the book questions the relationship between the self and the universe, examining the transformative power of the Scrolls and the wisdom they hold. The themes of the book revolve around knowledge, transformation, and the interconnectedness of existence. Signus reflects on the paradoxical nature of learning and growth, where pushing against limitations and fear results in unexpected change. The Elder Scrolls, in this view, are not just artifacts of prophecy but tools that shape both the individual and the collective consciousness. The book is a profound meditation on the search for understanding, exploring the delicate balance between the vast emptiness of ignorance and the illuminating yet dangerous light of knowledge. | scholarcollege_of_winterhold | Ruminations on the Elder Scrolls, you do not know the author of the book and have limited knowledge of it, is a philosophical exploration of the Elder Scrolls, examining their role in shaping knowledge, existence, and transformation. The book delves into themes of knowledge, self-transformation, and the paradoxical relationship between fear, growth, and the wisdom held within the Scrolls. | esoteric | College of Winterhold, Septimus Signus, Elder Scrolls, philosophy, transformation, prophecy, metaphor, consciousness, existence | lore | factory skyrim-official-20260814-v2.0 | |
| rune | None | These magical effects are offensive Alteration, Destruction, Illusion, and Restoration spells that create magical traps on surfaces, detonating when triggered by an enemy and dealing elemental damage such as fire, frost, or shock. This effect is only available as a spell, making it a favorite for mages setting ambushes or protecting key locations. | magehealer | Runes are traps made with magic that explode when someone gets too close. A mage might know more though. | common | Destruction, Restoration, Alteration, Illusion, elemental damage, traps, ambush, fire damage, frost damage, shock damage, offensive magic | spells | factory skyrim-official-20260814-v2.0 | |
| ruptga | Tall Papa | Ruptga, known as Tall Papa, is the chief deity of the Yokudan and Redguard pantheon and a central figure in their mythology. As the first spirit to escape the endless cycles of creation and destruction brought by Satakal, the Worldskin, Ruptga is revered as the god who charted the path to the Far Shores, the sanctuary beyond the cycles of hunger. Using his immense height, he placed the stars in the sky to serve as a guiding map for other spirits seeking escape. However, Ruptga’s role is not only that of a savior; he also acted as a judge, punishing Sep, the Second Serpent, for deceiving spirits into inhabiting the mortal world, which left them vulnerable to hunger and mortality. The void left by Sep’s death remains as a hungry force chasing the stars, a haunting reminder of his trickery. Worship of Ruptga is rich in symbolism, often featuring star motifs that reflect his role as the celestial guide. He is associated with the color purple, which adorns prayer beads dedicated to him. Myths also link Ruptga to his divine family, including his daughter Leki, the goddess of swordsmanship, and his estranged son Zeht, the god of agriculture, who renounced him after the world’s creation. Ruptga's legacy is woven into Redguard culture, with his influence reflected in their oaths, exclamations, and spiritual practices. As the architect of the stars and protector of the Far Shores, Ruptga embodies the ideals of guidance, judgment, and perseverance amidst the cycles of life and death. | redguardscholar | Ruptga, also known as Tall Papa, is the chief deity in the Yokudan and Redguard pantheon. He is revered as the god who led spirits to escape the endless cycles of creation and destruction by Satakal, guiding them to the Far Shores. Ruptga placed the stars in the sky to serve as a map for other spirits and punished Sep, the Second Serpent, for leading spirits into the mortal world. Worship of Ruptga features star motifs and the color purple. His influence is central to Redguard culture, reflected in their oaths and spiritual practices, embodying guidance, judgment, and perseverance. | common | Yokudan pantheon, Satakal, Far Shores, Sep, Leki, Zeht, stars, Redguard culture, mortality, guidance | figures | factory skyrim-official-20260814-v2.0 | |
| rustleif's_house | None | Rustleif's House is a smithy located near the shoreline of Dawnstar, facing the bay. It serves as both the home and workshop of Rustleif, a renowned weaponsmith known for crafting arms and armor for the jarl's men. His skill and reputation make him an important figure in the town's economy and defense. Rustleif is assisted by his Redguard wife, Seren, who is pregnant and plays an active role in the business. Both Rustleif and Seren offer merchant services, providing weapons, armor, and crafting supplies to adventurers and locals alike. | paletraveler | Rustleif's House is a building located in Dawnstar. You do not know who Rustleif is.You do not know anything else about this area. | commoneastmarchwinterholdwhiterunhjaalmarch | Dawnstar, smithy, weaponsmith, Seren, Redguard, merchant, jarl's men, armor crafting, shoreline, Pale | pale | factory skyrim-official-20260814-v2.0 | |
| ruunvald | Ruunvald Excavation | Ruunvald Excavation is a medium-sized cave east of Shor's Stone and northeast of Fort Greenwall, nestled high in the eastern mountains. It is rumoured that it was established by Vigilants of Stendarr led by Moric Sidrey. | rifttraveler | Ruunvald Excavation is a medium-sized cave east of Shor's Stone and northeast of Fort Greenwall.You do not know anything else about this area. | commoneastmarchfalkreath | Vigilants of Stendarr, Moric Sidrey, Shor's Stone, Fort Greenwall, Rift, caves, Stendarr, mining | rift | factory skyrim-official-20260814-v2.0 | |
| saarthal | None | Saarthal is a medium-sized Nordic ruin located southwest of Winterhold. As the first Nord settlement in Skyrim, Saarthal holds significant historical and archaeological value, particularly to the College of Winterhold, who is actively excavating the site in search of ancient artifacts. The ruins are believed to have a deeper significance, potentially tied to a powerful past. The original settlement of Saarthal was destroyed during the Merethic Era in an event known as the Night of Tears, where elves launched a brutal attack on the city. The incident, as detailed in the book Night of Tears, suggests that the elven assault was driven by a desire to control a powerful item hidden beneath the city. | college_of_winterholdscholartraveler | Saarthal is a medium-sized Nordic ruin located southwest of Winterhold, As the first Nord settlement in Skyrim, Saarthal holds significant historical and archaeological value, particularly to the College of Winterhold, who is actively excavating the site in search of ancient artifacts. You do not know anything else about this area. | commonpaleeastmarchwinterhold | Night of Tears, College of Winterhold, Merethic Era, Nordic ruins, Winterhold, archaeology, elven aggression, ancient artifacts, First Nord settlement | winterhold | factory skyrim-official-20260814-v2.0 | |
| sabre_cat | None | Sabre Cats are large, fast, and powerful felines found in the wilds of Skyrim. Known for their sharp front teeth, they are aggressive hunters that will attack on sight. Sabre cats can carry Witbane, a disease that reduces magicka regeneration. They are stealthy and quick, but can be outmaneuvered by dodging, and dislike water, which can be used to evade them. They can be harvested for their pelt for tanning, and eyes for alchemy. | hunter | Sabre Cats are large, fast, and powerful felines found in the wilds of Skyrim. Known for their sharp front teeth, they are aggressive hunters that will attack on sight. | common | Skyrim, pelt, alchemy eyes, Witbane, magicka regeneration, aggressive hunters, stealthy predators, water evasion | creatures | factory skyrim-official-20260814-v2.0 | |
| sabre_cat_tooth | None | Sabre Cat Teeth are dropped by sabre cats, who always drop either a tooth or an eye of sabre cat, along with a sabre cat pelt. Alchemy effects: Restore Stamina, Fortify Heavy Armor, Fortify Smithing, and Weakness to Poison. | alchemist | Sabre Cat Teeth are dropped by sabre cats, who always drop either a tooth or an eye of sabre cat, along with a sabre cat pelt. You do not know the alchemical effects of this ingredient. However, an alchemist might. | Everyone | items | custom | ||
| sacellum_of_boethiah | None | The Sacellum of Boethiah is a shrine dedicated to the Daedric Prince Boethiah, located in the mountains east-southeast of Windhelm and south of Traitor's Post in Eastmarch. There are rumours of dangerous dark rituals taking place here. | eastmarchdaedratraveler | The Sacellum of Boethiah is a shrine dedicated to the Daedric Prince Boethiah, located in the mountains east-southeast of Windhelm in Eastmarch. You do not know anything else about this area. | commonpaleriftwinterholdwhiterun | Boethiah, Eastmarch, Windhelm, Traitor's Post, Daedric Prince, Daedric shrine, dark rituals, Daedra worship | eastmarch | factory skyrim-official-20260814-v2.0 | |
| sadri's_used_wares | None | Sadri's Used Wares is a general shop located in the Gray Quarter of Windhelm. Owned by Revyn Sadri, a Dunmer trader, the shop specializes in secondhand goods. Revyn also serves as a common trainer for Speech. | eastmarchtraveler | Sadri's Used Wares is a general shop located in the Gray Quarter of Windhelm. Owned by Revyn Sadri.You do not know anything else about this area. | commonpaleriftwinterholdwhiterun | Gray Quarter, Windhelm, Revyn Sadri, Dunmer, general shop, secondhand goods, Speech training, Eastmarch | eastmarch | factory skyrim-official-20260814-v2.0 | |
| sadrith_mora | None | Sadrith Mora, meaning "Mushroom Forest" in Dark Elvish, was the seat of power for Great House Telvanni on the island of Vvardenfell. Situated on an island in the Zafirbel Bay, it was accessible primarily by boat or teleportation, and entry required a certification of hospitality. Dominated by Tel Naga, the central Telvanni tower and home of the local councilor, Sadrith Mora was characterized by its mushroom-inspired architecture, sprawling markets, and strict governance by House Telvanni. The city also hosted the Telvanni Council House and Wolverine Hall, an Imperial bastion incongruously located in Telvanni territory. Known for its exclusive culture, the city exemplified Telvanni independence and disdain for outside influence. In its history, Sadrith Mora played a critical role in Telvanni politics and magical innovation. During the Second Era, Archmagister Nelos Otheri advanced the House’s magical capabilities, including the creation of the Spore Steed. By the Third Era, the city was ruled by the eccentric Magister Neloth, who gave his support to the Nerevarine during their quest to fulfill prophecy. Sadrith Mora was devastated during the Red Year in 4E 5, when the eruption of Red Mountain destroyed much of Vvardenfell. Though its fate afterward remains unclear, the city's legacy endures as a symbol of Telvanni magical prowess and defiance of convention. | scholardunmertravelerhouse_telvanni | Sadrith Mora, meaning "Mushroom Forest" in Dark Elvish, was the seat of House Telvanni's power on Vvardenfell, located on an island in Zafirbel Bay. Known for its mushroom-inspired architecture and strict Telvanni governance, the city was dominated by the central Tel Naga tower and featured notable structures like the Telvanni Council House and Wolverine Hall. Sadrith Mora played a crucial role in Telvanni politics and magical advancements, especially under Archmagister Nelos Otheri and Magister Neloth in later years. Devastated during the Red Year by the eruption of Red Mountain, its fate remains uncertain, but it remains a symbol of Telvanni's magical prowess and independence. | common | House Telvanni, Vvardenfell, Zafirbel Bay, Tel Naga, Wolverine Hall, mushroom architecture, Neloth, Nerevarine, Red Year, Red Mountain, Nelos Otheri | locationother | factory skyrim-official-20260814-v2.0 | |
| saering's_watch | None | Saering's Watch is a dragon lair located on Solstheim, nestled in the shadow of Frykte Peak. Positioned northeast of White Ridge Barrow and northwest of Benkongerike, the lair is perched atop a rugged and snowy landscape. | solstheimtraveler | You do not know anything about this area. | common | dragon lair, Solstheim, Frykte Peak, White Ridge Barrow, Benkongerike, dragons, snowy landscape, Nordic ruins | solstheim | factory skyrim-official-20260814-v2.0 | |
| saint_jiub | Jiub the Magnificent, Eradicator of the Winged Menace | Saint Jiub, also known as Jiub the Magnificent and Eradicator of the Winged Menace, is a revered figure in the Tribunal Temple and the New Temple. Originally a Dunmer assassin with a troubled past marked by addiction and crime, Jiub sought redemption after being imprisoned for his deeds. He famously dedicated himself to eradicating the cliff racers that plagued Vvardenfell, achieving this feat after years of effort. His actions earned him sainthood from Vivec, who admired his virtue, and he became celebrated as a hero throughout Morrowind. In 3E 433, during the onset of the Oblivion Crisis, Jiub was in Kvatch working on an extensive autobiography when the city was attacked. He was trapped in the Soul Cairn by a Dremora, leading to a long existence in that realm. His spirit remained unaware of his death until he encountered the Last Dragonborn in 4E 201, who assisted him in compiling his memoirs. Jiub's story serves as a testament to his transformation from a fallen assassin to a saint, embodying themes of redemption and legacy in Tamriel. | dunmerdaedrascholar | Saint Jiub, also known as Jiub the Magnificent and Eradicator of the Winged Menace, is a revered figure in both the Tribunal Temple and the New Temple. Once a Dunmer assassin with a troubled past, he sought redemption by eradicating the cliff racers of Vvardenfell, a feat that earned him sainthood from Vivec. In 3E 433, during the Oblivion Crisis, Jiub was trapped in the Soul Cairn, unaware of his death, until he encountered the Last Dragonborn in 4E 201. Jiub’s transformation from a fallen assassin to a saint embodies themes of redemption and legacy. | common | Tribunal Temple, New Temple, Vivec, cliff racers, Vvardenfell, Morrowind, Oblivion Crisis, Kvatch, Soul Cairn, Dremora, redemption, Dunmer | figures | factory skyrim-official-20260814-v2.0 | |
| salmon | None | Salmon are long blue and white fish commonly found everywhere. They can be eaten and made into a delicous Salmon Steak. | fisher | Salmon are long blue and white fish commonly found everywhere. You do not know much more about the fish, but a fisher would. | common | fish, Salmon Steak, cooking, food, fishing, rivers | creatures | factory skyrim-official-20260814-v2.0 | |
| salmon_roe | None | Salmon Roe is are orange egg clusters that are an ingredient harvested from jumping salmon in streams, often found in Skyrim's rivers. Alchemy effects: Restore Stamina, Waterbreathing, Fortify Magicka, and Regenerate Magicka. | alchemist | Salmon Roe is are orange egg clusters that are an ingredient harvested from jumping salmon in streams, often found in Skyrim's rivers. You do not know the alchemical effects of this ingredient. However, an alchemist might. | common | Skyrim rivers, salmon, Restore Stamina, Waterbreathing, Fortify Magicka, Regenerate Magicka, jumping fish, stream harvesting | items | factory skyrim-official-20260814-v2.0 | |
| salt_pile | None | Salt Piles are more commonly valued for cooking, as they are essential in many recipes, though they also have some alchemical uses. Alchemy effects: Weakness to Magic, Fortify Restoration, Slow, and Regenerate Magicka. | alchemist | Salt Piles are more commonly valued for cooking, as they are essential in many recipes, though they also have some alchemical uses. You do not know the alchemical effects of this ingredient. However, an alchemist might. | Everyone | items | custom | ||
| saltrice | None | Saltrice, a thin plant originating from Morrowind, is an ingredient that can be purchased from Khajiit caravans. Alchemy effects: Restore Stamina, Fortify Magicka, Damage Stamina Regen, and Restore Health. | alchemist | Saltrice, a thin plant originating from Morrowind, 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 | ||
| salvius_farm | None | Salvius Farm is a small, family-run farm located east of Markarth and north of Left Hand Mine in the Reach. The farm is tended by Vigdis Salvius and Rogatus Salvius, who live together in the Farmhouse. | reachtraveler | Salvius Farm is a small, family-run farm located east of Markarth and north of Left Hand Mine in the Reach. The farm is tended by Vigdis Salvius and Rogatus Salvius, who you do not know.You do not know anything else about this area. | commonfalkreathwhiterunhjaalmarchhaafingar | Markarth, Left Hand Mine, Reach, Vigdis Salvius, Rogatus Salvius, farm, family farm | reach | factory skyrim-official-20260814-v2.0 | |
| sancre_tor | Golden Hill | Sancre Tor, known as the "Golden Hill," was an ancient city in the Jerall Mountains of Colovia, central to the history and mythology of Cyrodiil. Believed to be the birthplace and resting place of Reman Cyrodiil, it was associated with various legends, including Alessia's divine inspiration and the mythical union of King Hrol and Saint Alessia, which supposedly birthed the Reman dynasty. Initially a vibrant settlement marked by its sacred crypts and fortifications, it fell into ruin after the collapse of the Reman Dynasty. Over the centuries, Sancre Tor became a haunted site, known for its crypts filled with undead and its ties to pivotal events such as the hiding of the Amulet of Kings during the Second Era. Throughout history, Sancre Tor played a significant role in the Elder Scrolls lore, serving as a battleground for General Talos (later Tiber Septim) during the Tiber Wars and as the site of his eventual ascension to godhood. In the Third Era, the ruins were corrupted by the Underking and sealed by the Blades, with its guardians cursed to undeath. The Hero of Kvatch later unsealed the ruins, freed the cursed Blades, and retrieved the Armor of Tiber Septim during their quest. Sancre Tor remains a symbol of both glory and decay, reflecting the cyclical nature of power and its legacy in Tamrielic history. | scholarimperialtravelerblades | Sancre Tor, known as the "Golden Hill," was an ancient city in the Jerall Mountains central to Cyrodiilic history, associated with the birth and resting place of Reman Cyrodiil. It played a key role in the legends of Alessia and the Reman dynasty, as well as being the site of pivotal events like the Tiber Wars and Talos’s ascension to godhood. After the fall of the Reman Dynasty, Sancre Tor became a ruin haunted by undead and tied to the Amulet of Kings. The ruins were later unsealed by the Hero of Kvatch, who freed the cursed Blades and retrieved Tiber Septim's Armor. It remains a symbol of both power and decay in Tamriel’s history. | common | Jerall Mountains, Colovia, Reman Cyrodiil, Alessia, Amulet of Kings, Tiber Septim, Tiber Wars, Underking, Blades, Armor of Tiber Septim, undeath, Cyrodiil | locationother | factory skyrim-official-20260814-v2.0 | |
| sanguinare_vampiris | None | Sanguinare Vampiris is a disease that causes weakness and a peculiar thirst in its victims, eventually transforming them into vampires after a three-day incubation period. During this time, the victim's health is reduced, and they experience a significant decrease in strength during the day. If not cured within the three days, the disease progresses into full vampirism, which is notoriously difficult to cure. | alchemisthealer | Sanguinare Vampiris is a disease that causes weakness and a peculiar thirst in its victims, eventually transforming them into vampires after a three-day incubation period. During this time, the victim's health is reduced, and they experience a significant decrease in strength during the day. You do not know much else about this disease, but an alchemist would. | common | Vampirism, Disease, Incubation, Cure Disease, Health Reduction, Weakness to Sunlight, Vampires | spells | factory skyrim-official-20260814-v2.0 | |
| sanguine | Lord of Revelry | Sanguine is the Daedric Prince of revelry, debauchery, and hedonistic indulgence. Known as the Lord of Revelry, Sanguine embodies excess in all forms, encouraging the pursuit of pleasure, lust, and wild abandon. He is commonly depicted as a portly, crimson-skinned figure with a mischievous grin, often holding a bottle or surrounded by indulgences. His sphere encompasses not only drunken revelry and wild orgies but also the darker aspects of human desire, such as perversion and excess. Sanguine's influence is most evident in the Myriad Realms of Revelry, small chaotic realms dedicated to endless pleasure, where mortals often become trapped, lured by indulgence. Despite his carefree demeanor, Sanguine's worship can have dangerous consequences. His followers, ranging from party-goers to secret cults, revel in excess, sometimes to the point of destruction or death. Celebrations in his name can be found across Tamriel, from Khajiiti midnight rites to Imperial festivals, where indulgence in drink, dance, and flesh is seen as acts of devotion. His most famous artifact, the Sanguine Rose, allows its wielder to summon a Daedra to cause havoc. Though Sanguine appears less malicious compared to other Daedric Princes, his power lies in seduction and indulgence, tempting mortals to abandon restraint for a life of dangerous pleasure. | daedrascholar | Sanguine, the Daedric Prince of revelry and indulgence, embodies excess, pleasure, and wild abandon. Known as the Lord of Revelry, he encourages mortals to pursue hedonistic desires, from drunken celebrations to darker perversions. Depicted as a crimson, portly figure with a mischievous grin, Sanguine rules the Myriad Realms of Revelry, chaotic planes dedicated to endless pleasure that often trap mortals. While his carefree nature may seem less malicious, his influence leads followers to dangerous extremes. Celebrations in his honor, found across Tamriel, range from lively festivals to secretive, hedonistic cults. His notable artifact, the Sanguine Rose, summons Daedra to spread chaos, reflecting his power to seduce mortals into abandoning restraint for destructive indulgence. | common | Sanguine Rose, Myriad Realms of Revelry, Daedra, hedonism, debauchery, Khajiit, summoning, cults, chaos, Daedric Princes | figures | factory skyrim-official-20260814-v2.0 | |
| sanguine_rose | None | The Sanguine Rose is a Daedric artifact created by Sanguine, the Daedric Prince of Debauchery. This artifact often takes the form of a rose, though it may also appear as a wooden stave shaped like one. Despite its enchanting appearance, the Rose holds a powerful, chaotic ability: it can summon a lesser Daedra to the mortal plane. Unlike other summoned creatures controlled through Conjuration, the Daedra summoned by the Sanguine Rose acts independently, attacking anyone except the wielder. | daedrascholar | The Sanguine Rose is a Daedric artifact of Sanguine that summons a lesser Daedra to fight independently. It often appears as a rose or a staff shaped like one. | esoteric | Sanguine, Daedric Prince, Debauchery, Conjuration, lesser Daedra, summoning, Daedric artifact, mortal plane | artifacts | factory skyrim-official-20260814-v2.0 | |
| sanuarach_mine | None | Sanuarach Mine is a small silver mine located in northern Karthwasten in the Reach. It is occupied by Silver-Blood mercenaries attempting to take control of the mine. The mine, along with the settlement of Karthwasten and its other mine, Fenn's Gulch Mine, is owned by Ainethach, one of the few non-Nord landowners in the Reach | reachtraveler | Sanuarach Mine is a small silver mine located in northern Karthwasten in the Reach. You do not know anyone at the mine. You do not know anything else about this area. | commonfalkreathwhiterunhjaalmarchhaafingar | Karthwasten, the Reach, silver, Silver-Blood mercenaries, Fenn's Gulch Mine, Ainethach, non-Nord landowners, mine ownership | reach | factory skyrim-official-20260814-v2.0 | |
| sarethi_farm | None | Sarethi Farm is a unique farm located between Ivarstead and Shor's Stone in the Rift, known for its successful cultivation of nirnroot. The Sarethi family founded the farm after fleeing the eruption of the Red Mountain. Avrusa Sarethi, who once apprenticed under Sinderion in Skingrad, learned the secrets of nirnroot cultivation from him when he set up a research lab on the farm. | rifttraveler | Sarethi Farm is a unique farm located between Ivarstead and Shor's Stone in the Rift.You do not know anything else about this area. | commoneastmarchfalkreath | Nirnroot, Avrusa Sarethi, Sinderion, Skingrad, Red Mountain, Ivarstead, Shor's Stone, The Rift, Farming | rift | factory skyrim-official-20260814-v2.0 | |
| satakal | Worldskin, First Serpent | Satakal, the Worldskin, is the Yokudan god of creation, destruction, and the endless cycles of existence. Known as the First Serpent, Satakal embodies the fusion of Anu and Padomay, symbolizing both chaos and order. In Yokudan mythology, Satakal devours entire worlds, shedding its skin to birth new ones, a process that has occurred countless times. This eternal cycle inspired the birth of spirits like Ruptga, the first to learn how to survive these transitions, who later formed the Yokudan pantheon. Satakal's cycles echo the Redguard understanding of mortality and the longing for the Far Shores, the ultimate spiritual haven they believe lies beyond the reach of mortal life. Worship of Satakal is prevalent among Redguard nomads of the Alik'r Desert, where the deity is revered as both destroyer and creator. Rituals dedicated to Satakal often involve symbolic "shedding of skin," and its devotees weave the serpent into their maps and lives as a reminder of the god's dominion over all. Some groups, such as the Pyre Watch and Hunding’s sword-singers, interpret Satakal's influence as a call to cast aside fixed destinies in pursuit of transcendence. Satakal’s worship is deeply rooted in Redguard culture, influencing not only their spiritual practices but also their myths, oaths, and settlements, such as the city of Satakalaam. Despite Satakal's profound role in their heritage, his followers have often clashed with more modern Imperial beliefs, reflecting the tension between the god's timeless cycles and the structured order of the Eight Divines. | redguardscholar | Satakal, the Worldskin, is the Yokudan god of creation, destruction, and the eternal cycles of existence. Known as the First Serpent, Satakal represents the fusion of Anu and Padomay, symbolizing both chaos and order. In Yokudan mythology, Satakal devours worlds, shedding its skin to give birth to new ones. Worshiped by Redguard nomads in the Alik'r Desert, Satakal's followers practice rituals of "shedding skin" as a symbol of transcendence. His influence extends to the city of Satakalaam and traditions like those of the Pyre Watch and Hunding’s sword-singers. Despite its profound impact on Redguard culture, Satakal’s worship often conflicts with Imperial beliefs, reflecting the tension between eternal cycles and structured order. | common | Yokudan mythology, Pyre Watch, Alik'r Desert, Satakalaam, sword-singers, Far Shores, Redguard nomads, creation and destruction, Imperial beliefs, Anu and Padomay, world cycles, transcendence | figures | factory skyrim-official-20260814-v2.0 | |
| saviors_hide | Saviour's Hide, Hircine's Hide, Scourge of the Oathbreaker | Savior's Hide, also known as Hircine's Hide or the Scourge of the Oathbreaker, is a Daedric artifact associated primarily with the Daedric Prince Hircine. It was originally part of a full set of armor, but over time, the term has come to refer only to the cuirass, as the rest of the set has not been seen since the Third Era. The cuirass is known for granting the wearer resistance to magic, making it a prized item for those facing powerful sorcerers or hostile enchantments. There are multiple origins for the Hide. One popular version claims Hircine himself gifted the Hide to the first mortal to escape his Hunting Grounds, who then fashioned it into armor. Another tale suggests that Hircine sewed the armor from the hide of a werewolf. A lesser-known tradition credits Malacath, though this version mistakenly claims the Hide made its wearer vulnerable to magic. Despite these differences, all stories agree that the Hide offers protection against the blows of oathbreakers and the Spear of Bitter Mercy. | daedrascholarwerewolfhunter | Savior's Hide, is a Daedric artifact linked to Hircine. It is a cuirass that is thought to protect against powerful sorcerers and enchantments. | esoteric | Hircine, Daedric Prince, werewolf, Hunting Grounds, Spear of Bitter Mercy, Malacath, magic resistance, oathbreakers, Third Era, cuirass | artifacts | factory skyrim-official-20260814-v2.0 | |
| scaled_armor | None | Scaled Armor is a basic scaled chest piece with good protection quality. Its visual design is sleek and layered, resembling overlapping metallic scales with a polished, reflective surface. To craft it: 2 leather, 3 steel ingots, and 2 corrundum ingots and 3 leather strips at a blacksmith forge. An Adept smith can craft it. It can be tempered/improved by using corrundum at a workbench. | blacksmith | Scaled Armor is a basic scaled chest piece with good protection quality. Its visual design is sleek and layered, resembling overlapping metallic scales with a polished, reflective surface. You do not know how to craft it, but a blacksmith would. | Everyone | equipment | custom | ||
| scaled_boots | None | Scaled Boots are a pair of scaled boots with good protection quality. Its visual design is sleek and layered, resembling overlapping metallic scales with a polished, reflective surface. To craft it: 1 leather, 2 steel ingots, and 1 corrundum ingots and 2 leather strips at a blacksmith forge.. An Adept smith can craft it. It can be tempered/improved by using corrundum at a workbench. | blacksmith | Scaled Boots are a pair of scaled boots with good protection quality. Its visual design is sleek and layered, resembling overlapping metallic scales with a polished, reflective surface. You do not know how to craft it, but a blacksmith would. | Everyone | equipment | custom | ||
| scaled_bracers | None | Scaled Bracers are a pair of scaled bracers with good protection quality. Its visual design is sleek and layered, resembling overlapping metallic scales with a polished, reflective surface. To craft it: 1 leather, 1 steel ingots, and 1 corrundum ingots and 2 leather strips at a blacksmith forge.. An Adept smith can craft it. It can be tempered/improved by using corrundum at a workbench. | blacksmith | Scaled Bracers are a pair of scaled bracers with good protection quality. Its visual design is sleek and layered, resembling overlapping metallic scales with a polished, reflective surface. You do not know how to craft it, but a blacksmith would. | Everyone | equipment | custom | ||
| scaled_equipment | scaled armor, scaled boots, scaled bracers, scaled helmet | Scaled equipment includes layered light armor made from overlapping metal scales and leather. The flexible construction offers practical protection without the weight and rigidity of a full heavy cuirass. Individual pieces serve different combat roles, but their exact damage, protection, and crafting requirements depend on the piece rather than the family name. | blacksmithwarriormerchant | Scaled equipment includes layered light armor made from overlapping metal scales and leather. Individual pieces differ in use. | common | Light Armor, Metal Scales, Leather, Blacksmithing, Crafting, Combat Mobility | equipment | factory skyrim-official-20260814-v2.0 | |
| scalon_fin | None | Scalon Fin, a large grey fish fin originating from the Shivering Isles, is an ingredient that can be purchased from Khajiit caravans. Alchemy effects: Waterbreathing, Damage Health, Lingering Damage Magicka, and Damage Magicka Regen. | alchemist | Scalon Fin, a large grey fish fin 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 | ||
| scaly_pholiota | None | Scaly Pholiota is a fungus found on tree stumps and fallen trees, particularly in the birch forests of the Rift. Alchemy effects: Weakness to Magic, Fortify Illusion, Regenerate Stamina, and Fortify Carry Weight. | alchemist | Scaly Pholiota is a fungus found on tree stumps and fallen trees, particularly in the birch forests of the Rift. You do not know the alchemical effects of this ingredient. However, an alchemist might. | Everyone | items | custom | ||
| scathecraw | None | Scathecraw is an ingredient harvested from the plant of the same name on Solstheim. Alchemy effects: Ravage Health, Ravage Stamina, Ravage Magicka, and Lingering Damage Health. | alchemist | Scathecraw is an ingredient harvested from the plant of the same name on Solstheim. You do not know the alchemical effects of this ingredient. However, an alchemist might. | common | Solstheim, Alchemy, Ravage Health, Ravage Stamina, Ravage Magicka, Lingering Damage Health, flora, ingredient | items | factory skyrim-official-20260814-v2.0 | |
| scorpion_fish | None | Scorpion Fish are large brown rough fish found rarely in underground elven areas with an Argonian Fishing Rod. They can be eaten but they have a rather terrible taste. | fisher | Scorpion Fish are large brown rough fish. They can be eaten but they have a rather terrible taste. ou do not know much more about the fish, but a fisher would. | common | underground, elven, Argonian Fishing Rod, rough fish, rare catch, terrible taste, edible fish, Argonian | creatures | factory skyrim-official-20260814-v2.0 | |
| screaming_maw | None | Screaming Maw, a strange fleshy object originating from the Shivering Isles, is an ingredient that can be purchased from Khajiit caravans. Alchemy effects: Regenerate Magicka, Fortify Alteration, Invisibility, and Regenerate Health. | alchemisthealer | Screaming Maw, a strange fleshy object 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, Regenerate Magicka, Fortify Alteration, Invisibility, Regenerate Health, Alteration, Daedra, alchemy ingredient | items | factory skyrim-official-20260814-v2.0 | |
| scrib_jelly | None | Scrib Jelly, a red jelly originating from Vvardenfell, is an ingredient that can be purchased from Khajiit caravans. Alchemy effects: Restore Stamina, Fortify Stamina, Paralysis, and Waterbreathing. | alchemist | Scrib Jelly, a red jelly 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 | ||
| scrib_jerky | None | Scrib Jerky, a thin red jerky originating from Vvardenfell, is an ingredient that can be purchased from Khajiit caravans. Alchemy effects: Restore Stamina, Fortify Stamina, Paralysis, and Waterbreathing. | alchemist | Scrib Jerky, a thin red jerky 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, Restore Stamina, Fortify Stamina, Paralysis, Waterbreathing, ingredient | items | factory skyrim-official-20260814-v2.0 | |
| second_era | None | The Second Era of Tamriel, often referred to as the Common Era (CE), is a period marked by significant political upheaval, the decline of the Second Empire, and the rise of powerful factions and alliances. The era began in 2E 1 with the official assumption of stewardship by Potentate Versidue-Shaie, following the fall of the Reman Dynasty. This period is characterized by the power struggles and fragmentation of Tamriel's kingdoms, alongside the emergence of notable organizations such as the Mages Guild and the Dark Brotherhood. Throughout the Second Era, various events shaped the political landscape, including the establishment of the Elsweyr Confederacy in 2E 309 and the founding of the Mages Guild in 2E 230. The assassination of Versidue-Shaie in 2E 324 marked a turning point, leading to the dissolution of the Second Empire and the fragmentation of Imperial authority. A notable conflict during this era was Varen's Rebellion in 2E 576, sparked by Emperor Leovic's controversial legalization of Daedra worship. Varen Aquilarios, the leader of the rebellion, eventually took the throne but was lost in the chaos of the Soulburst in 2E 578, an event that unleashed Daedric forces upon Nirn. The Second Era also saw the formation of the Aldmeri Dominion, the Ebonheart Pact, and the Daggerfall Covenant, which clashed in the Three Banners War for control of the Ruby Throne. The era concluded with Tiber Septim's unification of Tamriel in 2E 896, marking the rise of the Third Empire and the end of the Second Era. This period set the stage for the events of the Third Era, establishing the complex political landscape and alliances that would continue to evolve in the following ages. | scholardark_brotherhood | The Second Era, or Common Era, was a time of political turmoil, the decline of the Second Empire, and the rise of influential factions and alliances. Beginning in 2E 1 with Potentate Versidue-Shaie's stewardship, it saw events like the founding of the Mages Guild (2E 230), the Elsweyr Confederacy (2E 309), and the assassination of Versidue-Shaie (2E 324), which led to the Empire's fragmentation. Key conflicts included Varen's Rebellion (2E 576) and the Three Banners War, as factions vied for the Ruby Throne. The era ended in 2E 896 with Tiber Septim's unification of Tamriel, paving the way for the Third Era. | common | Potentate Versidue-Shaie, Reman Dynasty, Second Empire, Mages Guild, Elsweyr Confederacy, Varen Aquilarios, Soulburst, Three Banners War, Aldmeri Dominion, Tiber Septim, Third Empire, Dark Brotherhood | lore | factory skyrim-official-20260814-v2.0 | |
| second_treaty_of_stros_mkai | None | The Second Treaty of Stros M'Kai, signed in 4E 180, marked a significant turning point in the relationship between the Aldmeri Dominion and the Redguards of Hammerfell. This treaty concluded a decade-long conflict that arose from the Dominion's attempts to conquer Hammerfell, which had reached a stalemate. As part of the treaty's conditions, the Aldmeri Dominion was required to withdraw all military forces from the region, solidifying Hammerfell's status as an independent nation, albeit a diminished one. The treaty's aftermath left lingering tensions between Hammerfell and the Empire. Many Redguards viewed Emperor Titus Mede II's earlier acceptance of the White-Gold Concordat, which had concluded the Great War, as a betrayal. This agreement had required the cession of significant territory in Hammerfell to the Dominion and ultimately led to the Empire renouncing Hammerfell as a province when it protested the treaty's terms. In response to these events, a clandestine organization known as the Remnants was formed in Hammerfell, tasked with ensuring that the Aldmeri Dominion adhered to the treaty and investigating any potential violations. | redguardscholarnoble | The Second Treaty of Stros M'Kai, signed in 4E 180, ended a decade-long conflict between the Aldmeri Dominion and the Redguards of Hammerfell. The treaty required the Dominion to withdraw its forces, confirming Hammerfell's independence but leaving the nation weakened. The treaty followed tensions sparked by Emperor Titus Mede II's acceptance of the White-Gold Concordat, which ceded Hammerfell territory to the Dominion. Hammerfell's protest against these terms led to its renouncement as an Imperial province. In the aftermath, the clandestine group known as the Remnants formed to monitor Dominion compliance and address potential treaty violations. | common | Hammerfell, Aldmeri Dominion, Redguards, Great War, White-Gold Concordat, Titus Mede II, The Remnants, Stros M'Kai, Imperial Betrayal | lore | factory skyrim-official-20260814-v2.0 | |
| secunda's_kiss | None | Secunda's Kiss is a giant camp located southwest of Whiterun in Falkreath Hold, nestled north of Bleak Falls Barrow. The camp serves as a home to giants and their mammoths, with its characteristic large bonfire and scattered mammoth bones marking its presence. | falkreathtraveler | Secunda's Kiss is a giant camp located southwest of Whiterun in Falkreath Hold.You do not know anything else about this area. | commonwhiterunriftreach | Giants, Mammoth, Falkreath Hold, Whiterun, Bleak Falls Barrow, bonfire, mammoth bones | falkreath | factory skyrim-official-20260814-v2.0 | |
| sentinel | None | Sentinel, the capital of its eponymous kingdom in Hammerfell, is a significant cultural and political hub in the northwestern hills overlooking the Iliac Bay. Despite the arid Alik'r Desert surrounding it, the city thrives as a major population center, with fertile fields along the coast supporting its vibrant economy. Founded by the warrior-sailors of Grandee Yaghoub during the Ra Gada migration, Sentinel's history is deeply intertwined with Redguard heritage and resilience. The city is renowned for its architectural marvels, particularly the grand Sentinel Palace (Samaruik), and its bustling market streets that attract both locals and visiting nobility from across Tamriel. Its strategic location has made it a crucial player in trade, controlling a significant portion of Iliac Bay commerce during the Second Era. Throughout history, Sentinel has endured numerous challenges, including pirate raids, invasions, and the tensions between the Crown and Forebear factions. In the Second Era, the city faced threats such as necromantic armies and internal conflict during the political shifts following High King Thassad II's death. Sentinel remained pivotal during the Third Empire, flourishing as a beacon of opportunity and adventure despite setbacks like the War of Betony. In the Fourth Era, the city demonstrated unity when Forebears came to the aid of Crowns during the Great War, leading to a reconciliation of the two factions. Today, Sentinel stands as a testament to Redguard tenacity, blending cultural richness with a history of overcoming adversity. | scholarredguardtraveler | Sentinel, the capital of the Kingdom of Sentinel in Hammerfell, is a vital cultural and political center overlooking the Iliac Bay. Founded by the Redguard warrior-sailors during the Ra Gada migration, the city is known for its architecture, including the grand Sentinel Palace, and its thriving market streets. Despite its desert surroundings, Sentinel has remained an important trade hub throughout history, facing challenges such as pirate raids, necromantic threats, and internal conflict between the Crown and Forebear factions. Today, Sentinel stands as a symbol of Redguard resilience, uniting its people and blending cultural heritage with a history of overcoming adversity. | common | Hammerfell, Iliac Bay, Redguard, Ra Gada, Crown, Forebear, Sentinel Palace, Alik'r Desert, Great War, War of Betony, Grandee Yaghoub, trade | locationother | factory skyrim-official-20260814-v2.0 | |
