naist-nlp/zeshel huggingface dataset:
Tribes of Murkmire : Tribal Connections Content . While I have learned a tremendous amount about individual tribes , I feel that I ' m still missing some crucial insights on inter - tribal relations . There is a bizarre kind of fraternity here that contradicts almost everything I ' ve seen . Despite the violent raids , the dead - stealing , and the poaching , the Argonians still look upon one another as egg - brothers and egg - sisters . For example , just the other day I saw a family of Miredancer s playing teeba - hatsei with a handful of Tum - Taleel raiders . This was only a few hours after a violent clash claimed the life of one of the Tum - Taleel . I ' ve never seen the like . It ' s as though there ' s an enforced forgetfulness , or a culture of exceptional forgiveness that defines all inter - tribal relationships . At least some of this fraternal behavior must be rooted in their shared racial narrative . The tribes of Black Marsh have had to set aside their differences on countless occasions to repel invaders from Morrowind and Cyrodiil . They also seem to understand how much they rely upon one another — far better than most men or mer I ' ve met . The Tum - Taleel recognize that they need other tribes to create homes and goods for them to steal . The Miredancers know that they need the Tum - Taleel to defend their borders and fend off the larger swamp predators . The Black - Tongues know that they need the Hee - Tepsleel to raise the crops they use in their alchemical brews . The Bright - Throats know that they need the Black - Tongues ' Shadowscales to enforce " swamp law " upon crooked outsiders who disrupt honest trade . And on and on it goes . Religion also plays a role . I asked my friend , Eutei , how they could be so forgiving . He made specific reference to their nebulous belief in reincarnation . " We are all people of the root , " he explained . " A Black - Tongue may become a Miredancer in the fullness of time — and a Miredancer a Black - Tongue . Only the Hist knows such things . To hate each other is to hate ourselves . And what profits a Saxhleel to hate himself ? Better to forget and move on . " After some contemplation , I can ' t help but think that we could all use a little forgetfulness every now and again .
Malacath and the Reach Content . Orcs often say they are Malacath ' s children . My tribe would argue . Reachmen are taught that Orcs , ogres , and trolls are merely used by Malacath to test his true chosen race — the people of the Reach . If you ask me , both are wrong . The Lord of Ash and Bone doesn ' t care for any of us . This worship of him is folly and will be the ruin of us all . Take this token , for example , this Vengeful Eye my tribe searches so fervently for in dank tombs . The blood that has spilled needlessly for this meaningless trinket is beyond measure . The feud between the Orcs and my tribe has gone on for centuries . Our shamans claim Malacath demands one of us carry the Eye in his name , but the Orcs claim it belongs to them . Both sides are blind to the strings that make them dance . That is all we are to the Daedra . Playthings for their amusement . Their gifts are poisoned . To think otherwise is foolish . Yet we live in a world of fools , each thinking they are somehow different . Somehow special . We kill and we die for this belief , while the Daedra smile on .
Mossy Glen Cave Mossy Glen Cave is a location in . Access . It is a cave that can be accessed through Dayspring Canyon , behind the trees where the Dawnguard chops wood . The other entrance can be found left of the first tower of Fort Dawnguard , when coming from the entrance near Stendarr ' s Beacon . The main room is inhabited by four bears and / or cave bears and a skeever . Three chests can be found in the cave , each filled with random loot .
Ancestor Ghost Ancestor Ghosts are creatures in . Background . " The Dunmer believe the spirits of the dead live on in our world . They can know and affect the future , and can speak with other spirits , and work great magic , so the Dunmer honor and gift them , and ask them for aid and protection . Strong spirits of heroes and wise women preserve the wisdom and honor of the race . The worst spirits are evil and harmful , called ghosts , and devils , and daemons . The oldest and greatest ancestor spirits are the Daedra . They are powerful , but dangerous , and hard to understand . " Variations . There is a unique variation of Ancestor Ghost called the " Gateway Haunt . " This version haunts the Gateway Inn in Sadrith Mora .
