naist-nlp/zeshel huggingface dataset:
Ancestral Tombs of Vvardenfell Content . by Bradyn , Master Librarian of Vivec City Ancestral tombs occupy a prominent place in the culture and society of the Great Houses of the Dark Elves . The old , established families , specifically those with the most wealth and influence , constructed tombs in which to inter and honor their dead . These tombs , scattered throughout Vvardenfell , provide a place of sanctuary for the physical remains of the departed , as well as a place of contemplation , reverence , and meditation for the descendants of their interred ancestors . Inside the tombs , burial urns hold the cremated remains of the dead , while ritual altars and items of significance to the departed decorate the interior spaces , including beloved tomes , sacred scrolls , and mementos of well - lived lives , such as jewelry , armor , weapons , household goods , and even gold . Tombs range from large , spacious vaults with multiple chambers to small vaults with a single burial chamber . Some ancestral tombs are sealed for any number of reasons , but the usual justification boils down to one of two situations : Either the tomb in question has reached its capacity , or the family has decided to seal the tomb to protect the contents . In the case of the latter , the seal will be broken and the tomb opened the next time a member of the family dies . Then it gets resealed after the interment is complete . The ancestral tombs that remain open often see activity on a regular basis . Many families regularly visit to pay respects to their ancestors , to meditate , or to perform important rites connected to the aspects of ancestor worship that remain integral to Dark Elf culture . If the families responsible for these tombs must occasionally petition the Tribunal or hire mercenaries to clear out a vampire nest or stray Daedric creature , such is the cost of maintaining an ancestral tomb .
First Council The First Council was an alliance between the Dwemer and Chimer that was formed in 1E 416 . Prior to this agreement , there was frequent conflict between the two races . Daedra - loving Chimer and the Dwemer . History . Formation . In 1E 416 , the First Council was formed by the Dwemer and the Chimer to handle the Nord ic invasions of Morrowind and to unite the two races as a single political and cultural entity . After the formation , the Dwemer and the Chimer military forces battled against the advancing Nordic armies . The Dwemer and Chimer armies quickly destroyed the Nordic armies , and forced them out of Morrowind . War of the First Council . Prelude . At an unknown time , Dwemer miners discovered a magical stone deep beneath Red Mountain . Kagrenac , High Priest and Chief Tonal Architect of the Dwemer , identified the magical stone as the Heart of Lorkhan . Kagrenac and the Tonal Architects started to research and work on the Heart of Lorkhan . Kagrenac forged three tools , Sunder , Keening and Wraithguard , which he would use on the Heart of Lorkhan . Sunder was designed to focus and extract the " exact volume and quality of power desired . " Keening was designed to " flay and focus " the power that rose from the Heart . Wraithguard was designed to protect the wearer from the cosmological and metaphysical forces when tapping into the Heart . Aftermath . It is known that shortly after the aftermath , the Chimer General , Indoril Nerevar , was slain . This is believed to have been that cause of Azura , in her anger , turning the Chimer into the Dunmer . It is also known that Dumac and the rest of his kin were killed during the battle , however , the reason is not revealed .
Endarre ' s Log Content . It ' s just the two of us now . We ' ve been down here in the dark for so long … I don ' t know what day it is . Ostarand is quiet , even as the sounds get closer . He misses Valasha a great deal , I can see it on his face . We ' re trapped , as far as we can tell . The doors forward refuse to open , no matter how we tug on them . - - - - - - - - I think we may have it . It ' s taken us days to figure out , but … the guardian constructs in this room contain strange red crystals that glow from within . They look like they ' ll fit into the sockets near the doors . With a little more time , I believe we can find a way through . - - - - - - - - The constructs . They ' ve broken through . I think this will be the end . Goodbye , Lannessa . Wherever you are . I loved you . Know , with my last words , I loved you .