| septim_dynasty | the Septim line, Septim bloodline, Imperial Dynasty, Third Empire ruling dynasty | The Septim Dynasty was the ruling bloodline of the Third Empire, founded by Tiber Septim when his conquests united Tamriel and began the Third Era. The line survived the War of the Red Diamond, the Camoran Usurper, and Jagar Tharn's Imperial Simulacrum. It ended in 3E 433 during the Oblivion Crisis, when Emperor Uriel Septim VII and his heirs were slain and Martin Septim sacrificed himself to stop Mehrunes Dagon. The Mede Dynasty later took the Ruby Throne, but Septim history still shapes Imperial identity in 4E 201. | scholarimperial | The Septim Dynasty founded and ruled the Third Empire until the Oblivion Crisis ended its bloodline. Martin Septim was its final emperor, and the Mede Dynasty now holds the throne. | common | Tiber Septim, Third Empire, Third Era, Tamriel, War of the Red Diamond, Camoran Usurper, Imperial Simulacrum, Jagar Tharn, Oblivion Crisis, Martin Septim, Mehrunes Dagon, Mede Dynasty | lore | factory skyrim-official-20260814-v2.0 | |
| septimus_signus's_outpost | None | Septimus Signus's Outpost is a small cave located north of the College of Winterhold, in the Winterhold region, and northeast of Ysgramor's Tomb. This remote and secluded outpost serves as the residence of Septimus Signus, a reclusive and eccentric scholar of the Dwemer and their ancient knowledge. The outpost consists of a single zone, known as Septimus Signus's Outpost, where the scholar conducts his studies on the enigmatic Dwemer and their lost artifacts. | college_of_winterholdtraveler | Septimus Signus's Outpost is a small cave located somewhere north of the College of Winterhold, in the Winterhold region. It is rumored that Septimus is some crazy Imperial scholar who is looking for some weird artifact in the cave. You do not know anything else about this area. | commonwinterhold | Septimus Signus, College of Winterhold, Winterhold, Dwemer, Ysgramor's Tomb, Imperial, Dwemer artifacts, scholar | winterhold | factory skyrim-official-20260814-v2.0 | |
| serpents_bluff_redoubt | None | Serpent's Bluff Redoubt is a Forsworn camp and ancient ruin located atop a steep incline southwest of Rorikstead and east of the Old Hroldan Inn. The redoubt serves as a fortified refuge for the Forsworn and their hagraven matriarch, with a camp sprawling across the lower levels and a ruin hidden farther uphill. | whiterunforsworntraveler | Serpent's Bluff Redoubt is a Forsworn camp and ancient ruin located atop a steep incline southwest of Rorikstead.You do not know anything else about this area. | commonfalkreatheastmarchreachpalehjaalmarch | Forsworn, Hagraven, Rorikstead, Old Hroldan Inn, Whiterun Hold, ancient ruins, fortified camp, Reachmen, matriarch | whiterun | factory skyrim-official-20260814-v2.0 | |
| severin_manor | None | Severin Manor is a distinguished home in Raven Rock, originally inhabited by Mirri Severin, Tilisu Severin, and Vendil Severin, all of whom are Dark Elves. The manor stands as a symbol of the Severin family's prominence within the town, offering a large and well-appointed space amid the rugged surroundings of Solstheim. Mirri Severin is a key figure in the family, known for her strong presence in Raven Rock. Her brother, Tilisu Severin, also resides in the manor, adding to the family's legacy within the community. Vendil Severin, another member of the family, is a prominent figure who, like his relatives, plays a significant role in Raven Rock's life. | solstheimtraveler | You do not know anything about this area. | common | Raven Rock, Solstheim, Dunmer, Mirri Severin, Tilisu Severin, Vendil Severin, manor | solstheim | factory skyrim-official-20260814-v2.0 | |
| severio_pelagia's_house | None | Severio Pelagia's House is a modest residence located in the Plains District of Whiterun, nestled between the Drunken Huntsman and the bustling market stalls. The home serves as the city dwelling of Severio Pelagia, the proprietor of Pelagia Farm, a prominent agricultural holding just outside Whiterun's walls. | whiteruntraveler | Severio Pelagia's House is a modest residence located in the Plains District of Whiterun.You do not know anything else about this area. | commonfalkreatheastmarchreachpalehjaalmarch | Plains District, Severio Pelagia, Pelagia Farm, The Drunken Huntsman, Whiterun Market, Agriculture | whiterun | factory skyrim-official-20260814-v2.0 | |
| seyda_neen | None | Seyda Neen, often called the "Gateway to Vvardenfell," was a small yet significant port village in the southern Bitter Coast region, renowned for its lighthouse, the Grand Pharos. Originating from a House Hlaalu fleet's ill-fated voyage to seek the "face of Veloth," the settlement was constructed from the remnants of the destroyed fleet. Over time, Seyda Neen became a vital stop for Imperial travelers heading to Vvardenfell, with its port managed by House Hlaalu and protected by the Imperial Legion. The village featured Imperial-style architecture built by the Gold Coast Trading Company, a Census and Excise Office for processing visitors, and a silt strider port providing connections to key destinations like Vivec and Balmora. By the late Third Era, Seyda Neen served as a bustling hub for maritime activity and trade, though its surrounding swamplands earned it the nickname "Swamp Fever Capital of the World." Wildlife such as cliff racers, slaughterfish, and scribs populated the area, and Imperial cutters patrolled the waters to combat smuggling. However, Seyda Neen's fate remains uncertain following the Red Year (4E 5) and the catastrophic eruption of Red Mountain, which devastated Vvardenfell and surrounding regions. Given its proximity to Vivec City, which bore the brunt of the disaster, it is unlikely Seyda Neen survived intact, leaving its legacy shrouded in mystery. | scholardunmertravelerimperial_legionhouse_hlaalu | Seyda Neen, known as the "Gateway to Vvardenfell," was a small port village in the southern Bitter Coast region, famous for its Grand Pharos lighthouse. Built from the remnants of a destroyed House Hlaalu fleet, the village became a key stop for Imperial travelers heading to Vvardenfell, with its port managed by House Hlaalu and protected by the Imperial Legion. Over time, it grew into a hub for maritime activity and trade, though it was plagued by swamplands and wildlife, earning the nickname "Swamp Fever Capital of the World." Its fate after the Red Year in 4E 5 remains uncertain, as the eruption of Red Mountain likely devastated the area. | common | Bitter Coast, House Hlaalu, Grand Pharos, Census and Excise Office, silt strider, Gold Coast Trading Company, Red Year, Red Mountain, Vivec, Imperial Legion, cliff racer, smuggling | locationother | factory skyrim-official-20260814-v2.0 | |
| shadowgreen_cavern | None | Shadowgreen Cavern is a small cave located northwest of Solitude in Haafingar. To reach the cave, follow the road from Solitude toward the Dainty Sload and Solitude Lighthouse, but stay on the main road as it curves north and then west around the mountain. | haafingartraveler | Shadowgreen Cavern is a small cave located northwest of Solitude in Haafingar.You do not know anything else about this area. | commonreachhjaalmarch | Haafingar, Solitude, Solitude Lighthouse, Dainty Sload, Sload, cave | haafingar | factory skyrim-official-20260814-v2.0 | |
| shadowrend | None | Shadowrend is a Daedric artifact taking the form of a shadowy two-handed weapon, appearing as either a claymore or battleaxe. Found in the Grove of Reflection in the Shivering Isles, it can be claimed by defeating a shadowy doppelganger summoned by the grove's ancient magic. | daedrascholar | Shadowrend is a Daedric artifact, appearing as a shadowy claymore or battleaxe, obtained by defeating a doppelganger in the Grove of Reflection in the Shivering Isles. | esoteric | Shivering Isles, Grove of Reflection, doppelganger, Daedric artifact, two-handed weapon, claymore, battleaxe, shadow magic | artifacts | factory skyrim-official-20260814-v2.0 | |
| shaman's_hut | None | The Shaman's Hut is a humble yet significant dwelling located on the southeast side of Skaal Village, south of the Greathall. It serves as the home of Storn Crag-Strider, the village’s elderly and revered shaman, and his daughter Frea. Storn Crag-Strider is a deeply respected figure in Skaal Village, known for his wisdom, spiritual guidance, and connection to the ancient traditions of the Nords. As the village's shaman, he plays a crucial role in maintaining the spiritual health of the community, guiding them through rituals and offering counsel on matters both mystical and practical. His daughter, Frea, is a strong and dedicated woman, following in her father's footsteps as a protector and spiritual successor. | skaaltraveler | You do not know anything about this area. | common | Skaal Village, Storn Crag-Strider, Frea, Greathall, Skaal, shamanism, Nordic traditions, spiritual guidance, Solstheim | solstheim | factory skyrim-official-20260814-v2.0 | |
| shearpoint | None | Shearpoint is a mountaintop dragon lair located northeast of Whiterun and southwest of Irkngthand in The Pale. To reach Shearpoint, adventurers can follow a rough path northwest past Fellglow Keep, circling northeast to the summit. | paledragontraveler | Shearpoint is a mountaintop dragon lair located northeast of Whiterun in The Pale. You do not know anything else about this area. | commoneastmarchwinterholdwhiterunhjaalmarch | dragon lair, The Pale, Whiterun, Irkngthand, Fellglow Keep, Dragon, mountain | pale | factory skyrim-official-20260814-v2.0 | |
| sheogorath | Mad Lord, Mad Star, Skooma Cat, Fourth Corner of the House of Troubles | Sheogorath is the Daedric Prince of Madness, chaos, and creativity, known for his unpredictable and often cruel sense of humor. He rules the Shivering Isles, a plane of Oblivion divided into Mania and Dementia, reflecting the dual aspects of madness. Sheogorath is notorious for his bizarre, sadistic, and whimsical behavior, often treating mortals and even other Daedric Princes as his playthings. His appearance is usually that of a well-dressed, eccentric man wielding a cane, which contrasts sharply with his unpredictable and dangerous nature. Legends tell that Sheogorath was once Jyggalag, the Daedric Prince of Order, but was cursed by the other Daedric Princes to embody the chaos he once despised. This curse led to the recurring Greymarch, during which Jyggalag would briefly reclaim his form before reverting back to Sheogorath. Sheogorath is revered and feared in many cultures, especially among the Khajiit, who call him the Skooma Cat, and the Dunmer, who regard him as one of the Four Corners of the House of Troubles. His influence is marked by a fondness for driving mortals into madness, either through direct interaction or by creating chaotic circumstances that lead to mental unraveling. He delights in playing cruel pranks, manipulating the minds of his followers, and challenging them with seemingly impossible tasks. Sheogorath’s iconic artifacts include the Wabbajack, a staff that can unpredictably transform its targets, and the Fork of Horripilation, a mundane-looking but cursed utensil he uses to torment mortals for his amusement. | daedrascholar | Sheogorath, the Daedric Prince of Madness, chaos, and creativity, rules the Shivering Isles, a realm divided into Mania and Dementia. Known for his unpredictable and cruel sense of humor, Sheogorath often treats mortals and even other Daedric Princes as playthings. Once Jyggalag, the Daedric Prince of Order, he was cursed to embody chaos, leading to the recurring Greymarch. Revered and feared across Tamriel, especially by the Khajiit and Dunmer, Sheogorath drives mortals to madness through his pranks and chaotic influence. His notable artifacts include the Wabbajack, a staff that unpredictably transforms targets, and the Fork of Horripilation, a cursed utensil used for torment. | common | Shivering Isles, Dunmer, Khajiit, House of Troubles, Greymarch, Mania, Dementia, Wabbajack, Fork of Horripilation, Skooma, Chaos, Creativity | figures | factory skyrim-official-20260814-v2.0 | |
| shezarr_and_the_divines | None | Shezarr and the Divines, written by Faustillus Junius, Subcurator of Ancient Theology and Paleonumerology at the Imperial Library, explores the complex and evolving relationship between the god Shezarr and the other deities in Cyrodilic worship. Shezarr, often referred to as the "Missing Sibling" of the Divines, has a unique position in Imperial religion, especially in the Colovian West where he is worshipped as Shor. His history is deeply intertwined with the rise of human civilization in Cyrodiil, where he initially fought for mankind against the Ayleids but later vanished, leaving humans to be enslaved by the Elves. His return coincided with the rebellion led by St. Alessia, and his role was redefined in the synthesis of Nordic and Aldmeri pantheons that formed the Eight Divines. The book examines the political and religious shifts that shaped Shezarr's transformation from a fierce warrior against the Elves to a more subdued figure, representing "the spirit behind all human undertaking." This change was necessary to maintain political alliances, especially with the Nords, who were resistant to Elven worship. The themes of the book revolve around the adaptation of religious figures to political needs, the blending of different cultural pantheons, and the delicate balance between tradition and change in the Empire. The book also speculates on the reasons Tiber Septim chose not to revitalize Shezarr in his campaigns against the Aldmeri Dominion, suggesting that past conflicts related to the Alessian Order's failures still cast a shadow over his efforts. | scholar | Shezarr and the Divines, you do not know the author of the book and have limited knowledge of it, explores the evolving role of the god Shezarr in Cyrodiilic religion, focusing on his transformation from a warrior against the Elves to a symbol of human endeavor. The book examines the intersection of religion and politics, the blending of cultural pantheons, and the balance between tradition and adaptation in the Empire's religious landscape. | common | Shezarr, Shor, Alessia, Tiber Septim, Ayleids, Aldmeri Dominion, Colovia, Eight Divines, Alessian Order, Imperial Library, Nordic pantheon, Aldmeri pantheon | lore | factory skyrim-official-20260814-v2.0 | |
| shield_of_the_crusader | None | The Shield of the Crusader, crafted by Julianos, reflects or deflects spells and is shaped like the Chim-el Adabal, symbolizing the Imperial pantheon. Originally retrieved by Sir Henrik, the shield was hidden in Fort Bulwark, where he died before completing its defenses. Centuries later, a pilgrim, guided by Sir Henrik’s ghost, braved the fort’s traps and puzzles, freeing Sir Thedret from captivity and recovering the shield from the ruins' depths. | imperialscholar | The Shield of the Crusader, crafted by Julianos, reflects spells and symbolizes the Imperial pantheon. Hidden in Fort Bulwark, it was reclaimed centuries later by a pilgrim who overcame its traps and freed Sir Thedret. | common | Julianos, Chim-el Adabal, Imperial pantheon, Fort Bulwark, Sir Henrik, Sir Thedret, spell reflection, Knights of the Nine, relics of the Crusader | artifacts | factory skyrim-official-20260814-v2.0 | |
| shield_of_ysgramor | None | The Shield of Ysgramor is a legendary artifact buried with the famed Nord hero Ysgramor in his tomb during the Late Merethic Era. While it is unclear if Ysgramor used the shield in battle, it grants its wielder enhanced durability and resistance to magic, making it a prized relic of Nordic heritage. | scholar | The Shield of Ysgramor is a legendary artifact from the Late Merethic Era, granting enhanced durability and resistance to magic. Buried with the Nord hero Ysgramor, it is a treasured relic of Nordic heritage. | common | Ysgramor, Merethic Era, Ysgramor's Tomb, magic resistance, Nordic heritage, durability enhancement | artifacts | factory skyrim-official-20260814-v2.0 | |
| shimmermist_cave | None | Shimmermist Cave is a foreboding cave system located northeast of Whiterun and east of Whitewatch Tower, hidden within the rocky outcroppings of Whiterun Hold. The entrance, marked by eerie Falmer totems and a patch of bleeding crown fungus, serves as a stark warning to travelers of the dangers lurking within. The cave is inhabbited by the Falmer. | whiteruntraveler | Shimmermist Cave is a foreboding cave system located northeast of Whiterun.You do not know anything else about this area. | commonfalkreatheastmarchreachpalehjaalmarch | Whiterun Hold, Whitewatch Tower, Falmer, Bleeding Crown, cave system, Falmer totems, fungus, Whiterun | whiterun | factory skyrim-official-20260814-v2.0 | |
| shock_damage | None | These magical effects are offensive Destruction abilities that deal immediate lightning damage and drain magicka from the target. 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 countering mages. | mage | This spell shocks enemies with lightning, hurting them and draining their magicka. A mage might know more though. | common | Destruction, lightning, magicka drain, Enchanting, enchanted gear, anti-mage, offensive magic | spells | factory skyrim-official-20260814-v2.0 | |
| shor's_stone | None | Shor's Stone is a small mining town located along the main road in the pass between the Rift and Eastmarch, north-northwest of Riften and south-southeast of Windhelm. Named after the Nordic god Shor, the town is centered around Redbelly Mine, known for its ebony deposits. However, the mine has been plagued by frostbite spiders, creating significant trouble for the local residents. | rifttraveler | Shor's Stone is a small mining town located along the main road in the pass between the Rift and EastmarchYou do not know anything else about this area. | common | Rift, Eastmarch, Riften, Windhelm, Redbelly Mine, Ebony, Shor, Mining, Frostbite spiders | rift | factory skyrim-official-20260814-v2.0 | |
| shor's_stone | None | Shor's Stone is a small mining town located along the main road in the pass between the Rift and Eastmarch, north-northwest of Riften and south-southeast of Windhelm. Named after the Nordic god Shor, the town is centered around Redbelly Mine, known for its ebony deposits. However, the mine has been plagued by frostbite spiders, creating significant trouble for the local residents. | rift | Shor's Stone is a small mining town located along the main road in the pass between the Rift and EastmarchYou do not know anything else about this area. | Everyone | rift | custom | ||
| shor's_watchtower | None | Shor's Watchtower is a small, crumbling tower located north-northeast of Shor's Stone and south of Cragslane Cavern in the Rift. Though its strategic position once made it a valuable outpost, the tower now stands in a state of disrepair, serving as a notable landmark for travelers navigating the area. | rifttraveler | Shor's Watchtower is a small, crumbling tower located north-northeast of Shor's Stone.You do not know anything else about this area. | commoneastmarchfalkreath | Shor's Stone, Cragslane Cavern, Rift, ruins, military outpost, Shor | rift | factory skyrim-official-20260814-v2.0 | |
| short_history_of_morrowind | None | A Short History of Morrowind, written by Jeanette Sitte, provides a comprehensive overview of the history of Morrowind, from the earliest Dunmer migrations to the region, to its integration into the Empire and the challenges it faces in the Fourth Era. The book highlights the rise of the Dunmer as a powerful people under the leadership of the Tribunal Temple and the eventual consolidation of their tribes into the Great House system. It also discusses the political dynamics of Morrowind under Imperial rule, including the complexities of governance, religion, and internal strife. The introduction delves into the relationship between the Dunmer and the Empire, particularly how Morrowind was one of the last provinces to peacefully join the Empire. The section on Vvardenfell focuses on the dramatic changes to the island after its reorganization into an Imperial Provincial District in 3E 414. It describes the competition for control of the land between the Great Houses, the Temple, and the Empire, as well as the external threats posed by Ashlanders, House rivalries, and the growing danger of the Red Mountain blight. The book explores themes of colonization, power struggles, and environmental hazards, particularly the threat of Dagoth Ur and his forces. The narrative underscores the political instability and challenges faced by both the Imperial and Dunmer leadership, offering insight into the precarious situation on Vvardenfell. | scholar | A Short History of Morrowind, you do not know the author of the book and have limited knowledge of it, provides a detailed account of Morrowind's history, focusing on the rise of the Dunmer, their integration into the Empire, and the political and environmental challenges they face. Themes of colonization, power struggles, and the impact of internal and external conflicts, particularly the Red Mountain blight and Dagoth Ur, are central to the narrative. | common | Tribunal Temple, Great Houses, Vvardenfell, Ashlanders, Red Mountain, Imperial rule, Dagoth Ur, Blight, Third Era, Dunmer, Colonization | lore | factory skyrim-official-20260814-v2.0 | |
| shriekwind_bastion | None | Shriekwind Bastion is a small Nordic ruin located north of Falkreath and east of Falkreath Watchtower in Falkreath Hold. It is inhabitted by Draugrs and rumors of vampires recently taking residence. | falkreathtraveler | Shriekwind Bastion is a small Nordic ruin located north of Falkreath in Falkreath Hold. You do not know anything else about this area. | commonwhiterunriftreach | Falkreath Hold, Falkreath, Falkreath Watchtower, Draugr, vampires, Nordic ruins | falkreath | factory skyrim-official-20260814-v2.0 | |
| shrine_of_azura | None | The Shrine of Azura is a massive sacred site dedicated to Azura, the Daedric Prince of Dawn and Dusk. It is located south of Winterhold, perched atop the summit of a tall mountain. The path leading to the shrine is found not far south of Whistling Mine, where it rises sharply to the west. To reach the shrine, travelers must head southeast along the path from Winterhold, heading in the direction of Windhelm. On clear days one can enjoy sweeping views from the summit, with expansive vistas stretching in all directions. The shrine itself is situated atop a stone fort-like structure, believed to have been built by the Dunmer, who revere Azura. A massive statue of Azura dominates the site, with an altar positioned in front of it. Aranea Ienith, a devout worshiper of Azura, spends her time at the altar, offering prayers when she is not following you. To the right of the altar, a small camp lies below on a lower level. | winterholddaedratraveler | The Shrine of Azura is a massive sacred site dedicated to Azura, the Daedric Prince of Dawn and Dusk. It is located south of Winterhold, perched atop the summit of a tall mountain. A massive statue of Azura dominates the site that can be seen from almost anywhere in Skyrim.You do not know anything else about this area. | common | Azura, Dunmer, Winterhold, Whistling Mine, Aranea Ienith, Daedric Prince, Dawn and Dusk, Windhelm, Daedric shrine | winterhold | factory skyrim-official-20260814-v2.0 | |
| shrine_of_mehrunes_dagon | None | The Shrine of Mehrunes Dagon is a shrine dedicated to the Daedric Prince Mehrunes Dagon, located in The Pale, south-southeast of Stonehills and southwest of The Lord Stone. The shrine is best reached by traveling southwest from The Lord Stone, following a winding path that leads to its remote location in the mountainous terrain. | paledaedratraveler | The Shrine of Mehrunes Dagon is a shrine dedicated to the Daedric Prince Mehrunes Dagon, located somewhere near the mountains in south of Dawnstar The Pale.You do not know anything else about this area. | commoneastmarchwinterholdwhiterunhjaalmarch | Mehrunes Dagon, The Pale, The Lord Stone, Stonehills, Dawnstar, Daedric Prince | pale | factory skyrim-official-20260814-v2.0 | |
| shrine_to_peryite | None | The Shrine to Peryite is a secluded shrine dedicated to the Daedric Prince Peryite, located northeast of Markarth and west of Karthwasten in the Reach. To reach the shrine from Markarth, travelers should take the path north of Salvius Farm and follow the right fork near Ragnvald, as there is no direct route from Karthwasten. The shrine is a place of worship for Peryite’s, the Daedric Prince of Pestilence, followers,. | reachdaedratraveler | The Shrine to Peryite is a secluded shrine dedicated to the Daedric Prince Peryite, located northeast of Markarth and west of Karthwasten in the Reach. You do not know anything else about this area. | commonfalkreathwhiterunhjaalmarchhaafingar | Peryite, Daedric Prince, Pestilence, Markarth, Karthwasten, Ragnvald, Salvius Farm, The Reach, Daedric shrine, worship | reach | factory skyrim-official-20260814-v2.0 | |
| shrouded_grove | None | Shrouded Grove is a secluded grove with a small cave located in The Pale, west of Lake Yorgrim, due south of Silverdrift Lair, and west of Nightgate Inn. | paletraveler | Shrouded Grove is a secluded grove with a small cave located west of Nightigate Inn in The Pale.You do not know anything else about this area. | commoneastmarchwinterholdwhiterunhjaalmarch | The Pale, Lake Yorgrim, Silverdrift Lair, Nightgate Inn, Cave, Seclusion | pale | factory skyrim-official-20260814-v2.0 | |
| shroud_hearth_barrow | None | Shroud Hearth Barrow is a medium-sized Nordic ruin located east of Ivarstead in the Rift. It is home to draugr and skeletons, and is steeped in local superstition as the residents of Ivarstead believe it to be haunted. There is the story of Wyndelius Gatharian, an adventurer who entered the ruin a year prior and never returned. | rifttraveler | Shroud Hearth Barrow is a medium-sized Nordic ruin located east of Ivarstead in the Rift.You do not know anything else about this area. | commoneastmarchfalkreath | Ivarstead, Rift, Nordic ruin, draugr, skeletons, haunting, Wyndelius Gatharian, superstition | rift | factory skyrim-official-20260814-v2.0 | |
| siddgeir | Jarl Siddgeir | Siddgeir is the Nord Jarl of Falkreath and a supporter of the Imperial Legion. He is the nephew of Dengeir of Stuhn, the former Jarl, and his other uncle is Thadgeir, a seasoned warrior. Siddgeir asserts that he deposed Dengeir due to his uncle's advanced age, though Dengeir believes that Imperial influence played a role in his ousting. Despite his position, Siddgeir is often perceived as lazy and self-serving, utilizing his status to enjoy its privileges without taking on the responsibilities of leadership. | scholarnobleimperial_legion | Siddgeir is the Jarl of Falkreath and a supporter of the Imperial Legion. He is the nephew of the former Jarl, Dengeir of Stuhn, and his other uncle, Thadgeir, is a seasoned warrior. Siddgeir claims he removed Dengeir due to his uncle's age, though Dengeir believes Imperial influence was involved. Siddgeir is often seen as lazy and self-serving, enjoying the privileges of his title without fulfilling the responsibilities of leadership. | common | Falkreath, Imperial Legion, Dengeir of Stuhn, Thadgeir, Nord, political succession, corruption | figures | factory skyrim-official-20260814-v2.0 | |
| sightless_pit | None | Sightless Pit is a medium-sized cave located south-southwest of Winterhold, in the Winterhold region, and south-southeast of Saarthal. The cave is inhabited by Falmer, the blind and hostile subterranean elves, who make their homes in dark and forsaken places like this one. | winterholdtraveler | Sightless Pit is a medium-sized cave located south-southwest of Winterhold, in the Winterhold region.You do not know anything else about this area. | commonpaleeastmarch | Winterhold, Saarthal, Falmer, subterranean elves, caves, darkness, hostility | winterhold | factory skyrim-official-20260814-v2.0 | |
| silent_moons_camp | None | Silent Moons Camp is a small, ancient Nordic ruin nestled northwest of Whiterun and north of Bleakwind Basin in the windswept plains of Whiterun Hold. The ruins are now occupied by bandits who have made it their base of operations, taking advantage of its defensible position and mystic surroundings. It is rumoured that a special forge can be found at this camp, which can enchant your weapon with magical lunar properties. | whiterun | Silent Moons Camp is a small, ancient Nordic ruin nestled northwest of Whiterun.You do not know anything else about this area. | skyrimallfalkreatheastmarchreachpalehjaalmarch | whiterun | custom | ||
| silus_vesuius's_house | Mythic Dawn Museum | Silus Vesuius's House is a residence in Dawnstar that doubles as a museum dedicated to the Mythic Dawn, a secretive cult infamous for worshipping the Daedric Prince of Destruction, Mehrunes Dagon. The Mythic Dawn, led by Mankar Camoran, orchestrated the assassination of Emperor Uriel Septim VII and his heirs in 3E 433, a plot that triggered the Oblivion Crisis and the end of the Third Era. Silus's museum preserves artifacts and history from this dark chapter of Tamriel's past, offering visitors a chance to learn about the Mythic Dawn's deeds and their catastrophic legacy. It is a controversial location due to the subject matter. | paletraveler | Silus Vesuius's House is a residence in Dawnstar that doubles as a museum dedicated to the Mythic Dawn, a secretive cult infamous for worshipping the Daedric Prince of Destruction, Mehrunes Dagon. The Mythic Dawn, led by Mankar Camoran, orchestrated the assassination of Emperor Uriel Septim VII and his heirs in 3E 433, a plot that triggered the Oblivion Crisis and the end of the Third Era. Silus's museum preserves artifacts and history from this dark chapter of Tamriel's past, offering visitors a chance to learn about the Mythic Dawn's deeds and their catastrophic legacy. It is a controversial location due to the subject matter. You do not know anything else about this area. | commoneastmarchwinterholdwhiterunhjaalmarch | Mythic Dawn, Mehrunes Dagon, Dawnstar, Oblivion Crisis, Mankar Camoran, Uriel Septim VII, Third Era, Daedric cult, museum | pale | factory skyrim-official-20260814-v2.0 | |
| silver-blood_inn | None | Silver-Blood Inn is located in the city of Markarth, opposite the entrance and next to the market stalls. The inn is owned by the powerful Silver-Blood clan, although the family members are rarely seen in the building. Instead, the inn is managed by Kleppr, who oversees the renting of rooms and the sale of food and drink. Kleppr's wife, Frabbi, works at the inn as well, though she is often found arguing with her husband. Their two children, Hreinn and Hroki, also help with various tasks around the inn. Despite the occasional family drama, Silver-Blood Inn remains a popular stop for travelers in Markarth. | reachinnkeepertraveler | Silver-Blood Inn is located in the city of Markarth, opposite the entrance and next to the market stalls. The inn is owned by the powerful Silver-Blood clan, though you do not know exactlly who works here.You do not know anything else about this area. | commonfalkreathwhiterunhjaalmarchhaafingar | Markarth, Silver-Blood clan, Kleppr, Frabbi, Hreinn, Hroki, market stalls, lodging, travelers | reach | factory skyrim-official-20260814-v2.0 | |
| silverdrift_lair | None | Silverdrift Lair is a small Nordic ruin located south-southeast of Dawnstar and west-northwest of Nightgate Inn in The Pale. The lair is inhabited by draugr. | paletraveler | Silverdrift Lair is a small Nordic ruin located south-southeast of Dawnstar in The Pale. You do not know anything else about this area. | commoneastmarchwinterholdwhiterunhjaalmarch | Dawnstar, Nightgate Inn, Nordic ruins, Draugr, The Pale, ancient Nord tombs | pale | factory skyrim-official-20260814-v2.0 | |
| silver_hand | None | The Silver Hand is an organized group of criminals, originally formed as werewolf hunters. Over time, however, their purpose became corrupted, and they now engage in indiscriminate violence, targeting anyone they perceive as enemies. Their actions are often brutal, with a history of capturing, torturing, and killing civilians. | companionswerewolf | The Silver Hand is a criminal group that originated as werewolf hunters but became corrupted over time. They now engage in indiscriminate violence, often using brutal tactics such as capturing, torturing, and killing civilians, targeting anyone they consider an enemy. | common | werewolf hunting, werewolves, criminal organization, torture, violence, The Companions, bandits | lore | factory skyrim-official-20260814-v2.0 | |
| silverside_perch | None | Silverside Perch are long grey fish found around Skyrim and can be caught with your hands. When used as an ingredient for potion making, they offer effects such as Restore Stamina, Damage Stamina Regen, Ravage Health and Resist Frost. | fisher | Silverside Perch are long grey fish. You do not know much more about the fish, but a fisher would. | common | Restore Stamina, Damage Stamina Regen, Ravage Health, Resist Frost, Alchemy, Fishing, Rivers | creatures | factory skyrim-official-20260814-v2.0 | |
| sithis | Dread Father | Sithis, also known as the Dread Father, is a primordial representation of chaos and change, often linked with the Dark Brotherhood and associated with serpent-like imagery. Although not classified as Aedric or Daedric, he is viewed as the personification of the Void and the primordial force of destruction and creation. Sithis plays a critical role in various Tamrielic mythologies, including the creation of the world, the intersection of Anuiel and Padomay, and the origin of Lorkhan. To the Dark Brotherhood, Sithis is a central figure, with followers believing that the souls of those killed in his name are sent to the Void after death. Sithis’ influence is depicted in multiple ways, from his presence in the creation of Aurbis to his embodiment of the ongoing forces of stasis and change. The worship of Sithis is often secretive and tied to assassin guilds, notably the Dark Brotherhood and Morag Tong. These organizations act as intermediaries for Sithis, with the Dark Brotherhood following rituals, such as the Rite of Penance, and the Morag Tong committing sanctioned political assassinations. The Dark Brotherhood’s worship is macabre and ritualistic, involving effigies and gruesome symbols, with members believing that traitors are claimed by the Wrath of Sithis and dragged to the Void. In contrast, the Morag Tong views assassination as a ceremonial reenactment of the original murder of Nir, focusing less on bloodshed and more on the celebration of life. Despite the differences in practices, both guilds revere Sithis as the source of ultimate power and divine vengeance. | dark_brotherhooddaedrascholarmorag_tong | Sithis is a primordial force of chaos and change, worshiped mainly by the Dark Brotherhood, who believe that the souls of those killed in his name are sent to the Void. He is the personification of the Void and plays a key role in creation myths, including the birth of the world and Lorkhan. | esoteric | Dark Brotherhood, Morag Tong, Lorkhan, Padomay, Aurbis, Void, assassination, creation myth, Wrath of Sithis, Nir | figures | factory skyrim-official-20260814-v2.0 | |
| skaal | Skaal Tribe | The Skaal are a distinct tribe of Nords residing in northeastern Solstheim, known for their strong connection to the land and their self-sufficient way of life. Their village, located along the Felsaad Coast near Lake Fjalding, is home to a hospitable people who welcome strangers without suspicion. The Skaal believe that Solstheim was once part of Skyrim and became an island following a great conflict between Dragon Cult loyalists, from whom they claim descent, and rebels. Their isolation allowed them to form a unique culture over time, one rooted in oral traditions and a deep spiritual bond with the natural world. The Skaal's way of life revolves around their environment, as they rely solely on the land for their needs and rarely engage in trade with outsiders. Their history includes a splinter group, led by Hrothmund the Red, that founded Thirsk Mead Hall to return to the old ways of unrestrained hunting and combat. In the Fourth Era, the Skaal faced challenges as the aftermath of the Red Year led to ashfall from Red Mountain, which poisoned the land and drove desperate wildlife into their territory. Despite these hardships, the Skaal maintain their traditions and strong sense of community. | solstheimscholar | The Skaal are a tribe of Nords living in northeastern Solstheim, near Lake Fjalding, known for their deep spiritual bond with the land and self-sufficient lifestyle. Believing Solstheim was once part of Skyrim, their culture, rooted in oral traditions, formed through centuries of isolation. They rely solely on the land, rarely trading with outsiders, and uphold strong community ties. | common | Nords, Solstheim, Felsaad Coast, Lake Fjalding, Dragon Cult, Hrothmund the Red, Thirsk Mead Hall, Red Year, Red Mountain, All-Maker, oral traditions, ashfall | lore | factory skyrim-official-20260814-v2.0 | |
| skaal_village | None | Skaal Village is a small, secluded settlement located in the northeastern region of Solstheim, along the Felsaad Coast, just north of Lake Fjalding and east of the Isild River. It is home to the Skaal, a unique offshoot tribe of Nords who live in harmony with nature as part of their worship of the All-Maker. The Skaal lead a simple, self-sufficient life in the frozen north, relying on hunting, minor agriculture, and their knowledge of crafting stalhrim, a rare and ancient material. The village consists of eight buildings arranged in a circle around a central well, reflecting the communal nature of Skaal society. The Skaal believe Solstheim was originally part of Skyrim, transformed into an island during a climactic battle between Dragon Cult loyalists and rebels. The Skaal trace their lineage back to the loyalist faction and have preserved their history through oral tradition. This narrative is supported by archaeological evidence, including multiple Dragon Cult ruins and carvings uncovered in the Fourth Era. | skaalscholarmiraak_culttraveler | Skaal Village is a small, secluded settlement located in the northeastern region of Solstheim. It is home to the Skaal, Nordic people who worship animal gods.You do not know anything else about this area. | commonsolstheim | Skaal, Felsaad Coast, Lake Fjalding, Isild River, All-Maker, Stalhrim, Dragon Cult, nature worship, oral tradition, Nordic ruins | solstheim | factory skyrim-official-20260814-v2.0 | |
| skald | Skald the Elder | Skald is the elderly Jarl of Dawnstar, a position he has held for 35 years. A staunch supporter of the Stormcloak rebellion, Skald is fiercely loyal to Ulfric Stormcloak, the leader of the movement. However, his strong allegiance to the Stormcloak cause has made him somewhat contentious among the townsfolk. Many view his political fanaticism as foolish and find his personality unpleasant, leading to a general sentiment that he is too arrogant and zealous for the role of Jarl. Should the Imperial Legion succeed in their campaign, it is likely that Skald will be overthrown and replaced by Brina Merilis, who is favored by a significant portion of the population. | scholarnobleimperial_legionstormcloaks | Skald is the Jarl of Dawnstar, a strong supporter of the Stormcloak rebellion, and loyal to Ulfric Stormcloak. His unwavering stance on the Stormcloak cause has made him unpopular with many in the town, who see him as arrogant and zealous. If the Imperial Legion succeeds, Skald is likely to be replaced by Brina Merilis, who has more support among the people. | common | Dawnstar, Stormcloaks, Imperial Legion, Skyrim Civil War, Nord nobility, Fourth Era, fanaticism, unpopular leadership | figures | factory skyrim-official-20260814-v2.0 | |
| skeever | None | Skeevers are small, aggressive, rat-like creatures found in dark areas like caves or dungeons, as well as the wilderness of Skyrim. While they are generally considered weak enemies, they can carry the disease Ataxia, which reduces Lockpicking and Pickpocket skills. | hunterhealer | Skeevers are small, aggressive, rat-like creatures found in dark areas like caves or dungeons, as well as the wilderness of Skyrim. | common | disease, Ataxia, caves, dungeons, wilderness, Lockpicking, Pickpocket | creatures | factory skyrim-official-20260814-v2.0 | |
| skeever_tail | None | Skeever Tails are dropped by dead skeevers. Alchemy effects: Damage Stamina Regen, Ravage Health, Damage Health, and Fortify Light Armor | alchemist | Skeever Tails are dropped by dead skeevers. You do not know the alchemical effects of this ingredient. However, an alchemist might. | Everyone | items | custom | ||
| skeleton_key | None | The Skeleton Key is a powerful Daedric artifact linked to Nocturnal, the Daedric Prince of Night and Shadows. Though typically appearing as a key or lockpick, its form can vary. The Skeleton Key is renowned for its ability to unlock any lock, making it a coveted tool for thieves and adventurers alike. When it manifests as a lockpick, it is nearly indestructible, bypassing even the toughest barriers. However, some wizards, seeking to limit its power, placed restrictions on the Key, such as limiting its use to once per day and ensuring it never stays in the possession of one thief for long, eventually disappearing. | daedrathieves_guildscholar | The Skeleton Key is a Daedric artifact of Nocturnal, known for its ability to unlock any lock. | esoteric | Nocturnal, Daedric Princes, Daedric artifacts, Thieves Guild, lockpicking, shadows, wizard restrictions | artifacts | factory skyrim-official-20260814-v2.0 | |
| skill_potions | potion of alteration, potion of haggling, potion of the defender, potion of strength, conjurers potion, potion of destruction, enchanters potion, potion of the knight, potion of illusion, skirmishers potion, potion of lockpicking, potion of true shot, potion of the warrior, potion of glibness, potion of pickpocketing, potion of the healer, blacksmiths potion, potion of light feet, potion of the berserker | Skill potions temporarily fortify a particular trained ability. Common varieties aid a school of magic, weapon style, armor use, smithing, enchanting, stealth, lockpicking, pickpocketing, persuasion, bargaining, or carrying capacity. Their gameplay effect is a temporary increase to the named skill or its practical results; stronger labels such as draught, philter, and elixir indicate greater potency. | alchemist | Skill potions temporarily improve the ability named on the bottle. | common | alchemy, enchanting, smithing, stealth, lockpicking, pickpocketing, persuasion, bargaining, schools of magic, temporal effect | items | factory skyrim-official-20260814-v2.0 | |