Caer Suvio Caer Suvio is a settlement located within Cyrodiil and served as the base of the Second Empire during the Four Score War . Imperial soldiers were stationed at Lord Glavius ' villa . Emperor Reman Cyrodiil III and his potentate , Versidue Shaie stayed there as well . Catchica of the Orma tribe was notorious for her poisonous concoctions . She was in Caer Suvio before the Battle of Bodrum On the 8th of Sun ' s Dusk , Vivec met with Versidue Shaie at Caer Suvio . By the time the Oblivion Crisis occurred , Caer Suvio didn ' t exist .
Armor of Tiber Septim The Armor of Tiber Septim is a cuirass that appears in the Main Quest of , originally worn by the late Tiber Septim . The armor has the appearance of an un - enchanted Imperial Dragon Cuirass . Quests . Blood of the Divines . Use the blood of Tiber Septim found on his armor to open a portal to Paradise .
Enchanting Made Easy Content . Anyone can become an enchanter — it doesn ' t matter who you are , or who you were . I spent twenty years pulling fish from the waters of Black Marsh before stumbling into the world of enchanting . If a former Argonian fisher - slave can figure it out , so can you ! Step One : Find Runes Years ago I noticed glowing runes when I fished in Black Marsh . At first I thought they were wisps ! You ' re most likely to find them in dangerous places , so be careful . Look for the angular stones where the runes sit . — Red Aspect runes remind me of fish : the minnows are plentiful but don ' t have much flesh on their bones , while the old grandfathers are the rarest but the richest catch . — Blue Potency runes make me think of a fish ' s flavor . The good ones can improve your day , while the bad ones are best fed to your enemies . — Green Essence runes are like the type of fish . Frost fish , armor fish , poison fish … you get the idea . Some people ask me why there are runes scattered throughout Tamriel , but that ' s a question for the Mages Guild . I ' ve never asked where fish come from , just where I can find more of them . Step Two : Create Enchantment Once you have one rune each of aspect ( fish age ) , potency ( fish flavor ) , and essence ( fish type ) , bring them to an enchanting station . Now , put the runes together and craft your first enchantment ! The best way you learn to fish is by fishing , and the same applies to enchanting . The act of creating an enchantment will reveal the meaning and function of unknown runes . Some will say " You must comprehend how the rune resonates with your soul to truly understand it , " but that ' s Mages Guild talk . Step Three : Enchanting Items You have your first enchantment . Now you ' re ready to enchant your first item ! Find the item you want to enchant and apply the enchantment . Easy , no ? But of course , it ' s never that easy . Enchantments are very particular . Some are best for weapons , others for armor , and still more bind only to jewelry . Some may require higher quality items than what you have on hand . Oh , and no item that is already enchanted can take a new enchantment . " Serve the right fish for the right occasion , " as my egg - sister says . Appendix : Extracting Runes From Enchantments If you have an enchantment you can ' t use , don ' t despair ! Sell , trade , or gift them to friends who can use them . Of course , you can also extract runes from enchantments at any enchanting station . I call this " gutting the fish . " This destroys the enchantment in the process , but you ' ll get one of the runes back that you could use in another enchantment .
Key to Mania The Key to Mania is the key to open the gate to Mania . It is acquired when going through the quest " Through the Fringe of Madness , " when the Hero finds out it is sewn into the flesh of the Gatekeeper . Properties . The key is a quest item , and will stay in the player ' s inventory . It cannot be removed unless console commands are used .