Blackguard ' s Boots Blackguard ' s Boots are a unique piece of light armor and part of the Blackguard ' s Armor set found in Raven Rock in Solstheim . Acquisition . The full set is in a display case in the basement of Glover Mallory ' s House . The basement can only be accessed after Recovering the Bonemold Formula for Glover Mallory . Once this is completed , a key to the basement is granted and any items in it can be taken without incident . The set respawns , along with most of the rest of the basement , after a certain amount of time . Enchantment . Wearing this piece of armor grants the following skill bonuses : Smithing . They can be upgraded at a workbench with piece of leather and the Arcane Blacksmith perk , however they do not benefit from any Smithing perks . This means the armor cannot be improved past flawless quality without boosting the Smithing skill over 100 . This can be achieved by using enchanted items and / or blacksmithing potions to fortify Smithing .
Assured Golden Wisdom Assured Golden Wisdom is a Restoration spell in that temporarily increases the value of the alteration skill . The skill returns to its original value when the spell ends . The magnitude is the value of the increase in the skill . 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 : codice _ 1
Soul - Trapping I : An Introduction Content . Pardon the lengthy discussion of morality to follow . We shall reach the meat of this meal — the actual procedure of soul - trapping — soon enough . I was compelled to include an introductory chapter to this revised version of " Soul - Trapping " after the ethical arguments that sprang from the publication of the first edition . Soul - trapping is the art of taking a creature ' s soul upon death and confining it in an appropriately - sized phylactery . Throughout the history of magic , mages and philosophers alike have battled back and forth about the morality of the art . Some mages would argue that , once dead and soul - trapped , a creature ' s spirit is merely an echo of its previous life , no longer aware of what goes on around it . Even those rare individuals who become phantasmal hunters lurking the darkness of Tamriel are nothing more than predators acting on natural impulses . To these mages , once dead , an individual loses some spark , some intangible element in biological death , that cannot be regained . As such , they argue , soul - trapping is not unethical . In fact , it ' s a waste of resources to leave the soul of the deceased free . Of course , we the living , being still alive , can never know for certain . Theories regarding the afterlife are myriad , but even the most powerful mages in Tamriel have never returned from death ' s reach to report their level of awareness in that state . As such , there are those in the communities of Tamriel , both magical and not , that decry the use of soul - trapping spells . The eccentric Archmagus Elomion of the First Era famously asked , " Would you like to spend your afterlife powering my levitation staff ? " The Archmagus claimed to never have used a soul - trapping spell in all his years . Adding some weight to that argument is the rumor that one such soul has retained a very mortal sentience in its entrapment . If rumors are true , the Altmer i royalty have utilized an advanced form of soul - trapping to imprison some ancient High Kinlord for the duration of his afterlife ( perhaps one of the Rilises — that lot is notoriously manic , and their souls must be doubly so ) . The High Kinlord has reportedly maintained his ( its ? ) faculties , taunting and jeering his keepers on a daily basis . I don ' t know where this Kinlord might be , and I don ' t want to know . I ' d like to keep my head . But his very existence speaks to how aware a soul can be , and the morality of soul - trapping can be further postulated from there . What do I believe about the subject ? I ' ve written ten volumes on trapping souls : instructional , theoretical , and historical in nature , and I cannot answer that question . It is my belief that you won ' t be able to , either . But what you can answer is whether the material I teach in the following volumes is worth using . All I ask is that you read them .
Sercen ( Online ) Sercen is an Ayleid Ruin in the province of Cyrodiil , southeast of Bleaker ' s Outpost . History . In the height of Ayleid rule , Sercen was known for abusing the Nedic slaves that were kept here , as they were tortured for Ayleid enjoyment . When the Ayleid kingdom collapsed , the entrance to the city was sealed off , and the structure fell into ruin . As of 2E 582 mercenaries lead by a Redguard named Rasha began occupation of the city , claiming that they had looting rights , and worked to unseal the entrance .