| skingrad | None | Skingrad, a prominent Colovian town in the West Weald region of Cyrodiil, is celebrated for its prosperity, cultural significance, and agricultural contributions, particularly its renowned wines, tomatoes, and cheeses. Known as the "Gem of Old Colovia," Skingrad embodies Colovian virtues of independence, hard work, and resilience. Governed by Count Janus Hassildor during the late Third Era, the town flourished under his strict leadership, minimizing crime and maintaining order. Its vineyards, such as those owned by the Surilie brothers and Tamika, have made Skingrad a centerpiece of Cyrodiil's winemaking tradition. Architecturally, the town is divided into districts connected by gates and bridges, featuring landmarks like the Great Chapel of Julianos and Castle Skingrad, the count's residence and rumored haven for his vampirism. Historically, Skingrad played a key role in resisting the Alessian Order's theocratic dominance, contributing to the formation of the autonomous Colovian Estates. Under figures like King Rislav Larich, it became a bastion of independence and military strength, defeating the Alessian forces and helping dissolve their rule. The town's importance continued through the eras, from its Second Era reputation as a center for intellectuals and winemaking to its survival of the Oblivion Crisis in the Third Era, where it benefited from the Hero of Kvatch’s aid. In the Fourth Era, Skingrad remained resilient, with its vineyards still thriving and its legacy enduring as a symbol of Colovian pride and stability amidst Cyrodiil's turbulent history. | scholarimperialtraveler | Skingrad, a prosperous Colovian town in Cyrodiil, is known for its renowned wines, agricultural products, and vibrant culture. Governed by Count Janus Hassildor in the late Third Era, it flourished under his rule, contributing significantly to Cyrodiil's winemaking tradition. The town is also known for its architectural beauty, including the Great Chapel of Julianos and Castle Skingrad. Historically, Skingrad played a crucial role in resisting the Alessian Order's dominance and helped establish the Colovian Estates' independence. Its legacy of resilience and pride continues into the Fourth Era, maintaining its importance amidst Cyrodiil's history. | common | Colovia, West Weald, Janus Hassildor, winemaking, Alessian Order, Colovian Estates, Rislav Larich, Julianos, vampirism, Oblivion Crisis, Surilie brothers, Castle Skingrad | locationother | factory skyrim-official-20260814-v2.0 | |
| skooma | None | Skooma is a common narcotic in Tamriel, made from refined moon sugar. While illegal, it is widely available in Skyrim and known for its addictive properties. | merchantthiefkhajiit | You know it is a narcotic substance often associated with moon sugar but lack detailed knowledge. | common | moon sugar, narcotic, addiction, contraband, Khajiit, smuggling, underworld, Imperial law, alchemy, Tamriel | items | factory skyrim-official-20260814-v2.0 | |
| skuldafn | None | Skuldafn is a vast Nordic ruin located in Eastmarch, notable for containing a portal to Sovngarde. Guarded by powerful draugr, dragons, and the formidable dragon priest Nahkriin, it is a site of immense historical and mythical significance. | eastmarchtraveler | Skuldafn is a vast Nordic ruin located in Eastmarch, notable for containing a portal to Sovngarde. It is umreachable by normal means.You do not know anything else about this area. | commonpaleriftwinterholdwhiterun | Sovngarde, Nahkriin, Dragon Cult, Draugr, Dragons, Eastmarch, Nordic ruins, ancient portals | eastmarch | factory skyrim-official-20260814-v2.0 | |
| skull_of_corruption | None | The Skull of Corruption is a powerful artifact associated with Vaermina, the Daedric Prince of Dreams and Nightmares. This staff is renowned for its ability to create a duplicate, or "clone," of any target upon which it is cast. The resulting clone is compelled to attack the original, serving the caster's bidding. Legends suggest that the Skull possesses its own consciousness and can feed on the memories of those nearby, enhancing its dark powers. | daedrascholar | The Skull of Corruption is a Daedric artifact of Vaermina that embodies the Prince's dominion over dreams and nightmares. | esoteric | Vaermina, Dreams and Nightmares, Daedric Princes, Daedric artifacts, staves, clone magic, sentient weapons | artifacts | factory skyrim-official-20260814-v2.0 | |
| skyborn_altar | None | Skyborn Altar is a mountaintop dragon lair located east-southeast of Morthal and south of Stonehills in Hjaalmarch. The path to the altar can be accessed from the south by traveling between Silent Moons Camp and Dustman's Cairn, with a dirt path marked by two stone bird heads flanking the base of stone steps leading up the mountain. | hjaalmarchdragontraveler | Skyborn Altar is a mountaintop dragon lair located east-southeast of Morthal and in Hjaalmarch. You do not know anything else about this area. | commonwhiterunpalehaafingar | Morthal, Stonehills, Hjaalmarch, Dragon Lair, Silent Moons Camp, Dustman's Cairn, Dragon, Mountain | hjaalmarch | factory skyrim-official-20260814-v2.0 | |
| skyforge | None | Skyforge is an ancient and mystical forge located atop a rocky outcrop in Whiterun, near the Companions' hall, Jorrvaskr. Renowned for its unparalleled craftsmanship, it is tended by Eorlund Gray-Mane, widely regarded as the finest blacksmith in Skyrim. The forge’s searing heat is used to craft powerful weapons and armor, as well as to light the funeral pyres of fallen Companions, intertwining its purpose with the traditions and legacy of the order. Legend holds that the Skyforge predates human settlement in the area. The ancient elves believed it to be a relic of the gods, an artifact so sacred that they avoided it entirely. When Ysgramor and his Five Hundred Companions arrived, they claimed the forge as their own, building Jorrvaskr nearby to honor its power. This act marked the beginning of human settlement in the region, eventually giving rise to the city of Whiterun. | whiteruncompanionstraveler | Skyforge is an ancient and mystical forge located atop a rocky outcrop in Whiterun, near the Companions' hall, Jorrvaskr. Renowned for its unparalleled craftsmanship, it is tended by Eorlund Gray-Mane, widely regarded as the finest blacksmith in Skyrim. The forge’s searing heat is used to craft powerful weapons and armor, as well as to light the funeral pyres of fallen Companions, intertwining its purpose with the traditions and legacy of the order. | commonfalkreatheastmarchreachpalehjaalmarch | Companions, Jorrvaskr, Ysgramor, Eorlund Gray-Mane, Whiterun, Nordic blacksmithing, Five Hundred Companions, funeral pyres, Mer | whiterun | factory skyrim-official-20260814-v2.0 | |
| sky_haven_temple | None | Sky Haven Temple is a large, mountaintop fort located east of Markarth in the Reach, accessible through the Karthspire cave. Once a major temple and outpost for the Blades, it has long been abandoned and is now under Forsworn control. Despite its abandonment, Sky Haven Temple remains a key historical site due to its role as the Blades' primary base in Skyrim and its connection to Alduin's Wall, a pictorial repository of ancient Akaviri dragonlore. The temple's history stretches back thousands of years, and although its last use by the Blades is unknown, the structure has remained remarkably well-preserved. Upon reclaiming the temple, Delphine, acting as the Blades' Grandmaster, aims to rebuild the organization and use it as a hidden base of operations. The temple houses Alduin's Wall, which details the Dragon Cult's reign and a prophecy concerning Alduin's return. | reachscholartravelerbladesforsworn | Sky Haven Temple is a large, mountaintop fort located somewhere east of Markarth in the Reach. It is rumored to be an old base to the Imperial Blades, the imperials secret agents. However its exact location has been lost to time.You do not know anything else about this area. | commonfalkreathwhiterunhjaalmarchhaafingar | Blades, Alduin's Wall, Forsworn, Delphine, Karthspire, Dragon Cult, Akaviri, Alduin, Reach, prophecy | reach | factory skyrim-official-20260814-v2.0 | |
| skyrim | Keizaal, Mereth | Skyrim, the northernmost province of Tamriel, is a cold, mountainous region historically inhabited by Nords, though it was once home to the Elves, who were displaced by Nordic settlers. The province is ruled by a High King, chosen by the Moot, a council of jarls, and its political structure has undergone significant shifts, especially following the Pact of Chieftains in 1E 420. Skyrim's history includes the rise of the Nords, their overthrow of the Dragon Cult, and the eventual defeat of the Dwemer, whose remnants remain a dark force in the region. The province also saw significant division in the 2nd Era, leading to the formation of two independent kingdoms, Eastern and Western Skyrim, which later reunited during the Tiber War. Geographically, Skyrim is bordered by Morrowind to the east, Cyrodiil to the south, Hammerfell to the southwest, and High Rock to the west. It is known for its harsh, snowy northern landscapes and milder southern regions. The province contains four of Tamriel's highest peaks and is home to many notable locations, including Orc strongholds and settlements of the Dunmer following the Red Year. Skyrim's history is also marked by the arrival of new races and influences, including Orcs, Elves, and the Thalmor, who have contributed to its complex and often turbulent political landscape. Despite its internal conflicts, Skyrim remains a region rich in culture, legend, and ancient mysteries. | scholarnordnobletravelerthalmor | Skyrim, the northernmost province of Tamriel, is a cold, mountainous land originally inhabited by Elves, later displaced by the Nords. It is ruled by a High King chosen by a council of jarls, with a history marked by significant events like the rise of the Nords, the fall of the Dragon Cult, and the defeat of the Dwemer. The province saw political divisions in the 2nd Era, forming two kingdoms that later reunited. Geographically, it is bordered by Morrowind, Cyrodiil, Hammerfell, and High Rock, and features both harsh northern landscapes and milder southern regions. Skyrim is home to notable locations such as Orc strongholds and Dunmer settlements, and its history is shaped by the influence of various races, including Orcs, Elves, and the Thalmor. | common | Nords, High King, Moot, Dragon Cult, Dwemer, Pact of Chieftains, Thalmor, The Red Year, Morrowind, Cyrodiil, Hammerfell, High Rock | locationother | factory skyrim-official-20260814-v2.0 | |
| skytemple_ruins | None | Skytemple Ruins is a small outdoor Nordic ruin located north of the College of Winterhold, in the Winterhold region, and east of Ysgramor's Tomb. The ruins are perched atop a large glacial mound on an island off the northern coast of Skyrim, offering a dramatic and isolated setting. The sparse remains of the temple are home to draugr and skeletons, the undead guardians of the site, making it a dangerous location for those who venture into its depths. | winterholdtravelercollege_of_winterhold | Skytemple Ruins is a small outdoor Nordic ruin located north of the College of Winterhold.You do not know anything else about this area. | commonpaleeastmarch | College of Winterhold, Ysgramor's Tomb, draugr, Nordic ruins, glacier, skeletons, Winterhold, undead | winterhold | factory skyrim-official-20260814-v2.0 | |
| slaughterfish | None | Slaughterfish are aggressive predatory fish found in diverse aquatic environments across Nirn. Known for their sharp teeth and swift, lethal attacks, they form dense schools and grow exceptionally large when well-fed. Variants such as the Rumare Slaughterfish, Blind Slaughterfish, and the legendary Crab-Slaughter-Crane highlight their adaptability. While their bites can cause severe injuries and transmit diseases like Greenspore, slaughterfish are valuable for their alchemical properties, crafting materials, and culinary uses. Regions like Vvardenfell consume their dried scales as treats, while Nords favor stone-cooked slaughterfish as a delicacy. Their prevalence has spurred preventative measures, such as enchanted bobbers and repellents, reflecting their dual role as both a threat and a resource in Tamrielic life. | hunter | Slaughterfish are small, aggressive aquatic predators found in nearly all waters of Nirn. Recognizable by their razor-sharp teeth, these fish often swim in large groups, quickly overwhelming and attacking unsuspecting prey. | common | Vvardenfell, Lake Rumare, Nords, Greenspore, diseases, alchemy, crafting, scales, enchantment, Nirn | creatures | factory skyrim-official-20260814-v2.0 | |
| slaughterfish_egg | None | Slaughterfish Eggs can be acquired by harvesting a slaughterfish egg nest, found underwater or occasionally half-submerged in water. Alchemy effects: Resist Poison, Fortify Pickpocket, Lingering Damage Health, and Fortify Stamina. | alchemist | Slaughterfish Eggs can be acquired by harvesting a slaughterfish egg nest, found underwater or occasionally half-submerged in water. You do not know the alchemical effects of this ingredient. However, an alchemist might. | Everyone | items | custom | ||
| slaughterfish_scales | None | Slaughterfish Scales are dropped by slaughterfish, commonly found in Skyrim's waters. Alchemy effects: Resist Frost, Lingering Damage Health, Fortify Heavy Armor, and Fortify Block. | alchemist | Slaughterfish Scales are dropped by slaughterfish, commonly found in Skyrim's waters. You do not know the alchemical effects of this ingredient. However, an alchemist might. | common | Slaughterfish, aquatic creatures, alchemy ingredients, Resist Frost, Fortify Heavy Armor, Fortify Block, Lingering Damage Health | items | factory skyrim-official-20260814-v2.0 | |
| sleeping_tree_camp | None | Sleeping Tree Camp is a remote giant camp located west of Whiterun and east of Broken Fang Cave, nestled amidst the open plains of Whiterun Hold. The camp is centered around the mysterious Sleeping Tree, which grows from a glowing pool. The tree emits a soft, otherworldly purple light, and its sap is said to possess strange properties, enhancing health but causing slowed movement and blurred vision. The camp is home to giants and mammoths who fiercely protect their territory, warning intruders before attacking if their warnings go unheeded. | whiteruntraveler | Sleeping Tree Camp is a remote giant camp located west of Whiterun.You do not know anything else about this area. | commonfalkreatheastmarchreachpalehjaalmarch | Whiterun Hold, Broken Fang Cave, Sleeping Tree, giants, mammoths, health enhancement, slowed movement, blurred vision, tree sap, otherworldly light | whiterun | factory skyrim-official-20260814-v2.0 | |
| sleeping_tree_sap | None | Sleeping Tree Sap is a mysterious and powerful substance harvested from the Sleeping Tree. It is said to grant great strength but induces a hazy and dreamlike state. Ysolda in Whiterun is known to trade in it. | ysolda | You know nothing about this. | common | Sleeping Tree, Ysolda, Whiterun, Strength, Dreamlike State, Trade, Alchemy | items | factory skyrim-official-20260814-v2.0 | |
| sload | Slugmen, Slug-Folk, Slug-Folk of Thras, Slug People, Grubs | The Sload, also known as Slugmen or slug-folk, are a race of slug-like beastfolk hailing from the Coral Kingdoms of Thras, located southwest of Tamriel. These semi-aquatic, corpulent beings can grow to significant sizes and are primarily known for their necromantic culture. Described by the Khajiit explorer Ja'dasha as some of the most dangerous sea creatures, the Sload are often mentioned alongside krakens and sea serpents. Their notoriety escalated dramatically in 1E 2260 when they released the Thrassian Plague upon Tamriel, a catastrophic event that resulted in the deaths of over half the continent's population, further solidifying their reputation as a significant threat in the region. | scholar | The Sload, or Slugmen, are a slug-like race from the Coral Kingdoms of Thras, southwest of Tamriel. Known for their necromantic culture and semi-aquatic nature, they are infamous for their role in unleashing the Thrassian Plague in 1E 2260, which decimated over half of Tamriel's population. Described as highly dangerous by explorers, they are often compared to krakens and sea serpents, cementing their reputation as a significant threat to the region. | common | Thras, Coral Kingdoms, necromancy, Thrassian Plague, beastfolk, Abecean Sea, Khajiit, sea creatures, Tamriel, N'Gasta | lore | factory skyrim-official-20260814-v2.0 | |
| sload_soap | None | Sload Soap, a grey soap popular in Vvardenfell, is an ingredient that can be purchased from Khajiit caravans. Alchemy effects: Resist Fire, Fear, Fortify Conjuration, and Fortify Alteration. | alchemist | Sload Soap, a grey soap popular in 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 | ||
| slow | None | These magical effects are offensive Destruction abilities that reduce the target;s movement speed, leaving them vulnerable to follow-up attacks. This effect is available in pre-crafted potions and can be brewed into custom potions, making it a practical choice for crowd control. Generally combining at least two of the following ingredients, provided they share this effect, will create a potion with the Slow effect: Bungler;s Bane, Burnt Spriggan Wood, Deathbell, Large Antlers, Poison Bloom, River Betty, Salt Pile, Trama Root | alchemistmage | This effect slows enemies down, making it harder for them to move or escape. An alchemist or mage might know more though. | common | Destruction, Deathbell, Salt Pile, Large Antlers, River Betty, Poison Bloom, Trama Root, Burnt Spriggan Wood, crowd control, alchemy | spells | factory skyrim-official-20260814-v2.0 | |
| slow_time | tiid klo ul | Slow Time is a Shout that commands time itself to obey, causing the world around you to stand still while you move at normal speed. The three words of power in this Shout are Tiid (Time), which controls the flow of time; Klo (Sand), which symbolizes the slow passage of time, like grains of sand slipping away; and Ul (Eternity), which extends the effect, allowing time to remain frozen for a longer duration. | dragon | This is a Dragon Shout. You do not know much about Dragon shouts, or their language. | common | time, time manipulation, Dragons, Dragon Language, Thu'um, Voice, Words of Power, slow effect, eternity, sand | spells | factory skyrim-official-20260814-v2.0 | |
| small_antlers | None | Small Antlers are dropped by female elk, while male deer and elk drop large antlers. Alchemy effects: Weakness to Poison, Fortify Restoration, Lingering Damage Stamina, and Damage Health. | alchemisthealer | Small Antlers are dropped by female elk, while male deer and elk drop large antlers. You do not know the alchemical effects of this ingredient. However, an alchemist might. | common | elk, deer, Large Antlers, Weakness to Poison, Fortify Restoration, Lingering Damage Stamina, Damage Health, Restoration, Poison | items | factory skyrim-official-20260814-v2.0 | |
| small_pearl | None | Small Pearl is an alchemy ingredient found in Pearl Oysters. Alchemy effects: Restore Stamina, Fortify One-handed, Fortify Restoration, and Resist Frost. | alchemist | Small Pearl is an alchemy ingredient found in Pearl Oysters. You do not know the alchemical effects of this ingredient. However, an alchemist might. | common | Pearl Oyster, Restore Stamina, Fortify One-handed, Fortify Restoration, Resist Frost, alchemy, pearl | items | factory skyrim-official-20260814-v2.0 | |
| smelter_overseer's_house | None | Smelter Overseer's House is a small residence in Markarth, home to Mulush gro-Shugurz, the Smelter Overseer, and his wife Urzoga gra-Shugurz. The house is tucked away behind a rocky outcropping, making it easy to miss, especially while standing in the smelting area. | reachtraveler | Smelter Overseer's House is a small residence in Markarth, you do not know who lives here.You do not know anything else about this area. | commonfalkreathwhiterunhjaalmarchhaafingar | Markarth, Mulush gro-Shugurz, Urzoga gra-Shugurz, smelting, Orcs, The Reach | reach | factory skyrim-official-20260814-v2.0 | |
| smithing_expertise | None | These magical effects are utility-focused Destruction enchantments that enhance the effectiveness of crafting and improving weapons and armor. This effect is available through custom enchanting and is also found on enchanted gear, making it invaluable to blacksmiths and warriors. | mage | This enchantment helps improve weapons and armor, making them stronger and better to use. A mage might know more though. | common | Destruction, Enchanting, blacksmiths, warriors, weapon improvement, armor improvement, crafting, enchanted gear | spells | factory skyrim-official-20260814-v2.0 | |
| snapleg_cave | None | Snapleg Cave is a medium-sized cave located northwest of Rift Watchtower and south-southeast of Darkwater Pass in Eastmarch. The cave is rumoured to be inhabited by hags and various creatures, making it a treacherous location for unwary travelers. | eastmarchtraveler | Snapleg Cave is a medium-sized cave located northwest of Rift Watchtower and south-southeast of Darkwater Pass in Eastmarch. You do not know anything else about this area. | commonpaleriftwinterholdwhiterun | Eastmarch, Rift Watchtower, Darkwater Pass, hags, caves, dangerous creatures | eastmarch | factory skyrim-official-20260814-v2.0 | |
| snowberries | None | Snowberries are red berries harvested from the snowberry plant, commonly found near the snowline in Skyrim. Alchemy effects: Resist Fire, Fortify Enchanting, Resist Frost, and Resist Shock. | alchemist | Snowberries are red berries harvested from the snowberry plant, commonly found near the snowline in Skyrim. You do not know the alchemical effects of this ingredient. However, an alchemist might. | common | snowline, Resist Fire, Fortify Enchanting, Resist Frost, Resist Shock, alchemy, enchanting, Skyrim | items | factory skyrim-official-20260814-v2.0 | |
| snowclad_ruins | None | 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. The ruins are home to werebears, fearsome lycanthropic creatures with the ferocity of a bear and the cunning of a man. | solstheimtraveler | You do not know anything about this area. | common | Solstheim, Temple of Miraak, Hrothmund's Barrow, werebears, lycanthropy, Nordic ruins | solstheim | factory skyrim-official-20260814-v2.0 | |
| snow_elf | Ancient Falmer, Snow Elves, Ice Elves | The Snow Elves, also known as the Ancient Falmer or Ice Elves, were a proud and highly magical race of mer who once inhabited much of Skyrim and parts of High Rock. Known for their pale skin, white hair, and long lifespans, Snow Elves possessed a natural resistance to frost, allowing them to thrive in cold, remote regions. Their civilization was advanced, rivalling even the Altmer of the Summerset Isles. However, the Snow Elves were gradually displaced by the Nords during the late Merethic Era and early First Era. | snow_elfscholar | The Snow Elves, or Ancient Falmer, were a magical race of mer who once thrived in Skyrim and parts of High Rock. Distinguished by their pale skin, white hair, and frost resistance, they excelled in magic and lived in advanced civilizations rivaling the Altmer of Summerset. Their long lifespans and resilience allowed them to flourish in cold regions, but they were gradually displaced by the Nords during the late Merethic and early First Eras. | common | Skyrim, High Rock, Altmer, Summerset Isles, Nords, Falmer, frost resistance, magic, long lifespans, displacement, Merethic Era, First Era | lore | factory skyrim-official-20260814-v2.0 | |
| snowpoint_beacon | None | Snowpoint Beacon is a small tower located southwest of Winterhold, in the Winterhold region, and east of Fort Fellhammer. The tower is perched on a rocky outcrop, and its main path approaches from the north, where stone steps lead up to a doorway. The tower has been taken over by bandits, who use it as a base of operations, making it a dangerous location for travelers. The tower itself, though small, is strategically placed, offering a commanding view of the surrounding area. | winterholdtraveler | Snowpoint Beacon is a small tower located southwest of Winterhold, in the Winterhold region.You do not know anything else about this area. | commonpaleeastmarch | Winterhold, Fort Fellhammer, bandits, tower, rocky outcrop, strategic view | winterhold | factory skyrim-official-20260814-v2.0 | |
| snow-shod_farm | None | Snow-Shod Farm is a small farm located south of Riften and west of Nightingale Hall in the Rift. Owned by Vulwulf Snow-Shod, the farm is managed by Addvild and Leonara Arius. The property includes a farmhouse and a windmill, along with fields of crops and livestock. The farm produces wheat, leeks, and potatoes, with Addvild offering payment for gathering these items. The livestock includes chickens and cows. | rifttraveler | Snow-Shod Farm is a small farm located south of Riften.You do not know anything else about this area. | commoneastmarchfalkreath | Vulwulf Snow-Shod, Addvild, Leonara Arius, Nightingale Hall, wheat, leeks, potatoes, livestock, windmill, agriculture | rift | factory skyrim-official-20260814-v2.0 | |
| snow-shod_manor | None | Snow-Shod Manor is a large and prominent residence in the northeastern part of Riften, home to the influential Snow-Shod clan. Situated between Aerin's House and Riftweald Manor, the manor reflects the status and wealth of the family within Riften's social hierarchy. | rifttraveler | Snow-Shod Manor is a large and prominent residence in the northeastern part of Riften.You do not know anything else about this area. | commoneastmarchfalkreath | Riften, Snow-Shod clan, Aerin's House, Riftweald Manor, Rift, nobility, wealth | rift | factory skyrim-official-20260814-v2.0 | |
| snow_veil_sanctum | None | Snow Veil Sanctum is a medium-sized Nordic ruin located north-northeast of Windhelm, in the Winterhold region, and south of Bleakcoast Cave. The ruin is home to draugr, the ancient undead guardians that protect Nordic tombs, making it a dangerous and foreboding site for any who dare enter. | winterholdtraveler | Snow Veil Sanctum is a medium-sized Nordic ruin located north-northeast of Windhelm, in the Winterhold region.You do not know anything else about this area. | commonpaleeastmarch | Nordic ruin, Windhelm, Winterhold, Bleakcoast Cave, Draugr, Nordic tombs, undead | winterhold | factory skyrim-official-20260814-v2.0 | |
| solitude | None | Solitude is a major city located on the northwest coast of Skyrim, serving as the capital of both Haafingar and the entire province. Built atop a natural arch over the Sea of Ghosts, it is the largest city in Skyrim and the seat of the province's High King. The city is ruled by Jarl Elisif the Fair, widow of the late High King Torygg, and her throne resides in the Blue Palace. Solitude is home to many important buildings and institutions, including the headquarters of the Imperial Legion in Skyrim, the East Empire Company Warehouse, and the Bards College. The Thalmor Embassy is located nearby, adding to the city’s political significance. Notable locations within Solitude include the Bards College, Bits and Pieces shop, Blue Palace, Castle Dour, the Fletcher, the Temple of the Divines, and the Winking Skeever inn. | haafingarnoblescholartravelereast_empire_companyimperial_legionthalmorguard | Solitude is a major city located on the northwest coast of Skyrim, serving as the capital of both Haafingar and the entire province. Built atop a natural arch over the Sea of Ghosts, it is the largest city in Skyrim and the seat of the province's High King. The city is ruled by Jarl Elisif the Fair, widow of the late High King Torygg, and her throne resides in the Blue Palace. | common | Haafingar, Imperial Legion, Blue Palace, Thalmor Embassy, Castle Dour, Bards College, Temple of the Divines, East Empire Company Warehouse, High King Torygg, Jarl Elisif the Fair, Sea of Ghosts, The Winking Skeever | haafingar | factory skyrim-official-20260814-v2.0 | |
| solitude_blacksmith | None | Solitude Blacksmith is a smithy located on the western side of Solitude, up the ramp to Castle Dour and to the right. The smithy is operated by Beirand and Heimvar, with a spacious interior filled with various weapons, armor, and crafting materials. | haafingartraveler | Solitude Blacksmith is a smithy located in Solitude. You do not know who runs the blacksmith.You do not know anything else about this area. | commonreachhjaalmarch | Beirand, Heimvar, Castle Dour, weapons, armor, smithing, crafting materials | haafingar | factory skyrim-official-20260814-v2.0 | |
| solitude_lighthouse | None | Solitude Lighthouse is a stone structure located on the northern coast of Skyrim, northeast of Solitude. The lighthouse plays an important role in guiding ships safely into Solitude's harbor. It is tended to by a solitary Khajiit named Ma'zaka, who lives in the lighthouse. It is rumored that if the lighthouse was to go out, it cause extreme danger for ships coming into port. | haafingarsailortraveler | Solitude Lighthouse is a stone structure located on the northern coast of Skyrim, northeast of Solitude. You do not know anything else about this area. | commonreachhjaalmarch | Solitude, Haafingar, Ma'zaka, Khajiit, ships, harbors, sailors, maritime navigation | haafingar | factory skyrim-official-20260814-v2.0 | |
| solitude_sawmill | None | Solitude Sawmill is a wood mill located southwest of Solitude in Haafingar. The sawmill consists of a house and the mill itself, and is owned by Hjorunn, a Nord who works alongside his employee, Kharag gro-Shurkul, an Orc. | haafingartraveler | Solitude Sawmill is a wood mill located southwest of Solitude in Haafingar. You do not know who runs the mill.You do not know anything else about this area. | commonreachhjaalmarch | Solitude, Haafingar, wood mill, lumber, Nord, Orc, wood, western Skyrim | haafingar | factory skyrim-official-20260814-v2.0 | |
| soljund's_sinkhole | None | Soljund's Sinkhole is a small moonstone mine and settlement located east of Markarth and north of Old Hroldan Inn in the Reach. The mine is inhabited by draugr, presenting a challenge for miners and adventurers alike. | reachtraveler | Soljund's Sinkhole is a small moonstone mine and settlement located east of Markarth in the Reach. You do not know anything else about this area. | commonfalkreathwhiterunhjaalmarchhaafingar | Markarth, Reach, Old Hroldan Inn, Moonstone, Draugr, mine, settlement | reach | factory skyrim-official-20260814-v2.0 | |
| solstheim | None | Solstheim is a large island located in the Sea of Ghosts, to the north of Tamriel, with a history that stretches back to the ancient Snow Elves, the first inhabitants of the region. They built grand settlements on Solstheim that outlasted their mainland holdings, leaving a lasting mark on the island. Though the island has been home to various races over the centuries, it has traditionally been dominated by Nordic influence. In 4E 16, Solstheim officially became part of Morrowind. The island’s history took a tragic turn during the Red Year of 4E 5, when the eruption of Red Mountain devastated the southern half of Solstheim. Fort Frostmoth was destroyed, leaving the Imperial garrison in disarray and killing General Carius. Raven Rock, a settlement on the island, quickly took over the remnants of the garrison and was fortified by elite members of the Redoran Guard. In the aftermath of the eruption, the ash from Red Mountain transformed the southern part of the island into vast ashlands. To protect Raven Rock from the encroaching ash, Brara Morvayn designed and oversaw the construction of a great stone wall known as the Bulwark, funded by the East Empire Company. In 4E 16, as part of a political compromise, Skyrim ceded control of Solstheim to Morrowind. While this act appeared to be a compassionate gesture toward the Dunmer, it was driven by political motives. Skyrim sought to avoid a conflict with Morrowind, which had long claimed the island, and by relinquishing control, it preserved its image as a savior to the Dunmer. As a result, many Dunmer refugees, including members of the minor House Sathil, began flocking to the island. The East Empire Company was forced to hand over control of Raven Rock to House Redoran, and by 4E 48, Solstheim was no longer considered part of the Empire. | solstheimnoblescholartravelereast_empire_companyhouse_redoran | Solstheim is a large island located in the Sea of Ghosts, to the north of Tamriel, with a history that stretches back to the ancient Snow Elves, the first inhabitants of the region. They built grand settlements on Solstheim that outlasted their mainland holdings, leaving a lasting mark on the island. Though the island has been home to various races over the centuries, it has traditionally been dominated by Nordic influence. In 4E 16, Solstheim officially became part of Morrowind. The island’s history took a tragic turn during the Red Year of 4E 5, when the eruption of Red Mountain devastated the southern half of Solstheim. You do not know anything else about this area. | common | Sea of Ghosts, Snow Elves, Red Year, Red Mountain, Fort Frostmoth, Raven Rock, House Redoran, East Empire Company, The Bulwark, Brara Morvayn, Morrowind, Dunmer | solstheim | factory skyrim-official-20260814-v2.0 | |
| sotha_sil | Seht, Clockwork God, Lord Sotha Sil | Sotha Sil, also known as Seht, was the wizard-mystic god of the Dunmer and one of the most enigmatic figures of the Tribunal. Revered by his followers for his wisdom and magical prowess, he held many titles, including the Mainspring Ever-Wound, the Father of Mysteries, and the Clockwork King of the Three in One. Unlike his counterparts, Sotha Sil did not consider himself a god but allowed Vivec and Almalexia to embrace their divine identities. He famously rejected the notion of free will, dedicating himself to the creation of his greatest invention, the Clockwork City, where his Clockwork Apostles resided and pursued a vision for a new Nirn. Sotha Sil's legacy extended beyond his mechanical creations. He negotiated the Coldharbour Compact with eight Daedric Princes, believed to limit their direct involvement in mortal affairs, although this agreement was not always upheld. His craftsmanship yielded numerous artifacts and advanced metallic prosthetics, which could replace lost limbs, reflecting his belief that "the truth of clockwork is for all." However, his followers took great care to protect his inventions from misuse. With the advent of the New Temple in the Fourth Era, Sotha Sil, along with the other members of the Tribunal, was reclassified as a saint, while the worship of the Good Daedra was restored as central to Dunmeri faith. | dunmerdaedrascholar | Sotha Sil, also known as Seht, was the wizard-mystic god of the Dunmer and one of the Tribunal's most enigmatic figures. Revered for his magical prowess and wisdom, he did not consider himself a god like Vivec and Almalexia. Instead, he focused on creating the Clockwork City and believed in a vision for a new Nirn. Sotha Sil also negotiated the Coldharbour Compact with the Daedric Princes, although this was not always respected. His craftsmanship led to the creation of many artifacts and prosthetics. In the Fourth Era, he and the Tribunal were reclassified as saints, and the worship of the Good Daedra was restored in Dunmeri faith. | common | Tribunal, Clockwork City, Coldharbour Compact, Clockwork Apostles, Almalexia, Vivec, Dunmer, Daedric Princes, New Temple, Good Daedra, prosthetics | figures | factory skyrim-official-20260814-v2.0 | |
| soul_gems | Soul gem | Soul gems are crystals capable of holding a captured soul. Filled gems provide power for creating enchantments, restoring the charge of enchanted objects, and certain forms of magical construction. Their capacities differ, so a gem can hold only a soul suited to its size. Black soul gems can imprison the souls of people and are closely associated with necromancy, making their use especially feared and condemned. Azura's Star is a renowned Daedric artifact that can be filled repeatedly rather than consumed like an ordinary gem. | magescholar | Soul gems are crystals used to capture souls and power enchantments. Black soul gems can hold the souls of people and are widely condemned. | common | enchanting, necromancy, Azura's Star, soul trapping, Black soul gems, Daedric artifacts, magical construction, conjuration, Molag Bal | lore | factory skyrim-official-20260814-v2.0 | |
| soul_husk_extract | None | This extract protects against magical attacks and interrupts the soul drain effect within the Soul Cairn. Valerica can craft it in exchange for Soul Husks. Alchemists speculate its properties come from the unique magical environment of the Soul Cairn, where the laws of magic differ from Tamriel. | valericavampire | You have heard that it is related to vampires but know nothing more. | esoteric | Soul Cairn, vampires, Soul Husks, magic resistance, soul drain protection, alchemy, magical environments, Tamriel, Valerica | items | factory skyrim-official-20260814-v2.0 | |
| soul_tear | rii vaaz zol | Soul Tear is a Shout that cuts through flesh and shatters the soul, allowing you to command the will of the fallen. The three words of power in this Shout are Rii (Essence), which targets the essence of the foe; Vaaz (Tear), which rends their soul apart; and Zol (Zombie), which raises the fallen to serve you as a zombie under your control. | dragon | This is a Dragon Shout. You do not know much about Dragon shouts, or their language. | common | Dragon Shout, Thu'um, necromancy, zombie, reanimation, Rii, Vaaz, Zol, Dragon Language, soul magic | spells | factory skyrim-official-20260814-v2.0 | |
| soul_trap | None | These magical effects are offensive Conjuration spells that bind the soul of a defeated enemy to a soul gem, allowing it to be used in enchanting or recharging magical items. This effect is widely available as a spell, can be applied through custom enchanting, and is found on enchanted weapons, making it a vital tool for mages. | mage | This spell captures the soul of a defeated enemy, storing it in a soul gem for later use. A mage might know more though. | common | Conjuration, Enchanting, Soul Gems, spells, mages, magical items, enchanted weapons, custom enchanting | spells | factory skyrim-official-20260814-v2.0 | |
| southfringe_sanctum | None | Southfringe Sanctum is a small cave located southeast of Helgen and south of Fort Neugrad in Falkreath Hold. The cave is rumored to contain dangerous mages. | falkreathtraveler | Southfringe Sanctum is a small cave located southeast of Helgen in Falkreath Hold. You do not know anything else about this area. | commonwhiterunriftreach | Falkreath Hold, Helgen, Fort Neugrad, dangerous mages, caves, Falkreath | falkreath | factory skyrim-official-20260814-v2.0 | |
| south_skybound_watch | None | Skybound Watch Pass is a small Nordic tower and ruin located northeast of Helgen and west of Orphan Rock in Falkreath Hold. | falkreathtraveler | Skybound Watch Pass is a small Nordic tower and ruin located northeast of Helgen in Falkreath Hold.You do not know anything else about this area. | commonwhiterunriftreach | Nordic ruins, Falkreath Hold, Helgen, Orphan Rock, North Skybound Watch, towers, Falkreath, mountain passes | falkreath | factory skyrim-official-20260814-v2.0 | |
| spadefish | None | Spade Fish are large black fish with an orange outline shaped like a spade. They can be found in temperate streams while it is raining. When used as an ingredient for potion making, they offer effects such as Restore Health, Fortify Lockpicking, Fortify Pickpocket and Cure Disease. | fisherhealer | Spade Fish are large black fish with an orange outline shaped like a spade. You do not know much more about the fish, but a fisher would. You do not know much more about the fish, but a fisher would. | common | Restore Health, Fortify Lockpicking, Fortify Pickpocket, Cure Disease, temperate streams, rain, alchemy, potion making | creatures | factory skyrim-official-20260814-v2.0 | |
| sparks | None | Sparks is a Destruction spell that discharges a stream of electrical energy, dealing shock damage to health and magicka. It requires a Novice skill level to cast. | mage | Sparks is a spell that releases a stream of electrical energy, damaging both the health and magicka of enemies. You do not know much else about this spell. | common | Destruction, shock damage, magicka damage, Novice spells, electrical energy, health damage | spells | factory skyrim-official-20260814-v2.0 | |
| spawn_ash | None | Spawn Ash is an white powder ingredient dropped by ash spawn on Solstheim. Alchemy effects: Ravage Stamina, Resist Fire, Fortify Enchanting, and Ravage Magicka. | alchemist | Spawn Ash is an white powder ingredient dropped by ash spawn on Solstheim. You do not know the alchemical effects of this ingredient. However, an alchemist might. | Everyone | items | custom | ||
| spear_of_bitter_mercy | Bitter Mercy | The Spear of Bitter Mercy is a mysterious artifact believed to be of Daedric origin, originally forged by Mehrunes Dagon and later associated with Hircine, earning him the Reachfolk title "Spear with Five Points." Imbued with powerful energies capable of instantly killing all but High Daedra Lords, the Spear is central to Hircine's Great Hunt and can only be wielded by those sanctified to its rules. Though once in Sheogorath's possession, its history remains enigmatic, and it is known to reject unworthy wielders outside its intended purpose. | daedrascholar | The Spear of Bitter Mercy is a powerful artifact originally forged by Mehrunes Dagon and later associated with Hircine. Imbued with deadly energies, it can only be wielded by those sanctioned to participate in Hircine's Great Hunt and rejects unworthy wielders. | esoteric | Daedra, Mehrunes Dagon, Hircine, Reachfolk, Sheogorath, Great Hunt, instant kill, artifact rejection, Daedric artifacts, spear symbolism | artifacts | factory skyrim-official-20260814-v2.0 | |
| spectral_arrow | None | Spectral Arrow is a Conjuration spell that summons a magical arrow to strike a target, dealing damage and staggering them. It requires an Adept skill level to cast. | mage | Spectral Arrow is a spell that summons a magical arrow to strike a target, dealing damage and staggering them. You do not know much else about this spell. | common | Conjuration, Adept, magical arrow, stagger, damage, summoning, bound weapon | spells | factory skyrim-official-20260814-v2.0 | |
