naist-nlp/zeshel huggingface dataset:
Manifesto Cyrodiil Vampyrum Content . To you whom We have seenStalking at night by eyes keen / Transcendant of savagesSating thirst sans avariceYour coffers stay stuffedBy social graces robustNone know your nature ; save UsNone share your fate ; save UsNone welcome you as kin ; save Us On Our Order : . Know first that we are no simple tribe of savages , tearing throats with the orgiastic abandon of our scattered , tribal brethren . Ours is a civil fraternity , to which we are bound - every one - by our dual hunger for flesh and influence . By the virtue of Imperial structure and bureaucracy , Cyrodiil has become our stronghold in the third era , and we suffer no savage rivals within our boundaries , reveal ourselves to none , and manipulate the hand of society to mete out our agendas . On Our Dual Patrons : . To Kin - father Molag Bal , who brought forth the Bloodmatron Lamae to spite Arkay , we owe our existence , as do all vampires , though not all honor Him . For him we revel in the feast , and acknowledge the gift adrift in our veins . To patron Clavicus Vile , beacon o ’ er our affairs , we owe our successes and social stature . Our bond with Vile makes us unique among our kind , for his guidance steels our savage craving with reason and savvy . For him we live amidst mankind , and twist them to our will from offices of power . On Our Rivals : . Most barbaric tribes think themselves powerful by the gift of Bal ’ s blood alone , and squander the gift . There are those , however , who show signs of enlightenments , and earn our attention - those such as the Glenmoril Wyrd , who live within the walls of Breton cities , or the Whet - Fang sodality of Black Marsh , who use magicka to keep captives catatonic and harvest from them the red nectar . These foes may one day threaten to impugn our sovereignty within the boundaries of Cyrodiil , thus compelling our vigilance . Should any encroach upon our dominion , our wrath must be swift and total . On Our Conduct : . To preserve our ideals and way of life , two primary edicts shall be observed . Above all , reveal thyself and our Order to no other , for discretion is the greatest of our virtues . Do not feed where you may be found out , or on those who may suspect your passing . Avoid daylight by lifestyle ; dispel common belief in our kind , and maintain supple appearance through satisfaction of the thirst . Second , devote your pursuits to the procurement of influence , political and otherwise . Our strength is not in physical numbers , but in skillful manipulation of society . Always be mindful of our Patrons , and preserve the Order . Devote yourself to these ideals always , and the Order shall count you amongst our own .
Civility and Etiquette V . 5 : Undead Content . By Coristir Part I It is popular belief that all undead and phantasmal revenants are slaves to their necromantic biology . Indeed , like most predatory wildlife , many of these creatures exist only to absorb or consume the energy of the living . They should never be bargained or reasoned with . An Altmer should deal with such creatures in the way she would handle a rabid wolf , or malevolent Orc : with extreme prejudice . However , there are those among the post - living that possess or have achieved sentience , like vampires , lich , and wraiths . Dialogue is possible with creatures such as these , as long as one keeps certain discretions in mind : 1 . An undead who speaks is bound to be powerful . Any creature whose magic is potent enough to allow it sentience in death deserves an Altmer ' s begrudging admiration . 2 . An undead can never be trusted . Though we should respect the undead and their power , all undead want something from the living , and there is little to stop them from taking it . An Altmer must remain guarded in their presence . Always . 3 . An undead might not be as she appears . Many powerful mages possess illusory spells to alter their appearance , and so , too , do the undead . The wandering spirit of a lost child could be a starving lich in disguise . That said , there is much an Altmer can learn from the accumulated knowledge of a sentient undead , if dialogue can be achieved . The discerning Altmer could learn of ancient spells from time immemorial , first - hand accounts of historical events , or the locations of lost relics — if said Altmer can pose salient questions . When conversing with the likes of the undead , an Altmer wants to maintain an appearance of : 1 . Humility . An Altmer ' s heritage should afford her much , and in an ideal world , all peoples , including liches , vampires , and wraiths , would adhere to the Altmeri concept of class and proceed accordingly . However , most undead , even Altmeri undead , rarely adhere to social conventions . As such , even the most well - bred of Altmer should refer to point 1 in the previous listing . Think of the undead as elders : powerful , unflinching , and prone to anger . 2 . Intelligence . As is true with the Altmer , especially well - bred Altmer , the undead do not suffer fools . Without being overtly obvious , an Altmer wants to seek openings to display magical acumen or cunning to show that she is not to be trifled with . Again , think of intimidating a stern elder into compliance . 3 . Discipline . Assuming an Altmer can enter into peaceful communication with a lich , wraith , vampire , or otherwise , she will undoubtedly have many questions . But she should be wary of the number of questions she asks . An undead will impart its knowledge willingly or not at all . In Part II of this collection , I ' ll detail hurdles that may come up in conversation with the undead , specifically with wraiths , vampires , and liches , all of which require different operations of social intelligence .
