naist-nlp/zeshel huggingface dataset:
Breezehome Breezehome is a purchasable home in . Description . Located in Whiterun , Breezehome sits adjacent to Warmaiden ' s and Whiterun ' s Gate , and is usually the first house that can be bought , and costs 5000 . Physically , it resembles many of the other houses of Whiterun , with pale wooden walls , a few windows and a shingled roof . Acquisition . It can be purchased from Proventus Avenicci after the Jarl of Whiterun , Balgruuf the Greater , allows the purchasing of property , or from Brill if the Dragonborn has completed the " Battle for Whiterun " for the Stormcloaks . It can be bought immediately after retrieving the Dragonstone for the quest " Bleak Falls Barrow . " Proventus Avenicci or Brill do not sell upgrades when they are on the porch of Dragonsreach , only in the dining room . Siding with the Stormcloaks during the Civil War requires the Dragonborn to perform certain tasks , as well as purchase Breezehome , in order to reinstate themselves as Thane of Whiterun . Advantages and disadvantages . Breezehome is an inexpensive home and can be easily acquired early in the game , but it is the only home that lacks an enchanting table and mannequin . In order to enchant in Whiterun , the Dragonborn must exit Breezehome ( one transition ) , head to Dragonsreach , then enter ( another transition ) and walk up the steps to the enchanting table . For members of the Thieves Guild , the fence in Whiterun , Mallus Maccius , is located outside of the city entirely , at Honningbrew Meadery following the Thieves Guild quest " Dampened Spirits , " requiring fast - travel and extra transitions any time the Dragonborn wishes to move stolen goods . Breezehome is , however , convenient for blacksmiths due to its proximity to Warmaiden ' s , as well as for alchemists because of its convenient apothecary ' s satchel placed right on the lab . In the add - on , a courier will deliver a message called " Breezehome Furnishings " , which allows the Dragonborn to buy an extra room for adopt ed children . This upgrade will replace the alchemy lab , although the option to change upgrades will always remain available . Any items stored in the barrel next to the staircase will then be moved to the nearby cupboard . Upgrades . After the house is purchased , Proventus or Brill will sell upgrades for the property : There is also a guest bedroom upgrade to the house that is added after becoming Thane of Whiterun and Lydia becomes the Thane ' s housecarl . If the title is granted before purchasing Breezehome ' s deed , the room furnishings are already present . Once Lydia is dismissed of her duties as a follower , she returns here . " See Whiterun Home Decorating Guide for more detailed descriptions . "
Mages Guild Charter Content . Imperial Charter of the Guild of Mages Rules for membership of the Mages Guild I . Purpose . The Guild of Mages provides benefits to scholars of magic and established laws regarding the proper use of magic . The Guild is dedicated to the collection , preservation , and distribution of magical knowledge with an emphasis on ensuring that all citizens of Tamriel benefit from this knowledge . II . Authority . The Guild of Mages was established on Summerset Isle in the year 230 of the Second Era by Vanus Galerion and Rilis XII . It was later confirmed by the " Guilds Act " of Potentate Versidue - Shaie . III . Rules and Procedures . Crimes against fellow members of the Guild are treated with the harshest discipline . Whether a member may regain their status in the Guild is determined by the Arch - Mage . ADDENDUM : Effective 3E 431 , any guild member commiting a crime against the guild is to be suspended immediately . The suspension may be lifted at the discretion of the Steward of the Council of Mages . Any guild member receiving multiple suspensions may , at the determination of the council , be summarily and permanently dismissed from the guild . IV . Membership Requirements . The Guild of Mages only accepts candidates of keen intelligence and dominant will . Candidates must exhibit mastery in the great schools of magic : Destruction , Alteration , Illusion , and Mysticism . Candidates must also display practical knowledge of enchantments and alchemical processes . V . Applications for Membership . Candidates must present themselves to the Steward of the Guild Hall for examination and approval . ADDENDUM : Effective 3E 431 , as per Arch - Mage Traven , all candidates for membership in the Guild of Mages must be approved by all presiding Guild Hall stewards , with said approval submitted in writing to the Council of Mages in a timely manner . ADDENDUM : Effective 3E 431 , as per Council mandate , sale of spells in the Imperial Province is to be re - distributed across guild halls . The following halls are to be responsible for each School of Magic : ATTACHMENT A : Mages Guild Chapter in Vvardenfell District , Province of Morrowind . Chapters are established in Guild - owned , free - standing guildhalls in the towns of Ald ' ruhn , Balmora , and Caldera . . The chapter in Sadrith Mora is established in Wolverine Hall under lease from the Telvanni Council . The chapter in Vivec is established in the Foreign Quarter under lease from the Tribunal Temple .