Madwoman The Madwoman is encountered randomly throughout Skyrim . She is an Elder woman who will ask for a shot with the Wabbajack . Obeying her wish causes her to transform into a rabbit ( always into a rabbit , never randomly ) . A bounty of 40 is accumulated for the act , which is immediately removed after . She can be found wandering Skyrim before and after completion of the quest " The Mind of Madness . "
Ayleid Crown of Lindai The Ayleid Crown of Lindai is an ancient Elven Helmet with a Resist Magic and two fortify enchantments . The enchantments are leveled , so they vary depending on what level the Hero was when the crown was obtained . Acquisition . Secrets of the Ayleids . Lord Umbacano asks the Hero to retrieve the Crown of the Ayleids , the Crown of Nenalata from Herminia Cinna . Cinna lives in the Elven Gardens District , but they can find her in Green Emperor Way too . She suggests giving Umbacano the Ayleid Crown of Lindai instead .
Emperor Titus Mede II ( Legends ) Emperor Titus Mede II is a creature card in that is a part of the " Heroes of Skyrim " expansion . Acquisition . Titus Mede II can be purchased for 1200 soul gems . Strategy . Due to Titus Mede II ' s power , this card should be protected . Giving the player a constant flow of boosted guards , Titus Mede II is an invaluable card .
The Verethi Gang The Verethi Gang is a quest for the Fighters Guild available in . Detailed walkthrough . To begin the quest ask Eydis Fire - Eye for Orders and she will respond saying that " a distinguished client has placed a contract on the Verethi Gang " . When questioning further about the Verethi Gang she will say : " Our client wants the leader of the Verethi Gang , Dovres Verethi , killed . The Verethi Gang are smugglers based in Mannammu just south - east of Pelagiad . Kill Dovres Verethi and report back to me for 1000 septims . " Once the journal has been updated , leave the Fighters Guild and head toward the Silt - Strider . Once you reach it ask to travel to Seyda - Neen . As Soon as you leave the Silt - Strider , head north east towards Pelagiad . Head South from the centre of Pelagiad and south - east when you reach water to find the cave named Mannammu . Upon entry you will be attacked by one of the gang , kill him and take the first turning to the right . You will encounter a female member of the gang as you continue through the tunnel , cross the bridge , disposing of a further two gang members on your way . Carry on into a built up area with wooden planks covering surfaces . Note as you head down the stairs there is a book laid out upon the table which will increase your Mysticism skill ; there is also a number of chests with various loot in at this point . Carry on out of the wooded area through another tunnel into a next urbanised area with mopre gang members in . You can carry straight on or head up the stairs to the left onto a small platform where more loot can be found . Carry on until you find a platform surrounded by water . This is where Dovres Verethi is located . Kill him and pick up whatever loot you desire ( the book on the table is again a skill book and will increase Security skill if read ) . Head out of the cave the way you entered and return to Eydis Fire - Eye in Balmora . Speak to her about the Verethi Gang and she will congratulate you and reward you with 1000 .
Crumpled Note Crumpled Note is a letter found in . Content . 14 of Heartfire 3E362 I guess you found the message I told you about , old friend . We ' ve traveled together for so long , and you ' re the only one I trust with the ring and my story . I knew climbing into the window of that wizard ' s house was a mistake , but the bounty on the ring was just too enticing to pass up . They said it was worth thousands of drakes . . . enough to keep me comfortable for a while as I lay low . The also said Ortharzel was out of town at some meeting of wizards or some such . They were wrong on both counts . You ' d think I ' d be used to this by now , dealing with the unpredictable in our line of work . But after trying to fence the ring all over Cyrodiil , no one would touch it . Worse still , Ortharzel was pursuing me the entire time . I had to call in many favors to stay one step ahead of him . I decided to strike north and make for Skyrim . As I was crossing the Jeralls , he finally caught up to me . Two fireballs later , I found myself tumbling down a steep snowy slope into a valley . Don ' t know where I am , but there are ruins of some old fort here . Luckily , that fetcher didn ' t follow me down ; I assume he gave me up for dead . I think I ' m going to stash the ring in this valley , make for Skyrim , and return later when I feel it ' s safe . I ' ve used some old chests I found in the ruins to make sure nobody stumbles across the ring by mistake ; you know , the old key to a key thing like we used to do . If I don ' t make it back here , and you ' re reading this message , then the ring is all yours , my friend . Use it well and remember me . G . S .