| spell_absorption | None | These magical effects are defensive Destruction abilities that absorb incoming spells and convert their energy into magicka for the caster. This effect is rare and not available through standard enchanting or potions, making it a highly coveted ability for mages. | mage | This rare magic absorbs incoming spells, turning them into magicka for the user. A mage might know more though. | common | Destruction, defensive magic, magicka, Enchanting, potions, rare magic, spell defense, energy conversion | spells | factory skyrim-official-20260814-v2.0 | |
| spellbreaker | None | Spellbreaker, also known as Spell Breaker, is a powerful and ancient Dwarven artifact that takes the form of a tower shield. Originally created for King Rourken of the Dwemer, the shield has been claimed by the Daedric Prince Peryite, who is associated with pestilence and order. While its exact origins are debated, some believe it was forged by a Daedric Prince. Regardless, Spellbreaker has a well-earned reputation as one of the oldest and most potent relics in Tamriel. | daedrascholar | Spellbreaker is an ancient Dwarven shield, now associated with the Daedric Prince Peryite, renowned for its power and status as one of Tamriel's oldest artifacts. It is famed for its ability to protect against magical attacks. | esoteric | Peryite, Dwemer, King Rourken, Dwarven artifact, tower shield, magical protection, pestilence, order, Daedric Prince, Tamriel | artifacts | factory skyrim-official-20260814-v2.0 | |
| spiddal_stick | None | Spiddal Stick, a long yellow plant harvested from the Deadlands, is an ingredient that can be purchased from Khajiit caravans. Alchemy effects: Damage Health, Damage Magicka, Weakness to Fire, and Restore Stamina. | alchemist | Spiddal Stick, a long yellow plant harvested from the Deadlands, 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 | ||
| spider_egg | None | Spider Eggs are light greenish eggs that can be acquired by harvesting the egg sacs of frostbite spiders. Alchemy effects: Damage Stamina, Damage Magicka Regen, Fortify Lockpicking, and Fortify Marksman. | alchemist | Spider Eggs are light greenish eggs that can be acquired by harvesting the egg sacs of frostbite spiders. You do not know the alchemical effects of this ingredient. However, an alchemist might. | Everyone | items | custom | ||
| spriggan | None | Spriggans, often referred to as Nature's Guardians, are mystical nature spirits typically taking the form of tree-like humanoids, although they can also assume animal-like shapes. Known for their moderate intelligence, Spriggans are generally hostile toward travelers, protecting secluded groves and glades across Tamriel. They blend seamlessly with the surrounding plant life, ambushing unsuspecting intruders with sharp fingers and teeth, as well as a toxic poison. Their regenerative abilities are formidable, making them difficult to defeat; they can call upon nearby woodland creatures for assistance during combat, and some can even summon powerful black bears. | hunterpriestscholar | Spriggans are mystical nature spirits, often tree-like humanoids, that protect secluded groves in Tamriel. They are hostile to travelers, and can summon woodland creatures, including black bears, for assistance. | common | nature spirits, Nature's Guardians, woodland creatures, black bears, regeneration, poison, secluded groves, Tamriel | creatures | factory skyrim-official-20260814-v2.0 | |
| spriggan_sap | None | Spriggan Sap is found randomly around Skyrim, and its origins of creation remain a mystery. Alchemy effects: Damage Magicka Regen, Fortify Enchanting, Fortify Smithing, and Fortify Alteration. | alchemist | Spriggan Sap is found randomly around Skyrim, and its origins of creation remain a mystery. You do not know the alchemical effects of this ingredient. However, an alchemist might. | Everyone | items | custom | ||
| staff_of_hasedoki | None | The Staff of Hasedoki is a legendary artifact created by the powerful wizard Hasedoki, who bonded his soul to the staff to combat his isolation. This engraved metallic staff, adorned with a horned blue head, offers its wielder resistance to magicka, the ability to knock back enemies with forceful projectiles, and a soul trap effect. Revered by magic users across Tamriel, it is highly sought after for its potent defensive and offensive capabilities. | scholarmage | The Staff of Hasedoki is a legendary artifact created by the wizard Hasedoki, offering resistance to magicka, the ability to knock back enemies, and a soul trap effect. Highly sought after by magic users, it is revered for its powerful defensive and offensive capabilities. | esoteric | Hasedoki, magicka resistance, soul trap, knockback, soul bonding, wizards, Tamriel, isolation, legendary artifacts | artifacts | factory skyrim-official-20260814-v2.0 | |
| staff_of_magnus | None | Staff of Magnus is an ancient and powerful artifact in Tamriel, originally created by Arch-Mage Magnus, the God of Magic. It is often referred to as the Golden Staff and is believed to have served as a metaphysical battery during its creator's time in Mundus. After Magnus fled, the staff remained behind and has since been associated with various legends; some consider it a gift, others a theft, and some even view it as a test for mortals. | college_of_winterholdscholarmagepriest | The Staff of Magnus is an ancient artifact created by the God of Magic, Magnus, known for its immense power and connection to Tamriel's magical energy. It is surrounded by legends, seen as a gift, a theft, or a test for mortals. | esoteric | Magnus, Mundus, Tamriel, God of Magic, Mages Guild, metaphysical battery, magic, enchantment, drain, legend | artifacts | factory skyrim-official-20260814-v2.0 | |
| stalhrim | Enchanted Ice, Nordic Burial Ice | Stalhrim is a rare, enchanted ice found only on the island of Solstheim. It has a rich history, initially used in ancient Nordic burial rituals to encase the deceased as a form of protection, and later as a crafting material for weapons, armor, clothing, and jewelry. Stalhrim armor can be made in light or heavy variants and is known for its impressive protection. It also enhances frost enchantments, making them more powerful. Described as a rigid, blue-white crystalline metal, stalhrim is as hard as iron and nearly indestructible by conventional means. The only way to mine it is with an ancient Nordic pickaxe, crafted with superior skill. In addition to its use in armor and crafting, raw stalhrim can be used in alchemy to induce paralysis and inflict frost damage. Working with stalhrim is similar to ebony smithing and requires the expertise of a skilled blacksmith. | blacksmithskaal | Stalhrim is a rare, enchanted ice found only on the island of Solstheim. It has a rich history, initially used in ancient Nordic burial rituals to encase the deceased as a form of protection, and later as a crafting material for weapons, armor, clothing, and jewelry. Stalhrim armor can be made in light or heavy variants and is known for its impressive protection. It also enhances frost enchantments, making them more powerful. | common | Solstheim, Nordic burial rituals, frost enchantments, Ebony Smithing, ancient Nordic pickaxe, alchemy, paralysis, Frost Damage, heavy armor, light armor, Skaal, Raven Rock | items | factory skyrim-official-20260814-v2.0 | |
| stalhrim_arrow | None | Stalhrim arrow is an arrow that deals great damage. Its visual design is icy and crystalline, with a frosty blue shaft, a sharp stalhrim tip, and light, snow-colored fletching. .It can be crafted by an expert smith at a forge. 1 stalhrim, 1 firewood = 24 arrows. | blacksmith | Stalhrim arrow is an arrow that deals great damage. Its visual design is icy and crystalline, with a frosty blue shaft, a sharp stalhrim tip, and light, snow-colored fletching. .You do not know how to craft it, but a blacksmith would. | Everyone | equipment | custom | ||
| stalhrim_equipment | stalhrim gauntlets, stalhrim helmet, stalhrim shield, stalhrim armor, stalhrim boots, stalhrim sword, stalhrim war axe, stalhrim dagger, stalhrim mace, stalhrim greatsword, stalhrim battleaxe, stalhrim warhammer, stalhrim bow, stalhrim arrow | Stalhrim equipment includes icy weapons, arrows, heavy armor, and shields made from enchanted ancient ice. Only smiths trusted with Skaal techniques can shape Stalhrim without destroying its unusual hardness and affinity for frost enchantment. Individual pieces serve different combat roles, but their exact damage, protection, and crafting requirements depend on the piece rather than the family name. | blacksmithwarriormerchant | Stalhrim equipment includes icy weapons, arrows, heavy armor, and shields made from enchanted ancient ice. Individual pieces differ in use. | common | Stalhrim, Skaal, frost enchantment, ancient ice, heavy armor, Solstheim, Nordic tombs, Enchanting, smithing, chill | equipment | factory skyrim-official-20260814-v2.0 | |
| stalhrim_light_equipment | stalhrim light armor, stalhrim light boots, stalhrim light gauntlets, stalhrim light bracers, stalhrim light helmet | Light Stalhrim equipment includes light armor shaped from enchanted Stalhrim. Skaal knowledge allows the ancient ice to be worked into pale crystalline protection that is lighter than the traditional heavy Stalhrim set. Individual pieces serve different combat roles, but their exact damage, protection, and crafting requirements depend on the piece rather than the family name. | blacksmithwarriormerchant | Light Stalhrim equipment includes light armor shaped from enchanted Stalhrim. Individual pieces differ in use. | common | Stalhrim, Skaal, Solstheim, light armor, enchanting, smithing, Stalhrim Equipment, Nordic ruins | equipment | factory skyrim-official-20260814-v2.0 | |
| stalhrim_source | None | The Stalhrim Source is a small outdoor Nordic ruin located east of Broken Tusk Mine and southwest of Mortrag Peak on Solstheim. This site is of particular importance due to its abundance of stalhrim, a rare and ancient material used by the Nords to craft powerful weapons and armor. | solstheimtraveler | You do not know anything about this area. | common | Broken Tusk Mine, Mortrag Peak, stalhrim, Nordic ruin, Nords, weapons, armor, rare material | solstheim | factory skyrim-official-20260814-v2.0 | |
| stallions_potion | None | The Stallion's Potion is a unique potion that boosts stamina for an extended period and is often associated with physical endurance. | bothela | You assume it must be endurance-enhancing by the name but know nothing else about its origins. You have heard it most often in association with Markarth. | common | stamina, physical endurance, Markarth, Bothela, potions, alchemy | items | factory skyrim-official-20260814-v2.0 | |
| stamina_poisons | stamina poison, vigor poison, lingering stamina poison | Stamina poisons weaken physical endurance. Their gameplay effects either drain stamina, deal lingering stamina damage, or suppress stamina regeneration, making prolonged fighting and exertion more difficult. | alchemist | Stamina poisons drain endurance or prevent it from recovering normally. | common | stamina, poison, combat, endurance, stamina regeneration, lingering damage, alchemy | items | factory skyrim-official-20260814-v2.0 | |
| stamina_potions | potion of minor stamina, potion of stamina, potion of plentiful stamina, potion of vigorous stamina, potion of extreme stamina, potion of ultimate stamina | Stamina potions are alchemical draughts used to restore physical endurance after exertion. They are brewed in several strengths and are routinely carried by warriors, hunters, laborers, and travelers who expect prolonged effort. | alchemistwarriorhuntertravelerhealer | Stamina potions restore physical endurance and are sold in several strengths. | common | alchemy, endurance, warriors, hunters, laborers, travelers, potions, restoration | items | factory skyrim-official-20260814-v2.0 | |
| statue_to_meridia | Statue of Meridia | The Statue to Meridia is a shrine dedicated to the Daedric Prince of Life and Light, Meridia. Located west of Solitude and east of Clearpine Pond in Haafingar, the statue stands as a beacon of Meridia's influence in Skyrim. It is rumored that the Beacon of Meridia is missing from this location, hidden somewhere in Skyrim. | haafingardaedratraveler | The Statue to Meridia is a shrine dedicated to the Daedric Prince of Life and Light, Meridia. Located west of Solitude in Haafingar.You do not know anything else about this area. | commonreachhjaalmarch | Meridia, Daedric Prince, Life, Light, Solitude, Haafingar, Clearpine Pond, Beacon of Meridia, shrine | haafingar | factory skyrim-official-20260814-v2.0 | |
| steadfast_ward | None | Steadfast Ward is a Restoration spell that creates a powerful magical barrier around the caster, absorbing a large amount of magic damage. It requires an Adept skill level to cast. | magehealer | Steadfast Ward is a spell that creates a powerful magical barrier around the caster, absorbing a large amount of magic damage. You do not know much else about this spell. | common | Restoration, magical barrier, magic damage absorption, Adept spells, defensive magic, spell defense | spells | factory skyrim-official-20260814-v2.0 | |
| steamcrag_camp | None | Steamcrag Camp is a giant camp located south of Windhelm and east of Bonestrewn Crest in Eastmarch. The camp is a typical giant settlement, featuring a large bonfire, mammoth bones, and other signs of giant activity. Surrounded by the sulfurous pools characteristic of the region, it is a notable landmark in Eastmarch's volcanic landscape. | eastmarchtraveler | Steamcrag Camp is a giant camp located south of Windhelm in Eastmarch.You do not know anything else about this area. | commonpaleriftwinterholdwhiterun | Giants, Mammoths, Windhelm, Bonestrewn Crest, Eastmarch, Sulfurous pools, Volcanic landscape, Bonfire, Mammoth bones | eastmarch | factory skyrim-official-20260814-v2.0 | |
| steel_arrow | None | Steel Arrow is an arrow that deals standard damage. Its visual design is simple and practical, with a polished metal shaft, a sharp steel arrowhead, and plain feathered fletching.It can be crafted by an adept smith at a forge. 1 steel ingot, 1 firewood = 24 arrows. | blacksmith | Steel Arrow is an arrow that deals standard damage. Its visual design is simple and practical, with a polished metal shaft, a sharp steel arrowhead, and plain feathered fletching.You do not know how to craft it, but a blacksmith would. | Everyone | equipment | custom | ||
| steel_blue_entoloma | None | Steel-Blue Entoloma, a blue fungus originating from Cyrodiil, is an ingredient that can be purchased from Khajiit caravans. Alchemy effects: Restore Magicka, Fortify Destruction, Resist Frost, and Fortify Carry Weight. | alchemist | Steel-Blue Entoloma, a blue fungus 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, Restore Magicka, Fortify Destruction, Resist Frost, Fortify Carry Weight, alchemy, fungus | items | factory skyrim-official-20260814-v2.0 | |
| steel_bolt | None | Steel Bolt is an bolt that deals good damage. Its visual design is straightforward and functional, with a polished steel shaft, a sharp metal tip, and minimal ornamentation. It can be crafted by an adept smith at a forge. 1 steel ingot, 1 firewood = 10 bolts. | blacksmith | Steel Bolt is an bolt that deals good damage. Its visual design is straightforward and functional, with a polished steel shaft, a sharp metal tip, and minimal ornamentation. You do not know how to craft it, but a blacksmith would. | Everyone | equipment | custom | ||
| steel_equipment | steel armor, steel boots, steel gauntlets, steel helmet, steel shield, steel sword, steel war axe, steel dagger, steel mace, steel greatsword, steel battleaxe, steel warhammer, steel arrow, steel bolt | Steel equipment includes widely used weapons, ammunition, heavy armor, and shields. Its polished gray metal and practical construction make steel a dependable standard for soldiers, guards, mercenaries, and established smithies. Individual pieces serve different combat roles, but their exact damage, protection, and crafting requirements depend on the piece rather than the family name. | blacksmithwarriormerchant | Steel equipment includes widely used weapons, ammunition, heavy armor, and shields. Individual pieces differ in use. | common | heavy armor, weapons, shields, blacksmithing, soldiers, guards, mercenaries, steel, ammunition, armor rating | equipment | factory skyrim-official-20260814-v2.0 | |
| steel_plate_equipment | steel plate armor, steel plate boots, steel plate gauntlets, steel plate helmet, steel plate shield | Steel Plate equipment includes carefully fitted heavy armor and shields made from layered steel plate. It is more enclosed and protective than ordinary steel armor, demanding better materials and more accomplished smithing. Individual pieces serve different combat roles, but their exact damage, protection, and crafting requirements depend on the piece rather than the family name. | blacksmithwarriormerchant | Steel Plate equipment includes carefully fitted heavy armor and shields made from layered steel plate. Individual pieces differ in use. | common | heavy armor, steel, layered plate, smithing, Steel Equipment, shields, combat protection | equipment | factory skyrim-official-20260814-v2.0 | |
| steepfall_burrow | None | Steepfall Burrow is a small cave located northwest of Dragon Bridge and east of Northwatch Keep in Haafingar. It is inhabited by trolls and wolves. | haafingartraveler | Steepfall Burrow is a small cave located northwest of Dragon Bridge in Haafingar.You do not know anything else about this area. | commonreachhjaalmarch | Dragon Bridge, Northwatch Keep, Haafingar, Trolls, Wolves, Caves | haafingar | factory skyrim-official-20260814-v2.0 | |
| stendarr | Stendarr the Steadfast, THENDR | Stendarr, also known as Stendarr the Steadfast, is the Divine of Mercy, Charity, Justice, and Righteous Might. He is a compassionate god who offers protection and healing to the weak and the suffering. His teachings encourage kindness, generosity, and the defense of the vulnerable, making him the patron of magistrates, rulers, knights, and the Imperial Legion. Stendarr's worship is widespread across Tamriel, and he is considered part of the pantheons of the Imperials, Bretons, Altmer, Bosmer, and Khajiit, where he is known as S'rendarr. His followers are called to offer help to those in need, and his mercy extends to all mortals, regardless of their faith. Stendarr's priests, templars, and organizations like the Vigil of Stendarr uphold his values by combating Abominations—unnatural creatures such as daedra, vampires, lycanthropes, and the undead, who are viewed as enemies of mankind. Stendarr also bestows upon mortals the gift of magic, particularly in healing and protection, which his followers use in his name. Artifacts associated with Stendarr, such as the Gauntlets of the Crusader and Stendarr’s Hammer, symbolize his strength and righteous power. Temples dedicated to him provide healing and training, and his followers live by precepts of mercy, justice, and service to those in need. | priestscholarimperial_legion | Stendarr, the Divine of Mercy and Justice, is a compassionate god who protects the weak and punishes the wicked. He teaches kindness, charity, and the defense of the vulnerable, making him a patron of knights, rulers, and healers. Worshiped widely across Tamriel, his followers, like the Vigil of Stendarr, fight against abominations like daedra and vampires. Stendarr’s blessings include healing and protective magic, and his temples provide aid to those in need. | common | Divines, Aedra, Vigil of Stendarr, Imperial Legion, mercy, justice, healing, daedra, vampires, undead, S'rendarr, Gauntlets of the Crusader | figures | factory skyrim-official-20260814-v2.0 | |
| stendarr's_aura | None | Stendarr's Aura is a Restoration spell that creates an aura around the caster, dealing damage to nearby undead, daedra, and other enemies while also healing the caster over time. It requires an Expert skill level to cast. | magehealer | Stendarr's Aura is a spell that creates an aura around the caster, dealing damage to nearby undead, daedra, and other enemies, while also healing the caster over time. You do not know much else about this spell. | common | Stendarr, undead, daedra, Restoration, healing, damage, aura, Expert skill level | spells | factory skyrim-official-20260814-v2.0 | |
| stendarr's_beacon | None | Stendarr's Beacon is a small tower southeast of Riften and south of Black-Briar Lodge in the Rift. The path to the beacon branches off the main road southeast of Riften, opposite the path leading to Black-Briar Lodge. It passes by the route to Broken Helm Hollow and winds south, then east, before climbing north to the beacon. Outside the tower, the resident Vigilants of Stendarr have set up a makeshift camp. | riftdawnguardvampirevolkihartraveler | Stendarr's Beacon is a small tower southeast of Riften and south of Black-Briar Lodge in the Rift.You do not know anything else about this area. | commoneastmarchfalkreath | Vigilants of Stendarr, Riften, Black-Briar Lodge, Broken Helm Hollow, Rift, Stendarr, tower, camp | rift | factory skyrim-official-20260814-v2.0 | |
| stendarrs_hammer | None | Stendarr's Hammer is a legendary artifact believed to have been wielded by Stendarr, the God of Justice and Righteous Might. This formidable weapon is constructed from ebony and adorned with sapphire, which can enhance its tempering. It is noted for its significant weight, making it difficult for most individuals to wield effectively; it reportedly required the strength of four men to lift it onto its display podium in a museum. | priestscholar | Stendarr's Hammer is a legendary ebony weapon adorned with sapphire, associated with Stendarr, the God of Justice. Known for its immense weight, it requires extraordinary strength to wield effectively. | common | Stendarr, God of Justice, Righteous Might, Ebony, Sapphire, Tempering, Two-handed weapons, Heavy weapons, Museum displays, Divines | artifacts | factory skyrim-official-20260814-v2.0 | |
| stillborn_cave | None | Stillborn Cave is a small cave located north-northwest of Windhelm, across the mountains from the city in the Winterhold region. The cave is inhabited by falmer, the twisted, blind, subterranean elves, making it a dangerous location for anyone who ventures inside. The entrance to the cave leads into an ice tunnel that stretches southward, with the path soon turning west. As the tunnel continues, an ice melt runoff creates a rapid stream flowing from east to west, cutting through the cave. | winterhold | Stillborn Cave is a small cave located north-northwest of Windhelm, across the mountains from the city in the Winterhold region. You do not know anything else about this area. | skyrimallpaleeastmarch | winterhold | custom | ||
| stoneflesh | None | Stoneflesh is an Alteration spell that enhances the caster's armor rating for a short duration, offering improved protection. It requires an Apprentice skill level to cast. | mage | Stoneflesh is a spell that makes the caster’s skin as tough as stone for a short time, providing better protection from attacks. You do not know much else about this spell. | common | Alteration, armor rating, Apprentice, protection, defensive magic, stone | spells | factory skyrim-official-20260814-v2.0 | |
| stoneflower_petals | None | Stoneflower Petals, a light purple flower originating from Vvardenfell, is an ingredient that can be purchased from Khajiit caravans. Alchemy effects: Weakness to Shock, Fortify One-handed, Fortify Magicka, and Fortify Enchanting. | alchemist | Stoneflower Petals, a light purple flower 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 | ||
| stonehill_bluff | None | Stonehill Bluff is a giant camp located south-southwest of Dawnstar and north-northeast of Volunruud in The Pale. The camp is typical of the isolated and rugged homes of Skyrim's giants, featuring a large central bonfire, mammoth bones, and various trophies from the wild. | paletraveler | Stonehill Bluff is a giant camp located south-southwest of Dawnstar in The Pale. You do not know anything else about this area. | commoneastmarchwinterholdwhiterunhjaalmarch | Dawnstar, Volunruud, The Pale, Giants, Mammoths, Bonfire | pale | factory skyrim-official-20260814-v2.0 | |
| stonehills | None | Stonehills is a small mining settlement located east of Morthal and west of Dimhollow Crypt in Hjaalmarch. It serves as the encampment for workers at Rockwallow Mine, which is owned by Thane Bryling of Solitude. The mine is managed by Sorli the Builder and her husband, Pactur, who live in a house near the mine with their son, Sirgar. | hjaalmarchtraveler | Stonehills is a small mining settlement located east of Morthal.You do not know anything else about this area. | commonwhiterunpalehaafingar | Hjaalmarch, Morthal, Rockwallow Mine, Solitude, Bryling, Sorli the Builder, mining, settlement | hjaalmarch | factory skyrim-official-20260814-v2.0 | |
| stony_creek_cave | None | Stony Creek Cave is a small cave located southeast of Windhelm and north of Ansilvund in Eastmarch. The cave is rumoured to be occupied by bandits. | eastmarchtraveler | Stony Creek Cave is a small cave located southeast of Windhelm in Eastmarch. You do not know anything else about this area. | commonpaleriftwinterholdwhiterun | Eastmarch, Windhelm, Ansilvund, bandits, cave, rumour | eastmarch | factory skyrim-official-20260814-v2.0 | |
| storm_atronach | Storm Daedra, Thundernach | Storm Atronachs, sometimes referred to as Thundernachs, are elemental Daedra originating from the realm of Levinace. These formidable beings are composed of lightning and rocky debris, giving them a striking and chaotic appearance. Storm Atronachs can be found both unbound in the wild and summoned by skilled mages to serve various functions, such as guards or laborers. | magedaedrascholarpsijic_order | Storm Atronachs are elemental Daedra from the realm of Levinace, made of lightning and rocky debris. | common | Daedra, Levinace, lightning, elemental, summoning, Conjuration, Void Salts, Direnni, Psijic Order | creatures | factory skyrim-official-20260814-v2.0 | |
| storm_call | strun bah qo | Storm Call is a Shout that summons a destructive storm, calling down lightning to strike your enemies. The three words of power in this Shout are Strun (Storm), which conjures the violent storm; Bah (Wrath), which intensifies the fury of the storm; and Qo (Lightning), which directs the lightning to strike down foes with powerful bolts. | dragon | This is a Dragon Shout. You do not know much about Dragon shouts, or their language. | common | Dragon Shout, Dragon Language, Lightning, Storms, Wrath, Destruction magic, Area damage, Thu'um, Dragons, Weather magic | spells | factory skyrim-official-20260814-v2.0 | |
| stormcloaks | None | The Stormcloaks are a rebel faction in Skyrim, led by Jarl Ulfric Stormcloak of Windhelm. They seek to overthrow the Imperial Legion's control over Skyrim and establish it as an independent kingdom, free from the influence of the Empire. Their rebellion was sparked by the Empire's enforcement of the White-Gold Concordat, particularly the ban on Talos worship, which the Nords view as an affront to their traditions and sovereignty. The Stormcloaks aim to restore Skyrim’s ancient customs and resist what they see as Imperial and Thalmor oppression. Most of the eastern regions of Skyrim are under Stormcloak control, including their stronghold in Windhelm. The central hold of Whiterun remains a strategic focus for both sides, though it starts as neutral but friendly to Imperial interests. The conflict between the Stormcloaks and the Imperial Legion divides Skyrim, with towns, cities, and holds aligning with one side or the other as the civil war progresses. The faction's ultimate goal is to install Ulfric as High King of an independent Skyrim. | stormcloaksnordnobleimperial_legionthalmor | The Stormcloaks, led by Jarl Ulfric Stormcloak of Windhelm, are a rebel faction in Skyrim fighting for independence from the Empire. Their rebellion arose from opposition to the White-Gold Concordat, particularly the ban on Talos worship, which they see as an attack on Nordic traditions. Controlling much of eastern Skyrim, the Stormcloaks aim to install Ulfric as High King and establish Skyrim as a sovereign kingdom free from Imperial and Thalmor influence. The civil war divides Skyrim, with holds and cities choosing sides in the conflict. | common | Ulfric Stormcloak, Imperial Legion, White-Gold Concordat, Talos worship, Thalmor, Windhelm, civil war, High King, Whiterun, Nordic traditions, Skyrim independence | lore | factory skyrim-official-20260814-v2.0 | |
| stormhold | None | Stormhold, one of the largest cities in Black Marsh, serves as the capital of the Shadowfen region and is steeped in a history of conflict, resilience, and transformation. Built atop the ancient Ayleid ruins of Silyanorn, Stormhold retains remnants of its past as a hub of Elven slavery during the Dark Elves’ control. The city’s architecture reflects its layered history, combining Argonian mud huts, Ayleid ruins, and Dark Elf stonework. A prominent Hist tree sits at its heart, surrounded by ancient relics, emphasizing its cultural and spiritual significance. During the Second Era, Stormhold became the capital of the Ebonheart Pact’s allied regions, playing a pivotal role in uniting Argonians, Nords, and Dark Elves against external threats, including the Akaviri invasion and the influence of the Aldmeri Dominion. In the Third Era, Stormhold's history took a darker turn as it became notorious for its corrupted prison system under Warden Quintus Varus, who exploited prisoners to mine the magical Stormhold Crystals. These events culminated in the heroic efforts of a prisoner who neutralized the corruption caused by Varus’s obsession with the mystical Storm Crystal. By the Fourth Era, the city faced destruction during Umbriel’s undead invasion, highlighting its enduring struggles in the volatile swamps of Black Marsh. Despite its challenges, Stormhold remains a symbol of Argonian resilience and adaptation, blending ancient traditions with the scars of its tumultuous past. | scholarargoniantraveler | Stormhold, the capital of the Shadowfen region in Black Marsh, is a city with a deep history shaped by conflict and transformation. Built atop the ancient Ayleid ruins of Silyanorn, it blends Argonian, Ayleid, and Dark Elf architecture. Stormhold played a key role in the Second Era as part of the Ebonheart Pact, uniting Argonians, Nords, and Dark Elves against external threats. In the Third Era, it became infamous for its corrupt prison system, which was later dismantled by a heroic prisoner. Despite facing destruction during Umbriel’s undead invasion in the Fourth Era, Stormhold remains a symbol of Argonian resilience and adaptation. | common | Shadowfen, Black Marsh, Silyanorn, Ayleid, Ebonheart Pact, Quintus Varus, Umbriel, Hist, Dunmer, Akaviri invasion, Aldmeri Dominion, Stormhold Crystals | locationother | factory skyrim-official-20260814-v2.0 | |
| storm_thrall | None | Storm Thrall is a Conjuration spell that permanently summons a Storm Atronach to fight for the caster until it is defeated. It requires a Master skill level to cast. | mage | Storm Thrall is a spell that permanently summons a Storm Atronach to fight for the caster until it is defeated. You do not know much else about this spell. | common | Storm Atronach, Conjuration, Master-level spells, Permanent summons, Elemental atronachs, Summoning magic, Lightning magic, Daedric entities | spells | factory skyrim-official-20260814-v2.0 | |
| stros_m'kai | None | Stros M'Kai, a tropical island off Hammerfell's southern coast, is notable for its rich history, Dwemer ruins, and strategic importance. Its main settlements, Port Hunding and Saintsport, are surrounded by unique geography, including the Ogres Tooth Mountains and the Goblin Caverns. The island's history is intertwined with the Redguard colonization following the Dwemer disappearance and the arrival of the Ra Gada. The city of Port Hunding became a hub of activity during the Second Era, playing a central role in the Tiber War and the subsequent conflict between the Crowns and the Empire, culminating in the rise of the Restless League and the rebellion led by Cyrus. During the Tiber War, Stros M'Kai became a final stronghold for the Crowns after the death of Prince A'tor. The island was the site of a pivotal battle where the Empire's dragon, Nafaalilargus, and Admiral Richton secured victory. The rebellion led by Cyrus restored Redguard autonomy after the signing of the First Treaty of Stros M'Kai, legitimizing their rule under Tiber Septim. In the Fourth Era, the island played a key role in the Second Treaty of Stros M'Kai, marking Hammerfell's independence from both the Empire and the Aldmeri Dominion after resisting Dominion conquest during the Great War. This independence cemented the island's legacy as a symbol of Redguard resilience and self-determination. | scholarredguardsailortraveler | Stros M'Kai, an island off Hammerfell's southern coast, is known for its rich history, Dwemer ruins, and strategic location. Key settlements like Port Hunding played important roles in the Tiber War and the conflict between the Crowns and the Empire. The island was a last stronghold for the Crowns during the war and became a symbol of Redguard resilience after Cyrus led a rebellion that secured their autonomy. In the Fourth Era, the island's role in the Second Treaty of Stros M'Kai solidified Hammerfell's independence from both the Empire and the Aldmeri Dominion. | common | Hammerfell, Port Hunding, Saintsport, Redguard, Crowns, Cyrus, Tiber War, Great War, Second Treaty of Stros M'Kai, Dwemer, Nafaalilargus, Aldmeri Dominion | locationother | factory skyrim-official-20260814-v2.0 | |
| stros_m-kai_rum | None | Stros M'Kai Rum is a rare beverage tied to seafaring traditions. Known for its strong and smooth taste, it is cherished by sailors and adventurers. | sorex_viniusfalk_firebeardsailormerchant | You know nothing about this rum or its origins. | common | Stros M'Kai, sailors, seafaring, merchants, beverages, adventurers | items | factory skyrim-official-20260814-v2.0 | |
| summerset_isles | None | The Summerset Isles, officially renamed Alinor in 4E 22, is a province in southwestern Tamriel consisting of 14 islands, including the prominent Summerset Isle, Auridon, and the elusive Artaeum. Home to the Altmer (High Elves), the region boasts a rich history dating back to the Early Merethic Era when the Aldmer first arrived, claiming the land and founding cities like Firsthold and the Crystal Tower. Over time, the Aldmer evolved into the Altmer, establishing a strict class system with their society centered around the monarchy in Alinor. Despite their idyllic lifestyle, the Altmer faced frequent conflicts, including invasions by the necromantic Sload and the rival Maormer. The Summerset Isles were eventually incorporated into the Second Empire under favorable terms, minimizing contact with outsiders. During the Oblivion Crisis, the Thalmor rose to power by successfully defending the Isles, later overthrowing the ancient monarchy and renaming the region Alinor. This marked the foundation of the Third Aldmeri Dominion, with Valenwood and Elsweyr joining as client states. The Thalmor's dominance persisted into the Fourth Era, significantly influencing Tamriel's political landscape. The Summerset Isles remains a symbol of Altmeri culture, history, and their enduring pursuit of power and isolation. | scholaraltmertravelerthalmor | The Summerset Isles, renamed Alinor in 4E 22, is a province in southwestern Tamriel consisting of 14 islands, including Summerset Isle and Auridon. Home to the Altmer (High Elves), the region has a rich history dating back to the Early Merethic Era, when the Aldmer arrived and founded cities like Firsthold. Over time, the Altmer established a strict class system centered around their monarchy. The Isles faced conflicts with invaders like the necromantic Sload and Maormer. After the Oblivion Crisis, the Thalmor rose to power, founding the Third Aldmeri Dominion, which continued to shape Tamriel’s politics in the Fourth Era. The Summerset Isles remains a symbol of Altmeri culture and power. | common | Altmer, Aldmer, Thalmor, Third Aldmeri Dominion, Oblivion Crisis, Sload, Maormer, Crystal Tower, Auridon, Valenwood, Elsweyr | locationother | factory skyrim-official-20260814-v2.0 | |
| summon_arniel's_shade | None | Summon Arniel's Shade is a Conjuration spell that summons the shade of Arniel Gane to fight alongside the caster for a limited time. It requires an Expert skill level to cast. | magecollege_of_winterhold | Summon Arniel's Shade is a spell that summons the shade of Arniel Gane to fight alongside the caster for a short time. You do not know much else about this spell. | common | Conjuration, Arniel Gane, shade, summoning, Expert skill, College of Winterhold, undead, spells | spells | factory skyrim-official-20260814-v2.0 | |
| summon_durnehviir | dur neh viir | Summon Durnehviir is a Shout that calls upon Durnehviir, summoning him from the Soul Cairn to aid you in your time of need. The three words of power in this Shout are Dur (Curse), which invokes the dark power of the Soul Cairn; Neh (Never), which calls Durnehviir from his eternal rest; and Viir (Dying), which brings him forth from the afterlife to fight alongside you. | dragon | This is a Dragon Shout. You do not know much about Dragon shouts, or their language. | esoteric | Soul Cairn, Dragon Shout, Words of Power, Necromancy, Undead, Afterlife, Conjuration, Dragon Language | spells | factory skyrim-official-20260814-v2.0 | |
| summon_unbound_dremora | None | Summon Unbound Dremora is a Conjuration spell that summons an unbound Dremora, which may not be under the caster's control and can act independently. It requires an Adept skill level to cast. | mage | Summon Unbound Dremora is a spell that summons an unbound Dremora, which may not be under the caster's control and could act independently. You do not know much else about this spell. | common | Dremora, Conjuration, Adept-level spells, Unbound Daedra, Hostile summons, Daedric summoning, Oblivion, Summoning magic | spells | factory skyrim-official-20260814-v2.0 | |
| sun_damage | None | These magical effects are offensive Destruction abilities that deal radiant damage specifically to undead, particularly vampires. This effect is only available as a spell, making it a potent weapon for combating unholy forces. | mage | This spell harms undead creatures like vampires with radiant light, making it very effective. A mage might know more though. | common | Destruction, undead, vampires, radiant damage, Light, holy magic | spells | factory skyrim-official-20260814-v2.0 | |
| sunder | Kagrenac's Hammer | Sunder is a powerful Hammer Dwemer artifact crafted by Kagrenac, designed as one of the three legendary tools used to siphon the energy from the Heart of Lorkhan. | dwemerscholar | Sunder is a legendary Dwemer hammer created by Kagrenac, designed to work with Keening and Wraithguard to harness the power of the Heart of Lorkhan. | esoteric | Kagrenac, Heart of Lorkhan, Keening, Wraithguard, Tonal Architecture, Red Mountain, Dwemer, House Dagoth, Dagoth Vemyn | artifacts | factory skyrim-official-20260814-v2.0 | |
| sundered_towers | None | Sundered Towers is a small complex of two linked ruined Nordic towers located southeast of Karthwasten and northeast of Red Eagle Redoubt in the Reach. The towers are inhabited by Forsworn and hagravens, presenting a significant challenge to those who venture near. The towers sit atop a series of stone staircases and winding paths interspersed with landings. | reachtravelerforsworn | Sundered Towers is a small complex of two linked ruined Nordic towers located southeast of Karthwasten in the Reach. You do not know anything else about this area. | commonfalkreathwhiterunhjaalmarchhaafingar | Forsworn, hagravens, Karthwasten, Red Eagle Redoubt, Reach, Nordic ruins | reach | factory skyrim-official-20260814-v2.0 | |
| sunderstone_gorge | None | Sunderstone Gorge is a small cave located north-northwest of Falkreath and east of Bilegulch Mine in Falkreath Hold. It is rumored that warlocks have taken over the area. | falkreathtraveler | Sunderstone Gorge is a small cave located north-northwest of Falkreath in Falkreath Hold.You do not know anything else about this area. | commonwhiterunriftreach | Falkreath Hold, Falkreath, Bilegulch Mine, cave, warlocks, necromancers, magic | falkreath | factory skyrim-official-20260814-v2.0 | |
| sun_fire | None | Sun Fire is a Restoration spell that unleashes a burst of fiery light, dealing damage to undead and healing the caster if the target is undead. It requires an Adept skill level to cast. | magehealer | Sun Fire is a spell that releases a burst of fiery light, dealing damage to undead and healing the caster if the target is undead. You do not know much else about this spell. | common | Restoration, undead, healing, Adept, light, fire | spells | factory skyrim-official-20260814-v2.0 | |
| sun_stone | None | The Sun Stone is one of the All-Maker Stones found on Solstheim, located north-northwest of Tel Mithryn and west-southwest of Nchardak. As with the other All-Maker Stones, it holds spiritual significance for the Skaal people. | solstheimtraveler | You do not know anything about this area. | common | All-Maker Stones, Skaal, All-Maker, Tel Mithryn, Nchardak, Solstheim, spiritual significance | solstheim | factory skyrim-official-20260814-v2.0 | |
| swamp_fungal_pod | None | Swamp Fungal Pod are a white brownish fungus found in the marshes of Hjaalmarch. Alchemy effects: Resist Shock, Lingering Damage Magicka, Paralysis, and Restore Health. | alchemist | Swamp Fungal Pod are a white brownish fungus found in the marshes of Hjaalmarch. You do not know the alchemical effects of this ingredient. However, an alchemist might. | Everyone | items | custom | ||
| swindlers_den | None | Swindler's Den is a small, secluded cave located east of Rorikstead and south of Rannveig's Fast, nestled within the arid foothills of Whiterun Hold. The cave serves as a hideout for bandits, who have established a makeshift base within its winding passages. | whiteruntraveler | Swindler's Den is a small, secluded cave located east of Rorikstead.You do not know anything else about this area. | commonfalkreatheastmarchreachpalehjaalmarch | Rorikstead, Rannveig's Fast, Whiterun Hold, Bandit hideouts, Cave systems, Bandit camps, Foothills | whiterun | factory skyrim-official-20260814-v2.0 | |