Human Blood Human Blood is a potion that can be found in Vicente Valtieri ' s room of the Dark Brotherhood Sanctuary . It can also be found in Castle Skingrad , by the Pale Lady in castle ' s wine cellar , and in the last room of Crowhaven ( the fort in the " Origin of the Gray Prince " quest ) . Note that unless one has the appropriate updates , this potion doesn ' t " satisfy the thirst " of a vampire . Strangely , the bottle has the same in - game appearance as that of wine .
Fierce Fire Shield Fierce Fire Shield is an Alteration spell in that surrounds the caster with a shield of elemental fire , providing resistance to Fire Damage , and damaging nearby adversaries for 10 % of the effect ' s magnitude . Characters . The following people use this spell : Acquisition . This spell is not available for purchase in " Morrowind " or expansion packs . Although not intended for use by the Nerevarine , it can be acquired on the PC by using the console command : codice _ 1
Ayleid Ruins ( Oblivion ) Ayleid Ruins , commonly known as Elven Ruins , are ancient structures built by an ancient race of Elves known as the Ayleid s . Besides the usual enemies that inhabit the ruin , these ruins usually contain Ayleid casks and reliquaries , several traps , secret passages , and special magical towers known as Dark Welkynd Stone s that shoot out balls of frost . Some of these ruins are the focus of quests : The Collector , Nothing You Can Possess , and Secrets of the Ayleids . Other quests take the player into the ruins . Ayleid Ruins contain a variety of lethal traps such as swinging blades through certain hallways , spiked grates that slide down corridors , poison gas chambers , Dark Welkynd Stones that fire bolts of frost , spike pits and areas where the floor crushes passersby against a spiked ceiling , triggered by simply stepping onto the area of flooring under the spikes . It has been said by many NPCs that these traps are marvels , because the Ayleids have been extinct for so long , but their ancient traps are still fully functional . Ayleid ruins tend to contain leveled undead , bandits , marauders , monsters or vampires .
Shornhelm ( Arena ) Shornhelm is a city in High Rock . It is one of several possible locations that the Eternal Champion may discover in . Geography . Shornhelm is connected to three settlements . To the northwest is White Haven , to the north - northeast is Old Gate , to the southeast is Markwasten Moor .
