Netruk44/uesp-wiki-content huggingface dataset:
Shivering:Priest of Order

The Priests of Order are one of the three Forces of Order, the other two being Knights of Order and Jyggalag.

Citizens that have betrayed and left Sheogorath to join Jyggalag become Priests of Order. A magical connection exists between priests and the obelisks under their control: priests will reactivate deactivated obelisks, and active obelisks will resurrect priests shortly after they fall. Furthermore, anybody trying to loot a priest with an active obelisk will instead receive an electric shock. The only way to break the connection is to place three Hearts of Order into the obelisk, causing it to overload, then kill the priest before he can repair the damage.

If you sneak up on a Priest of Order, engage with one just after they are reanimated (during their prayer motion), or use a charm spell of 100, they will say "Order will rule this realm. It is foreordained.", "I prepare the way for my Lord Jyggalag.", or "Madness always yields to the march of Order!" Knights of Order will also use these phrases if similarly manipulated, due to a bug.

Priests carry a leveled weapon: Levels 1-5 will have a generic dagger or sword, while Levels 6 and up will possess a crystal staff. They may also carry soul gems, scrolls, enchanted jewelry, and Hearts of Order. Unlike Knights, Priests' robes and hood can be looted from their corpses. They are capable of an invisibility spell, an evasive maneuver to allow the obelisks to stay open for as long as possible. They also have a unique spell that summons an ebony dagger for 60 seconds, rather than the usual Daedric version.

 
Notes
Felas Sarandas becomes a Priest of Order during Rebuilding the Gatekeeper, although he and his group of Knights of Order are quickly killed by the newly constructed Gatekeeper.
 

Bugs
Shivering:Factions F

Faction for A priests
A faction to control the behavior of Priests of Order.

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Faction for all NPCs in Sheogorath's palace
As its name suggests, this faction holds the residents of New Sheoth Palace.

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Faction for ordered gnarls
Holds the hostile Gnarls encountered during The Roots of Madness quest.

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Faction for SEYngvar
A faction used in controlling Yngvar Doom-Sayer's behavior.

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Faction friendly to the Gatekeeper
Prevents the Gatekeeper attacking people it shouldn't.

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Faction to let Relmyna and Nanette Don use the back door to Xaselm04
This faction allows the residents of Xaselm to use its secret entrance.

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Faction to make the Gatekeeper like the player
Presumably the player is added to this faction to prevent the Gatekeeper attacking after recreating it.

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Fanatic Invaders
The invaders of Vitharn during the quest "Ghosts of Vitharn". The faction is designed to ensure combat against the city's defenders.

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Felldew Addicts
The Felldew-addicted residents of Dunroot Burrow. The relationship with the player ensures they will always be hostile.

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Fellmoor Citizen
Residents of Fellmoor.

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For identifying Jyggalag
There are actually eight different versions of Jyggalag, and this faction presumably simplifies the problem of treating them all the same.

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Shivering:Factions G

Gnarl Faction
Faction for all the Gnarls in the Isles.

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Greenmote Silo Faction
This faction contains the characters allowed to enter the Greenmote Silo.

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Grummite Faction
Faction for all the Grummites. It ensures deep enmity with Elytra and also prevents the guards in the Aichan and Corpserot Passage prisons from being attacked by the other inmates.

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Shivering:Factions H

Hale Citizen
Contains all the residents of Hale.

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Heretic Faction
This faction contains the Heretics of Mania.

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Highcross Citizen
Contains all the residents of Highcross.

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House of Dementia Faction
Contains the members of the Court of Dementia during the quest "Ritual of Dementia".

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House of Mania Faction
Contains the members of the Court of Mania during the quest "Ritual of Mania".

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Hunger Faction
Contains all the Hungers in the Isles.

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Shivering:Factions K

Knights Hate Player for SE03
This faction ensures the Knights of Order at the end of the quest "A Better Mousetrap" will hate the player.

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Shivering:Factions M

Mania Faction
All the manic residents of the Shivering Isles.

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Mazken Faction
SEDarkSeducerFaction
This faction contains all Mazken, whether named or anonymous.