School Daze School Daze is a quest available in . Arch - Mage Valeyn believes the Vestige have come to help protect the Academy against some unnamed threat . While he determines what this threat is , he asked them to help him with another matter . Walkthrough . Pond Riddle . Solving the puzzle causes Old Snapper to spawn . Note that one can simply defeat any Old Snapper instance ( including ones spawned by other players ) to advance the quest ; this will allow the puzzle to be skipped . Shadow Clucks . Near Lena are shadows in the shape of hens . Move the target over them and an option to use the wand will appear . The clucks will then randomly drop one of four items : The Amulet Box , An Odd - Shaped Egg , Chewed - Up Homework , or a Human Skull . Hadmar ' s Totem . To the left of Hadmar is Hadmar ' s Totem . The Vestige must face the boulder that Hadmar is facing , standing away from the totem . Activate the Totem ; this will launch the Vestige high into the air . Once landed on the rock , travel to the top and select the rat . Once the rat is in possession , return to Hadmar .
Broken Tusk Mine Broken Tusk Mine is a mine in Solstheim . Quests . Filial Bonds . Possible location to find Torkild . Rings of Blood Magic . Possible location to find one of the Rings of Blood Magic . Fetch Me That Book ! . Possible location to find a rare book , given by Urag gro - Shub .
Lauravenya Lauravenya is a Dunmer Mage living in the Outpost in Ald Velothi Background . Lauravenya is a Novice - ranked member of the Imperial Cult , and Trainer of a few magical disciplines . She lives and works in the Ald Velothi Outpost at the south - east corner of Ald Velothi . Services . Skill Trainer : Alteration , Destruction , and Mysticism . Equipment . This character uses or carries the following : Magicka . This character uses the following :
Ardent Flame : Draconic or Endemic ? Content . Last night I was sitting in the Anchor ' s Point taproom , nursing a mug of rum posset while poring over Ralliballah ' s Eleven Ritual Forms , when suddenly my quiet corner was invaded by a tall , armored figure . I asked if he would stand somewhere else , as he was blocking the light , but he replied something to the effect that a handsome woman shouldn ' t be wasting a moons - lit evening on reading , set a frothy tankard on the table and sat down next to me . Before I could protest he launched into the story of his life , the subject of which — himself — he seemed very enthusiastic about . He was a product of the north - coast port town of Farrun , where he ' d grown up with the conviction he was destined for bigger things . When he was old enough he ' d left and made his way to central High Rock , where he ' d fallen in with an old half - Akaviri arms - trainer who had taught him the ways of the so - called " dragonknight s . " It was then that he finally found his true calling perfecting the form of magical combat that the dragonknights refer to as " ardent flame . " Blowhard or no , once he brought up the arcane arts he piqued my interest . I asked him to tell me more about this discipline of martial magic , as I was unfamiliar with it , and he was only too happy to oblige . With ardent flame , he explained , the dragonknight could set his enemies afire , draw them to him with a flaming lasso , wreath himself in a cloak of flame , even breathe fire just like the legendary dragons of yore . And this was , he asserted , because a dragonknight used actual dragon magic handed down from those mighty warriors who fought and won a war with the dragons back before the First Era . It was this last claim where he lost me . Did he really expect me , a Mages Guild sorcerer of the first rank , to believe that an unlearned lout like him was casting spells using on long - lost dragon magic ? I held up a hand , rather peremptorily , and to my surprise ( and perhaps his own ) he actually stopped talking . I told him I ' d heard quite enough about his dragon magic , thank you very much , and that as far as I was concerned it was no more than a variant of our standard repertoire of flame spells , what the Shad Astula curriculum categorizes as " Destruction Magic . " I desired him to withdraw and allow me to return to my reading . He sputtered for a moment , but then gave a condescending smile and said there was no need for the " little lady " to be afraid , as a dragon could be gentle as well as fierce . Perhaps I didn ' t understand just how ardent his flame could be . I warned him to be on his way , but he scoffed and persisted . It was when he offered to show me his " lava whip " that I finally lost all patience . It ' s a shame , because the proprietor of the Anchor ' s Point told me I would no longer be welcome there , and I liked that place . I suppose I could have shown more forbearance , but everyone has a limit — and besides , what ' s the big deal ? Scalp and beard hair always grows back eventually , even when it ' s been scorched off .
Magicka Edge Axe The Magicka Edge Axe is a unique axe in , it grants its wielder a 20 % chance to deal 10 + damage each hit . While the enchantment may not seem too useful at first , its bonus to an already huge attack power gives it a chance of base damage up to 74 , giving it a higher maximum attack power than the Shade War Axe .