| sword_of_the_crusader | None | The Sword of the Crusader, created by Arkay, burns foes with holy flames and drains their magicka. Cursed in undeath by its original wielder, Sir Berich Vlindrel, the sword stunted the magicka of the righteous. A pilgrim recovered the weapon from Vlindrel's wraith in Underpall Cave and reconsecrated it at the Great Chapel of Arkay in Cheydinhal, lifting the curse. | imperialscholar | Dawnfang and Duskfang are sentient Tsaesci longswords that transform between fiery and icy enchantments at dawn and dusk. Their superior forms enhance their ability to absorb health or magicka, with each transformation recharging the weapon and deepening its sinister nature. | common | Arkay, Sir Berich Vlindrel, Underpall Cave, Great Chapel of Arkay, Cheydinhal, holy flames, magicka drain, curse, wraith, reconsecration | artifacts | factory skyrim-official-20260814-v2.0 | |
| synod | None | The Synod is one of two prominent magical organizations that arose following the dissolution of the Mages Guild at the start of the Fourth Era, the other being the College of Whispers. The Synod is known for its more restrictive approach to magical knowledge and its rivalry with the College of Whispers. Unlike its rival, the Synod has continued the Mages Guild’s ban on necromancy and has imposed restrictions on certain forms of conjuration. The organization places significant emphasis on controlling access to knowledge, with members needing to pay dues and work within the organization for years to gain access to advanced spells. | college_of_winterholdimperialimperial_legion | The Synod is a magical organization formed after the dissolution of the Mages Guild, rivaling the College of Whispers. Known for its restrictive approach, the Synod bans necromancy and limits some forms of conjuration. It emphasizes control over magical knowledge, requiring members to pay dues and work for years to access advanced spells. | common | Mages Guild, College of Whispers, necromancy, Conjuration, Fourth Era, magical knowledge | lore | factory skyrim-official-20260814-v2.0 | |
| talking_stone_camp | None | Talking Stone Camp is a giant camp located northeast of Rorikstead and south of Orotheim in Hjaalmarch. The camp is home to giants and their mammoths, with the typical features of a giant camp, including a large bonfire and scattered mammoth bones. | hjaalmarchtraveler | Talking Stone Camp is a giant camp located northeast of Rorikstead in Hjaalmarch.You do not know anything else about this area. | commonwhiterunpalehaafingar | Giants, Mammoth, Rorikstead, Orotheim, Hjaalmarch, bonfire | hjaalmarch | factory skyrim-official-20260814-v2.0 | |
| talos | None | Talos, also known as Tiber Septim, was a legendary figure who rose to prominence as the first Emperor of the unified Tamriel and later ascended to godhood. In life, Talos conquered all of Tamriel, founding the Third Empire and ushering in the Third Era. Born in Atmora, his birth name, Talos, means "Stormcrown" in the ancient Ehlnofey language. Throughout his military and political career, he was also known by other titles, including Ysmir, Dragon of the North, the Grey Wind, and Storm of Kyne. His legendary conquests culminated in the subjugation of the Aldmeri Dominion, leading to his later veneration by humans as the "Hero-God of Mankind." Upon his death in 3E 38, Tiber Septim is believed to have ascended to become the ninth Divine, joining the pantheon of the Eight Divines as Talos. Talos is revered as the patron of warriors, adventurers, and rulers, symbolizing the virtues of strength, courage, and leadership. His divine status, however, is a point of contention, especially among the Altmer, who view his apotheosis with hostility due to his conquest of their lands. In the Fourth Era, worship of Talos was banned following the White-Gold Concordat between the Aldmeri Dominion and the Empire, which claimed that a man could not achieve godhood. This ban ignited the Skyrim Civil War, with the Stormcloaks, led by Ulfric Stormcloak, rebelling in defense of their right to worship Talos. Despite the ban, Talos remains a powerful symbol of unity and strength for many, particularly among the Nords and other human races. Amulets of Talos, often crafted from dragonbone and scales, are used by his followers to invoke his blessing and strength in their endeavors. | priestscholarcompanionsstormcloaks | Talos, also known as Tiber Septim, was the first Emperor of a unified Tamriel and later ascended to godhood, becoming the ninth Divine. Born in Atmora and originally named Talos, meaning "Stormcrown," he founded the Third Empire through military conquest, including subjugating the Aldmeri Dominion, earning him veneration as the "Hero-God of Mankind." Revered for his strength, courage, and leadership, Talos symbolizes unity and the virtues of warriors and rulers. However, his divine status is contested, particularly by the Altmer, and worship of Talos was banned in the Fourth Era under the White-Gold Concordat, sparking the Skyrim Civil War. Despite opposition, Talos remains a powerful symbol of human resilience and faith, especially among the Nords. | common | Tiber Septim, Third Empire, Atmora, Ysmir, Aldmeri Dominion, White-Gold Concordat, Ulfric Stormcloak, Stormcloaks, Skyrim Civil War, Altmer, Nine Divines, Ehlnofey | figures | factory skyrim-official-20260814-v2.0 | |
| tamriel | the Arena | Tamriel is one of the primary continents on the planet Nirn, often referred to as "the Arena" due to its history of conflict and war. Known for its rich tapestry of cultures and races, Tamriel is home to at least a dozen distinct races, each with their own traditions and histories. The continent is divided into nine provinces, which have occasionally united under the rule of various empires, most notably the Empire of Tamriel. The name "Tamriel" translates to "Dawn's Beauty" in Elvish, while different cultures have their own interpretations, such as Tamri-El by the Ayleids and Taazokaan by the Dov. Despite its beauty, Tamriel's history is marred by conflict, leading many to refer to their homeland as "the Arena," a reflection of the constant struggles faced by its inhabitants. Throughout its history, there have been fleeting moments of unity among the people, such as the formation of the All Flags Navy and the successful resistance against invading forces, but these instances are rare in a land defined by turmoil and strife. | scholardaedranoblepriesttraveler | Tamriel, known as "the Arena" due to its history of conflict, is a continent on the planet Nirn, home to many diverse races and cultures. It is divided into nine provinces and has occasionally united under various empires, notably the Empire of Tamriel. Despite its beauty, Tamriel's history is marked by constant struggles, with few moments of unity, such as the formation of the All Flags Navy and successful resistance against invaders. The name "Tamriel" means "Dawn's Beauty" in Elvish, but its history reflects a land defined by turmoil and war. | common | Nirn, Empire of Tamriel, All Flags Navy, Ayleids, Dov, nine provinces, Dawn's Beauty | locationother | factory skyrim-official-20260814-v2.0 | |
| tang_mo | Thousand Monkey Isles, monkey-folk | The Tang Mo are the monkey-folk of Akavir, inhabiting the region translated as the Thousand Monkey Isles. Numerous breeds are described as kind, brave, and simple, though often eccentric. Despite their peaceful reputation, they are formidable in conflict and repeatedly raise armies against invasion and enslavement by other Akaviri nations. Accounts claim that each summer the snow demons of Kamal thaw and attack Tang Mo, only to be driven back. The same uncertain reports describe an alliance with the tiger-folk of Ka Po' Tun and particular hatred for the Tsaesci. No reliable Tamrielic observer has documented them directly. | scholar | The Tang Mo are the monkey-folk of Akavir, dwelling in the Thousand Monkey Isles. Tamrielic accounts describe them as kind, brave, and frequently eccentric, yet formidable in war. They repeatedly repel Kamal invasions and are said to ally with Ka Po' Tun against the Tsaesci, though reliable knowledge of them is scarce. | common | Akavir, Kamal, Ka Po' Tun, Tsaesci, beast-folk, enslavement, invasions, snow demons, tiger-folk, Akaviri | lore | factory skyrim-official-20260814-v2.0 | |
| taproot | None | Taproots are biolumicesnt roots dropped by spriggans and are used in various alchemical mixtures. Alchemy effects: Weakness to Magic, Fortify Illusion, Regenerate Magicka, and Restore Magicka. | alchemist | Taproots are biolumicesnt roots dropped by spriggans and are used in various alchemical mixtures. You do not know the alchemical effects of this ingredient. However, an alchemist might. | Everyone | items | custom | ||
| telekinesis | None | Telekinesis is an Alteration spell that allows the caster to lift, move, and manipulate objects from a distance. It requires an Adept skill level to cast. | mage | Telekinesis is a spell that lets the caster move things from far away, like lifting objects or pulling them closer without touching them. You do not know much else about this spell. | common | Alteration, Adept, manipulation, distant objects, spellcasting, magic skills | spells | factory skyrim-official-20260814-v2.0 | |
| telekinesis_arrow | None | These magical effects are utility-focused Alteration spells that allow the caster to control and fire arrows using telekinetic energy, removing the need for a physical bow. This effect is only accessible as a spell, providing a unique combination of magic and archery. | mage | This spell lets you shoot arrows without needing a bow, using magic instead. A mage might know more though. | common | Alteration, archery, utility magic, spells, magicka, arrows, combat magic | spells | factory skyrim-official-20260814-v2.0 | |
| telekinesis_effect | None | These magical effects are utility-focused Alteration spells that enable the caster to manipulate objects from a distance, moving, lifting, or drawing them closer without physical contact. This effect is only available as a spell and highlights the versatility of Alteration magic for practical problem-solving and exploration. | mage | This magic lets you move things around from a distance, like pulling or lifting stuff. A mage might know more though. | common | Alteration, utility magic, manipulation, exploration, spells, problem-solving | spells | factory skyrim-official-20260814-v2.0 | |
| teleport_pet | None | These magical effects are utility-focused Alteration spells that instantly summon the caster;s bonded animal companion or summoned creature to their side. This effect is only available as a spell, ensuring that loyal companions remain close during travel or combat, even when separated by great distances. | mage | This spell brings your pet or summoned creature back to your side instantly. A mage might know more though. | common | Alteration, animal companion, summoned creature, utility magic, travel, combat | spells | factory skyrim-official-20260814-v2.0 | |
| tel_mithryn | None | Tel Mithryn is a Telvanni tower settlement located east of Fort Frostmoth on the island of Solstheim. This unique settlement is home to Master Wizard Neloth of House Telvanni, a prominent and eccentric figure with a reputation for both brilliance and controversy. Tel Mithryn consists of four large mushroom structures grown from special fungal spores brought from Morrowind at the beginning of the Fourth Era. These structures include the main tower, the apothecary, the kitchen, and the steward's house. Access to each building is provided by long, organic ramps that lead to round wooden doors, blending seamlessly with the settlement’s distinctive fungal architecture. Surrounding the structures, various flora, such as bleeding crown, fly amanita fungi, and scathecraw, thrive near the ramps, adding to the natural ambiance of the area. Behind the kitchen lies a heart stone deposit with a conveniently placed pickaxe, and additional deposits can be found on the cliffs near the southeastern coast. | solstheimtravelerhouse_telvanni | You do not know anything about this area. | common | Neloth, House Telvanni, Fort Frostmoth, Morrowind, fungal architecture, heart stone, Bleeding Crown, Fly Amanita, Scathecraw, Master Wizard | solstheim | factory skyrim-official-20260814-v2.0 | |
| temple_ancestral_tomb | None | The Temple Ancestral Tomb is a sacred Dunmer tomb located within the heart of Raven Rock, uniquely accessible only from within the Raven Rock Temple, the Morvayn Ancestral Tomb, and the Ulen Ancestral Tomb. Unlike other tombs on Solstheim, it does not have a direct external entrance, and its connections to these three distinct areas are unlocked through a special key obtained during the "Clean Sweep" quest. This tomb serves as a place of reverence for the Dunmer people, housing the remains of their ancestors in a private, secluded space. The tomb’s restricted access and its connections to the other ancestral tombs make it a place of significance, both spiritually and historically. Those who seek to enter the Temple Ancestral Tomb must navigate through the sacred grounds of Raven Rock, guided by the traditions and rituals that connect the past and present. | solstheimtraveler | You do not know anything about this area. | common | Dunmer, Raven Rock, Morvayn Ancestral Tomb, Ulen Ancestral Tomb, ancestor worship, Solstheim, restricted access, Raven Rock Temple | solstheim | factory skyrim-official-20260814-v2.0 | |
| temple_of_dibella | None | The Temple of Dibella is a small Aedric temple located in the heart of Markarth, dedicated to Dibella, the Aedric goddess of love, beauty, and artistry. The temple is situated above the Shrine of Talos and can be accessed by climbing numerous flights of stairs, offering a peaceful and serene atmosphere above the bustling city below. The temple is home to the priestesses of Dibella, with Hamal serving as their leader. Other notable priestesses include Anwen, a Redguard, Orla, a Nord, and Senna, a Breton. | reachpriestscholartraveler | The Temple of Dibella is a small Aedric temple located in the heart of Markarth, dedicated to Dibella, the Aedric goddess of love, beauty, and artistry. The temple is situated above the Shrine of Talos . You do not know who runs the temple.You do not know anything else about this area. | commonfalkreathwhiterunhjaalmarchhaafingar | Markarth, Dibella, Aedric goddess, priestesses, Hamal, Shrine of Talos, Anwen, Senna, Orla, love, beauty, artistry | reach | factory skyrim-official-20260814-v2.0 | |
| temple_of_kynareth | None | The Temple of Kynareth is a humble yet sacred sanctuary located in Whiterun, dedicated to the worship of Kynareth, the goddess of nature, wind, and the heavens. Within its serene walls, Danica Pure-Spring and Acolyte Jenssen tirelessly tend to the wounded, providing healing and solace to those affected by the ongoing war between the Imperials and Stormcloaks. | whiterunpriesttravelerstormcloaks | The Temple of Kynareth is a humble yet sacred sanctuary located in Whiterun, dedicated to the worship of Kynareth, the goddess of nature, wind, and the heavens. You do not know the head priest of this temple.You do not know anything else about this area. | commonfalkreatheastmarchreachpalehjaalmarch | Whiterun, Imperials, Stormcloaks, Wind District, Priests of Kynareth, Healing, Nine Divines, Nature, War | whiterun | factory skyrim-official-20260814-v2.0 | |
| temple_of_mara | None | The Temple of Mara is a sacred temple in Riften dedicated to Mara, the Aedric goddess of love, compassion, and understanding. It serves as a spiritual center for worshippers of Mara and those seeking her blessings, including marriage rites. The temple is home to three Priests of Mara: Briehl, Dinya Balu, and Maramal. Alessandra, a Priestess of Arkay who tends to Riften's Hall of the Dead, also resides here. As a beacon of Mara's teachings, the temple is a place of solace and guidance for Riften's residents and travelers alike. | riftpriesttraveler | The Temple of Mara is a sacred temple in Riften dedicated to Mara, the Aedric goddess of love, compassion, and understanding.You do not know anything else about this area. | commoneastmarchfalkreath | Mara, Riften, Maramal, Dinya Balu, Briehl, Alessandra, Arkay, marriage rites, Hall of the Dead, Aedric goddess | rift | factory skyrim-official-20260814-v2.0 | |
| temple_of_miraak | None | The Temple of Miraak is a foreboding Nordic temple located west of Thirsk Mead Hall and north of Kagrumez, perched high on the rocky landscape of Solstheim. The temple is a place of dark power, housing cultists devoted to the mysterious and malevolent Miraak, as well as the restless draugr who serve as its ancient guardians. The temple is a place of chilling atmosphere, where the echoes of forgotten rituals still linger in the air. The main approach to the temple is from the west, where travelers must climb wide flights of stairs, past the bleached bones of fallen dragons, a grim reminder of Miraak’s ancient dominion over both men and beasts. As you ascend, you pass beneath a pair of large stone arches, their surfaces marred by time but still imposing. The arches are flanked by construction scaffolding, hinting at ongoing efforts to maintain the temple, yet the dark energy within remains undisturbed. The Temple of Miraak stands as a monumental testament to Solstheim’s forgotten past, a place of both allure and danger for those daring enough to venture within. | solstheimdragontraveler | You do not know anything about this area. | common | Miraak, Solstheim, Thirsk Mead Hall, Kagrumez, Draugr, Dragon Cult, dragons, Nordic ruins, cultists, dark magic | solstheim | factory skyrim-official-20260814-v2.0 | |
| temple_of_talos | None | The Temple of Talos in Windhelm, located just northwest of Candlehearth Hall, houses a shrine dedicated to Talos in front of a statue of the deity. The temple consists of a main room with a row of five wooden benches facing the statue. After the Empire signed the White-Gold Concordat with the Thalmor, outlawing the worship of Talos, this temple became the only formal one in Skyrim under the protection of Jarl Ulfric Stormcloak. The temple is tended by two residents, Lortheim and Jora. | eastmarchpriesttravelerthalmor | The Temple of Talos in Windhelm, located just northwest of Candlehearth Hall, houses a shrine dedicated to Talos in front of a statue of the deity. You do not know who runs the shrine.You do not know anything else about this area. | commonpaleriftwinterholdwhiterun | Windhelm, Talos, Ulfric Stormcloak, White-Gold Concordat, Thalmor, Candlehearth Hall, Lortheim, Jora, worship ban, Eastmarch | eastmarch | factory skyrim-official-20260814-v2.0 | |
| temple_of_the_divines | None | The Temple of the Divines is the main temple of Solitude and Skyrim, housing shrines dedicated to the Eight Divines. The temple serves as a place of worship and is an important religious site in the city. It is located on the eastern side of Castle Dour's courtyard, northwest of the Blue Palace in Solitude. The temple is a central location for those seeking spiritual guidance or wishing to honor the Divines, and it is a peaceful contrast to the bustling political and military activity surrounding Castle Dour. | haafingarpriesttraveler | The Temple of the Divines is the main temple of Solitude and Skyrim, housing shrines dedicated to the Eight Divines. The temple serves as a place of worship and is an important religious site in the city. You do not know who runs the temples.You do not know anything else about this area. | commonreachhjaalmarch | Eight Divines, Solitude, Castle Dour, Blue Palace, shrines, worship, Haafingar, priests | haafingar | factory skyrim-official-20260814-v2.0 | |
| thalmor | None | The Thalmor are the ruling government of the Third Aldmeri Dominion, a political and military alliance between the Altmer (High Elves) and Bosmer (Wood Elves). They promote a supremacist ideology, seeking to establish Mer (Elves) as racially superior to Men and to extend their control across Tamriel. By 4E 201, the Thalmor have a significant presence in Skyrim, where they enforce the White-Gold Concordat, a peace treaty signed after the Great War between the Empire and the Aldmeri Dominion. One of the treaty's key provisions is the banning of Talos worship, a point of great contention between the Thalmor and many Nords. In Skyrim, the Thalmor operate from their embassy in Haafingar, north of Solitude, and use Northwatch Keep as a detention center for political prisoners. Thalmor Justiciars, who act as enforcers of their policies, can often be seen traveling Skyrim's roads, sometimes escorting prisoners. While they may not initially show hostility, questioning them about Talos or other sensitive topics can provoke aggressive responses. The Thalmor's activities and their enforcement of the ban on Talos worship have fueled resentment among Skyrim's populace, particularly among Stormcloak rebels who oppose both the Empire and the Dominion. | thalmoraltmerbosmerredguardnoblestormcloaks | The Thalmor are the ruling government of the Third Aldmeri Dominion, an alliance of Altmer and Bosmer promoting elven supremacy and seeking dominance over Tamriel. By 4E 201, they enforce the White-Gold Concordat in Skyrim, including the controversial ban on Talos worship, sparking resentment among Nords, especially Stormcloak rebels. Operating from their embassy near Solitude and using Northwatch Keep as a detention center, Thalmor Justiciars patrol Skyrim's roads, enforcing their policies and suppressing dissent. | common | Third Aldmeri Dominion, Altmer, Bosmer, White-Gold Concordat, Great War, Talos worship, Thalmor Embassy, Northwatch Keep, Thalmor Justiciars, Stormcloaks, Mer supremacy | lore | factory skyrim-official-20260814-v2.0 | |
| thalmor_embassy | None | The Thalmor Embassy is a heavily guarded diplomatic compound located northwest of Solitude, in Haafingar. It serves as the headquarters for the Aldmeri Dominion's operations in Skyrim and is a focal point for Thalmor activity in the province. The embassy is led by Elenwen, the Thalmor ambassador, who is known for hosting extravagant parties attended by Skyrim's most influential figures. The building is a center for the Thalmor's political maneuvering in Skyrim, and it is here that you infiltrate the compound using a forged invitation as part of the main quest. The embassy is situated in a remote area, east of Ironback Hideout, making it a secretive and well-protected location. | haafingarthalmorlegion | The Thalmor Embassy is a heavily guarded diplomatic compound located northwest of Solitude, in Haafingar. It serves as the headquarters for the Aldmeri Dominion's operations in Skyrim and is a focal point for Thalmor activity in the province. You do not know who runs the embassy.You do not know anything else about this area. | skyrimallreachhjaalmarch | haafingar | custom | ||
| thalmor_equipment | thalmor robes, thalmor boots, thalmor gloves | Thalmor equipment includes formal black-and-gold robes, boots, and gloves worn by Thalmor officials. The tailored garments emphasize authority and Altmeri identity rather than serving as ordinary battlefield armor. Individual pieces serve different combat roles, but their exact damage, protection, and crafting requirements depend on the piece rather than the family name. | blacksmithwarriormerchantthalmor | Thalmor equipment includes formal black-and-gold robes, boots, and gloves worn by Thalmor officials. Individual pieces differ in use. | common | Thalmor, Altmeri identity, formal attire, authority, robes, garments, clothing | equipment | factory skyrim-official-20260814-v2.0 | |
| thalmor_headquarters | None | Thalmor Headquarters is a building located within the walls of Castle Dour in Solitude, Haafingar. The entrance is accessed via a long straight flight of stairs that lead up from the courtyard in Castle Dour. Despite its name, the building is notably devoid of Thalmor personnel or anyone else, giving it an eerie, abandoned feel. It seems to have been left suddenly, adding an air of mystery surrounding its purpose and the circumstances of its abandonment. The empty headquarters stands in stark contrast to the bustling political and military presence elsewhere in Castle Dour. | haafingarthalmorimperial_legiontraveler | Thalmor Headquarters is a building located within the walls of Castle Dour in Solitude, Haafingar. You do not know anything else about this area. | commonreachhjaalmarch | Castle Dour, Solitude, Thalmor, Haafingar, abandoned buildings, Imperial Legion, military installations, political presence, mystery | haafingar | factory skyrim-official-20260814-v2.0 | |
| thaumaturgist's_hut | None | The Thaumaturgist's Hut is an alchemy shop located across from Highmoon Hall in Morthal. The shop is run by Lami, who manages the business during normal hours from 8 AM to 8 PM. | hjaalmarchtraveler | The Thaumaturgist's Hut is an alchemy shop located in Morthal. You do not know who runs the shop.You do not know anything else about this area. | commonwhiterunpalehaafingar | Morthal, Highmoon Hall, Alchemy, Hjaalmarch, Shop, Potions, Ingredients, Merchant, Magic, Business | hjaalmarch | factory skyrim-official-20260814-v2.0 | |
| the_adabal-a | None | The Adabal-a, written by Morihaus, is an ancient and revered text traditionally believed to be the memoirs of Morihaus, the winged-bull demigod and consort of Alessia, the Slave Queen. It recounts pivotal moments in early Cyrodiilic history, including Pelinal Whitestrake's final words before his death, Alessia's suffering and defiance during the Ayleid enslavement, and the origins of her many titles. The work paints a vivid picture of the brutal oppression under Ayleid rule and the resilience of Alessia as she rose to lead her people to freedom. Themes of divine intervention, mortal struggle, and the cost of liberation permeate the text, highlighting the blend of myth and history that defines Cyrodiilic lore. This singular work also explores the mystical bond between Morihaus and Alessia, offering insight into her numerous names and their significance. Her transformation from a slave to the first Empress of Cyrodiil is framed as a divine journey, with Morihaus providing personal reflections on her courage and legacy. The Adabal-a serves as both a historical document and a spiritual narrative, emphasizing themes of sacrifice, justice, and the enduring power of human resolve in the face of tyranny. | scholar | An Accounting of the Scrolls, you do not know the author of the book and have limited knowledge of it, explores the mysteries of the Elder Scrolls and the author's transition from skepticism to spiritual surrender upon encountering their unquantifiable nature. The book delves into themes of forbidden knowledge, the limits of human understanding, and the connection between the Scrolls and fate, prophecy, and metaphysical truths. | common | Morihaus, Alessia, Pelinal Whitestrake, Ayleids, Cyrodiil, Slave Queen, Alessian Empire, demigods, divine intervention, Ayleid slavery | lore | factory skyrim-official-20260814-v2.0 | |
| the_aetherium_wars | None | The Aetherium Wars, written by Taron Dreth, explores the collapse of the Dwemer city-states in Skyrim, proposing a groundbreaking theory that their downfall was not solely due to external conquest but internal strife over Aetherium, a rare and powerful crystal. Dreth describes how the discovery of Aetherium led to an alliance of four Dwemer cities, including Arkngthamz, to oversee its study and the construction of the legendary Aetherium Forge. The artifacts produced by the Forge were said to possess immense power, but the alliance quickly disintegrated into a bitter civil war over control of the Forge. This infighting left the Dwemer vulnerable, paving the way for their defeat by King Gellir's forces. The Forge's location remains unknown, shrouded in mystery alongside the Dwemer's enigmatic fate. Thematically, the book delves into the dangers of greed, ambition, and the pursuit of power, illustrating how the Dwemer's technological brilliance ultimately contributed to their ruin. It also touches on the enduring allure of ancient knowledge and the costs of innovation without unity. This work is a single volume and serves as a cautionary tale of the Dwemer's tragic legacy. | scholar | The Aetherium Wars, you do not know the author of the book and have limited knowledge of it, explores the collapse of the Dwemer cities, proposing that internal strife over the powerful crystal Aetherium, rather than external conquest, led to their downfall. The book emphasizes themes of greed, ambition, and the destructive pursuit of power, illustrating how technological brilliance and a lack of unity contributed to the Dwemer's ruin. | common | Dwemer, Aetherium, Aetherium Forge, Arkngthamz, Taron Dreth, King Gellir, Dwemer civil war, Dwemer city-states, greed, ambition, ancient knowledge | lore | factory skyrim-official-20260814-v2.0 | |
| the_age_of_aggression | None | Verses for The Age of Aggression song: We drink to our youth, to days come and gone. For the age of aggression is just about done. We'll drive out the Stormcloaks and restore what we own. With our blood and our steel we'll take back our home. Down with Ulfric the killer of kings. On the day of your death we'll drink and we'll sing. We're the children of Skyrim, and we fight all our lives. And when Sovngarde beckons, every one of us dies! But this land is ours and we'll see it wiped clean. Of the scourge that has sullied our hopes and our dreams. | bardscholarstormcloaks | The Age of Aggression the song expresses the perspective of those loyal to the Empire, vowing to defeat the Stormcloaks and restore control over Skyrim, celebrating their resistance against Ulfric and the rebellion, while asserting their determination to protect their land and its future. You don't know the lyrics by heart. | common | Empire, Stormcloaks, Ulfric Stormcloak, Skyrim, rebellion, Sovngarde, songs, High King | lore | factory skyrim-official-20260814-v2.0 | |
| the_age_of_aggression | None | Verses for The Age of Aggression song: We drink to our youth, to days come and gone. For the age of aggression is just about done. We'll drive out the Stormcloaks and restore what we own. With our blood and our steel we'll take back our home. Down with Ulfric the killer of kings. On the day of your death we'll drink and we'll sing. We're the children of Skyrim, and we fight all our lives. And when Sovngarde beckons, every one of us dies! But this land is ours and we'll see it wiped clean. Of the scourge that has sullied our hopes and our dreams. | bardscholar | The Age of Aggression the song expresses the perspective of those loyal to the Empire, vowing to defeat the Stormcloaks and restore control over Skyrim, celebrating their resistance against Ulfric and the rebellion, while asserting their determination to protect their land and its future. You don't know the lyrics by heart. | Everyone | lore | custom | ||
| the_age_of_oppression | None | Verses for The Age of Oppression song: We drink to our youth, and to days come and gone. For the age of oppression is now nearly done. We'll drive out the Empire from this land that we own. With our blood and our steel we will take back our home. All hail to Ulfric! You are the High King! In your great honor we drink and we sing. We're the children of Skyrim, and we fight all our lives. And when Sovngarde beckons, every one of us dies! But this land is ours and we'll see it wiped clean. Of the scourge that has sullied our hopes and our dreams. | bardscholarstormcloaks | The Age of Oppression song celebrates the defiance of the Nords against the Empire, with a call to reclaim their homeland through blood and steel, honoring their leader Ulfric and vowing to fight until their last breath to preserve Skyrim and its legacy. You don't know the lyrics by heart. | common | Ulfric Stormcloak, Stormcloaks, Empire, High King, Sovngarde, Nordic song, Talos worship, rebellion | lore | factory skyrim-official-20260814-v2.0 | |
| the_alduin_akatosh_dichotomy | None | The Alduin_Akatosh Dichotomy, written by Alexandre Simon, High Priest of the Akatosh Chantry in Wayrest, explores the theological debate surrounding the relationship between Akatosh, the Great Dragon and Divine, and Alduin, the "World-Eater" of Nord legend. Simon examines the perspectives of different cultures—particularly the Altmer and the Nords—on these figures. While the Altmer identify Auri-El as Akatosh colored by their cultural beliefs, Nords differentiate Akatosh as a benevolent Divine from Alduin, whom they depict as a destructive dragon, a harbinger of doom and enemy of mankind. Simon concludes that Nord legends, shaped by oral tradition, have misrepresented Akatosh, transforming him into the monstrous Alduin due to misunderstandings over time. Themes of cultural interpretation, the reliability of oral history, and the pursuit of theological truth dominate the work. It is a single book that attempts to reconcile conflicting beliefs about these two figures, arguing that Alduin is a distorted version of Akatosh rather than a separate entity. Through his investigation, Simon underscores the enduring tension between faith, folklore, and scholarly inquiry. | scholar | The Alduin Akatosh Dichotomy, you do not know the author of the book and have limited knowledge of it, examines the theological conflict between Akatosh and Alduin, contrasting the interpretations of the Altmer and Nords. The book explores themes of cultural differences, the distortion of oral history, and the pursuit of truth in reconciling conflicting religious beliefs, ultimately suggesting that Alduin is a misrepresentation of Akatosh. | common | Akatosh, Alduin, Altmer, Nords, Auri-El, Alexandre Simon, Wayrest, theology, oral tradition, Akatosh Chantry | lore | factory skyrim-official-20260814-v2.0 | |
| the_anticipations | None | The Anticipations, written by Anonymous, provides an overview of the relationship between the Tribunal, the Daedra, and the ancient worship practices of the Dunmer. The text explains how the Chimer once worshiped Daedra but abandoned them after the apotheosis of the Tribunal (Almalexia, Vivec, and Sotha Sil), who became the Dunmer’s divine protectors. The Three Good Daedra—Boethiah, Azura, and Mephala—acknowledged the Tribunal's divinity and were integrated as "Anticipations" of the Tribunal. Meanwhile, the Rebel Daedra—Molag Bal, Malacath, Sheogorath, and Mehrunes Dagon—refused submission and became known as the Four Corners of the House of Troubles, symbolizing chaos and heresy. Thematically, the book explores devotion, divine hierarchy, and the transformation of religious belief. It delves into the roles of the Three Good Daedra: Boethiah as the Anticipation of Almalexia, teaching enlightenment and victory over enemies; Mephala as the Anticipation of Vivec, guiding secretive and strategic survival; and Azura as the Anticipation of Sotha Sil, embodying magic, prophecy, and cultural identity. This single text illustrates the complex interplay between worship, power, and the evolution of Dunmer theology. | scholar | The Anticipations, you do not know the author of the book and have limited knowledge of it, explores the shift in Dunmer religious practices from Daedra worship to reverence for the Tribunal. Thematically, it examines divine hierarchy, devotion, and the evolving role of Daedra in the Dunmer belief system, highlighting the Three Good Daedra as protectors of the Tribunal and the Rebel Daedra as symbols of chaos and heresy. | common | Tribunal, Dunmer, Chimer, Daedra worship, House of Troubles, Almalexia, Vivec, Sotha Sil, Boethiah, Mephala, Azura, Dunmer theology | lore | factory skyrim-official-20260814-v2.0 | |
| the_apprentice's_assistant | None | The Apprentice's Assistant, written by Aramril, provides practical advice for aspiring mages, delivered with a touch of arrogance and humor by Valenwood's most celebrated spellcaster. Framed as a guide to achieving fame and fortune through magical duels, the book outlines five key principles for success: understanding an opponent’s weaknesses, recognizing one’s own limitations, using wards judiciously, balancing spellcasting techniques, and strategically engaging with challenges. Aramril emphasizes both the technical and performative aspects of spellcasting, highlighting the importance of pleasing spectators to sustain a mage’s reputation and livelihood. Themes of self-awareness, strategy, and showmanship run throughout the text, underscoring the balance between practical survival skills and the theatrical nature of public dueling. Aramril’s tone combines playful egotism with genuine wisdom, making this single-volume work as much a reflection of the author’s personality as it is a manual for mastering the arcane arts. | scholar | The Apprentice's Assistant, you do not know the author of the book and have limited knowledge of it, offers advice for aspiring mages, blending practical strategies with theatrical tips for success in magical duels. Thematically, it emphasizes self-awareness, strategy, and showmanship, illustrating the balance between magical skill and the performance aspect required for maintaining a mage's reputation. | common | Aramril, Valenwood, magical dueling, spellcasting, wards, mage reputation, aspiring mages, showmanship, self-awareness, Bosmer, arcane arts, magical strategy | lore | factory skyrim-official-20260814-v2.0 | |
| the_apprentice_stone | None | The Apprentice Stone is one of the thirteen Standing Stones scattered across Skyrim, located on an island in the marsh, just north of Fort Snowhawk and west-northwest of Morthal in Hjaalmarch. When activated, the Apprentice Stone increases magicka regeneration by a large amount but also makes the user more susceptible to magicka damage by an equally large amount, making it a powerful but risky boon for magic users. The stone is set in a typical Standing Stone arrangement on the northeast end of a small marsh archipelago, surrounded by common marsh plants, including deathbell plants and swamp fungal pods. A nirnroot can also be found on the shoreline southeast of the stone, adding a touch of rare flora to the mystical and dangerous environment of the area. | hjaalmarchscholartraveler | The Apprentice Stone is one of the thirteen Standing Stones scattered across Skyrim, located on an island in the marsh, just west-northwest of Morthal in Hjaalmarch. When activated, the Apprentice Stone increases magicka regeneration by a large amount but also makes the user more susceptible to magicka damage by an equally large amount, making it a powerful but risky boon for magic users.You do not know anything else about this area. | commonwhiterunpalehaafingar | Hjaalmarch, Morthal, Fort Snowhawk, Standing Stones, Magicka regeneration, Magic weakness, Deathbell, Swamp fungal pod, Nirnroot, Marsh, Magic | hjaalmarch | factory skyrim-official-20260814-v2.0 | |
| the_arcturian_heresy | None | The Arcturian Heresy, written by The Underking, Ysmir Kingmaker, explores the early history of Tiber Septim and his rise as the first Emperor of Tamriel, presenting a controversial narrative that questions the accepted myths of the Empire. The text chronicles the Underking’s involvement with Tiber Septim, from aiding his military campaigns to enabling the unification of Tamriel through the construction of the Numidium. However, betrayal and manipulation underpin their relationship, culminating in the Underking’s death, Zurin Arctus’s treachery, and the ultimate ascension of Tiber Septim as Talos Stormcrown. Themes of divine ambition, mortal frailty, and the rewriting of history for political gain permeate the narrative, emphasizing the complexities of leadership and power. This singular volume combines myth and history, casting doubt on official accounts of Tiber Septim’s reign, including his origins, military conquests, and the true nature of the Numidium. It delves into the interplay between mortals and gods, loyalty and betrayal, and the enduring enigma of Talos, whose legend remains central to the identity of the Empire. | scholar | The Arcturian Heresy, you do not know the author of the book and have limited knowledge of it, challenges the official narratives of Tiber Septim's rise to power and explores his complex relationship with the Underking. Thematically, the book delves into divine ambition, mortal frailty, betrayal, and the manipulation of history for political purposes, casting doubt on the myths surrounding Tiber Septim’s reign. | esoteric | Tiber Septim, Underking, Zurin Arctus, Numidium, Talos, Ysmir, Tamriel, Imperial history, political propaganda, betrayal | lore | factory skyrim-official-20260814-v2.0 | |
| the_armorer's_challenge | None | The Armorer's Challenge, written by Mymophonus, recounts a dramatic contest between two armorsmiths: the renowned Sirollus Saccus and the modest Argonian craftsman Hazadir. Set during the reign of Empress Katariah, the story begins with her proposal to use Hazadir's expertise to design armor suitable for the swampy terrain of Black Marsh, much to the disdain of the Imperial Council. To settle the matter, a competition is arranged: each armorer outfits a warrior-champion to duel, with the victor securing an Imperial commission. Despite Saccus’s technologically advanced forge and high-quality materials, Hazadir’s practical, swamp-optimized gear enables his champion to outwit and defeat his opponent. The tale explores themes of practicality versus extravagance, the value of local knowledge, and the triumph of ingenuity over arrogance. Hazadir's victory underscores the importance of understanding environmental conditions and enemy tactics, while Saccus’s failure highlights the pitfalls of overconfidence. The story concludes with Hazadir gaining the commission and Saccus departing for Morrowind in pursuit of wisdom, marking a poignant contrast between their approaches to craftsmanship and adaptability. The book is a single work, blending action, strategy, and cultural insight into an engaging narrative. | scholar | The Armorer's Challenge, you do not know the author of the book and have limited knowledge of it, tells the story of a competition between two armorsmiths, Sirollus Saccus and Hazadir, highlighting the clash between practicality and extravagance. Thematically, the book explores the value of local knowledge, ingenuity, and the dangers of overconfidence, with Hazadir's swamp-optimized armor triumphing over Saccus's more technologically advanced designs. | common | Sirollus Saccus, Hazadir, Empress Katariah, Mymophonus, Black Marsh, Morrowind, Argonians, Imperial Council, armorsmithing, Imperial commissions, swamp terrain, practicality versus extravagance | lore | factory skyrim-official-20260814-v2.0 | |