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SE06DarkSeducerFaction
Contains the Mazken present at Cylarne during the quest "The Cold Flame of Agnon".

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Mirili Ulven's Creatures
This faction contains the creatures captured during the quest "Taxonomy of Obsession" and ensures peace between them and the other inhabitants of Highcross.

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Muurine Family Faction
This faction holds Muurine and her odd house guests.

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Shivering:Factions N

needed to get through door into Xaselm04
The function of this faction is unknown, although presumably it enables access to the final zone of Xaselm.

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Shivering:Factions O

Order
SEOrderFaction
This faction contains all the Forces of Order.

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SE12OrderFaction
This faction contains the Priests of Order encountered during the quest "The Roots of Madness".

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ownership for SEPasswallNanettesHouse
Contains the owners of Nanette Don's house in Passwall.

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Shivering:Factions P

Player's allies in SE13 battle
This faction holds all the characters that fight on the player's side during the quest "The End of Order".

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Priest of Order
Contains all the Priests of Order in the game.

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Shivering:Factions R

Raven-biter household
Raven Biter and his wife.

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Respawnable knights have this faction
Presumably controls the respawning of Knights of Order as per the name.

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Rooftop Club
Members of this faction will be seen dueling on the roofs of Crucible after dark.  Ushnar gro-Shadborgob is a fifth duelist, although he is not officially a member of the Rooftop Club faction.

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Shivering:Factions U

Ushnar Faction
This faction simply ensures good relationships between Ushnar gro-Shadborgob and his pet.

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Shivering:Factions Z

Zealot Faction
Contains all the Zealots of Dementia.

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Shivering:Factions X

Xedilian Adventurers
This faction contains the adventurers that fall foul of Xedilian during the quest A Better Mousetrap.

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Xedilian Faction
Ensures the denizens of Xedilian are friendly towards the player.

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XedilianChallengeCreatures
The function of this faction is unknown.

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Shivering:Factions V

Vitharn Citizen
This faction contains all the ghostly inhabitants of Vitharn.

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Vitharn Revelers
Holds the non-combatants of Vitharn.

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Battlespire:Trebuchet Ritual

Behold the ritual of making for the Grand and Thaumaturgical and Most Puissant Trebuchet of Overarching Peril.

He that touches this parchment to the workings of the Trebuchet of Granvellusa and releases its spirits therein shall apprehend before him an full and ready Engine of Mighty Destruction for the subjugation of the Foes of all Direnni.

Forromeo has spoken. The world shall hear. Let all peoples tremble before the everlasting might and grandeur of Clan Direnni.
Battlespire:Someone's Last Words

[handwritten scrawled on the floor with a piece of charcoal]

I am dead. Tell my tender Mother dear I loved her, and Tamriel and my Emperor. Akatosh curse the name of the traitor and all daedra. Mara bless and guard my soul.

You who find me - avenge me, take the traitor's blood in my name, and take in hand The Dagger of the Stolid Kin, borne by my father and forged by his father before him. Beware of magic while you carry this blade, but fear neither the sting of poison nor the sear of shock.
Battlespire:Letters from the Dremora

Letter 1

We the Dremora are true to our word.

This place is closed to us, and the help we can provide is limited.

You are now in the place of the Hunt.

To leave this realm you must enter the gate in the great horned temple, in the walled city to the East.

You will require six keys to enter the temple. If the Hunt were fair, you would find them abroad in the island.

The Hunt is not fair.

The hunter has taken one to prevent your escape. The touch of his spear is death, and no mortal weapon can harm him.

Your plight is utterly hopeless and impossible.

Therefore we assume that you may be somewhat delayed.

The old man in the lonely cottage knows what you need. He will test your patience, but persist and the reward will be great.