Sawn Log Sawn Logs are building materials introduced in . Sawn Logs can be purchased from the owner of most lumber mills throughout Skyrim or indirectly through a steward . The fixed rate is 20 sawn logs for 200 . The Dragonborn may also ask permission to cut logs for free from mill owners . Each log cut will yield ten sawn logs . Mill owners will only allow the Dragonborn to use their mill if they view him or her as a friend . The easiest way to do this is to sell them some firewood , which can often be cut nearby . They are more likely to agree if they are at home , instead of working at the mill . This is not always necessary ; however , as Hod will agree even at the mill , saying " " Sure thing , friend . I can use a break anyway . " " Unlike other building materials , sawn logs are not added to the inventory . Rather , they are delivered to the building site of the homestead . If you own more than one homestead , the sawn logs shared ; it can be accessed from any of the homesteads . At the building site , they exist as a physical object called a " Log Pile . " It is possible to see how many are available by looking at the logs . Log piles may be activated , however , doing so has no use . Lumber Mill s . The following is a full list of mills around Skyrim :
Dwemer Warbots Dwemer Warbots is a quest in . Walkthrough . Talk to Ignatius Flaccus , who can be found near the Robot Arena in the basement of his house , in the Godsreach district of Mournhold . He will tell The Nerevarine that his Dwemer warbots are broken , and will need ten pieces Dwemer scrap metal to repair them . Travel to Bamz - Amschend , or any Dwemer ruin in Vvardenfell to find them . Upon retuning with the Dwemer scrap metal , Ignatius will then ask for 3 rusty Dwemer cogs . Go to any Dwemer ruin to find the cogs . Return to Ignatius with the cogs for which he will thank the Nerevarine , and tell them to come back once the Dwemer warbots are repaired . When the Nerevarine returns they can talk to Ignatius , and initiate a fight between two of his warbots . The Nerevarine will have the option to bet 50 , 250 , or 1000 on the match .
Arrows ( Morrowind ) Arrows are projectile weapons launched with bows in . Crossbows fire bolts . Firing arrows is governed by the Marksman skills . Arrows stack in the inventory and must be equipped . Damage inflicted by arrows increases with each level in Marksman , with the bow used , and with the arrow type . Arrow types range from Iron to Daedric , spanning from weakest and strongest respectively . Properties . Arrows are required in order to deal damage with a bow and cannot be fired underwater . Arrows can occasionally be recovered when looting the corpse of enemies shot with a bow . Types . Generic arrows . Generic arrows are the most commonly found arrows . Enchanted arrows . Along with the usual damage inflicted by its generic unenchanted version , the enchant ed arrows deal extra damage with , either , their shock , fire , frost , weakness to shock , weakness to fire , weakness to frost , poison , dispel , weakness to poison , paralyse , Silence or blind enchantment . Some arrows combine two enchantments . Expansions and Plug - in . This type of enchanted arrows are added by the expansion . These enchanted arrows are added by the expansion . Area Effect Arrows plug - in . These enchanted arrows are added by the official plug - in " Area Effect Arrows " and inflict either fire , frost , shock , or poison damage to a large area around the target , which ranges from ten to twenty feet .