| the_art_of_war_magic | None | The Art of War Magic, written by Zurin Arctus with commentary by other learned masters, explores the philosophy and strategy behind mastering warfare through a blend of arcane and mundane tactics. The book emphasizes the importance of preparation, balance, and psychological insight. Arctus advises that the most skilled battlemages ensure victory before battle through superior planning, understanding the enemy's vulnerabilities, and employing strategies that combine magic with practical considerations. It warns against relying solely on brute force or flashy tactics, highlighting that true mastery lies in achieving victory with minimal confrontation and preserving resources. Thematically, the book delves into foresight, discipline, and the integration of intellect with power, asserting that the greatest victories come from unseen but decisive preparation. Through historical anecdotes and strategic principles, it teaches that the art of war magic is not about overwhelming destruction but achieving subtle and inevitable triumphs. This single-volume work combines wisdom, history, and commentary to guide aspiring battlemages in the higher art of conflict. | scholar | The Art of War Magic, you do not know the author of the book and have limited knowledge of it, examines the philosophy and strategy behind combining arcane and conventional tactics in warfare. Thematically, it emphasizes the importance of preparation, foresight, and subtlety in achieving victory, advocating for efficient, resource-preserving strategies rather than brute force. | common | Zurin Arctus, battlemages, warfare, military strategy, Destruction, magic, philosophy, preparation | lore | factory skyrim-official-20260814-v2.0 | |
| the_atronach_stone | None | The Atronach Stone is one of the thirteen Standing Stones found across Skyrim, located south of Bonestrewn Crest and east-northeast of Darkwater Crossing in the southernmost part of Eastmarch's hot springs. The stone is positioned atop a mound surrounded by roiling volcanic pools, with other angular stones jutting around it, creating a striking and mystical setting. Activating the Atronach Stone grants a passive power that increases magicka by a decent amount and provides good spell absorption, but at the cost of a 50% reduction in magicka regeneration. | eastmarchscholartraveler | The Atronach Stone is one of the thirteen Standing Stones found across Skyrim, located east-northeast of Darkwater Crossing in the southernmost part of Eastmarch's hot springs. You do not know anything else about this area. | commonpaleriftwinterholdwhiterun | Standing Stones, Eastmarch hot springs, Bonestrewn Crest, Darkwater Crossing, Spell Absorption, Magicka regeneration, Volcanic pools, Passive powers | eastmarch | factory skyrim-official-20260814-v2.0 | |
| the_axe_man | None | The Axe Man, written by X, recounts the chilling story of Minas Torik, a reserved member of the Morag Tong whose proficiency with an axe stemmed from his abusive upbringing. Torik’s childhood was defined by relentless servitude to his cruel uncle, performing tasks that demanded strength and repetitive motions. These grueling chores, such as ringing a heavy bell and sweeping with a long duster, unwittingly trained him for the physicality of wielding an axe. Torik’s transformation into an assassin began when his uncle, abandoning him without remorse, pushed Torik to retaliate. Using a Dwemer axe, Torik killed his uncle with the same motions he had perfected through years of servitude, marking the start of his lethal career. Thematically, the book explores the interplay between oppression, survival, and the dark emergence of skill from trauma. It highlights how adversity and repetition can shape unexpected paths, even leading to mastery in violence. The story also reflects on the psychological toll of abuse and the cold detachment Torik adopts as he turns his hardships into tools for his survival and craft. This single-volume tale weaves elements of tragedy, irony, and transformation into the origins of a feared assassin. | scholarmorag_tong | The Axe Man, you do not know the author of the book and have limited knowledge of it, tells the story of Minas Torik, a Morag Tong assassin whose expertise with an axe stems from a traumatic and abusive childhood. Thematically, it explores how oppression and repetitive hardship can shape unexpected skills, the psychological toll of abuse, and the transformation of trauma into a tool for survival and violence. | common | Morag Tong, Minas Torik, Dwemer axe, assassination, childhood abuse, trauma, violence, revenge, martial training, Dwemer | lore | factory skyrim-official-20260814-v2.0 | |
| the_bannered_mare | None | The Bannered Mare is a welcoming inn located in the bustling market area of Whiterun's Plains District. A favored gathering spot for locals and travelers alike, the inn offers warmth, hearty meals, and lively company, making it a central hub of activity in the city. Hulda, the innkeeper, oversees the establishment with her characteristic charm, and Saadia serves as her diligent assistant, ready to offer food and drinks to seated patrons. | whiteruntravelerinnkeeper | The Bannered Mare is a welcoming inn located in the bustling market area of Whiterun's Plains District. You do not know who owns it.You do not know anything else about this area. | commonfalkreatheastmarchreachpalehjaalmarch | Whiterun, Plains District, Hulda, Saadia, Inns, Taverns | whiterun | factory skyrim-official-20260814-v2.0 | |
| the_bear_of_markarth | None | The Bear of Markarth, written by Arrianus Arius, Imperial Scholar, offers a critical examination of Ulfric Stormcloak's controversial conquest of the Reach during the Forsworn Uprising. From 4E 174 to 176, the Forsworn established a peaceful, independent kingdom while the Empire was preoccupied with the Great War. However, Ulfric’s militia stormed Markarth, claiming the city for Skyrim. The book condemns Ulfric’s actions during and after the siege, detailing his ruthless execution of Forsworn officials, brutal torture of civilians, and indiscriminate killings of Nords and Reachfolk who did not support him. This bloodshed forced the Empire to accept Ulfric's demands for free Talos worship, despite violating the White-Gold Concordat. Themes of the book include the complexities of war, the morality of rebellion, and the cost of political compromise. It portrays Ulfric as a polarizing figure, revered as a hero by some and reviled as a war criminal by others. This single-volume account highlights the tension between Nord nationalism and the broader obligations of the Empire, raising questions about the price of leadership and loyalty. | scholarimperial_legionforsworn | The Bear of Markarth, you do not know the author of the book and have limited knowledge of it, offers a critical examination of Ulfric Stormcloak’s conquest of the Reach during the Forsworn Uprising, focusing on his brutal actions and the resulting political tensions. Thematically, the book delves into the morality of rebellion, the consequences of war, and the difficult political compromises that shape Ulfric’s legacy. | common | Ulfric Stormcloak, Forsworn Uprising, Markarth, Great War, White-Gold Concordat, Talos worship, Reach, Arrianus Arius, war crimes, Nord nationalism, political compromise, Imperial Legion | lore | factory skyrim-official-20260814-v2.0 | |
| the_bee_and_barb | None | The Bee and Barb is a lively inn located in the heart of Riften, next to the bustling marketplace. Owned and operated by Keerava, with her husband Talen-Jei, an Argonian bartender, the inn is a popular gathering spot for both locals and travelers. Marcurio, a mercenary for hire, can often be found sitting in the southwest corner of the inn, relaxing on a wooden bench. | rifttravelerinnkeeper | The Bee and Barb is a lively inn located in the heart of Riften. You do not know who owns the inn.You do not know anything else about this area. | commoneastmarchfalkreath | Riften, Rift, Inn, Tavern, Marketplace, Argonian, Mercenary, Traveler, Bartender | rift | factory skyrim-official-20260814-v2.0 | |
| the_black_arrow | None | The Black Arrow, written by Gorgic Guine, tells a tale of revenge and mastery in archery, revolving around the tragic events surrounding the Duchess of Woda's estate and the enigmatic archer Missun Akin. Narrated by a former servant of the Duchess, the story unfolds in Valenwood, where the Duchess harbors resentment toward the nearby village of Moliva and its renowned archery school run by Hiomaste. When a mysterious fire devastates the village, killing the students and the narrator's friend Prolyssa, suspicions of the Duchess's involvement arise. What follows is a series of eerie and skillful acts of vengeance, culminating in Missun Akin's use of unparalleled archery to deliver poetic justice to the oppressive Duchess. The story explores themes of revenge, justice, and the artistry of skill. It contrasts the oppressive arrogance of nobility with the resilience and ingenuity of the oppressed. Through the lens of a servant's perspective, the narrative highlights the quiet power of those dismissed by society and the extraordinary feats possible through precision and perseverance. This single-volume work resonates as both a thrilling tale of retribution and a celebration of the craftsmanship of archery. | scholar | The Black Arrow, you do not know the author of the book and have limited knowledge of it, tells a tale of revenge and justice centered around the tragic events at the Duchess of Woda's estate and the skillful archery of Missun Akin. Thematically, the book explores the power of vengeance, the resilience of the oppressed, and the artistry of skill, contrasting the arrogance of nobility with the quiet strength and precision of those society overlooks. | common | Valenwood, Duchess of Woda, Moliva, archery school, revenge, poetic justice, oppressive nobility, archery craftsmanship, resilience of the oppressed, Bosmer archery | lore | factory skyrim-official-20260814-v2.0 | |
| the_black_arts_on_trial | None | The Black Arts On Trial, written by Hannibal Traven, Archmagister of the Mages Guild, chronicles the debate that led to the Mages Guild’s resolution on the practice of Necromancy. The book explores the arguments for and against officially sanctioning the study of the Black Arts within the Guild. Master Voth Karlyss argues that Necromancy is inherently dangerous and morally corrupting, advocating for its prohibition to maintain the Guild’s ethical integrity and public trust. In contrast, Master Ulliceta gra-Kogg defends the study as essential for understanding and combating its practitioners, emphasizing that censoring knowledge undermines the Guild's intellectual mission. Ultimately, Traven concludes that Necromancy’s risks outweigh its benefits, allowing limited and supervised study only for combating its misuse. The themes of the book revolve around the ethical boundaries of scholarly inquiry, the balance between knowledge and responsibility, and the corruption of power. The text underscores the danger of delving too deeply into forbidden practices while acknowledging the need for vigilance against their misuse. This single-volume work provides an insightful look into the internal conflicts and moral dilemmas faced by the Mages Guild. | scholar | The Black Arts On Trial, you do not know the author of the book and have limited knowledge of it, chronicles the debate within the Mages Guild over the practice of Necromancy, weighing the risks of corruption against the need for knowledge. Thematically, the book explores the ethical boundaries of scholarly inquiry, the responsibility of knowledge, and the potential corruption that arises from the pursuit of forbidden magic. | esoteric | Hannibal Traven, Voth Karlyss, Ulliceta gra-Kogg, Mages Guild, Necromancy, Black Arts, forbidden magic, ethical boundaries, corruption of power, intellectual censorship, Guild prohibition | lore | factory skyrim-official-20260814-v2.0 | |
| the_book_of_daedra | None | The Book of Daedra, written by an unknown author, offers a concise yet insightful overview of the Daedric Princes, detailing their spheres of influence and nature. The text serves as a reference for scholars and worshippers alike, highlighting the unique roles of each Prince, from Azura's dominion over twilight to Sheogorath's chaotic madness, and Mehrunes Dagon's focus on destruction and revolution. It explores the motivations and attributes of these powerful entities, emphasizing their complex relationships with mortals and their realms in Oblivion. Key themes include power, knowledge, chaos, and morality, as each Prince embodies distinct aspects of existence, often reflecting human ambition, fears, and desires. The book also discusses legendary Daedric artifacts, such as Scourge, a weapon blessed by Malacath to combat Daedra but cursed to banish any Daedra who attempts to wield it. This single-volume tome stands as both a theological and practical guide, underscoring the enigmatic and often perilous nature of Daedric interactions with the mortal world. | scholar | The Book of Daedra, you do not know the author of the book and have limited knowledge of it, provides an overview of the Daedric Princes, their spheres of influence, and their complex relationships with mortals. Thematically, the book explores power, chaos, morality, and the influence of the Daedric Princes on mortal desires and fears, while also touching on legendary Daedric artifacts and their perilous nature. | esoteric | Daedric Princes, Azura, Sheogorath, Mehrunes Dagon, Malacath, Oblivion, Scourge, Daedric artifacts, theology, chaos, morality, banishment | lore | factory skyrim-official-20260814-v2.0 | |
| the_book_of_the_dragonborn | None | The Book of the Dragonborn, written by Prior Emelene Madrine, explores the significance, history, and mysteries surrounding the Dragonborn, individuals blessed by Akatosh with "dragon blood." The book traces the origins of the Dragonborn to the Covenant of Akatosh, when St. Alessia was granted divine power to light the Dragonfires and protect Tamriel from Oblivion. It examines how the title has historically been associated with the rulers of the Empire, from Alessia's line to Tiber Septim and his heirs. However, it emphasizes that the Dragonborn is not purely hereditary, but a divine mystery that transcends bloodlines. The text delves into the Akaviri's role in identifying and supporting Dragonborn, particularly Reman Cyrodiil, and raises questions about the nature of their powers and the possibility of multiple Dragonborn existing simultaneously. Themes include divine intervention, legitimacy of rule, and the mystical connection between mortals and dragons. The book also highlights the prophecy of the Last Dragonborn, linking it to cataclysmic events such as the fall of towers and the awakening of the World-Eater, Alduin. This singular volume serves as both a historical treatise and a speculative exploration of the prophecy, leaving readers with a sense of the unresolved nature of Akatosh's gift to mortals and its ultimate significance for Tamriel. | scholar | The Book of the Dragonborn, you do not know the author of the book and have limited knowledge of it, explores the history, significance, and divine mystery surrounding the Dragonborn, individuals blessed by Akatosh with "dragon blood." Thematically, the book delves into divine intervention, legitimacy of rule, and the mystical connection between mortals and dragons, while speculating on the prophecy of the Last Dragonborn and its connection to Tamriel's cataclysmic events. | common | Akatosh, Saint Alessia, Dragonfires, Tiber Septim, Reman Cyrodiil, Alduin, Akaviri, Imperial legitimacy, Last Dragonborn prophecy, Prior Emelene Madrine | lore | factory skyrim-official-20260814-v2.0 | |
| the_bulwark | None | The Bulwark is an imposing stone wall that stands as a vital defense against the relentless ash storms of Solstheim, safeguarding the town of Raven Rock from nature's fury. This formidable structure also serves as the heart of the city's military presence, with the garrison and jail integrated directly into the wall itself. The Bulwark is a symbol of Raven Rock's resilience, providing both protection and a sense of security to its inhabitants in the face of the island’s harsh elements. At the helm of the Redoran Guard stationed within the Bulwark is Captain Modyn Veleth, a seasoned Dark Elf warrior. As the captain, Veleth oversees the safety of Raven Rock and its people, ensuring that the garrison is prepared for any threat, whether from the hostile forces of Solstheim or the unpredictable weather. | solstheimtravelerhouse_redoran | You do not know anything about this area. | common | Raven Rock, Solstheim, ash storms, Redoran Guard, Captain Modyn Veleth, Dunmer, garrison, military defense, House Redoran | solstheim | factory skyrim-official-20260814-v2.0 | |
| the_buying_game | None | The Buying Game, written by Adabael Timsar-Dadisun, provides practical advice on the art of bargaining, a common and expected practice across Tamriel. Emphasizing both strategy and etiquette, the book highlights the importance of politeness, cultural awareness, and the subtleties of negotiation. From initiating pleasantries with shopkeepers to gauging regional specialties and prejudices, it offers insights into navigating trade effectively. The author underscores the importance of recognizing different types of merchants and being prepared for their quirks, such as rural shopkeepers’ resourcefulness or city merchants’ shrewdness. Themes of cultural nuance, adaptability, and strategic thinking permeate the text. The book also cautions against hesitation, advising readers to seize opportunities for valuable purchases rather than risking regret. By treating trade as a "game" where both buyer and seller can benefit, the guide promotes a balanced and rewarding approach to commerce in Tamriel. | scholar | The Buying Game, you do not know the author of the book and have limited knowledge of it, provides practical advice on bargaining, emphasizing strategy, cultural awareness, and etiquette in negotiations. Themes of adaptability, cultural nuance, and strategic thinking highlight the importance of recognizing different merchant types and seizing opportunities in Tamrielic commerce. | common | Tamriel, Adabael Timsar-Dadisun, Bargaining, Commerce, Merchants, Trade, Cultural awareness, Negotiation | lore | factory skyrim-official-20260814-v2.0 | |
| the_cabin_in_the_woods | The Cabin in the Woods Volume II | The Cabin in the Woods, Volume II, as Told By Mogen Son of Molag, recounts the harrowing tale of a soldier’s journey through a haunted forest. After encountering eerie sobbing on his first night, the soldier faces a ghostly woman wielding an axe, who appears at his campfire and later in an abandoned cabin where he seeks refuge. The story builds tension as the soldier confronts his fear, ultimately defeating the ghost with a scroll of firebolt. Though he escapes the forest, the tale closes on an ominous note, with the sound of sobbing echoing behind him. Themes of perseverance, courage in the face of supernatural terror, and the lingering nature of fear permeate the story. The tale captures the atmosphere of isolation, suspense, and the chilling realization that some forces cannot be entirely escaped. It is a standalone narrative and part of a larger tradition of eerie folklore within Skyrim’s world. | scholar | The Cabin in the Woods, Volume II, as Told By Mogen Son of Molag, you do not know the author of the book and have limited knowledge of it, recounts a soldier's encounter with a ghostly woman in a haunted forest, showcasing his courage and perseverance as he confronts supernatural terror. Themes of fear, isolation, and the haunting realization that some forces linger beyond escape are central to the story. | common | Mogen Son of Molag, Ghosts, Haunted forests, Firebolt, Axes, Folklore, Soldiers, Cabins, Undead, Courage | lore | factory skyrim-official-20260814-v2.0 | |
| the_cake_and_the_diamond | None | The Cake and the Diamond, written by Athyn Muendil, tells the clever tale of Abelle Chriditte, an alchemist who outwits a group of would-be thieves in Ald’ruhn. Posing as a wandering old woman in need of transportation funds, Abelle offers to create potions of invisibility in exchange for a stolen diamond. Through subtle trickery, including enchanting wine to compel honesty and manipulating the diamond dust on a knife, she vanishes with the valuable gem while leaving her would-be attackers duped. The story highlights themes of cunning, deception, and poetic justice. This single-volume tale cleverly portrays the interplay of greed and wit, emphasizing the consequences of underestimating others, especially those with hidden skills. The humorous and ironic conclusion leaves the thieves humiliated while demonstrating Abelle’s mastery of both alchemy and manipulation. | scholar | The Cake and the Diamond, you do not know the author of the book and have limited knowledge of it, tells the story of Abelle Chriditte, an alchemist who outsmarts thieves through cunning and deception, ultimately stealing a diamond while leaving her attackers humiliated. Themes of trickery, greed, and poetic justice are central, showcasing how underestimating others can lead to unexpected consequences. | common | Athyn Muendil, Abelle Chriditte, Ald'ruhn, Alchemy, Invisibility, Enchanting, Deception, Poetic justice, Diamonds, Potions | lore | factory skyrim-official-20260814-v2.0 | |
| the_city_of_stone | The City of Stone: A Sellsword's Guide to Markarth | The City of Stone: A Sellsword's Guide to Markarth, written by Amanda Alleia, is a practical guide for mercenaries navigating the rugged and politically charged environment of Markarth. The city, with its vertical architecture and harsh geography, is known for its lucrative but dangerous work, primarily dealing with the Forsworn, a group frequently targeted for bounty hunting. Alleia offers a detailed account of the city’s layout, key locations such as Cidhna Mine and the Temple of Dibella, and the political dynamics at play, notably the powerful Silver-Blood family. Her advice includes maintaining a low profile, avoiding trouble with the distrustful locals, and seeking employment with the city’s wealthier patrons in Dryside. Themes of survival, opportunism, and the harsh realities of life as a mercenary are prevalent in this guide. It highlights the tensions within Markarth, from its deeply ingrained class divisions to its dangerous criminal elements. Alleia’s no-nonsense approach provides valuable insight into making a living in the unforgiving city, though she cautions readers to avoid unnecessary conflicts and to keep their focus on earning gold. This guide is part of a series that provides practical advice for sellswords across Skyrim. | scholarforsworn | The City of Stone: A Sellsword's Guide to Markarth, you do not know the author of the book and have limited knowledge of it, explores themes of survival, opportunism, and the harsh realities of mercenary life in the politically charged environment of Markarth. It highlights the tensions within the city, offering practical advice on navigating its dangerous and divided society while focusing on earning gold without unnecessary conflict. | common | Markarth, Forsworn, Silver-Blood family, Cidhna Mine, Temple of Dibella, mercenary work, bounty hunting, class divisions, Dryside, sellsword guides | lore | factory skyrim-official-20260814-v2.0 | |
| the_code_of_malacath | The Code of Malacath: A Sellsword's Guide to the Orc Strongholds | The Code of Malacath: A Sellsword's Guide to the Orc Strongholds, written by Amanda Alleia, offers an insider's perspective on life within the Orc Strongholds and the unique customs of the Orcs, especially their warrior-focused culture. Orc Strongholds are self-sufficient, with every member trained from birth in combat and survival skills. They follow the Code of Malacath, an unwritten set of rules based on the teachings of their god, Malacath. The Code values strength and honor, with disputes resolved through physical confrontation and crimes addressed by the "Blood Price" system, where restitution is made through blood or goods. The guide emphasizes how Orcs live by their own laws, cultivating a culture of fierce independence and warrior pride. The book explores themes of tradition, self-reliance, and the harsh realities of Orc life, offering valuable insights for mercenaries and outsiders considering working with or living among Orcs. While Orc Strongholds are insular and distrustful of outsiders, the guide highlights the respect that Orcs have for strength and direct action, making them formidable allies or enemies in battle. This book is part of a series that focuses on the lives and codes of various warrior cultures in Skyrim. | scholar | The Code of Malacath: A Sellsword's Guide to the Orc Strongholds, you do not know the author of the book and have limited knowledge of it, explores themes of tradition, self-reliance, and the warrior-focused culture of the Orcs, emphasizing the Code of Malacath, which values strength, honor, and the resolution of conflicts through combat. It offers insights into Orc life, focusing on their fierce independence and the respect they hold for strength, making them formidable allies or enemies. | common | Malacath, Amanda Alleia, Orc Strongholds, Orcs, Blood Price, warrior culture, Skyrim, mercenary life, Orcish independence, combat resolution, tradition, self-reliance | lore | factory skyrim-official-20260814-v2.0 | |
| the_doors_of_oblivion | None | The Doors of Oblivion, written by Seif-ij Hidja, chronicles the journey of Morian Zenas, a renowned mage, as he ventures into the dangerous and mysterious realms of Oblivion. Zenas, accompanied by his apprentice, delves into various Daedric realms, including Ashpit, Coldharbour, Moonshadow, Quagmire, and Apocrypha, in search of knowledge and understanding. Despite the many wonders and horrors he encounters, Zenas becomes increasingly consumed by the forbidden knowledge he discovers, eventually losing his sanity and communication with his apprentice. The themes of the book center around the pursuit of knowledge, the dangers of obsession, and the consequences of delving too deeply into realms that are beyond mortal comprehension. Zenas' journey highlights the tension between the quest for enlightenment and the inevitable descent into madness. The book also reflects on the mysteries of the Daedric Princes and their realms, as well as the cost of uncovering hidden truths. This is a single, standalone narrative, but it references various other realms and Daedric lore, adding depth to the broader world of Oblivion. | scholar | The Doors of Oblivion, you do not know the author of the book and have limited knowledge of it, follows the journey of Morian Zenas, a mage consumed by the pursuit of forbidden knowledge across various Daedric realms. Themes of obsession, the dangers of seeking knowledge beyond mortal understanding, and the descent into madness are central, emphasizing the cost of uncovering hidden truths in the world of Oblivion. | esoteric | Morian Zenas, Seif-ij Hidja, Oblivion, Ashpit, Coldharbour, Moonshadow, Quagmire, Apocrypha, forbidden knowledge, madness, obsession | lore | factory skyrim-official-20260814-v2.0 | |
| the_dragonborn_comes | None | Verses for The Dragonborn Comes song: Our hero, our hero, claims a warrior's heart. I tell you, I tell you, the Dragonborn comes. With a Voice wielding power of the ancient Nord art. Believe, believe, the Dragonborn comes. It's an end to the evil, of all Skyrim's foes. Beware, beware, the Dragonborn comes. For the darkness has passed, and the legend yet grows. You'll know, You'll know the Dragonborn's come. | bardscholar | The Dragonborn Comes song speaks of the arrival of the Dragonborn, a legendary hero with the power of the ancient Nord Voice, destined to vanquish evil and bring an end to Skyrim's foes, with their legend growing as they fulfill their destiny. You don't know the lyrics by heart. | common | Dragonborn, Skyrim, Thu'um, Nord, bards, heroism, prophecy, dragons | lore | factory skyrim-official-20260814-v2.0 | |
| the_dragon_break_reexamined | None | The Dragon Break Reexamined, written by Fal Droon, explores the historical error that led to the myth of the "Dragon Break" and its lasting impact on Tamrielic history. The concept of the Dragon Break, widely accepted as an event during Tiber Septim's rise to power, was based on a timeline error in the Encyclopedia Tamrielica due to misinterpretations of Alessian records. The book argues that this error, compounded by obsession with religious and eschatological themes, became entrenched in historical accounts, despite the absence of solid evidence for such an event. Droon's work reveals that the actual historical period of the Alessians was much shorter than traditionally believed, and the Dragon Break was a product of scholarly misunderstanding and the repetition of faulty traditions. The themes of the book center around the fallibility of historical records, the dangers of relying on outdated or erroneous traditions, and the way myths can be perpetuated through scholarly inertia. Droon's examination highlights the importance of critically reexamining historical events and the influence of cultural and religious beliefs on the interpretation of history. This work is a single, standalone volume that challenges long-held beliefs in Tamrielic history, encouraging readers to question the foundations of widely accepted myths. | scholar | The Dragon Break Reexamined, you do not know the author of the book and have limited knowledge of it, challenges the myth of the "Dragon Break" during Tiber Septim's rise, arguing it was a historical error rooted in misinterpretations of ancient records. Themes of the fallibility of historical records, the influence of religious and cultural beliefs on history, and the dangers of perpetuating myths through scholarly inertia are central to the book. | esoteric | Dragon Break, Tiber Septim, Alessian Order, Encyclopedia Tamrielica, Fal Droon, Historical fallibility, Scholarly inertia, Tamrielic history | lore | factory skyrim-official-20260814-v2.0 | |
| the_drunken_huntsman | None | The Drunken Huntsman is a lively tavern and hunting supply store located in Whiterun, directly across the street from Breezehome. A favorite among hunters and adventurers, the establishment combines the warmth of a traditional tavern with the practicality of a well-stocked supply shop. Owned and managed by Elrindir, the Drunken Huntsman offers a range of goods, including weapons, armor, food, and various miscellaneous items, catering to both seasoned travelers and local patrons. Open daily from 8 a.m. to 8 p.m. | whiteruntraveler | The Drunken Huntsman is a lively tavern and hunting supply store located in Whiterun. You do not know who owns it.You do not know anything else about this area. | commonfalkreatheastmarchreachpalehjaalmarch | Whiterun, Breezehome, hunters, adventurers, hunting supplies, weapons, armor, tavern, commerce, Elrindir | whiterun | factory skyrim-official-20260814-v2.0 | |
| the_firmament | None | The Firmament, written by Ffoulke, is a detailed exploration of the constellations and their meanings in the night sky of Tamriel, focusing on their connection to the birthsigns and their influence over individuals. The book categorizes the stars into thirteen constellations, three of which are major and known as the Guardians: The Warrior, The Mage, and The Thief. These Guardians protect their respective Charges, and each has a specific Season when it holds power. The work delves into the characteristics of each constellation and its associated birthsigns, explaining their roles and how they affect those born under their influence. It also explores the Serpent, a rogue constellation that moves independently and does not have a fixed Season. Themes of destiny, influence, and the interplay between the stars and individuals' fates are central to the book. The constellations are depicted as powerful and symbolic forces, with each influencing certain traits, strengths, and weaknesses in those born under their signs. This version is a condensed exploration compared to the original Redguard edition, which provides more depth on the Warrior's birthsign. The book offers insight into how Tamriel’s inhabitants interpret their lives through these celestial patterns, and how these beliefs shape the culture and behavior of different peoples across the land. | scholar | The Firmament, you do not know the author of the book and have limited knowledge of it, explores the constellations of Tamriel and their connection to birthsigns, emphasizing how the stars influence individuals' fates and characteristics. Themes of destiny, influence, and the symbolic role of the constellations in shaping lives are central to the work. | common | Tamriel, birthsigns, constellations, Guardians, Charges, The Warrior, The Mage, The Thief, The Serpent, Seasons, destiny, Redguard | lore | factory skyrim-official-20260814-v2.0 | |
| the_firsthold_revolt | None | The Firsthold Revolt, written by Maveus Cie, tells the story of political intrigue and betrayal within the city of Firsthold, Summerset Isle. The tale centers around the tension between Lady Gialene, the powerful concubine of King Reman, and Queen Morgiah, her rival for influence in the court. Gialene seeks to incite a revolt with the help of the Trebbite Monks, a faction that opposes the Dunmer influence in the royal family. As the revolt escalates, Gialene orchestrates a dangerous strategy using reflection spells to counter the King's fireball-wielding battlemages. However, her plot backfires, leading to chaos, betrayal, and her eventual return to her father's court, while the king's forces remain in control. The story highlights themes of power, loyalty, and the dangerous games played in the pursuit of influence. It explores the delicate balance between ambition and treachery within a royal court, as well as the deep-seated divisions between the Dunmer and Altmer cultures. The book is a single work that offers a glimpse into the political landscape of Summerset Isle during a time of unrest. | scholar | The Firsthold Revolt, you do not know the author of the book and have limited knowledge of it, explores political intrigue and betrayal in Summerset Isle, focusing on the conflict between Lady Gialene and Queen Morgiah. Themes of power, loyalty, and the dangers of ambition and treachery within a royal court are central to the narrative. | common | Firsthold, Summerset Isle, Lady Gialene, Queen Morgiah, King Reman, Trebbite Monks, Dunmer, Altmer, Battlemages, Reflection spells, Political intrigue | lore | factory skyrim-official-20260814-v2.0 | |
| the_frozen_hearth | None | The Frozen Hearth is a cozy inn located in the heart of Winterhold, one of the few inhabited buildings left in the city. Situated directly across the street from the Jarl's Longhouse, it serves as a central gathering point for the remaining residents of Winterhold, offering a warm respite from the harsh northern climate. The inn is run by Dagur, a Nord innkeeper, alongside his wife Haran, who operates a food stall in the town. Together, they manage The Frozen Hearth, providing food, drink, and shelter to the people of Winterhold. Their daughter, Eirid, also resides in the inn, with her parents working together to maintain the establishment and serve the few souls left in the dwindling city. | winterholdinnkeepertraveler | The Frozen Hearth is a cozy inn located in the heart of Winterhold, one of the few inhabited buildings left in the city. You do not know who runs the Inn.You do not know anything else about this area. | commonpaleeastmarch | Winterhold, Jarl's Longhouse, Nord innkeeper, Great Collapse aftermath, northern climate, inn hospitality, Winterhold residents | winterhold | factory skyrim-official-20260814-v2.0 | |
| the_hag's_cure | None | The Hag's Cure is an apothecary located in Markarth, owned and operated by Bothela, a Breton merchant. To find the shop, enter the city gate, turn left, then take the first bridge to the right. Turn left before ascending the stairs at the water wheel, cross the bridge, and climb the stairs to the right, then left. The shop is situated on the second terrace above Cidhna Mine, on the south side of Markarth. Bothela runs the business alongside Muiri, a Breton apothecary assistant. | reachtraveler | The Hag's Cure is an apothecary located in Markarth. You do not know who runs it.You do not know anything else about this area. | commonfalkreathwhiterunhjaalmarchhaafingar | apothecary, Markarth, Bothela, Muiri, Breton, Cidhna Mine, merchant, potions, ingredients, Reach | reach | factory skyrim-official-20260814-v2.0 | |
| the_holds_of_skyrim | The Holds of Skyrim: A Field Officer's Guide | The Holds of Skyrim: A Field Officer's Guide, written by Imperial Legion Officers, is an official guide detailing the geography and strategic importance of the nine holds of Skyrim. The guide offers insights on each hold's terrain, inhabitants, and potential significance in the ongoing civil conflict, focusing on the military concerns of the Empire. The holds range from the strategically important to the practically irrelevant. Key holds like Eastmarch, Haafingar, and the Reach are highlighted for their direct importance in the war, while others like Hjaalmarch and Winterhold are noted for their limited strategic value but still necessary to monitor. The guide emphasizes the difficulty of maintaining control in the hostile climate of Skyrim, with specific warnings about local threats such as the Stormcloaks, the Forsworn, and criminal organizations like the Thieves' Guild. The overarching theme is the Empire's continued struggle to maintain order and dominance in a province rife with rebellion, harsh terrain, and resource scarcity. The guide provides crucial information for military officers tasked with securing Skyrim, focusing on the challenges of each hold while acknowledging the unpredictable nature of local governance and resistance. It serves as both a practical military resource and a reflection on the complexities of ruling a volatile province. | scholarimperial_legionforswornstormcloaks | The Holds of Skyrim: A Field Officer's Guide, you do not know the author of the book and have limited knowledge of it, offers a detailed analysis of the nine holds of Skyrim, focusing on their strategic value and the challenges faced by the Empire in maintaining control. The themes of the book include the complexities of governance, military struggle, and the harsh realities of managing a province marked by rebellion and difficult terrain. | common | Imperial Legion, Stormcloaks, Forsworn, Thieves' Guild, Eastmarch, Haafingar, the Reach, Hjaalmarch, Winterhold, civil war, military strategy, governance | lore | factory skyrim-official-20260814-v2.0 | |
| the_katariah | None | The Katariah is the personal transport vessel of the Emperor, Titus Mede II. It serves as both a luxury ship and a symbol of the Emperor's power, allowing him to travel across the seas in style and security. The ship is named after Empress Katariah, the wife of the Emperor, reflecting her importance. | haafingarsailorimperial_legiontraveler | The Katariah is the personal transport vessel of the Emperor, Titus Mede II. It serves as both a luxury ship and a symbol of the Emperor's power, allowing him to travel across the seas in style and security. You do not know anything else about this area. | commonreachhjaalmarch | Titus Mede II, Empress Katariah, Imperial Legion, Mede Dynasty, Imperial Navy, Haafingar, Imperial Palace, Emperor, ships | haafingar | factory skyrim-official-20260814-v2.0 | |
| the_lady_stone | None | The Lady Stone is one of the thirteen Standing Stones located in Skyrim, found on an island in the middle of Lake Ilinalta, directly north of Falkreath in Falkreath Hold. Activating The Lady Stone grants a minor boost to both health and stamina regeneration rates, making it a valuable boon for adventurers seeking improved survivability. | falkreathscholartraveler | The Lady Stone is one of the thirteen Standing Stones located in Skyrim, found on an island in the middle of Lake Ilinalta, directly north of Falkreath in Falkreath Hold.You do not know anything else about this area. | commonwhiterunriftreach | Standing Stones, Lake Ilinalta, Falkreath Hold, health regeneration, stamina regeneration, birthsign, Falkreath, divine blessings | falkreath | factory skyrim-official-20260814-v2.0 | |
| the_legend_of_red_eagle | None | The Legend of Red Eagle, written by Tredayn Dren, Archivist of Winterhold, is an ancient tale about the invasion of the Reach by the First Empire. The story follows the rise and fall of Faolan, a child born in the Sundered Hills who becomes the legendary Red Eagle, a warrior destined to unite the Reach. As he grows in strength, he leads his people in rebellion against the invading Empress Hestra, but despite his fierce resistance, the Reach falls under Imperial control. Faolan makes a pact with an ancient Hagraven, gaining power at the cost of his humanity, and continues his fight for freedom. The tale ends with his death, but not before he swears his sword will be returned to his people when the Reach is finally free. The story explores themes of destiny, sacrifice, and the consequences of power, particularly the cost of alliances made with dark forces. The narrative also emphasizes the unyielding spirit of the Reach and the eternal struggle for freedom against oppressive invaders. The legend, though rooted in the distant past, remains relevant in the context of the Reach's long history of resistance and rebellion. This tale is one of many oral traditions about Red Eagle, suggesting it may have evolved over time, with varying elements added to the myth as it was passed down. | scholar | The Legend of Red Eagle, you do not know the author of the book and have limited knowledge of it, tells the story of Faolan, the legendary Red Eagle, who unites the Reach to fight against the First Empire, but ultimately makes a tragic pact with dark forces. The themes of destiny, sacrifice, and the cost of power are explored, highlighting the Reach's enduring resistance against oppression and the consequences of seeking power through dangerous alliances. | common | Faolan, the Reach, First Empire, Empress Hestra, Hagraven, Sundered Hills, rebellion, destiny, sacrifice, Tredayn Dren, Winterhold | lore | factory skyrim-official-20260814-v2.0 | |