Farewell, strange mortal. Enjoy the Hunt.
Letter 2

Upon the central island is Lord Dagon's Hunting Lodge. Those who pledged their immortal spirits in return for services are bound here for Dagon's sport. These miserable wraiths are mad and malevolent, but in life each was proud and powerful. Seek their treasures: the Longbow of Heaven's Hail, the Boots of Peace, the Gauntlets of the Poor, and the Helmet of the Light Within. The Longbow casts arrows and spells with deadly accuracy. The Boots, once worn by a famed mortal warrior who had renounced the use of weapons, confer great skill in unarmed combat and feats of physical daring. The Gauntlets render the wearer resistant to magic, while the Helmet draws power from an opposing spellcaster and lends that power to its wearer. Some of these items are carried by the wraiths who possessed them in life; other items are hidden where the diligent might find them.

A Dark Seducer, Lord Dagon's personal bodyguard and current paramour, carries the Sword of the Moon Reiver, a unique sword forged from Dagon's own substance. No other weapon has such power to do him harm. Seek her, vanquish her, and seize her sword, or your errand is hopeless.

Entry to the Lodge is blocked by three great Sigil Wards. The Amulets of Entry for these Sigils are carried by Dagon's greatest lieutenants. They are terrible in skill and power, and protected from many weapons and magics -- But you need these amulets to approach Dagon.

Do not hope for aid from us in this place. This message is all we can provide. All else is arrayed against you in this place. Trust no one.

Your friend is held in Lord Dagon's Hunting Lodge. Lord Dagon himself stands guard. Beware of a trap. Lord Dagon is well-served by many spies. And if you would have a chance against him, you must not fail of these things:

Gird yourself with the Armor of the Savior's Hide.
Arm yourself with the Sword of the Moon Reiver.
Trust in the power of secret names, and the aid of absent friends.
Put your hope in the shock of surprise, and the swiftness of desperate action. 

The obstacles you face seem insurmountable. Thus will Lord Dagon be wonderfully dismayed when you succeed.

Beyond all hope, weigh daring against the odds, and courage against despair.
Morrowind:Neminda's Orders

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HVMW ZTVMG GL HKVZP DRGS OOVGSIR ZMW HVMW ZTVMG GL DZGXS IVGSZM

ZGSBM DROO FHV RMUOFVMXV DRGS WFPV GL YOLXP XLMGIZXGH RU KLHHRYOV

----
Morrowind:Letter From Llaalam Dredil

J-

Enclosed is a listing of price increases we discussed. They have been agreed upon by all who must, and may be put into effect when payment is received. Our agreement may continue in force upon payment.

-LD

Durable Goods - +15%

Raw Minerals - +18%

Textiles - +13 %

Paper Products - +6%

Weaponry - +8%

Armor - +8%

D. Artifacts - +35%
Morrowind:Letter From J'Zhirr

Promissory Note

The East Empire Company agrees to pay the sum of 10,000 drakes to "LD" for services rendered. This note is valid for the duration of one year or until paid in full.

J'Zhirr

East Empire Company
Morrowind:A Fair Warning

This being an account of my limited journeys into the Uncharted Depths of the Greater Caverns of Dubdilla.  FAIR WARNING to the would-be adventurer seeking fortune and fame in these uncharted halls.  The flooded paths of Lower Dubdilla hold certain death to those ill-prepared.  The way is treacherous and foul, the riches meager.  Only those of certain aptitude and reason should venture into these depths.

BE WARNED.  These caverns and galleries are exceedingly damp and footing unsure.  Sudden and sheer RAVINES and UNSCALEABLE PITS await the unwary.  If not for my specific skills and abilities, I would have certainly met my doom in the Blackest Depths.  My SPELLS, SCROLLS and POTIONS, allowed me to escape ONE OF THE MANY sheer walled chambers.  ALWAYS have a remedy at hand, for once you are committed to these depths, NO EXIT IS ASSURED!

Navigation is not your only trial.  The denizens of the twisted passages are of a fiendish and fell brood.  Beware the gnashing of their teeth and the death-flutter of their wings.  The sound of talon upon rock and flicking of tongue may be the last you hear.

If only I had access to a dependable rope, perhaps this route would not have been so tortuous.
Morrowind:Journal of Tarhiel

I believe I may have found the correct formula for the spell I am developing. With it, I will be able to travel great distances without the need to pay others for the service.