Otar the Mad Otar ( Dovahzul : " Otar " ) , also known as Otar the Mad , is one of the named dragon priests in . History . Otar was an ancient Nordic chieftain who ruled over the city of Ragnvald in the Merethic Era . Initially , he was believed to have been a fair ruler and successful in battle , but his mind was corrupted by unknown forces that drove him to insanity . Otar became a Dragon Priest and subjected his people to great cruelty until two Nordic heroes named Saerek and Torsten were sent to stop his tyranny . Both heroes were unable to defeat Otar , so instead they sealed him in a large sarcophagus in Ragnvald and locked it with two skull keys that each of them kept . They pledged to guard the keys so that Otar may never escape his imprisonment . The city of Ragnvald was eventually abandoned , but Saerek and Torsten remained as his guardians . Interactions . Otar can be encountered within the Nordic ruin of Ragnvald in The Reach . He is sealed in a large , locked sarcophagus in the main chamber of the ruin . Opening the sarcophagus is only possible by defeating the guardians , Torsten and Saerek , who each hold a Skull Key . Both skull keys are required to open the lock . Notable items . Upon his defeat , Otar the Mad drops the Otar mask — one of the eight mysterious dragon priest masks located throughout Skyrim . Collecting all eight masks is a requirement for the unmarked quest to restore the dragon priest shrine .
Duchess Lakana Duchess Lakana is a Redguard residing in Alcaire Keep in Alcaire Castle , Stormhaven . She ' s the daughter of King King Fahara ' jad and is married to Duke Nathaniel . Interactions . Army at the Gates . King King Fahara ' jad of Alik ' r has sent an army to Alcaire Castle . They claim to be on a diplomatic mission , but the Knights of the Flame believe otherwise . This situation could threaten the very fabric of the Daggerfall Covenant . Two Sides to Every Coin . Duchess Lakana needs someone to take a message to the leader of the Redguard camp outside the gates . Sir Hughes suggested the Vestige acted as her messenger and report on what she reveals . It was later revealed that Sir Hughes was under the influence of the Daedra and subsequently murdered Duchess Lakana .
Carecalmo Carecalmo is an Altmer mage , who operates out of the Daedric shrine Ashalmimilkala . In addition to Sithis , he also worships the Daedric Prince Mehrunes Dagon . He is helping the Dark Brotherhood ( but is not a member of the faction ) and is protected by his bodyguard Meryaran . Spells . Carecalmo is a powerful mage with 2 , 000 Magicka who can use the Wizard Rend and Burden spells to hinder his enemies . Inventory . Carecalmo carries the Belt of Sanguine Martial Craft , which must be retrieved during the quest " Threads of the Webspinner . "
Prelate Edhelbor Prelate Edhelbor is a Snow Elf ghost who can be found at the Wayshrine of Radiance in the Forgotten Vale . Background . Prelate Edhelbor was a priest of Auri - El tasked with helping initiates at a wayshrine find their way to the Inner Sanctum of the Chantry of Auri - El . Interactions . Touching the Sky . The Dragonborn must travel to the Forgotten Vale to retrieve Auriel ' s Bow .
Weakened Soul Weakened Soul is a negative ability in . It can be temporarily obtained by choosing to become soul trapped during Chasing Echoes . Effect . Health , Magicka and Stamina recover slowly while in the Soul Cairn and are reduced by 45 points . The ability can be removed if the Soul Essence Gem is found whilst in the Soul Cairn .
Cheese ( Skyrim ) There are several types of cheese that can be found throughout Skyrim . If consumed , cheese wheels and wedges offer a small amount of health . When approaching giant camps , there are usually mammoth cheese sacks that allow harvesting of mammoth cheese bowls . Elsweyr fondue is a food dish that can be created by cooking ale , an eidar cheese wheel , and moon sugar together at a cooking place . In the writings of " Uncommon Taste " by The Gourmet , it specifically mentions cow ' s cheese as a main ingredient for the dish Sunlight Soufflé . " " Grate the cheese into thin shavings by running a finely honed elven dagger over the block . " - Uncommon Taste " When using the Wabbajack , a known side effect replaces enemies with random amounts of various cheese types .