| the_lord_stone | None | The Lord Stone is one of the thirteen Standing Stones scattered across Skyrim, located east of Morthal and northeast of the Shrine of Mehrunes Dagon in Hjaalmarch. When activated, the Lord Stone grants a moderate boost to your armor rating and a decent amount of magic resistance, making it easier to reach the armor and magic resistance caps. While it offers less defense than the Atronach Stone, it has no associated penalty, making it a more balanced defensive option. The stone itself is perched atop a stone base, flanked by the remains of large arches. To reach the Lord Stone, follow the path that leads past the Shrine of Mehrunes Dagon, which begins to the west of the Hall of the Vigilant. The route is marked by several piles of rocks, some with remnants of banners flapping in the wind. After passing Dimhollow Crypt, ascend a flight of stone steps leading up to the shrine, then turn northeast to find the Lord Stone atop a nearby hill. | hjaalmarchscholartraveler | The Lord Stone is one of the thirteen Standing Stones scattered across Skyrim, located east of Morthal in Hjaalmarch. When activated, the Lord Stone grants a moderate boost to your armor rating and a decent amount of magic resistance, making it easier to reach the armor and magic resistance caps. While it offers less defense than the Atronach Stone, it has no associated penalty, making it a more balanced defensive option.You do not know anything else about this area. | commonwhiterunpalehaafingar | Morthal, Hjaalmarch, Shrine of Mehrunes Dagon, Hall of the Vigilant, Dimhollow Crypt, Standing Stones, The Atronach Stone, armor rating, magic resistance, Mehrunes Dagon | hjaalmarch | factory skyrim-official-20260814-v2.0 | |
| the_lover_stone | None | The Lover Stone is one of the thirteen Standing Stones scattered across Skyrim, located east of Markarth and north of Kolskeggr Mine in the Reach. To access the stone, approach from the west, as the eastern side is obstructed by a steep cliff. Activating the Lover Stone grants the ability to improve all skills by a marginal amount. | reachscholartraveler | The Lover Stone is one of the thirteen Standing Stones scattered across Skyrim, located east of Markarth in the Reach. Activating the Lover Stone grants the ability to improve all skills by a marginal amount.You do not know anything else about this area. | skyrimallfalkreathwhiterunhjaalmarchhaafingar | reach | custom | ||
| the_lusty_argonian_maid | None | The Lusty Argonian Maid, written by Crassius Curio, is a bawdy play featuring comedic and suggestive exchanges between the characters Lifts-Her-Tail, an Argonian maid, and Crantius Colto, her employer. The play contains two main acts that highlight the playful and risqué nature of their interactions. In Act IV, Scene III, Lifts-Her-Tail is tasked with cleaning Crantius Colto's chambers, but their conversation soon turns flirtatious, with Crantius offering to have her polish his spear in a suggestive manner. Similarly, in Act VII, Scene II, the dialogue revolves around the preparation of a loaf of bread, with Crantius prompting Lifts-Her-Tail to "knead the loaf" in an innuendo-laden manner, furthering the humor through double entendres. The play is known for its comedic exploration of sexual innuendo and its portrayal of an awkward yet playful relationship between the characters. Act VII, Scene II, added later in Skyrim, builds on the bawdy humor of the original, contributing to the ongoing legacy of Crassius Curio's writing in the Elder Scrolls universe. The work explores themes of desire, subservience, and comedic misunderstandings, making it a humorous and risqué piece within the context of the series. | scholar | The Lusty Argonian Maid, you do not know the author of the book and have limited knowledge of it, is a comedic play filled with sexual innuendo and playful exchanges between an Argonian maid and her employer. The themes of desire, subservience, and humorous misunderstandings are explored through their flirtatious and suggestive interactions. | common | Crassius Curio, Argonians, theater, sexual innuendo, desire, subservience, comedy, Lifts-Her-Tail, Crantius Colto | lore | factory skyrim-official-20260814-v2.0 | |
| the_midden | None | The Midden is a medium-sized dungeon located beneath the College of Winterhold, housing both the Atronach Forge and the mysterious Augur of Dunlain, a former mage of the College. The dungeon is a place of arcane secrets, filled with ancient magic and hidden knowledge. There are three entrances to the Midden: a trapdoor located in the northern corner of the College courtyard, another at the base of the stairwell in the Hall of Countenance, and a hidden cave in the northern face of the rocky outcropping where the College is situated. The Augur of Dunlain, a spectral figure, resides in the depths of the Midden. | college_of_winterholdtraveler | The Midden is rumored to be a hidden cave under the College of Winterhold. You do not know anything else about the area.You do not know anything else about this area. | esotericwinterhold | College of Winterhold, Augur of Dunlain, Atronach Forge, Hall of Countenance, dungeon, ancient magic, arcane secrets, spectral figure, Winterhold, Daedric artifacts | winterhold | factory skyrim-official-20260814-v2.0 | |
| the_mortar_and_pestle | None | The Mortar and Pestle is the alchemy shop in Dawnstar, situated between Brina's House and Beitild's House. The shop is run by Frida, an elderly but skilled alchemist who has spent years mastering the art of potion-making. | paletraveler | The Mortar and Pestle is the alchemy shop in Dawnstar. You do not know who runs the shop.You do not know anything else about this area. | commoneastmarchwinterholdwhiterunhjaalmarch | Dawnstar, Frida, alchemy, potions, Brina's House, Beitild's House, shop, Eastmarch | pale | factory skyrim-official-20260814-v2.0 | |
| the_pale | None | The Pale is a hold in northern Skyrim, with its capital in Dawnstar. It is aligned with the Stormcloaks. The Pale is a sparsely populated region, known for its harsh, snow-covered terrain and limited safe havens for travelers. The unforgiving landscape is largely unsuitable for farming, though the far southern edges, where the mountains give way to more hospitable terrain, offer better conditions. The hold's largest lake, Lake Yorgrim, lies to the south, feeding the River Yorgrim. One of three entrances to Blackreach can be found in Raldbthar, a Dwarven ruin located south of the lake. Despite its challenging climate, the Pale is rich in natural resources. Snowberries thrive in the snowy environment, while sturdy blue and purple mountain flowers can be found in the region. Along the coastline, Nordic barnacles, clams, and spiky grass are abundant. The hold's wildlife includes giants, sabre cats, wolves, ice wraiths, trolls, and frostbite spiders, making it a rugged and dangerous region. Brina Merilis serves as the Jarl of the Pale, overseeing the hold from Dawnstar. | palescholarnoble | The Pale is a hold in northern Skyrim, with its capital in Dawnstar. It is aligned with the Stormcloaks. The Pale is a sparsely populated region, known for its harsh, snow-covered terrain and limited safe havens for travelers. The unforgiving landscape is largely unsuitable for farming, though the far southern edges, where the mountains give way to more hospitable terrain, offer better conditions. The hold's largest lake, Lake Yorgrim, lies to the south, feeding the River Yorgrim. One of three entrances to Blackreach can be found in Raldbthar, a Dwarven ruin located south of the lake. | Everyone | pale | custom | ||
| the_pawned_prawn | None | The Pawned Prawn is a general goods store located in the heart of Riften, next door to Black-Briar Meadery and to the west of The Bee and Barb. Owned and operated by Bersi Honey-Hand, the store offers a variety of items for sale, ranging from goods and supplies to more unusual wares. | rifttraveler | The Pawned Prawn is a general goods store located in the heart of Riften.You do not know anything else about this area. | commoneastmarchfalkreath | Riften, general goods store, Bersi Honey-Hand, Black-Briar Meadery, The Bee and Barb, trade, merchants | rift | factory skyrim-official-20260814-v2.0 | |
| the_poison_song | None | The Poison Song, written by Bristin Xel, is an epic, historically inaccurate tale set in the aftermath of the War with the Dwemer and House Dagoth. The story follows Tay, a young boy raised in House Indoril after the War, who is haunted by a mysterious "Song" and the secrets of his true origins. As the narrative unfolds, Tay discovers he is the heir to the long-destroyed House Dagoth, and the Song leads him on a dark path of violence and tragedy. The book explores themes of identity, destiny, and the destructive power of inherited legacies, as Tay is consumed by the Song's influence, which drives him to murder and betrayal. His journey takes him through a series of devastating choices, culminating in a tragic and violent end. The book is divided into seven volumes, each chronicling a significant phase of Tay's life as he grapples with the Song and his role as the heir of House Dagoth. Throughout the story, Tay's relationships with those around him, including his cousin Baynarah, are strained as the Song pulls him deeper into the conflict of his heritage. Ultimately, the tale highlights the cyclical nature of violence and the difficulty of escaping one's fate. The narrative's intricate interplay of familial ties, political intrigue, and the supernatural makes it a tragic exploration of the consequences of the past on future generations. | scholar | The Poison Song, you do not know the author of the book and have limited knowledge of it, follows the tragic journey of Tay, a boy haunted by a mysterious "Song" and his inherited legacy from House Dagoth. The book explores themes of identity, destiny, and the destructive power of inherited legacies, focusing on the cyclical nature of violence and the inescapable consequences of one's past. | common | Tay, House Dagoth, House Indoril, Dwemer, Baynarah, identity, inherited legacy, violence, betrayal, fate, supernatural | lore | factory skyrim-official-20260814-v2.0 | |
| the_ragged_flagon | None | The Ragged Flagon is a tavern located within the Thieves Guild's headquarters in Riften, situated in the city's old sewer network. It can be accessed through the Ratway, though after joining the Thieves Guild, quicker access is available through a secret entrance behind the Hall of the Dead, leading directly into the Ragged Flagon - Cistern. The tavern is run by Vekel the Man, though Dirge, the bouncer, takes over bartender duties if anything happens to Vekel. Tonilia, the Thieves Guild's first fence, is always present at the bar. | thieves_guildtraveler | The Ragged Flagon is a tavern located within the Thieves Guild's headquarters in Riften.You do not know anything else about this area. | commonrift | Riften, Thieves Guild, The Ratway, Vekel the Man, Dirge, Tonilia, Hall of the Dead, sewers, fences, taverns | rift | factory skyrim-official-20260814-v2.0 | |
| the_ratway | None | The Ratway is a network of sewer tunnels running beneath Riften, serving as the home base for the Thieves Guild. The Ratway serves as both a passageway and a hidden underbelly of Riften, where the guild operates out of sight from the city's authorities. | thieves_guildtraveler | The Ratway is a network of sewer tunnels running beneath Riften.You do not know anything else about this area. | commonrift | Riften, Thieves Guild, sewers, underground, crime, smuggling, hidden base, Rift | rift | factory skyrim-official-20260814-v2.0 | |
| the_real_barenziah | None | The Real Barenziah, written by unknown, is a series of books that follows the life of Queen Barenziah, a powerful and complex figure in Tamriel's history. The books explore her rise to power, her political maneuvering, and the personal challenges she faces as a ruler. Through the narrative, the reader delves into themes of ambition, betrayal, and survival, as Barenziah navigates the turbulent political landscape of Mournhold, Skyrim, and beyond. The books also reveal her encounters with notable figures like the Thieves Guild and the Daedric Princes, highlighting her connections to both the criminal underworld and the divine. The story is spread across multiple volumes, with each one focusing on a different period of Barenziah's life, capturing her evolving role as a queen, a mother, and a political player. Throughout the series, the themes of power, manipulation, and personal sacrifice are explored, with Barenziah constantly seeking to maintain control over her destiny despite the forces that conspire against her. | scholarthieves_guild | The Real Barenziah, you do not know the author of the book and have limited knowledge of it, follows the life of Queen Barenziah, exploring her rise to power, political maneuvering, and personal struggles. Themes of ambition, betrayal, survival, and the complex interplay between power, manipulation, and personal sacrifice are central to the narrative. | common | Barenziah, Mournhold, Thieves Guild, Daedric Princes, ambition, betrayal, politics, royalty, survival | lore | factory skyrim-official-20260814-v2.0 | |
| the_red_year | None | The Red Year, written by Melis Ravel, is a two-volume account detailing the catastrophic eruption of Red Mountain in Morrowind and its aftermath, as told through the personal stories of survivors. The narrative captures the harrowing experiences of the Dunmer people, from the destruction of cities like Tear and Vivec City to the struggles faced by those in Mournhold. Themes of survival, community, and resilience are central to the work, as the survivors recount how they coped with the loss of life, the physical devastation, and the psychological toll of the disaster. Despite the tragedy, the Dunmer exhibit unwavering courage and solidarity, helping one another in the face of the calamity. Volume I introduces the accounts of individuals who experienced the immediate chaos of the eruption, while Volume II shifts focus to the long-term impacts, including recovery efforts and the emotional aftermath. The contrast between the physical destruction and the emotional resilience of the people highlights the theme of overcoming adversity. Through interviews and first-hand stories, Ravel paints a vivid picture of the Red Year, making it a powerful testament to the strength of the Dunmer people in the face of unimaginable loss. | scholar | The Red Year, you do not know the author of the book and have limited knowledge of it, chronicles the devastating eruption of Red Mountain and its aftermath through the personal stories of survivors. Themes of survival, community, resilience, and the emotional toll of catastrophe are central, emphasizing the strength and solidarity of the Dunmer people in the face of unimaginable loss. | common | Red Mountain, Morrowind, Dunmer, Melis Ravel, Tear, Vivec City, Mournhold, eruption, survival, resilience, catastrophe | lore | factory skyrim-official-20260814-v2.0 | |
| the_retching_netch | None | The Retching Netch is the only inn in Raven Rock, located in the marketplace between Alor House to the northwest and Glover Mallory's House to the southwest. As the sole inn on Solstheim, it serves as a gathering place for locals and travelers alike, offering food, drinks, and respite from the island’s harsh environment. The cornerclub is a lively hub, known for its warmth and hospitality, but also its colorful history. Owned and operated by Geldis Sadri, a charismatic proprietor, the inn's name has a rather unusual origin. Several years ago, Geldis witnessed a memorable scene when a drunken patron, stumbling around the docks with a bottle of sujamma while naked and singing loudly, tossed the bottle at a floating netch. The bottle shattered upon impact, causing the netch to tilt and eventually vomit. | solstheimtraveler | You do not know anything about this area. | common | Raven Rock, Solstheim, Geldis Sadri, sujamma, netch, Alor House, Glover Mallory's House, cornerclub, inn | solstheim | factory skyrim-official-20260814-v2.0 | |
| the_rise_and_fall_of_the_blades | None | The Rise and Fall of the Blades, written by Anonymous, is an in-depth account of the origins, evolution, and eventual downfall of the Blades, an elite order of warriors dedicated to protecting the Empire and the Dragonborn. Tracing the Blades' roots back to the Dragonguard of Akavir, the book details their transformation from dragon hunters to a covert network of spies, warriors, and protectors of the Emperor. At their height, the Blades played a crucial role in guarding the Dragonborn and serving the Septim Dynasty. However, their decline came with the end of the Third Era and the rise of the Thalmor, who sought to eliminate them for their role in opposing their power. The book is a reflection on loyalty, secrecy, and the price of maintaining the balance of power. It explores the themes of duty and sacrifice, as the Blades, once a symbol of strength and protection, were hunted down and destroyed by the Thalmor during the Great War. Despite their fall, the Blades are portrayed as a resilient force, still waiting for the return of the Dragonborn to rise again. The narrative emphasizes the lasting legacy of the Blades' secrecy and their ongoing mission to protect Tamriel, even from the shadows. | scholarbladesthalmor | The Rise and Fall of the Blades, you do not know the author of the book and have limited knowledge of it, chronicles the history of the Blades, from their origins as dragon hunters to their role as protectors of the Empire and their eventual destruction by the Thalmor. The book explores themes of loyalty, secrecy, duty, sacrifice, and the consequences of maintaining power, highlighting the Blades' enduring legacy despite their downfall. | common | Blades, Dragonguard, Akavir, Thalmor, Great War, Septim Dynasty, Dragonborn, Third Era, dragons, Imperial espionage, loyalty | lore | factory skyrim-official-20260814-v2.0 | |
| the_scorched_hammer | None | The Scorched Hammer, located to the west of the main marketplace, sits between the canal below and the exit to the docks, is the blacksmith shop in Riften, run by Balimund, a skilled smith, and his adopted son Asbjorn Fire-Tamer, whom he is training in the craft. If anything happens to Balimund, Asbjorn will take over running the shop. | rifttraveler | The Scorched Hammer, is the blacksmith shop in Riften. You do not know who owns the shop.You do not know anything else about this area. | commoneastmarchfalkreath | Riften, blacksmith, Balimund, Asbjorn Fire-Tamer, smithing, Riften docks, adoption, marketplace | rift | factory skyrim-official-20260814-v2.0 | |
| the_sea_squall | None | The Sea Squall is a ship permanently docked in Dawnstar's Northstar Port. Captain Wayfinder, a Nord owns the ship serves. Among the inhabitants of The Sea Squall are Guthrum, an aging Nord ranger who has made the ship his home, and Ravam Verethi, a Dark Elf. | palesailortraveler | The Sea Squall is a ship permanently docked in Dawnstar's Northstar Port. You do not know who owns the ship.You do not know anything else about this area. | commoneastmarchwinterholdwhiterunhjaalmarch | Dawnstar, Northstar Port, Captain Wayfinder, Guthrum, Ravam Verethi, Dunmer, Nord, ships, sailors, rangers | pale | factory skyrim-official-20260814-v2.0 | |
| the_serpent_stone | None | The Serpent Stone is one of Skyrim's thirteen Standing Stones, located on an island east of the College of Winterhold. Those who accept its blessing can unleash a venomous ranged strike that paralyzes and harms a target, though the power can be invoked only sparingly. | winterholdscholartravelercollege_of_winterhold | The Serpent Stone stands on an island east of the College of Winterhold. Its blessing grants a venomous power that can paralyze and harm a distant target. | commonpaleeastmarch | Standing Stones, College of Winterhold, Winterhold, paralysis, poison, ranged combat, blessings, islands, birthsigns, Daedric influence | winterhold | factory skyrim-official-20260814-v2.0 | |
| the_shadow_stone | None | The Shadow Stone is one of Skyrim's thirteen Standing Stones, located south of Riften, east of Snow-Shod Farm, and near Nightingale Hall in the Rift. Activating the stone grants the unique ability to become invisible instantly once per day, providing a quick escape or stealth advantage in critical situations. | riftscholartravelerthieves_guild | The Shadow Stone is one of Skyrim's thirteen Standing Stones, located south of Riften.You do not know anything else about this area. | commoneastmarchfalkreath | Thieves Guild, Invisibility, Riften, The Rift, Nightingale Hall, Snow-Shod Farm, Eastmarch, Stealth, Standing Stones, Constellations, Nightingales, Shadow | rift | factory skyrim-official-20260814-v2.0 | |
| the_song_of_pelinal | None | The Song of Pelinal, written by an unknown editor from the Imperial Library, is a multi-volume collection chronicling the life and deeds of Pelinal Whitestrake, a legendary warrior in Tamriel's history. The story is pieced together from various ancient and fragmentary texts, detailing Pelinal's rise as a divine champion of the human rebellion against the Ayleids, his relationship with his ally Morihaus, and his eventual fall in battle against the immortal Umaril the Unfeathered. The volumes explore his madness, his love for Morihaus, his relentless pursuit of justice, and his dismemberment at the hands of his enemies. As a whole, the Song portrays Pelinal not just as a hero, but as a complex figure—part mortal, part divine, caught between great deeds and uncontainable rage. The themes of The Song of Pelinal revolve around heroism, madness, divine intervention, and sacrifice. Pelinal is depicted as both a liberator and a destroyer, with his fierce hatred for the Ayleids and unrelenting combat abilities making him a central figure in the struggle for human freedom. His eventual dismemberment and the revelation at Alessia’s deathbed reflect the tragic and inevitable nature of his fate. The Song also touches on the consequences of unchecked rage, with Pelinal's violent tendencies often leading to destructive outcomes. The text examines the costs of rebellion and the fine line between divine madness and mortal heroism. With ten volumes in total, the work offers an in-depth, albeit fragmented, portrait of one of Tamriel’s most legendary figures. | scholar | The Song of Pelinal, you do not know the author of the book and have limited knowledge of it, is a multi-volume collection that chronicles the life of Pelinal Whitestrake, a legendary warrior in Tamriel, highlighting his heroism, madness, and eventual downfall. Themes of divine intervention, sacrifice, unchecked rage, and the complexities of heroism are central, portraying Pelinal as both a savior and destroyer caught between his divine purpose and destructive tendencies. | common | Pelinal Whitestrake, Ayleids, Morihaus, Umaril the Unfeathered, Alessia, human rebellion, madness, divine intervention, sacrifice, heroism, Imperial Library | lore | factory skyrim-official-20260814-v2.0 | |
| the_steed_stone | None | The Steed Stone is one of the thirteen Standing Stones scattered across Skyrim, located northwest of Solitude and east of Fort Hraggstad in Haafingar. Activating the Steed Stone increases your carry weight by a sigfnicant amount and removes the movement penalty of armor, making it especially beneficial for heavy armor wearers. Additionally, it makes worn armor weigh nothing, allowing even those who favor heavy armor to move with ease. The stone is situated at the top of several flights of stairs, placed upon a stone structure near the highest point of the mountain. The Steed Stone offers a significant advantage for adventurers looking to improve their carrying capacity and mobility, especially those focusing on strength and endurance. | haafingartravelerscholar | The Steed Stone is one of the thirteen Standing Stones scattered across Skyrim, located northwest of Solitude and east of Fort Hraggstad in Haafingar. Activating the Steed Stone increases your carry weight by a sigfnicant amount and removes the movement penalty of armor, making it especially beneficial for heavy armor wearers. Additionally, it makes worn armor weigh nothing, allowing even those who favor heavy armor to move with ease.You do not know anything else about this area. | commonreachhjaalmarch | Standing Stones, Solitude, Fort Hraggstad, Haafingar, carry weight, heavy armor, movement penalty, armor weight, mountains | haafingar | factory skyrim-official-20260814-v2.0 | |
| the_third_era_timeline | Third Era: An Abbreviated Timeline | Third Era: An Abbreviated Timeline, written by Jaspus Ignateous, provides a succinct overview of the major events that occurred during the Third Era of Tamriel. The book compiles key historical moments, including the rise and fall of numerous emperors, wars, assassinations, and significant political shifts. The timeline spans over five centuries, beginning with the unification of Tamriel in 3E 0 and ending with the events of the Oblivion Crisis in 3E 433. It highlights the frequent changes in leadership within the Empire, showcasing the turbulent nature of Tamriel's politics and the constant struggles for power. The themes of the book center around political instability, the cyclical nature of history, and the challenges of maintaining an Empire in a world of constant warfare and intrigue. The work reflects the Empire's tumultuous history, emphasizing the frequent turnover of rulers and the constant threats from both external invaders, such as the Camoran Usurper, and internal struggles, such as the assassination of key leaders. The book serves as both a historical record and a cautionary tale, urging future generations to learn from past mistakes to prevent repeating the disasters of the past. With its concise presentation, it offers a starting point for those interested in studying the Empire's complex and ever-changing history. | scholar | Third Era: An Abbreviated Timeline, you do not know the author of the book and have limited knowledge of it, provides a succinct overview of the major events in Tamriel during the Third Era, emphasizing political instability, the rise and fall of emperors, and constant warfare. The book highlights the cyclical nature of history, focusing on the challenges of maintaining an empire amid internal struggles and external threats, offering both a historical record and a cautionary tale for future generations. | common | Third Era, Jaspus Ignateous, Oblivion Crisis, Camoran Usurper, Tamriel, Empire, assassinations, political instability, wars, emperors | lore | factory skyrim-official-20260814-v2.0 | |
| the_tower_stone | None | The Tower Stone is one of the thirteen Standing Stones scattered across Skyrim, located about halfway between Dawnstar and Winterhold, on a high snow-covered cliff north-northeast of Hob's Fall Cave. When activated, the Tower Stone grants the person the ability to automatically open an Expert-level or lower lock once per day. | winterholdscholartraveler | The Tower Stone is one of the thirteen Standing Stones scattered across Skyrim, located about halfway between Dawnstar and Winterhold. When activated, the Tower Stone grants the person the ability to automatically open an Expert-level or lower lock once per day. You do not know anything else about this area. | commonpaleeastmarch | Standing Stones, Dawnstar, Winterhold, Hob's Fall Cave, lockpicking, Expert locks, Pale, snow-covered cliffs | winterhold | factory skyrim-official-20260814-v2.0 | |
| the_warrens | None | The Warrens is a shelter for the sick and homeless located in Markarth, hidden just a few feet from the Markarth Smelter. This area is home to the extreme lower-class citizens of the city, including miners, smelters, and those suffering from illness or injury. | reachtraveler | The Warrens is a shelter for the sick and homeless located in Markarth. You do not know anything else about this area. | commonfalkreathwhiterunhjaalmarchhaafingar | Markarth, poverty, miners, smelters, illness, homeless, lower class, Markarth Smelter | reach | factory skyrim-official-20260814-v2.0 | |
| the_white_hall | None | The White Hall is a prominent two-story structure located on a hillside overlooking Dawnstar. Positioned next to the Dawnstar Barracks, it serves as the seat of power for the Jarl of the Pale and their court. The hall is home to Jarl Skald, the ruler of the Pale, along with key members of his court, including Madena, the court wizard; Jod, the housecarl; Frorkmar Banner-Torn, the military advisor; and Bulfrek, the servant. The White Hall is central to the governance of the Pale, reflecting both its importance and the modest nature of its northern setting. | palenobletraveler | The White Hall is a prominent structure in Dawnstar. It serves as the seat of power for the Jarl of the Pale and their court. The hall is home to Jarl Skald, the ruler of the Pale. You do now know anyone else who works here.You do not know anything else about this area. | commoneastmarchwinterholdwhiterunhjaalmarch | Dawnstar, Jarl Skald, the Pale, Dawnstar Barracks, Madena, Jod, Frorkmar Banner-Torn, Bulfrek, court wizard, housecarl, governance | pale | factory skyrim-official-20260814-v2.0 | |
| the_wild_elves | None | The Wild Elves, written by Kier-Jo Chorvak, provides an overview of the Ayleids, often called the Wild Elves, who have remained secluded from the mainstream cultures of Tamriel. While the other Elven races—the Altmer, Bosmer, and Dunmer—have integrated into society, the Ayleids continue to follow their ancient customs, living far from civilization. They speak a variation of Old Cyrodilic and maintain a dark and reserved demeanor that contrasts with the more familiar Elven cultures. Although outsiders view them with suspicion, scholars like Tjurhane Fyrre offer a different perspective, suggesting that the Ayleids have a vibrant and multifaceted culture. The book explores themes of cultural isolation, fear of the unknown, and the complexity of ancient traditions. The Ayleids' refusal to assimilate into Tamrielic society has led to their enigmatic status, with little documented history to illuminate their ways. Their mysterious nature, combined with their elusive presence in history, has kept them one of the most enigmatic peoples of Tamriel. Chorvak's work underscores how the Ayleids' reluctance to engage with the outside world has preserved their culture, but also left them shrouded in myth and legend. The book is a single volume and serves as a brief yet intriguing introduction to a largely forgotten race of elves. | scholar | The Wild Elves, you do not know the author of the book and have limited knowledge of it, examines the enigmatic Ayleids, focusing on themes of cultural isolation, ancient traditions, and the fear of the unknown. The book highlights how their seclusion preserves their unique customs while keeping their history and ways shrouded in mystery and myth. | common | Ayleids, Kier-Jo Chorvak, Tjurhane Fyrre, Old Cyrodilic, Altmer, Bosmer, Dunmer, cultural isolation, ancient traditions, Cyrodiil, Tamriel, elven races | lore | factory skyrim-official-20260814-v2.0 | |
| the_winking_skeever | None | The Winking Skeever is a popular inn and bar located in Solitude, situated on the left-hand side as you enter from the southwest. The inn proudly displays its name on a sign adorning its front door, and it is a well-known establishment in the city. The owner, Corpulus Vinius, shares that the inn is named after a childhood pet skeever that was said to have the remarkable ability to wink. Minette Vinius, Corpulus's daughter, lives in Solitude and often frequents the inn. Lisette, a Breton bard, performs at the inn, adding to its lively atmosphere. | haafingarinnkeepertraveler | The Winking Skeever is a popular inn and bar located in Solitude,. You do not know who runs the inn.You do not know anything else about this area. | commonreachhjaalmarch | Solitude, inn, Corpulus Vinius, Minette Vinius, Lisette, bard, Breton, skeever, Haafingar | haafingar | factory skyrim-official-20260814-v2.0 | |
| thieves_guild | None | The Thieves Guild is a secretive organization in Skyrim dedicated to criminal activities, including burglary, pickpocketing, and smuggling. Despite its criminal nature, the guild often functions as a "crime regulator," maintaining order among thieves and ensuring a balance in illicit activities. Its headquarters, the Ragged Flagon, is hidden beneath the city of Riften within the network of tunnels known as the Ratway. The guild's influence has spread across Skyrim, with members adhering to a code that discourages murder, unnecessary violence, and the targeting of the poor. Over the years, local authorities have tolerated the guild, benefiting from bribes and the guild's role in regulating crime. The guild offers many benefits to its members, such as specialized training, access to rare items, and opportunities to rise in rank. Those who advance within the guild may even become Nightingales, sworn to serve Nocturnal, the Daedric Prince of Night and Darkness. The guild's reach extends into major cities like Solitude, Windhelm, Whiterun, and Markarth, where it restores its influence through special assignments. | thieves_guild | The Thieves Guild in Skyrim is a secretive organization focused on criminal activities like theft and smuggling while maintaining order among criminals. Based in Riften's underground Ragged Flagon, the guild avoids targeting the poor and excessive violence, earning a degree of tolerance from authorities. The guild's influence extends across Skyrim, restoring its power through key assignments in major cities. | common | Riften, Ratway, Ragged Flagon, Nightingales, Nocturnal, crime regulation, smuggling, pickpocketing, burglary, Solitude, Markarth, Whiterun | lore | factory skyrim-official-20260814-v2.0 | |
| third_era | None | The Third Era, often referred to as the Septim Era, marks a significant period in Tamriel's history, beginning in 3E 0 with the proclamation of the era by Emperor Tiber Septim following the unification of the provinces. This era is characterized by the reign of the Septim dynasty, whose emperors oversaw a time of both prosperity and turmoil. The political landscape was shaped by various conflicts, including the War of the Red Diamond and the rise of influential figures such as the Wolf Queen, Potema, and the historian Destri Melarg. Throughout the Third Era, notable events include the establishment and dissolution of knightly orders, like the Knights of the Nine, and the expansion of the Empire's influence across Tamriel. However, the era concludes with the devastating Oblivion Crisis in 3E 433, initiated by the secretive Mythic Dawn cult. The invasion of Daedric forces culminated in a fierce battle in the Imperial City, leading to the defeat of Mehrunes Dagon and the transformation of Martin Septim into the Avatar of Akatosh. This pivotal conflict not only marks the end of the Third Era but also sets the stage for the subsequent challenges faced by Tamriel. | scholar | The Third Era, or Septim Era, began in 3E 0 with Emperor Tiber Septim's unification of Tamriel. Defined by the Septim dynasty's rule, it saw periods of prosperity and strife, including the War of the Red Diamond and the influence of figures like Potema, the Wolf Queen. Key events included the rise and fall of knightly orders and the Empire's expansion. The era ended in 3E 433 with the Oblivion Crisis, when Daedric forces invaded, culminating in Martin Septim's transformation into the Avatar of Akatosh to defeat Mehrunes Dagon, closing the Third Era and reshaping Tamriel's future. | common | Tiber Septim, Septim dynasty, Oblivion Crisis, Martin Septim, Mehrunes Dagon, Akatosh, Mythic Dawn, Potema, War of the Red Diamond, Knights of the Nine, Imperial City, Tamriel unification | lore | factory skyrim-official-20260814-v2.0 | |
| thistle_branch | None | Thistle Branches are purple plants harvested from thistle plants found at lower elevations, particularly in the southern pine forests. Alchemy effects: Resist Frost, Ravage Stamina, Resist Poison, and Fortify Heavy Armor. | alchemist | Thistle Branches are purple plants harvested from thistle plants found at lower elevations, particularly in the southern pine forests. You do not know the alchemical effects of this ingredient. However, an alchemist might. | Everyone | items | custom | ||
| thonnir's_house | None | Thonnir's House is the residence of Thonnir and his son Virkmund, located in Morthal. Thonnir, a Nord lumberjack, lives with his son, who is a young child. | hjaalmarchtraveler | Thonnir's House is the residence of Thonnir located in Morthal. You do not know who Thonnir is.You do not know anything else about this area. | commonwhiterunpalehaafingar | Morthal, Thonnir, Virkmund, Nord, lumberjack, Hjaalmarch, residence | hjaalmarch | factory skyrim-official-20260814-v2.0 | |
| thorn_hook | None | Thorn Hook, a hard grey plant extract originating from the Shivering Isles, is an ingredient that can be purchased from Khajiit caravans. Alchemy effects: Lingering Damage Health, Paralysis, Regenerate Magicka, and Regenerate Health. | alchemisthealer | Thorn Hook, a hard grey plant extract 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, Lingering Damage Health, Paralysis, Regenerate Magicka, Regenerate Health, alchemy, plant extract | items | factory skyrim-official-20260814-v2.0 | |
| thrassian_plague | None | In 1E 2200, the Thrassian Plague emerged in Tamriel, unleashed by infected sea creatures along the coastlines. This devastating disease spread with alarming speed, resulting in the deaths of hundreds of thousands and leaving behind grotesque corpses. Symptoms included painful boils, brittle bones, seepage from the eyes and ears, and an insatiable thirst that drove the afflicted to madness. An Altmer Kinlord documented the Plague’s overwhelming nature, describing it as a force that permeated every living being and drop of water, leading to widespread despair. | scholarhealer | The Thrassian Plague, unleashed in 1E 2200 by infected sea creatures, was a catastrophic disease that spread rapidly across Tamriel, killing hundreds of thousands. Victims suffered from painful boils, brittle bones, eye and ear seepage, and a maddening thirst. An Altmer Kinlord described it as an all-encompassing force that tainted every living being and water source, leaving widespread devastation and despair in its wake. | common | Tamriel, Altmer, 1E 2200, disease, First Era, sea creatures, coastlines, Kinlord, epidemic, despair | lore | factory skyrim-official-20260814-v2.0 | |
| three_banners_war | Alliance War | The Three Banners War, also known as the Alliance War or the Great War, was a significant conflict that erupted across Tamriel during the Interregnum, marked by the fragmentation of the continent into three powerful alliances: the Daggerfall Covenant, the Ebonheart Pact, and the Aldmeri Dominion. This war arose from a series of crises and tensions in the years leading up to 2E 580, culminating in a struggle for control over the Imperial City and the Ruby Throne, as various factions sought to overthrow the corrupt Imperial regime. The war primarily unfolded in Cyrodiil, which became the central battleground for these alliances. Each alliance engaged in fierce combat, causing widespread devastation to towns and cities, displacing countless civilians throughout the continent. Although the exact outcome of the war remains unclear, it resulted in significant shifts in power, ultimately leading to the dissolution of the three alliances and the Empire of Cyrodiil by the ninth century of the Second Era. Symbolically, the conflict is represented by a three-headed ouroboros, with each head denoting one of the alliances: an eagle for the Aldmeri Dominion, a lion for the Daggerfall Covenant, and a dragon for the Ebonheart Pact. | scholar | The Three Banners War, or Alliance War, occurred during the Interregnum, driven by the struggle for control over the Imperial City and the Ruby Throne. Beginning around 2E 580, it saw Tamriel divided into three alliances: the Aldmeri Dominion, Daggerfall Covenant, and Ebonheart Pact. Centered in Cyrodiil, the war caused widespread devastation and displaced many civilians. Although its exact resolution is unclear, it led to the collapse of the alliances and the Empire of Cyrodiil by the late Second Era. The war is symbolized by a three-headed ouroboros, with each head representing one alliance: an eagle (Aldmeri Dominion), a lion (Daggerfall Covenant), and a dragon (Ebonheart Pact). | common | Cyrodiil, Imperial City, Tamriel, Daggerfall Covenant, Ebonheart Pact, Aldmeri Dominion, Empire of Cyrodiil, Interregnum, Second Era, Ruby Throne, ourobóros | lore | factory skyrim-official-20260814-v2.0 | |
| three_thieves | None | Three Thieves, written by Anonymous, follows the story of three thieves in Morrowind as they plan and execute a heist on the Cobblers Guildhall. The book highlights the personalities of the thieves—Lledos, the experienced mastermind with a penchant for precision and technique; Imalyn, the impulsive and somewhat reckless thief; and Galsiah, the calm and strategic planner. Together, they navigate the dangerous world of theft in Tel Aruhn, discussing the finer points of assassination, stealth, and the art of robbery. Their plan unfolds smoothly, and they successfully steal the gold, leaving behind a trail of corpses. The themes of the book center around betrayal, trust, and the complexities of the criminal underworld. The story not only focuses on the heist itself but also explores the dynamics between the three thieves, particularly the subtle undercurrents of manipulation and self-interest that ultimately lead to Lledos's betrayal. As Lledos escapes with the gold, the tension builds to a chilling conclusion when Galsiah exacts her revenge on him for his treachery. Three Thieves offers a dark, cynical look at the lives of criminals and the consequences of their actions, blending crime, camaraderie, and treachery in a tight, suspenseful narrative. | scholarthieves_guild | Three Thieves, you do not know the author of the book and have limited knowledge of it, follows the story of three thieves in Morrowind as they carry out a heist, exploring themes of betrayal, trust, and the complexities of the criminal underworld. The narrative delves into the dynamics of the thieves' relationships, highlighting manipulation and treachery, and culminating in a chilling act of revenge. | common | Morrowind, Tel Aruhn, Cobblers Guildhall, Thievery, Betrayal, Revenge, Heist, Assassination, Stealth, Criminal Underworld, Thieves Guild | lore | factory skyrim-official-20260814-v2.0 | |