Scrolls ( Morrowind ) Scrolls are enchant ed rolls of parchment containing a written phase that invokes one or more magical effects when read aloud . There are a wide variety of scrolls available , with effects pertaining to every school of magic . Scrolls are a lightweight alternative to potions ; both can be used only once , and can be used even when silenced . Unlike potions , scrolls cannot be used when paralyzed . Enchanting . Many items made of paper , including notes , leaflets , and plain paper can be enchanted to create scrolls . These items typically have an enchant value of 50 or 100 . Writs of execution , books , and items that are already enchanted cannot be used for this purpose . Inscriptions . Every scroll in " Morrowind " has an inscription written in the Daedric alphabet that can be displayed by selecting the item in the Nerevarine ' s inventory . Most of the English translations appear written in caps in the game ' s " . " Some scroll inscriptions are unique , for instance the Scroll of the Ninth Barrier ' s inscription reads , " The ninth barrier cannot exist ! " ( In reference to the fact that the barrier scrolls apparently end at six ; there are no seventh or eighth barrier scrolls , making a ninth barrier unlikely . ) Many inscriptions are generic and repeated for multiple scrolls , most notably " Woe upon you . " The text from a Morag Tong Honorable Writ of Execution is inexplicably used as the inscription for a scroll . A list of inscriptions is provided below . Weight . Scrolls have a weight of 0 . 20 , other than five exceptions that weigh 1 . 00 : List of scrolls . The following is a list of all the scrolls available in " Morrowind " and the expansion packs : List of inscriptions . The following is a list of the inscriptions written on " Morrowind " scrolls :
Felldew Felldew is a powerful drug found on Elytra s which glows a faint green . It is highly addictive with powerful withdrawal effects . In the quest " Addiction , " the Hero must consume Felldew , immediately turning them into an addict . Failure to consume more Felldew incurs negative status effects . While Felldew is an alchemical ingredient , the only effect listed is the " Felldew Effect . " It can , however , be turned into a potion when mixed with a Heart of Order ( the resulting potion being either one of the Felldew Effect or one of Jyggalag ' s Favor ) . Effects . Upon taking it , the Hero will receive " Felldew Euphoria , " a + 20 bonus to Strength , Intelligence , and Agility . This will last for about 45 seconds , at which point a message will appear that says , " The effects of Felldew are wearing off , " and the bonuses will drop to + 10 . In another 45 seconds , the Hero will begin to experience withdrawal . Felldew withdrawal will set in . Every stage is separated by roughly 45 seconds . There are five stages of withdrawal , all of which damage essential stats and health . Counteracting the effects . In order to counteract the effects of withdrawal , more Felldew must be consumed . By staying in a state of euphoria , the status benefits yielded by Felldew can be kept . After completing the quest " Addiction , " The Chalice of Reversal removes the effects of withdrawal , and using Felldew after will give a 10 boost to Strength and a 5 boost to both Intelligence and Agility . Initially , Felldew is beneficial , causing two Felldew Euphoria effects . After 45 seconds ( real time ) , one of these wears off . After a further 45 seconds the other wears off and Felldew Addiction begins , progressing through Painful , Wounding and Crippling to Ruinous , each increment taking a further 45 seconds . The negative effects of the withdrawal can be exploited to permanently increase attributes past 100 . Acquisition . 6 guaranteed samples can be found ( these locations will respawn , since Felldew is food ) , in the following locations :
Dustman ' s Cairn Dustman ' s Cairn is an ancient Nordic Tomb in . Location . Dustman ' s Cairn is located southeast of Morthal and south - southeast of the Labyrinthian . The entrance is blocked until the The Companions quest , " Proving Honor " has been activated . From Whiterun , head west past the Western Watchtower until reaching Fort Greymoor , then head north until locating it . Walkthrough . The first room contains " Battle of Sancre Tor " , a skill book that increases Two - Handed , along with a novice locked chest . The dungeon will begin with the Dragonborn fighting draugr . Once reaching the part where the Dragonborn gets locked in by pulling a lever , the Silver Hand will show up and surround Farkas , who will transform into a Werewolf and slaughter them all . Proceeding through the dungeon , they will now face a mix of Silver Hand and draugr . Eventually , the Dragonborn will come to a large room with a locked iron door , the key for which is in the chest in the same room . The room immediately preceding this room has a locked wooden door ( adept ) that has some ingredients inside . Through the iron door a few skeevers will be encountered . There is also an alchemy lab . A passage off this room will lead to a spider ' s lair with a giant frostbite spider and a regular frostbite spider . Next , pass through a waterfall and walk across some catwalks to run into some draugr . Walk through the next passage containing draugr crypts and come to an iron door . Through this door is an altar room with the fragment of Wuuthrad for The Companions quest " Proving Honor " and also a word wall which contains one of the words of power for the Fire Breath shout . Grabbing the fragment causes the draugr in the room to attack . There are several urns and a chest in the altar room . To exit the dungeon , take the stairs to the upper level in the altar room and go through the opening in one of the coffins . This leads to a secret passage exiting at the beginning room . The Word Wall romanization and translation ( word of power bolded ) : " QETHSEGOL VahRUKIV KiiR JUN JAFNHAR WO LOS AG NahLaaS Naal YOL DO LOT DOVah LODUNOST " " ( This ) stone commemorates ( the ) child king Jafnhar who was burned alive by ( the ) fire of ( the ) great dragon Lodunost . " Quests . Proving Honor . The Dragonborn must retrieve a fragment of Wuuthrad from Dustman ' s Cairn .