Steel Horned Helmet The Steel Horned Helmet is a piece of heavy armor and part of the steel armor set found in . It is also available as a hornless variant with identical stats . Locations . Unenchanted helmets will begin to appear throughout Skyrim at level 2 and enchanted variants can be found at level 3 . These locations include : Smithing . Steel Armor requires a Smithing level of 20 and the Steel Smithing perk to create . It can be forged at a blacksmith ' s forge with the following components : It can be upgraded with a steel ingot at a workbench and also benefits from the Steel Smithing perk , which doubles the improvement .
Oil Spider ( Scroll ) The Oil Spider is a spider scroll found in . Usage . Used like a scroll , this places an Oil Spider on the ground that secretes a flammable oil . The oil can be ignited with a fire spell . Crafting . These spiders can be crafted in White Ridge Sanctum using the Imbuing Chamber and the following components : This recipe yields one spider . In addition , after crafting the spider , the following recipe note is added to the inventory :
Dawnguard Orders - Lynoit Content . Lynoit , We ' ve received word of an increase in Vampire activity in western Skyrim . In the coming weeks , we plan to dispatch several more agents to the region , and need to establish a network of wilderness supply drops to support them . You are to plant caches in the following locations : If these reports are to be believed , the situation may be far more dangerous than you realize . Be cautious .
Forsaken Cave Forsaken Cave is a cave in . It is located in The Pale just north of Bronze Water Cave ( west of Windhelm — halfway between Windhelm and Dawnstar ) , and east of the Nightgate Inn . it leads to a Nordic burial chamber with all the usual traps , and the Forsaken Crypt . It is also the final resting place of the master alchemist Curalmil and his artifact , the white phial . A word wall can be found is inside the crypt . The fight in the last room involves three leveled draugr and Curalmil . If the crypt is re - entered for another quest , Curalmil is replaced by either a draugr deathlord , a draugr death overlord or a dragon priest . Sublocations . Forsaken Crypt . The Forsaken Crypt is essentially two rooms ; one on three levels with corridors , stairs and crypt chambers in between . In the last room is a word wall where the Dragonborn can learn one of the words for Marked for Death . The mini - encounter that occurs upon entering the last room involves roughly four regular Draugr and Curalmil . Below the word wall , there is a short corridor , and a small room with an empty bowl . This is for " The White Phial " and needs Nurelion ' s mixture to activate . Using the mixture in the bowl will open the hidden door . The room is filled with alchemy ingredients , along with the cracked white phial . The exit to the final chamber is accessed by following the left wall , before coming to the stairs that lead up to the word wall , to an iron door in the corner which leads back to the beginning cave area .
Blubamka Blubamka was the Queen of Rihad during the Imperial Simulacrum . After the Rihad Palace was attacked by Golthog the Dark , she sent the Eternal Champion to Stonekeep in order to find a piece of parchment that was stolen . This parchment was supposed to decipher part of the Elder Scrolls which would tell the location of Fang Lair . After the Champion returned the parchment , she inscribed the location of Fang Lair onto his map .
Barilzar ( Tribunal ) Barilzar is an undead Lich found in the of Old Mournhold . He is the creator and holder of Barilzar ' s Mazed Band , a ring that possesses great power . Background . Barilzar was a skilled mage from the mid - Second Era , who created a powerful artifact named the Mazed Band . This artifact is known to be able to open the gates between Mundus and Oblivion , and can allow the user to brings multitudes of Daedra from Oblivion into Mundus . Because of his unholy creation , Barilzar was cursed for eternity . He could not leave the mortal plane , and lived as a lich , guarding the Mazed Band . Interactions . Barilzar ' s Mazed Band . Almalexia , one of the Tribunal Gods , has requested that the ring Barilzar created , the Mazed Band , be given to her . The Nerevarine must enter the , where Barilzar lurks under Mournhold , and obtain the ring . Once you get near Barilzar , he will say to you : Barilzar will then attack using a Daedric Claymore . He must be killed during this quest , and his Mazed Band can be taken from his remains .