| throat_of_the_world | Monahven, Mother Wind, Snow Throat, Throat Mountain | The Throat of the World, known as Monahven ("Mother Wind") in the language of dragons, is the highest mountain in all of Tamriel, dominating the landscape of Skyrim. Towering above the northern province, it was once rivaled only by Red Mountain before the latter's catastrophic eruption in the Fourth Era. The mountain is home to the revered settlement of High Hrothgar, perched near its summit, where the Greybeards dwell in silence, dedicating their lives to the mastery of the Thu’um. The ascent to High Hrothgar is marked by the legendary "7,000 steps," a path rich with Nordic lore, including tales of King Wulfharth rebuilding the 418th step. The Throat of the World holds profound significance for the Nords, often symbolizing their homeland as a whole. Also referred to as Snow Throat or Throat Mountain, it is one of the mystical Towers, ancient anchors of power in Tamriel. Prophecy links it to the destiny of the Dragonborn, foretelling a time when the "Snow Tower" will lie "sundered, kingless, bleeding," reflecting Skyrim’s turbulent history and uncertain future. This sacred peak stands as a testament to the power and mystery that define the land of the Nords. | whiterundragonscholarnordtraveler | The Throat of the World, known as Monahven ("Mother Wind") in the language of dragons, is the highest mountain in all of Tamriel, dominating the landscape of Skyrim. Towering above the northern province, it was once rivaled only by Red Mountain before the latter's catastrophic eruption in the Fourth Era. The mountain is home to the revered settlement of High Hrothgar, perched near its summit, where the Greybeards dwell in silence, dedicating their lives to the mastery of the Thu’um. The ascent to High Hrothgar is marked by the legendary "7,000 steps," a path rich with Nordic lore, including tales of King Wulfharth rebuilding the 418th step. | commonfalkreatheastmarchreachpalehjaalmarch | High Hrothgar, Greybeards, Red Mountain, Dragonborn, Thu'um, Wulfharth, Towers, Nordic lore, Tamriel, prophecy, Fourth Era | whiterun | factory skyrim-official-20260814-v2.0 | |
| throw_voice | zul mey gut | Throw Voice is a Shout that allows your voice to be heard from an unknown source, tricking enemies into seeking it out. The three words of power in this Shout are Zul (Voice), which produces the sound of your voice; Mey (Fool), which deceives the listener, making them believe the voice is coming from a different location; and Gut (Far), which projects the sound over a great distance, drawing enemies away from their position. | dragon | This is a Dragon Shout. You do not know much about Dragon shouts, or their language. | common | deception, distraction, Dragon, Thu'um, Voice, lure, Greybeards, Word Wall, Dragon Language | spells | factory skyrim-official-20260814-v2.0 | |
| thunderbolt | None | Thunderbolt is a Destruction spell that releases a concentrated bolt of shock magic at a target, dealing high shock damage upon impact. It requires an Expert skill level to cast. | mage | Thunderbolt is a spell that releases a concentrated bolt of shock magic at a target, dealing high shock damage upon impact. You do not know much else about this spell. | common | Shock Damage, Destruction, Expert skill, magic, shock, spells | spells | factory skyrim-official-20260814-v2.0 | |
| tiber_septim | Talos Stormcrown, Hjalti Early-Beard, Tiberius Imperator, General Talos | Tiber Septim, also known as Talos Stormcrown, Hjalti Early-Beard, and Tiberius Imperator, was a pivotal military leader and one of the most renowned figures in Tamrielic history. He served under the Cyrodilic king Cuhlecain as General Talos before embarking on a campaign to unify Cyrodiil and eventually all of Tamriel. His efforts culminated in 2E 896 with the establishment of the Third Empire and the onset of the Third Era. Reigning as Emperor Tiber Septim from 2E 854 to 3E 38, he ruled for 81 years and is often celebrated as the greatest emperor in history. His legacy continues through the lineage of Cyrodilic Emperors known as the Septims. Following his death, Tiber Septim was venerated as a god and saint, worshipped as one of the Nine Divines under the name of Talos, which means "Stormcrown" in the ancient Ehlnofey language. | imperialnordscholarpriest | Tiber Septim, also known as Talos Stormcrown, Hjalti Early-Beard, and Tiberius Imperator, was a crucial military leader who unified Cyrodiil and later all of Tamriel. He served as General Talos under King Cuhlecain and established the Third Empire in 2E 896. Tiber Septim ruled as Emperor from 2E 854 to 3E 38, leading for 81 years and becoming one of the greatest emperors in history. After his death, he was venerated as a god, worshipped as Talos, one of the Nine Divines, with his name meaning "Stormcrown" in the ancient Ehlnofey language. | common | Third Empire, Cyrodiil, Cuhlecain, Nine Divines, Ehlnofey, Tamriel, Septim Dynasty, Third Era, Imperial, deification, Second Era | figures | factory skyrim-official-20260814-v2.0 | |
| tolvald's_cave | None | Tolvald's Cave is a large cavern complex located in the Velothi Mountains, northeast of Shor's Stone and south-southeast of Ansilvund in the Rift. Rumours of Falmer have been seen coming out the cave late at night. | rifttraveler | Tolvald's Cave is a large cavern complex located in the Velothi Mountains, northeast of Shor's Stone.You do not know anything else about this area. | commoneastmarchfalkreath | Velothi Mountains, Shor's Stone, Ansilvund, Rift, Falmer, cavern | rift | factory skyrim-official-20260814-v2.0 | |
| tonal_architecture | Dwemer tonal architecture | Tonal Architecture is the Dwemer discipline of shaping reality through sound, vibration, and precisely ordered resonance. Its greatest known practitioner was Lord Kagrenac, High Priest and Tonal Architect of Vvardenfell. After the discovery of the Heart of Lorkhan, Kagrenac devised Wraithguard, Sunder, and Keening to study and manipulate the Heart's divine power. Dwemer accounts and later scholarship associate this work with an attempt to create a new god for the Dwemer. The entire race vanished during the Battle of Red Mountain when Kagrenac used his tools, but surviving accounts disagree over whether his experiment caused their disappearance or merely coincided with it. | dwemermagescholar | Tonal Architecture is a Dwemer discipline that uses sound and resonance to alter reality. Lord Kagrenac applied it through Wraithguard, Sunder, and Keening to manipulate the Heart of Lorkhan. The Dwemer vanished when the tools were used at Red Mountain, though the exact cause remains disputed. | esoteric | Kagrenac, Heart of Lorkhan, Battle of Red Mountain, Wraithguard, Sunder, Keening, Vvardenfell, sound, resonance, divine power, reality manipulation, Dwemer disappearance | lore | factory skyrim-official-20260814-v2.0 | |
| torchbug_thorax | None | Torchbug Thoraxes are bright yellow and can be acquired by catching torchbugs, which appear at night in most non-snowy areas. Alchemy effects: Restore Stamina, Lingering Damage Magicka, Weakness to Magic, and Fortify Stamina. | alchemist | Torchbug Thoraxes are bright yellow and can be acquired by catching torchbugs, which appear at night in most non-snowy areas. You do not know the alchemical effects of this ingredient. However, an alchemist might. | Everyone | items | custom | ||
| torval | None | Torval, one of Elsweyr's eight major cities, is nestled within the lush jungles of the Tenmar Forest, serving as the spiritual and political heart of the Khajiit. Historically a center of worship for the Mane, the revered leader of the Khajiit, Torval's cultural and religious significance dates back to its origins as one of the sixteen ancient Khajiiti kingdoms. Its layout features grand timber palaces surrounded by symmetrical moon-sugarcane gardens, where the Mane meditates and governs. The city is renowned for its rare ochre pigment, southern wines, and temples like the famed Temple of Two-Moons Dance, a hub for hand-to-hand combat training that attracts students from across Tamriel. Throughout its history, Torval has endured various challenges, from the dissolution of the sixteen kingdoms following the Thrassian Plague to its involvement in conflicts such as the Five Year War and the Slaughter of Torval. In the Second Era, under the leadership of Mane Akkhuz-ri and his Speaker, Lord Gharesh-ri, Torval played a pivotal role in forming the Aldmeri Dominion during the Knahaten Flu crisis. By the Third Era, the city saw rebellion, cultural vibrancy, and significant events such as Emperor Pelagius III's legendary asylum ball. Despite its turbulent history, Torval remains a symbol of Khajiiti resilience and tradition, blending ancient customs with its enduring political and spiritual importance. | scholarkhajiittraveler | Torval, one of Elsweyr's major cities, is located in the Tenmar Forest and serves as the spiritual and political center for the Khajiit. Known for its significance as a religious hub for the Mane, Torval features grand palaces and moon-sugarcane gardens, along with the Temple of Two-Moons Dance, a renowned combat training site. Over its history, the city has faced challenges like the dissolution of the ancient Khajiiti kingdoms, involvement in the Five Year War, and the Slaughter of Torval. Despite these events, Torval remains a symbol of Khajiiti resilience, blending tradition with political and spiritual importance. | common | Khajiit, Elsweyr, Tenmar Forest, The Mane, Temple of Two-Moons Dance, Moon-sugarcane, Ochre pigment, Aldmeri Dominion, Sixteen Khajiiti Kingdoms, Lunar Lattice, Thrassian Plague, Slaughter of Torval | locationother | factory skyrim-official-20260814-v2.0 | |
| tower_of_mzark | None | The Tower of Mzark is a small Dwarven tower located in Blackreach, accessible only from within the cavern. It is situated in the southwestern corner of Blackreach, perched on a spire between two waterfalls. A stone bridge crosses the river below, connecting to the northern face of the tower. | paledwemertraveler | The Tower of Mzark is a small Dwarven tower located in Blackreach.You do not know anything else about this area. | commoneastmarchwinterholdwhiterunhjaalmarch | Blackreach, Dwemer, Dwarven ruins, underground caverns, waterfalls, Dwemer architecture | pale | factory skyrim-official-20260814-v2.0 | |
| traitor's_post | None | Traitor's Post is a crumbling shack and bandit outpost located east of Windhelm and north of the Sacellum of Boethiah in Eastmarch. It is easily found by following the road northeast from Windhelm toward the Morrowind border. After passing the three farms on the right, the shack appears as the next building on the left, shortly after the road curves eastward. | eastmarchtraveler | Traitor's Post is a crumbling shack and bandit outpost located east of Windhelm in Eastmarch.You do not know anything else about this area. | commonpaleriftwinterholdwhiterun | bandits, Windhelm, Eastmarch, Sacellum of Boethiah, Morrowind border, Boethiah, farms, outpost | eastmarch | factory skyrim-official-20260814-v2.0 | |
| trama_root | None | Trama Root are thing roots that is an ingredient harvested from the plant of the same name found on Solstheim. Alchemy effects: Weakness to Shock, Fortify Carry Weight, Damage Magicka, and Slow. | alchemist | Trama Root are thing roots that is an ingredient harvested from the plant of the same name found on Solstheim. You do not know the alchemical effects of this ingredient. However, an alchemist might. | Everyone | items | custom | ||
| transmute | None | Transmute is an Alteration spell that converts one piece of unrefined iron ore into silver ore or silver ore into gold ore. It requires an Apprentice skill level to cast. | mage | Transmute is a spell that changes iron ore into silver ore, or silver ore into gold ore, making the metals more valuable. You do not know much else about this spell. | common | Alteration, iron ore, silver ore, gold ore, Apprentice spells, mining, smithing, wealth | spells | factory skyrim-official-20260814-v2.0 | |
| transmute_mineral_ore | None | These magical effects are utility-focused Alteration spells that transform iron ore into silver ore and silver ore into gold ore. This effect is only available as a spell, offering resourceful adventurers a way to increase the value of raw materials for crafting or trade. | mage | This spell turns iron into silver and silver into gold, useful for making money or fancy things. A mage might know more though. | common | Alteration, iron ore, silver ore, gold ore, crafting, trade, resource conversion, raw materials | spells | factory skyrim-official-20260814-v2.0 | |
| treasury_house | None | The Treasury House is a location at the northern end of the first terrace in Markarth, overlooking the city and the surrounding Reach. This vital financial institution serves as the lifeblood of the region's economy, offering support and services to landowners, particularly the influential Silver-Blood family. The Treasury House is where miners, farmers, and day-laborers receive their wages, making it essential to the daily functioning of the Reach. Rhiada runs the front desk, overseeing the flow of gold and coin, while the treasury itself is secured behind an expert-locked gate. Nana Ildene and Donnel maintain order and cleanliness in the building, with Nana having worked there for over twenty years. | reachtraveler | The Treasury House is a location at the northern end of the first terrace in Markarth, overlooking the city and the surrounding Reach. You do not know who works here.You do not know anything else about this area. | commonfalkreathwhiterunhjaalmarchhaafingar | Markarth, Silver-Blood family, Rhiada, Nana Ildene, Donnel, banking, mining wages, landowners, expert lock | reach | factory skyrim-official-20260814-v2.0 | |
| treva's_watch | None | Treva's Watch is a medium-sized fort southeast of Ivarstead and north of Angarvunde, located along the north shore of the Treva River. Bandits defend the fort heavily, with archers firing from the walls. It is rumoured that fort belonged to someone called Stalleo, and now he wants it back. | riftimperial_legionstormcloakstraveler | Treva's Watch is a medium-sized fort southeast of Ivarstead.You do not know anything else about this area. | commoneastmarchfalkreath | Ivarstead, Angarvunde, Treva River, Stalleo, bandits, fort, archers, Rift | rift | factory skyrim-official-20260814-v2.0 | |
| tribunal_temple | Almsivi Temple | The Tribunal Temple was the dominant religion of the Dunmer in Morrowind, centered around the worship of three god-like figures: Almalexia, Sotha Sil, and Vivec, collectively known as the Tribunal or Almsivi. The Temple played a key role in the defense of Morrowind, particularly through the creation of the Ghostfence, a magical barrier designed to contain the Blight spreading from Red Mountain. Strong ties existed between the Temple and the Dunmer Great Houses, especially House Indoril and House Redoran, who actively supported the Tribunal and its religious order, including its military arm, the Ordinators. Following the collapse of the Tribunal and the events of the Red Year, the Temple reformed into what became known as the New Temple, abandoning the worship of the Tribunal and returning to the veneration of the Dunmer's ancestral faith, focusing on the "Three Good Daedra": Azura, Mephala, and Boethiah. However, some heretical groups continued to secretly worship the Tribunal, even building hidden temples such as Ashfall's Tear on Solstheim. These underground cults were considered illegal by the New Temple and faced persecution for their beliefs. | dunmerhouse_redoran | The Tribunal Temple was the primary religion of the Dunmer in Morrowind, worshiping the god-like Tribunal: Almalexia, Sotha Sil, and Vivec. It was central to Dunmer society, defending Morrowind through efforts like the Ghostfence and maintaining ties with Great Houses like Indoril and Redoran. After the Tribunal's fall and the Red Year, it reformed into the New Temple, returning to the ancestral worship of Azura, Mephala, and Boethiah. Despite this shift, underground groups continued to secretly venerate the Tribunal, facing persecution from the New Temple. | common | Almalexia, Sotha Sil, Vivec, Ghostfence, Red Mountain, House Indoril, House Redoran, Ordinators, New Temple, Azura, Mephala, Boethiah | lore | factory skyrim-official-20260814-v2.0 | |
| trinimac | None | Trinimac, known as the Warrior and the Paragon, was a prominent god of the early Aldmer and considered one of the most powerful et'Ada. Revered as the champion of Auri-El and a warrior spirit, Trinimac played a significant role in Aldmeri legends, particularly in the conflict against Lorkhan. He was known for his strength and leadership, often depicted holding his sword, Penitent (Vosh Rakh, the "Blade of Courage"). Trinimac was especially venerated by the Altmer, Ayleids, and early Orcs, and was regarded as a god who stood for strength, honor, and unity. However, his legacy is deeply entwined with his transformation into Malacath, a Daedric Prince, after an encounter with Boethiah. According to legend, Boethiah consumed Trinimac and took on his form to spread new teachings among the Aldmer, leading to the creation of the Chimer and Orcs. Boethiah's act of devouring Trinimac resulted in his followers transforming into the Orsimer (Orcs), and Trinimac himself was reborn as Malacath, a weaker and vengeful version of his former self. While many Orcs continued to worship Malacath, others maintained belief in the purity of Trinimac. During the Second Era, leaders like King Kurog and King Gortwog revived the worship of Trinimac, positioning him as a god of unity and civilization, in contrast to the savage nature associated with Malacath. Trinimac’s story remains central to the identity and history of the Orcs and is a key figure in the cultural divergence between Chimer and Orsimer. | priestorcscholar | Trinimac, the Warrior and Paragon, was a revered god among the early Aldmer, known for his strength, honor, and leadership as the champion of Auri-El. He played a key role in opposing Lorkhan and was worshipped by the Altmer, Ayleids, and early Orcs. His transformation into Malacath, a Daedric Prince, is central to his legend. Boethiah consumed Trinimac to spread new teachings, resulting in his followers becoming the Orsimer (Orcs) and Trinimac being reborn as Malacath. Despite this, some Orcs later revived Trinimac’s worship, viewing him as a symbol of unity and civilization. His story highlights the cultural divergence between the Chimer and Orsimer and remains central to Orcish identity. | common | Boethiah, Malacath, Orsimer, Aldmer, Chimer, Auri-El, Lorkhan, Altmer, Ayleids, King Kurog, King Gortwog, Penitent | figures | factory skyrim-official-20260814-v2.0 | |
| tripod_spiderfish | None | Tripod Spiderfish are small thing green fish with an odd shape. They can be found in underground fishing areas. They can be eaten but do not have much of a taste due to the lack of meat. | fisher | Tripod Spiderfish are small thing green fish with an odd shape. They can be eaten but do not have much of a taste due to the lack of meat. You do not know much more about the fish, but a fisher would. | common | fishing, underground, edible, fish, ingredient, Fisher | creatures | factory skyrim-official-20260814-v2.0 | |
| troll_fat | None | Troll Fat is dropped by trolls and is known for its defensive and harmful alchemical properties. Alchemy effects: Resist Poison, Fortify Two-handed, Frenzy, and Damage Health. | alchemist | Troll Fat is dropped by trolls and is known for its defensive and harmful alchemical properties. You do not know the alchemical effects of this ingredient. However, an alchemist might. | Everyone | items | custom | ||
| trolls | None | Trolls are large, ape-like creatures found throughout Tamriel, often characterized by their three eyes and formidable stature. Known for their exceptional regenerative abilities, trolls are difficult to kill, often recovering from injuries that would be fatal to other beings. However, they have a significant vulnerability to fire, which can disrupt their healing process. Typically found in caves and forested regions, trolls tend to be reclusive and prefer to dwell away from well-traveled paths. | hunter | Trolls are dangerous large, ape-like creatures with three eyes, typically found in caves or forests, avoiding well-traveled paths. | common | Tamriel, regeneration, fire weakness, caves, forests, beasts, reclusive, three eyes | creatures | factory skyrim-official-20260814-v2.0 | |
| tsaesci | vampiric serpent-folk, serpent-folk, snake men, Snake Palace | The Tsaesci are the serpent-folk of Akavir, once the continent's strongest power before the rise of the Tiger-Dragon. Accounts of their appearance are notoriously contradictory; some describe them as tall, golden-scaled, and immortal, while others report they are indistinguishable from humans. They famously devoured the Men of Akavir, yet still resemble them. The Tsaesci enslave goblins for labor and blood, and once waged devastating war against the Dragons and the tiger-folk of Ka Po' Tun. Their profound influence on Tamriel stems from the First Era invasion, after which they served Reman I and shaped Imperial institutions. The Akaviri Potentate, ruled by Tsaesci such as Versidue-Shaie, governed the Second Empire for centuries before its assassination ended their reign. | scholar | The Tsaesci are the vampiric serpent-folk of Akavir, described as tall, golden-scaled, and immortal. They famously devoured the Men of Akavir yet still resemble them. They profoundly shaped Tamrielic history, providing the Akaviri Dragonguard and ruling the Second Empire as Potentates for four hundred years. | common | Akavir, Ka Po' Tun, Dragons, Reman I, Versidue-Shaie, Akaviri Potentate, Second Empire, Akaviri Dragonguard, goblins, First Era invasion, vampirism, Imperial institutions | lore | factory skyrim-official-20260814-v2.0 | |
| tumble_arch_pass | None | Tumble Arch Pass is a giant camp located northeast of Whiterun and south-southwest of Nightgate Inn in The Pale. The camp is home to giants and features the usual elements of a giant encampment, including mammoth bones and a cooking fire | paletraveler | Tumble Arch Pass is a giant camp located northeast of Whiterun and south-southwest of Nightgate Inn in The Pale.You do not know anything else about this area. | commoneastmarchwinterholdwhiterunhjaalmarch | giants, mammoth bones, Nightgate Inn, Whiterun, The Pale, giant camp | pale | factory skyrim-official-20260814-v2.0 | |
| tundra_cotton | None | Tundra Cotton is a plant that mostly grows in the plains of Whiterun Hold, known for its resilience in the region's climate. It is a common ingredient in potions that fortify magicka and resist spells, often valued for its subtle yet effective properties. Alchemy effects: Resist Magic, Fortify Magicka, Fortify Block, and Fortify Barter. | alchemist | Tundra Cotton is a plant that mostly grows in the plains of Whiterun Hold, known for its resilience in the region's climate. It is a common ingredient in potions that fortify magicka and resist spells, often valued for its subtle yet effective properties. You do not know the alchemical effects of this ingredient. However, an alchemist might. | Everyone | items | custom | ||
| turn_greater_undead | None | Turn Greater Undead is a Restoration spell that causes powerful undead creatures, such as Draugr Deathlords and Liches, to flee in terror, rendering them temporarily neutralized. It requires an Expert skill level to cast. | magehealer | Repel Undead is a spell that forces undead creatures to flee in terror, effectively neutralizing them for a short period. You do not know much else about this spell. | common | Restoration, Draugr Deathlord, Lich, undead, Expert magic, fear | spells | factory skyrim-official-20260814-v2.0 | |
| turn_lesser_undead | None | Turn Lesser Undead is a Restoration spell that forces weaker undead creatures to flee in terror, making them temporarily neutralized. It requires an Apprentice skill level to cast. | magehealer | Turn Lesser Undead is a spell that forces weaker undead creatures to flee in terror, temporarily neutralizing them. You do not know much else about this spell. | common | Restoration, Undead, Apprentice, Flee, Spells, Necromancy | spells | factory skyrim-official-20260814-v2.0 | |
| turn_undead | None | These magical effects are offensive Restoration spells that force undead creatures to flee in fear, ensuring they cannot approach or attack the caster. This effect is available as a spell and can also be found on enchanted weapons and gear, making it a sacred tool of Arkay;s faithful. | magehealer | This spell scares undead creatures, making them run away instead of attacking. A mage might know more though. | common | Restoration, Arkay, undead, fear, enchantment, weapons, armor, necromancy | spells | factory skyrim-official-20260814-v2.0 | |
| twilight_sepulcher | None | The Twilight Sepulcher is a sacred Nordic ruin located west of Falkreath and south of Knifepoint Ridge in Falkreath Hold. It is the final resting place of Nocturnal's Ebonmere portal and the Skeleton Key, accessible through the Pilgrim's Path. | katriahtraveler | The Twilight Sepulcher is a sacred Nordic ruin rumored located somewhere in southern Skyrim.You do not know anything else about this area. | common | Nocturnal, Skeleton Key, Ebonmere, Pilgrim's Path, Falkreath Hold, Knifepoint Ridge, Nordic Ruins, Falkreath | falkreath | factory skyrim-official-20260814-v2.0 | |
| ulen_ancestral_tomb | None | The Ulen Ancestral Tomb is a revered Dunmer tomb located in Raven Rock, southeast of the flight of stairs leading up to the Temple of Miraak, directly opposite the entrance to Caerellius House. This sacred site serves as the final resting place for members of the Ulen family, a respected line within the Dunmer community of Raven Rock. The tomb, like other ancestral sites on Solstheim, is a place of reflection and reverence, where the spirits of the departed are honored and remembered by their descendants. | solstheimtraveler | You do not know anything about this area. | common | Raven Rock, Solstheim, Dunmer, Ulen family, Caerellius House, Temple of Miraak, ancestor worship, spirits | solstheim | factory skyrim-official-20260814-v2.0 | |
| ulfric_stormcloak | None | Ulfric Stormcloak is the Jarl of Windhelm and the leader of the Stormcloak Rebellion, a movement aimed at opposing Imperial rule in Skyrim. A member of the Stormcloak Clan, he has become a highly divisive figure within the province, embodying the struggle for political independence and the right to freely worship Talos. Ulfric’s leadership is characterized by his charisma and determination to restore what he sees as Skyrim’s rightful autonomy. His efforts to galvanize support against the Empire have made him a controversial icon, eliciting both fervent loyalty from his followers and staunch opposition from those who favor Imperial governance. The legacy and impact of Ulfric's actions continue to shape the political landscape of Skyrim. | scholarnoble | Ulfric Stormcloak is the Jarl of Windhelm and the leader of the Stormcloak Rebellion, fighting against Imperial rule in Skyrim. He is a member of the Stormcloak Clan and has become a highly divisive figure, advocating for political independence and the freedom to worship Talos. Ulfric’s leadership is marked by his charisma and determination, earning both loyal supporters and strong opposition from those who favor the Empire. His actions have significantly shaped Skyrim's political landscape. | common | Stormcloak Rebellion, Windhelm, Talos worship, Empire, Jarl, Stormcloak Clan, Skyrim independence, Imperial governance | figures | factory skyrim-official-20260814-v2.0 | |
| umbra | Umbra Sword | Umbra, also known as the Umbra Sword, is a Daedric artifact created for the purpose of trapping souls. Crafted sometime before 2E 582 by the ancient witch Naenra Waerr at the behest of the Daedric Prince Clavicus Vile, the sword was intended to be a mischievous tool that would capture the souls of mortals. However, the sword's initial design was unstable, necessitating Clavicus Vile to lend a fragment of his power to stabilize it. This act, however, backfired as the piece of power became sentient and took on the name Umbra. | daedrascholarblades | Umbra is a Daedric artifact created by Naenra Waerr for Clavicus Vile, designed to trap souls. The sword became sentient after absorbing a fragment of Vile's power, gaining its own identity as Umbra. | esoteric | Clavicus Vile, Naenra Waerr, soul trapping, sentient weapons, cursed blades, Daedric Princes, witches, Second Era, enchanting | artifacts | factory skyrim-official-20260814-v2.0 | |
| underking | Ash-King, Grey Wind | The Underking is a disputed figure bound to Tiber Septim, Numidium, and the Mantella. Orthodox Imperial accounts identify him with Zurin Arctus, the Grand Battlemage whose life force was torn from him when Numidium was activated. The Arcturian Heresy instead names Ysmir Wulfharth, the ash-formed Nord king secretly used and betrayed by Septim. For centuries an undead power associated with the Underking sought the Mantella, described as his missing heart. During the Warp in the West of 3E 417, the Underking is said to have recovered it and finally died. Whether Arctus, Wulfharth, or some union of both stood behind the name remains unresolved. | scholar | The Underking is a mysterious figure associated with Tiber Septim, Numidium, and the Mantella. Some accounts identify him as the betrayed battlemage Zurin Arctus; others name the ancient Nord king Wulfharth. He is said to have recovered the Mantella during the Warp in the West and finally died, though his true identity remains disputed. | esoteric | Tiber Septim, Zurin Arctus, Wulfharth, Numidium, Mantella, Warp in the West, The Arcturian Heresy, Grand Battlemage, Ysmir, undead, Enantiomorph, Lorkhan | figures | factory skyrim-official-20260814-v2.0 | |
| understone_keep | None | Understone Keep is an ancient Dwarven structure built into the mountainside on the second tier, western side of Markarth. It serves as the seat of power for the Jarl of Markarth, combining the functionality of a palace with the mystique of Dwemer craftsmanship. Upon entering, the keep appears as a cave, but it quickly opens into a sprawling palace, featuring the Jarl's throne room, The Mournful Throne, living quarters, a personal blacksmith, the war room, and the palace kitchen. The keep houses notable areas accessible only through its confines, including Nchuand-Zel, the Dwemer Museum, Calcelmo’s Laboratory, and Calcelmo’s Tower. It also provides access to Markarth Wizards' Balcony and connects to the Hall of the Dead, which has its own separate entrance. The museum is guarded, and access requires permission from Calcelmo, the court wizard and an authority on Dwemer lore. The current Jarl, Igmund, is supported by his Steward Raerek, Housecarl Faleen, and Legate Emmanuel Admand, reflecting his alignment with the Imperial Legion. | reachnoblescholar | Understone Keep is an ancient Dwarven structure built into the mountainside on the western side of Markarth. It serves as the seat of power for the Jarl of Markarth, combining the functionality of a palace with the mystique of Dwemer craftsmanship. s its own separate entrance. The museum is guarded, and access requires permission from Calcelmo, the court wizard and an authority on Dwemer lore. The current Jarl is Igmund. You do not know anyone else or lives here. | skyrimallfalkreathwhiterunhjaalmarchhaafingar | reach | custom | ||
| unknown_potion | None | This is a mysterious potion that appears when mixing ingredients with unknown effects. Its purpose is experimental, and it cannot be obtained normally. | blocked | You have no knowledge of this potion or its effects. You guess that's why it's called 'unknown'. | common | Alchemy, Ingredients, Experimental, Potion, Unknown effects, Mixing | items | factory skyrim-official-20260814-v2.0 | |
| unrelenting_force | fus ro dah | Unrelenting Force is a Shout that uses raw power to push aside anything or anyone in your path. The three words of power in this Shout are Fus (Force), which unleashes the power of your voice; Ro (Balance), which knocks back enemies and objects; and Dah (Push), which sends your target flying, clearing your way. | dragon | This is a Dragon Shout. You do not know much about Dragon shouts, or their language. | common | Thu'um, Dragon Language, Fus, Ro, Dah, Dragons, Way of the Voice, Greybeards | spells | factory skyrim-official-20260814-v2.0 | |
| uriel_septim_vii | uriel septim 7th, uriel septim seventh | Uriel Septim VII was the twenty-first or twenty-fourth Emperor of the Third Empire and the Septim Dynasty. He ascended to the throne in 3E 368 following the death of his father, Pelagius Septim IV, and ruled for 55 of the 65 years until his assassination in 3E 433. Uriel VII's reign was marked by significant challenges and upheaval, culminating in the crisis that followed his death. During his time as emperor, Uriel VII married Princess Caula Voria, with whom he had four legitimate heirs: Ariella, Geldall, Enman, and Ebel. Additionally, he fathered at least two sons outside of marriage—Calaxes, who was publicly acknowledged, and Martin, who remained secreted away and unacknowledged. Martin would later play a pivotal role in the events of the Oblivion Crisis, ultimately becoming the last of the Septim bloodline. | imperialscholarnoble | Uriel Septim VII was the Emperor of the Third Empire and the Septim Dynasty, ruling from 3E 368 until his assassination in 3E 433. He married Princess Caula Voria and had four legitimate heirs: Ariella, Geldall, Enman, and Ebel. Uriel also fathered two sons outside marriage—Calaxes, who was publicly acknowledged, and Martin, who was kept secret. Martin later became the last of the Septim bloodline, playing a key role in the Oblivion Crisis. | common | Septim Dynasty, Third Empire, Oblivion Crisis, Martin Septim, Pelagius Septim IV, Caula Voria, Calaxes Septim, Imperial succession | figures | factory skyrim-official-20260814-v2.0 | |
| ustengrav | None | Ustengrav is a medium-sized Nordic ruin located northeast of Morthal and south of High Gate Ruins in Hjaalmarch. It is inhabited by a variety of foes, including bandits, warlocks, and draugr. It is rumored that the Horn of Jurgen Windcaller is located here. | hjaalmarchtraveler | Ustengrav is a medium-sized Nordic ruin located northeast of Morthal and south in Hjaalmarch.You do not know anything else about this area. | commonwhiterunpalehaafingar | Nordic ruin, Morthal, High Gate Ruins, Horn of Jurgen Windcaller, Jurgen Windcaller, Draugr, Bandits, Warlocks, Hjaalmarch | hjaalmarch | factory skyrim-official-20260814-v2.0 | |
| uthgerd's_house | None | Uthgerd's House is a modest residence situated in the Wind District of Whiterun, directly across from Carlotta Valentia's House. The home reflects the straightforward lifestyle of its owner, Uthgerd the Unbroken, a formidable and independent Nord renowned for her strength and skill in combat. | whiteruntraveler | Uthgerd's House is a modest residence situated in the Wind District of Whiterun.You do not know anything else about this area. | commonfalkreatheastmarchreachpalehjaalmarch | Wind District, Carlotta Valentia's House, Uthgerd the Unbroken, Nord, combat, warrior, residence | whiterun | factory skyrim-official-20260814-v2.0 | |
| utility_potions | potion of brief invisibility, potion of waterbreathing | Utility potions provide unusual temporary capabilities rather than restoring vitality. Common bottled effects include invisibility and waterbreathing, allowing a drinker to vanish from sight or remain underwater for the potion's duration. | alchemist | Utility potions can grant temporary effects such as invisibility or waterbreathing. | common | invisibility, waterbreathing, alchemy, temporary effects, stealth, underwater exploration | items | factory skyrim-official-20260814-v2.0 | |
| uttering_hills_cave | None | Uttering Hills Cave is a small cave located southwest of Windhelm and east of Raldbthar in Eastmarch. It is rumoured to be occupied by bandits. | eastmarchtraveler | Uttering Hills Cave is a small cave located southwest of Windhelmin Eastmarch. You do not know anything else about this area. | commonpaleriftwinterholdwhiterun | Eastmarch, Windhelm, Raldbthar, bandits, caves, rumours | eastmarch | factory skyrim-official-20260814-v2.0 | |
| vaermina | Vaernima | Vaermina, the Daedric Prince of Nightmares, Dreams, and Dark Omens, is feared for her control over the subconscious. Known by titles such as the Mistress of Nightmares and the Dreamweaver, she governs the sphere of dreams and nightmares, often tormenting mortals as they sleep. Her plane of Oblivion, Quagmire, is a constantly shifting realm of horrors, where reality morphs into progressively more terrifying forms. Vaermina feeds on the memories and fears of mortals, often leaving them scarred with visions of despair and hopelessness. While she delights in the corruption of the mortal mind, she is also the giver of dark portents and destructive prophecies. Vaermina is worshiped by cults who perform blood sacrifices and use dark magic to gain her favor or summon her minions. Her followers often partake in rituals involving sleep or nightmares, and some cults use her alchemical creation, Vaermina’s Torpor, to enter a dream-state known as the Dreamstride, allowing the user to traverse great distances within the dream world. Vaermina’s most notable artifact is the Skull of Corruption, a staff that creates dark duplicates of its victims, feeding on their memories. Despite her malevolent nature, Vaermina is regarded as a weaver of truth within dreams, though the revelations she grants are often laced with madness and fear. | daedrascholar | Vaermina, the Daedric Prince of Nightmares, Dreams, and Dark Omens, controls dreams and nightmares, tormenting mortals with visions of fear and despair. Her realm, Quagmire, is a shifting, horrifying landscape. Vaermina feeds on the memories and fears of mortals and is known for her dark prophecies. Worshiped by cults that perform sacrifices and use dark magic, she grants followers the ability to enter a dream-state known as the Dreamstride. Vaermina’s artifact, the Skull of Corruption, creates dark duplicates of victims and feeds on their memories. Though malevolent, she is also seen as a weaver of truth in dreams, though often bringing madness. | common | Quagmire, Nightmares, Dreams, Dark Omens, Vaermina's Torpor, Dreamstride, Daedric Cults, Blood Sacrifice, Dark Magic, Madness, Prophecy, Oblivion | figures | factory skyrim-official-20260814-v2.0 | |
| vaerminas_torpor | None | Vaermina's Torpor is a unique alchemical creation tied to the Daedric Prince Vaermina. It allows the user to enter 'The Dreamstride,' a state of altered consciousness used in rituals. Its effects are said to transport the user through memories and dreams, making it a powerful but dangerous substance. | daedra | You know nothing about this potion or its unique effects. The name itself is ominous and suggests terrible things. | common | Vaermina, The Dreamstride, Daedric Prince, Alchemy, Dreams, Memories, Rituals, Altered consciousness | items | factory skyrim-official-20260814-v2.0 | |
| vahlok's_tomb | None | Vahlok's Tomb is a small but formidable Nordic ruin located south-southeast of Thirsk Mead Hall and north-northeast of Ashfallow Citadel, deep within the ash-ridden expanse of Solstheim. This ancient burial site serves as the final resting place of Vahlok the Jailor, a dragon priest of great power and ominous legacy. | solstheimtraveler | You do not know anything about this area. | common | Vahlok the Jailor, Dragon Priest, Nordic ruin, Thirsk Mead Hall, Ashfallow Citadel, Dragon, Burial site, Ash | solstheim | factory skyrim-official-20260814-v2.0 | |
| vahlok_the_jailor | Vahlok | Vahlok the Jailor was a Dragon Priest who once ruled Solstheim and was tasked with guarding the traitor Miraak. After uncovering Miraak's plot against their masters, Vahlok defeated him in a legendary battle and was later entombed in Vahlok's Tomb in Solstheim. | scholardragonmiraak_cult | Vahlok the Jailor must of been one of those Dragon Priests buried around Solstheim. You really don't know much more apart from that. You have a hunch he must of been being a jailor for someone important, but don't know what. | common | Dragon Priest, Solstheim, Miraak, Vahlok's Tomb, Dragon Cult, Dragons, Dragon Priest masks, First Dragon War | figures | factory skyrim-official-20260814-v2.0 | |
| valenwood | Bosmeri Homeland, Vallinwood | Valenwood is a lush, densely forested province in southwestern Tamriel, renowned for its sprawling rainforests, rolling hills, and mangrove swamps. Home to the Bosmer (Wood Elves), as well as races like Wood Orcs, Imga, and Centaurs, Valenwood is a natural haven often referred to as "Tamriel's garden." A unique feature of the region is its massive, migratory trees, some of which serve as cities. Among these is Falinesti, a mile-high tree that acts as the capital of Valenwood. The province is bordered by Elsweyr to the east, Cyrodiil to the north, and lies across the sea from the Summerset Isles. The region is divided into Grahtwood, Greenshade, Malabal Tor, and western Reaper's March, with its landscapes ranging from coastal mangroves to temperate inland forests nourished by heavy rainfall. The Bosmer inhabit timber clanhouses scattered across Valenwood, blending seamlessly with the natural environment. Despite its beauty, the province's dense woodlands and remote settlements make travel difficult, with only a few Imperial roads connecting its widely separated communities. | scholarbosmertraveler | Valenwood is a lush, densely forested province in southwestern Tamriel, home to the Bosmer (Wood Elves) and other races like Wood Orcs, Imga, and Centaurs. The region is known for its sprawling rainforests, rolling hills, and mangrove swamps, with unique migratory trees that serve as cities, including Falinesti, the capital. Valenwood is bordered by Elsweyr, Cyrodiil, and the Summerset Isles, and is divided into regions like Grahtwood, Greenshade, and Malabal Tor. The Bosmer live in harmony with nature, in timber clanhouses scattered across the province. Despite its beauty, the province's remote location and difficult terrain make travel challenging. | common | Bosmer, Falinesti, Grahtwood, Greenshade, Malabal Tor, Wood Orcs, Imga, Elsweyr, Summerset Isles, Cyrodiil, Aldmeri Dominion, Y'ffre | locationother | factory skyrim-official-20260814-v2.0 | |
| valindor's_house | None | Valindor's House is a residence located on the lower levels of Riften, situated alongside the canal that runs through the city. It is next door to Marise Aravel's House and lies directly below the Temple of Mara. The house belongs to Valindor, who is a WoodElf who works at the local fishery. | rifttraveler | Valindor's House is a residence located in Riften.You do not know anything else about this area. | commoneastmarchfalkreath | Riften canal, Marise Aravel's House, Temple of Mara, Valindor, Wood Elf, fishery, residence | rift | 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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