Barid Dark - Sword Barid Dark - Sword is a Nord found in Koeglin Village . Upon arrival , he can be found on the docks . However , he seems to disappear from the village entirely after the quest " False Accusations " has been completed . He has no unique dialogue .
Goodnight Mundus Content . " A Tamrielic Lullaby " < poem > In the great green tomb There was a Chaurus And a draugr that had been dead since Sundas And a picture of … A guar jumping over the Mundus And there were two netches sitting on benches And a frost troll with a sweet roll And an Orcish oaf with a horker loaf And a storm atronach with the Wabbajack And an old Moth priest who was whispering , " Magicka " Goodnight Mundus Goodnight chaurus Goodnight guar jumping over the Mundus Goodnight draugr that had been dead since Sundas Goodnight frost troll Goodnight sweet roll Goodnight Orcish oaf with a horker loaf Goodnight atronach Goodnight Wabbajack And goodnight to the Moth priest whispering , " Magicka " Goodnight ogrim , Dremora , clannfear Goodnight Daedra everywhere < / poem >
Application of Flame Content . These are the continuing notes of Graguz , master of the element of fire . Fire purges the incorrect thinking from the uninitiated . Using specific stones for the unconvinced to stand upon is an important part of the process . Some stones heat up too quickly . This make the pain too intense too early in the process , causing a state where the uninitiated becomes too panicked to listen to reason and accept the ways of the Vosh Rakh . Rounder , larger stones heat up more slowly , allowing the uninitiated to better come to an understanding of their situation , which opens their minds to clearer thinking and correct choices . Candidates 124 and 125 from the latest recruitment drive show promise . Both are resistant , as expected . I ' ll try a simple barrier technique first , with no personal application of flame . Azhnura insists a higher wall of fire should be applied , but I feel strongly that managing the potential panic level is more conducive to a successful conversion . 125 seems likely to beg for release and will convert first — she ' s a good candidate for our warrior caste . Candidates 121 , 122 , and 123 : Two did not survive the conversion process . 123 is with the healers , being treated for minor burns . He will be a suitable candidate for the Gauntlet , once the healers are finished with him . Candidates 119 , 120 : Panicked . 119 survived but is weak - minded . Useful as a loyal servant , but won ' t attain a higher rank in the organization . Turned over to others for training and initiation . Candidate 118 : Fear of fire worked quickly after seeing what happened to the prior four candidates . Need to explore the usefulness of this method . Many people have a fear of fire , for reasons I will never understand . Probably some kind of innate cowardice . Candidates 114 , 115 , 116 , 117 : All resisted until the " personal " application phase . Each successfully converted , now undergoing healing . Candidate 113 : Fainted , landed in the fire , and died before anyone noticed . Obviously , Trinimac wanted nothing to do with this one .
Belletor ' s Folly Belletor ' s Folly is a mine located south of Kvatch , close to where the road from Anvil forks to go towards Kvatch , northwest of Dasek Moor . Layout . The mine consists of three levels , in the third level named Belletor ' s Folly Cavern , is a room with a trench in the middle , and a bridge crossing the trench . But both entrances to the room leads into the trench , and there seems to be no way to get up into the room . There are several bandits ( and at least one ghost ) in the room above . However , there is no way for the Hero to get to this level , as there is no way up .
Ships of Morrowind Ship routes make a circle entirely around the island of Vvardenfell , although there is a noticeable dearth of ports on the northeast side . There is no easily definable system of ship routes as there is for Silt Strider routes . Prices for passage are dependent on the destination , embarking point , and disposition of the Fee Collector to the passenger , which can be increased with successful Admiration or Bribes . Passage is not instantaneous as it is with magical forms of transportation ; the trip from Molag Mar to Khuul , for example , takes seven hours . The ships at Sadrith Mora , and to a lesser extent Vivec , are notable for being nearest to the Mages Guild teleportation Guides ; connections to the Silt Strider network are Khuul , Molag Mar , and Vivec . A route between Ebonheart and Holamayan ( Blatta Hateria and Vevrana Aryon ) begins operation once Mehra Milo is rescued during the Lost Prophecies portion of the Main Quest ( next quest after the Corprus Cure quest ) . Ships . When the ships are arranged alphabetically , with those that have loot noted , it looks an awful lot like the first part of the alphabet was used for boats with loot , or the developers stopped putting loot on boats once they got to H . Boats . Boat operators in Vivec City transport passengers from one Canton to another in the manner of Venetian gondoliers . The hats they wear are not found elsewhere .