If all goes well, I will test out the new spell tomorrow. I believe I have worked out all of the possible complications. It will allow me to leap great distances, covering many hundreds of miles. Never before has one been able to travel in this manner: vaulting from the ground, sailing through the sky, all without that terrible disorientation of a spell of flying.

The time is almost upon me. My research is finished, and all of my calculations are checked and rechecked. They laughed at me when I suggested this. We'll see who laughs after I leap to the top of their towers and scream out my success.
Morrowind:A dying man's last words

It's been many days since the collapse. I have had many good and exciting adventures. I fear this is the last. I am still unsure what happened. Was it a trap that caused the collapse? I didn't hear the click of any device. Perhaps it was simply a freak accident, and I was simply in the wrong place at the right time. Regardless, I now lie here, half buried in the collapse, with crushed legs. The pain was unbearable for the first day or so. Or was it? Who knows? You lose track of time in a place like this. Especially in a situation such as this. The pain has all but left though. Getting used to pain is a battle all in itself. My time now runs short. I will die here, in this tomb. No better place for a dead man.

My adventures have taken me all over. I have been places that man never knew existed. I have retrieved artifacts and fine treasures that were thought to be myth. From chalices of origins long lost, to gems with power unthought of by man, to powerful religious artifacts that house more interest to madmen than sane. I shall at least take these fine memories with me to the grave.

I shall miss my father. Like me, he was also a man of adventure. I followed in his footsteps, though I was blessed with far more luck than he. Until now, of course. He shall be on his own now. At least I am spared any more jokes about my childhood pet. And my students...how I treasured teaching them the secrets and alien concepts of all things unknown and mysterious. May they be successful.

I do not go down   though. With my crippled body, in this heap of earth, I am accompanied by my trusty leather, my steel, and most of all, my token hat. Unable to reach them under the mass, I know they are untouchable and safe. I will not die alone.

Farewell,

Indie
Morrowind:A hastily scrawled note

The blight cure is all mine! They won't get their hands on any of it. When they are gone, I shall reign in the tower!
Morrowind:A Leaflet

HAVE NO DEALINGS with AURANE FRERNIS!!!

She is known to be both UNDERHANDED and UNETHICAL in her dealings!!!

The materials she uses are both SHODDY and DANGEROUS!!!

You could come to GREAT HARM from her products.

Her shop should be AVOIDED AT ALL COSTS!!!



See these testimonials:

"I took potion and got sick. Lost good lunch." - Grugbob G.

"Her materials looked old and stale. Not good for alchemical use." - Daren O.

"She should be disemboweled and fed to nix hounds." - Hlorngar F.
Morrowind:A scrawled note

Alas, Morty, my fallen companion, could not make it this far. I regret that his corpse still holds the key to the tomb I must reach in order to achieve the mission. I am left alone, with only blade and skill to accomplish this task. I believe I have come to the end of my journey. But, without the key, I find myself in the position of forcing entry. For, behind this door, I am sure an evil terror awaits.

I leave this warning in case I do not make it. Surely, this door is trapped, and my lockpicking and disarming ability leaves much to be desired. If someone happens across my body, know that I have failed, and know that there is surely a great prize, the Staff of Hasedoki, awaiting further into this evil tomb. Beware the keeper of the great staff.

Vulpriss Denisson

Carmella, I shall see you on the peaceful plains, with all my love.
Morrowind:A scroll written in blood

These will be the last words anyone ever hears from me. Hear? That's silly of me. As if anyone will HEAR what I am writing. Regardless, I am a lone traveler and never stayed put long enough to know anyone. Except that lovely Mariah in Stros M'kai. She will forever be in my heart, even in death. To see her again, or to even hear her beautiful voice, would surely allow me to die a content man.

I now lay here with a broken back. Unable to move, surely to be dead within hours. I take this remaining time to write a farewell to this cruel world. The very same one that allowed me to take the path of a thief. A good one at least. If ever you hear tales of Malaki the Lightfooted, you can continue the tale of how you happened across my corpse in a lowly tomb, searching for bounty so I may feed myself. What a life I led. If you too, are a common thief like myself, do yourself a favor, and find another way. If I had it to do all over again, I surely would change my ways.