Nightingale Subterfuge Nightingale Subterfuge is a power awarded to the Dragonborn by Nocturnal in the final Thieves Guild quest Darkness Returns . Stepping on the Half Moon platform confers this power . The Dragonborn can return once a day to the Ebonmere to replace it with the powers Shadowcloak of Nocturnal or Nightingale Strife . Description . People and creatures in the power ' s area of effect will attack anyone nearby for 30 seconds . Powers can only be used once a day . Location . Twilight Sepulcher Quests . Darkness Returns Notes . Subterfuge is very powerful , and compares favorably to similar Illusion spells . It affects characters who are too powerful for Rout — which , even after all perks and a 25 % boost to Illusion from vampirism , can only affect characters at level 32 or below . Subterfuge , however , will affect most characters in the game . A good strategy is to use this in an area where there are multiple enemies at one time . While hidden , use the Throw Voice and use Subterfuge when they are in one area . Mercer Frey seemed to be able to use this power . This was seen in the mission Blindsighted when Mercer used it on Brynjolf and made him attack Karliah . However , this could just be a Frenzy spell .
Catalogue of Armor Enchantments Content . Within this catalogue are all the known varieties of armor enchantments the modern mages can cast . No pretense is made that this list is complete . New discoveries are made and new enchantments are revealed often enough that this work will eventually become outdated . Those who follow may choose to revise this work as needed . The most common enchantments for armor and other garb are those that improve health , magick or stamina . Fortifying the wearers health is popular with warriors . It actually makes the wearer harder to kill , binding his life force a bit tighter to his body . Fortifying magicka is more commonly seen in clothing because wizards tend to avoid bulky , restrictive armor . It allows the wizard to cast more spells before becoming magically exhausted . Fortifying stamina is a secondary choice for fighters . They tire less quickly , but do not survive their wounds any better . There is a wide range of physical and mental attributes or skills that can be fortified by enchantments . There are as many of these as there are wizards with imagination . A few choice examples are archery , sneaking , conjuration , and carrying strength . The focus is always quite narrow . There are even examples of gauntlets that are enchanted to improve the wearers ability to enchant things . Another common form of armor enchantment are the resistances . The elemental resistances are marginally easier to find and make . The make the wearer less susceptible to burning , freezing and shocks . There are also poison resistances and enchantments that will resist all forms of magic . An uncommon pair of enchantments are waterbreathing and muffle . The former allows the wearing to swim underwater indefinitely . The later totally silences the clinking and clanking of the armor so the wearer moves more quietly . It ' s been speculated that muffle is a wizard ' s lazy solution to a problem that could be solved with cloth and wrappings . The rarest of enchantments increase the recovery rate of health , magicka or stamina . The wearer actually heals from his wounds while you watch , even if he is in the midst of a battle . Wizards normally recover their magical energy at a moderate pace . Wearing this armor makes that recovery much faster . The same is true for stamina recovery enchantments . The wearer tires just as quickly as always , but seems to get his wind back much faster .