Vicereeve Pelidil Vicereeve Pelidil is an Altmer diplomat for the Aldmeri Dominion who can be found in Mistral . He is the author of the note " Vicereeve Pelidil ' s Orders " . Interactions . The Perils of Diplomacy . He will direct the Vestige inside the Chancery . Later , he will be seen arguing with Harrani about joining The Dominion . The Witch of Silatar . Vicereeve Pelidil appears in a vision taking place on Silatar .
Mehra Helas Mehra Helas is a Dunmer healer located in Temple Courtyard , Mournhold . She sells some Cheap potions and alchemical ingredients , as well as some Restoration and Mysticism spells . She is also providing Spellmaking services . After donating 5 to her , she grants an Almalexia ' s Blessing , fortifying Luck by 5 points . Interactions . Crimson Plague . During the investigation of plague ' s source Nerevarine will ask her about latest rumors and she will share info about new disease spreading around , and will send them to Nerile Andaren .
Saltrice ( Morrowind ) Saltrice is an alchemical ingredient in . Speaking to either Tendris Vedran or Anarenen , both Alchemists , will cause the Nerevarine to learn the following : Merchants . The Following people sell this item : Locations . The following item can be found in the following locations :
Ra ' jirr Ra ' jirr is a Khajiit encountered in Frostmere Crypt attempting to banish The Pale Lady in the side quest " The Pale Lady . " Background . He is a new recruit to the White River Gang in Frostmere Crypt , along with Eisa Blackthorn . The two of them are the only survivors of a failed mutiny at White River Watch . He expresses his desire to become a full member of Skyrim ' s Thieves Guild .
Corpse Preparation , Book II Content . When raising a skeleton servant , it is most important that the body of the skeleton be complete . If the skeleton is missing crucial bones , the results can be frustrating . One should only attempt to raise skeletons when you are sure that all or nearly all the bones are present . While the magic involved in raising a skeleton will assemble the bones in the proper order , skeletons may be strengthened considerably by the addition of support on their joints . The most common are leather straps that bind the bones together more tightly . Some practitioners also drive metal spikes are between the joints , which is more expensive and time consuming , but they protect the servant where it is weakest . The details of this are unimportant as even an amateur can strengthen a skeleton significantly . Only practice will reveal the best methods of binding and reinforcing the skeletal servant . Amateurs often make the mistake of binding the bones too tightly , limiting the skeleton ' s movements and making it useless . Again , only practice can give the necessary experience in these matters , though it is best to err towards tight bindings . One may always loosen them at a later date . One more note to the student : While most undead can be raised again and again , skeletons are often damaged in ways that make raising them again impossible . This is another reason that care should be given to the skeleton ' s preparation . Too many young Necromancers raise every skeleton they see with little or no preparation at all . Given the difficulty of obtaining corpses , this kind of inefficiency cannot be tolerated .
Eiman Eiman is a Nord found imprisoned by the The Frozen Man inside Orkey ' s Hollow . His sister , Rolunda , is desperately looking for him . Interactions . The Missing of Bleakrock . Captain Rana has to evacuate Bleakrock Isle before the Daggerfall Covenant attacks , but there are missing people from the village who need to be found in order to get everyone to safety . Eiman is one of those people . The Frozen Man . His sister , Rolunda , is found outside Orkey ' s Hollow , looking for her brother . She says that Eiman entered the cave to prove his courage and find a crazed ghost known as the Frozen Man . He is inside the cave behind a wall of ice . In order to free Eiman , the Vestige must play the ghost ' s games , which include finding out his identity and pick the right Frozen Man when he uses illusions of himself to trick the Vestige .