Haunter of the Cliffs The Haunter of the Cliffs is a Gargoyle found in the Castle of the Worm . It can be found by taking an optional detour later in the quest . Interactions . Castle of the Worm . The Vestige returns to The Harborage to find an unexpected guest , Abnur Tharn . He claims to know where Sai Sahan is but will only speak to the Vestige . He requests asylum in exchange for the information .
Dragon Wood Dragon Wood is a village in the province of Skyrim . It is one of several possible locations that the Eternal Champion may discover in . Geography . Dragon Wood is connected to three settlements . To the north is Windhelm , to the southwest is Pargran Village , and to the south is Vernim Wood .
Fort Greenwall ( Skyrim ) Fort Greenwall is a fort in . Location . Fort Greenwall is located in The Rift , on the main road that travels from Riften to Shor ' s Stone . The road actually runs through the fort ' s courtyard , making the trip from Riften to Shor ' s Stone perilous if the fort is held by enemies . There is , however , a path that goes around the fort to the east . Interactions . Initially , Fort Greenwall is occupied by a group of bandits . However , during the Civil War questline , it will be garrisoned by Stormcloak soldiers and become a quest objective given by the Imperials . If Riften is turned over to the Empire during " Season Unending " it will be garrisoned by Imperials and be a quest objective for the Stormcloaks . Sublocations . The fort has four interior sections . The main Fort Greenwall interior section is located on the north side of the fort . The south section includes the Prison and the Captain ' s Quarters ( which are connected ) . Finally , a small cave is accessible from a well in the center of the courtyard . Fort Greenwall . If the Fort is inhabited by bandits , this section will contain several dead bodies , presumably the bandits victims . A locked cage has a dead alchemist with a leveled alchemy ingredient . In the downstairs section , a wall - mounted cage contains more Alchemy ingredients . A grindstone is available in the middle section . Fort Greenwall Prison . The downstairs section of the prison contains some Frostbite Spiders . When occupied by either Stormcloak or Imperial soldiers , this area is cleaned up , and all evidence of the spiders removed . Fort Greenwall Captain ' s Quarters . The Captain ' s Quarters contains a skill book , a Shrine of Stendarr , and a locked chest with leveled items . It has a direct access to the Prison . Greenwall Cave . The cave has two entrances : one in the courtyard and one outside the fort in the rocky hill on the north side . The outside entrance can be used to sneak into the fort undetected . The cave has numerous glowing mushroom s . Past an expert - level locked gate is another large pool of water . The corpse of an Imperial Soldier floats near the ladder up into the fort and an unlocked chest is below him , underwater ; next to the chest can be found a letter that reveals some details about the dead soldier ' s backstory . A bear may spawn here depending on the players level .
Forgotten Vale Forest Forgotten Vale Forest is a location in . It is a sublocation of Forgotten Vale that can be accessed by activating the Ruby Paragon on the Paragon Platform . Forgotten Vale Forest is a small closed area with a very dense forest and some ruins , surrounded by mountains . When approaching the ruins a Falmer will attack . Enemies . In Forgotten Vale Forest , there is a leveled boss Falmer and three frost trolls . The Falmer drops Auriel ' s Shield upon defeat .
Gukimir Gukimir is a Nord warrior who appears at the Priory of the Nine seeking to join the Knights of the Nine with his brother Geimund . Both he and his brother gained their skills in combat while serving in the Imperial Legion . When they heard about the attacks on the chapels and that the Knights of the Nine were reforming , they traveled to the Priory in hopes of joining the fight against Umaril . When accepted into the Knights , they will re - equip themselves with the standard armor all of the knights wear : a Knights of the Nine Shield and Cuirass with a chainmail helmet , gauntlets , greaves , and boots . Interactions . Umaril the Unfeathered . After receiving The Blessing of Talos and the promoting of Knights , it is time to face Umaril the Unfeathered at Garlas Malatar . The Prophet has marked the keep where he is hiding .
Silnim Dale Silnim Dale is a village in the province of Morrowind . It is one of several possible locations that the Eternal Champion may discover in . Geography . Silnim Dale is connected to five settlements . To the east is Corkarth Run , to the east - southeast is Tear , to the northeast is Amber Forest , to the north is Mournhold , and to the northwest is Old Keep .