Zakhin ' s Many Heroes Content . On Morndas , young Zakhin hastened home over the scorching sands from his drills , the bright flame of legends driving his steps , and proclaimed , " Mama ! When I am grown , I will be like Hafseta - Who - Moved - Dunes ! I will train until I am stronger than all of my friends , no matter how long I must toil , and then great glory can come to our house and all will know my name . " His mother smiled , for she knew her son had begun to understand strength and perseverance . Tirdas of the next week , Zakhin ' s joyful voice reached her ears even before the door opened . " Mama ! When I am grown , I wish to be like The Unbowed Memyireh . I will fight an army all alone to save my friends ! I will never leave them to the mercy of the enemy , even if one calls me a name , such as when Sameq called me sand - pants . " She smiled again , proud that tales of loyalty and forgiveness made a home in his heart . One Middas hence , Zakhin returned home shouting once more . " Mama , do you know who I will be now ? I will be like Rajmahar of the Nine Golden Towers , and I will ride a sable horse with silver hooves to drive bandit lords from their caves and build a home for the poor from their spoils ! " So pleased was she to hear this admiration of honor and charity that he was allowed two extra figs that eve . The following Turdas , Zakhin flew back home , alight with new inspiration . " I will be like Frandar Hunding ! I will make my blade sing and lead a mighty army . No enemy will stand against my strategies , for I will consider all possibilities . " Her pride blossomed the more , for all mothers pray their sons will aspire to leadership and careful contemplation . On Fredas , young Zakhin returned home from drills with a sparkle in his eye . He did not shout or profess a new hero , but came in from the heat and sat wordless upon his favorite cushion , looking at his mother the whole time . " Well , " she questioned , " who will you be today ? " She hardly finished before he pounced to answer . " I will be a new hero , and they will tell of my deeds to the little children during drills ! " Only then did she shed a tear .
Rithleen Rithleen is a Redguard warrior member of the Blades living in Balmora . Rithleen can train the Nerevarine in several skills ; other than that , she is not involved in any quests . Her home is located in the eastern area of the city , and is part of a building shared with Tyermaillin , a fellow member of the Blades . Interactions . Blades Trainers . When joining the Blades , Caius Cosades will tell the Nerevarine about the locations of various trainers for the faction . They will only offer them training if they join the Blades . In addition , if they are level 5 or lower , each trainer will offer them a gift or advice the first time they meet them if asked about " " Blades Trainers " " .
Darvulk Haven Darvulk Haven is a town in Elsweyr . It is one of several possible locations that the Eternal Champion may discover in . Geography . Darvulk Haven is connected to three settlements . To the west is Markgran Brook , to the east is South Guard , and to the far west is Torval .
Root of Power Root of Power is an All - Maker stone power in . Location . It can be acquired from the Tree Stone after completing the quest " At the Summit of Apocrypha . " Like all powers from the All - Maker stones , it can only be used once . To use it again , it must be reacquired from the stone . Effect . " Spells temporarily cost 75 % less magicka . "
Branwen Branwen is a Redguard and can be found outside of the Arena training with an Argonian named Saliith . She is the alleged daughter of Owyn , the Blademaster . The Note . In the Arena Bloodworks in the corner to the right of the Raiment Cabinet , near Owyn , there is a crumpled up letter called " Letter From Branwen , " which reads : Branwen And Saliith ' s Chest . Branwen and Saliith ' s chest is located near their bedrolls and a few crates outside the Arena . Get the key from Branwen or Saliith by pickpocketing or killing them . It is also possible to use lockpicks to open it , but it is a Very Hard lock . Branwen and Saliith ' s Chest is filled with books ( the only book that will increase an attribute is the Song of Hrormir , which increases the Blade skill ) and the Bands of Kwang Lao . This item in particular is unique , being the only Enchanted " Leather Bracer " in the game . They are enchanted with Fortify Hand - to - Hand 20 pts on self . Trivia . If Branwen and Saliith are watched long enough while they ' re sparring , a message appears which will say :