The clawing and moaning of the ghastly undead beasts grows louder now. I fear they have come to finish me off for good this time. Know that I shall die a painful death as an unhappy man. May the gods show pity on my soul so I do not have to wander this plane after death.
Morrowind:A worn and weathered note

I am forever swimming around, amidst this ocean world we call home. My limbs grow weak and weary as my eyes drift skyward in defeat. I remember how warm the earth felt, as I lived and breathed next to her beating heart. I remember enough to keep searching through an ocean of tears, raised to astronomical depths. My dreams offer solace, where I return to distant, faded times. Through trees entwined with cool autumn air, my sorrow is lured by fragrant, bittersweet memories. I am at home as much as my world and consciousness allow. I remember falling into the most beautiful lake I've ever experienced. She swallowed me whole, like a droplet, and I was enraptured and enwombed within her bliss. The lonely windswept desert sky of my soul was filled by her luminous stars and warmed by her sunlit radiance. I gazed downward in awe and saw it all reflected in the shimmering ripples dancing and playing about the surface. It appeared to me as real as the very wonders it was reflecting. I stepped forward to prove to no one and everyone that they were, by belief. For an aching instant I was betwixt the two and the summation. Confusion befell me and I fell through, only to realize I hadn't entered the lake, I had left it. With all of my remaining life I howled at the heavens and collapsed, like a star on the shores of my youth, as my life's breath wandered away from the home it had harbored. I have been drowning on dry land ever since.

I lay there, coital, for heaven knows how long. I felt eons ebb and flow in the spans of seconds. I lived as intently as I could in those endless instants, as the boredom of -after- droned on and on. The fires of my heart grew dim and became only the faintest embers of the roaring blaze they had once been. My limbs, heavy with the weight of the world, protested. I felt the longing of this life which slowly began to ease the agony in my heart. As I was gradually nursed back to health, knowledge of record and history tried desperately to fill the yawning, nauseous chasm of my soul. I began to know the deadpan search for freedom and forgetfulness, and I released the hold on my life. Though it still lurched, pained, in front of me, I just stared back with tired, vacant eyes as if watching the most fascinating of nothing. My mind drifted, only to be slammed back reluctantly, repeatedly, and painfully by those I vaguely remember knowing, as if from a different life and age. I try, in vain, to forgive and forget myself as I paste on those plaster smiles and strain to look levelly. I remember. I forget. I forget again. I remember less. I am saddened at the thought that I have forgotten. I am not who I used to be. Though it pained me so, I was never so real as those lonely, lost times of my undoing. I am torn asunder at the thought of losing forever that, which has changed my life eternally, and that which I fear in the depths of my soul will never be again. That, which has gifted me with more pain than I have ever known in all of my lives or all of the lives that I know through my own.

Who am I to ask this of you?
Morrowind:Ajira's Flower Report

Ajira studies hard to learn secret magical properties of Gold Kanet, Stoneflower Petals, Willow Anther, and Heather.

Gold Kanet has yellow flowers and very dark green leaves with sharp spines. Gold Kanet and Stoneflower Petals makes a paste that restores strength. The paste has some bad effects, but they last only short time.

Stoneflowers are dark blue and the flowers are very heavy so they bend to the ground. It is very expensive, but Ajira can gain more magicka for a short time by mixing Stoneflower petals with crushed emeralds and water.

Willow flowers are red and very tall with tall and thin leaves also. Willow very good for potions and has many uses. With frost salts, Ajira made a shield of frost. With grave dust and green lichens, Ajira made a potion to cure common diseases. And with Corkbulb Ajira made a potion that can cure paralyzation.

Ajira thinks Heather comes from Skyrim because the leaves look like the spiny leaves of trees in Skyrim. The flowers are also pink like the Nord people. When mixed with ruby, it makes very good potion to make you not weigh so much. With a scrap of Scamp skin, Ajira made a potion to restore personality.

Ajira works very hard to collect these flower samples from the dangerous Lake Amaya. Ajira must do two reports and Galbedir must only do one silly report. Ajira deserves rank of Journeyman very soon now.