Inn of Ill Omen The Inn of Ill Omen is a tavern found along the Green Road , roughly halfway between the Imperial City and Bravil . It is southeast of Faregyl Inn , northeast of the Pothole Caverns and west of Harcane Grove . Layout . The inn is a small building with two little rooms upstairs . It has a trap door that leads to the basement , where Rufio is found . Manheim Maulhand runs the inn and sells some food and drink and also rent out rooms for 10 a night . Alchemy . Important plant life is limited to three Steel - Blue Entoloma by the front door and three Foxglove plants near the tree in front of the inn .
Wild Fortify Alteration Skill Wild Fortify Alteration Skill is a Restoration spell in that temporarily increases the value of alteration . The skill returns to its original value when the spell ends . 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
Manthir ' s Debt Manthir ' s Debt is a quest available in . Walkthrough . Mathir owes Cold - Eyes a debt , which he asks the Vestige to collect for him . He promises to cut them in on the debt that ' s collected . Manthir tells the Vestige that he cannot pay the money back because it was stolen from him by Farwen . By the Right of Theft , Marwen will only give back the money to Manthir if he agrees to marry her . Once he agrees , Marwen will give back the money to Manthir . He will entrust the Vestige to return the money to Cold - Eyes . Deliver the money to receive the Matchmaker ' s Slippers .
Contract : Kvatch Contract : Kvatch is a quest available in . Description . " I agreed to be initiated into the ways of the Dark Brotherhood ' s murder - for - hire contracts . There are no stipulations regarding methods or timing , so I may execute the target at my discretion . "
Ibishammus Ibishammus is a location in . Description . It is a shrine dedicated to the Daedric Prince Malacath located in the Foreign Quarter Underworks in the Vivec , Foreign Quarter . The Orc Murkub gro - Ushul is standing outside the shrine , guarding it . Inside , Azuk gro - Rugob and Garzonk gro - Mulakh within the shrine itself . Both of them will be hostile on sight . Within the shrine , there are two scrolls , as well as two chests . At the feet of the shrine there is a Daedra ' s heart in a bowl , as well as an emerald and a cursed diamond .
Haelga ' s Statue of Dibella Haelga ' s Statue of Dibella is a Dibella Statue owned by Haelga . It is a representation of the goddess Dibella . Description . It differs in appearance from the normal Dibella Statue in a number of ways : Quests . Taking Care of Business . Haelga ' s Statue of Dibella can be used as an option to persuade Haelga to pay up to the Thieves Guild .
Lion Guard The Lion Guard are an elite knightly order of Bretons who serve High King Emeric in . They are responsible for Emeric adopting the lion as his personal crest , and thus the martial symbol of the Daggerfall Covenant . The Lion Guard have been deployed across High Rock by orders of the High King to protect the land , and battle against any and all that challenge the Covenant or threaten its citizens . Traditions . Promotions . A recruit may only rise in the Lion Guard ' s ranks through proven bravery and loyalty , and traits such as nobility , wealth , or charisma grant no prestige , without exception . Each recruit must demonstrate valor in battle , loyalty to High Rock , and courage and strength of character in the face of adversity . Any recruits found in violation of the Lion Guard ' s strict standards are removed from the ranks without question . This is done to preserve their reputation as steadfast , trustworthy protectors of the highest martial skill . The Lion Guard only accept those who best exemplify their values , and wish to serve their people without question or hesitation .
Captain Irinwe Irinwe is a Maormer captain on the island of Khenarthi ' s Roost . She captains the Serpent ' s Kiss , and is very possessive of who comes aboard . Interactions . The Perils of Diplomacy . The Vestige must convince or lie to Irinwe in order to search the ship .
Anga ( Oblivion ) Anga is an Ayleid Ruin which is located northeast of Imperial City , just east of the Silver Road to Bruma . It can only be accessed through the Daedric quest given by the Daedric Prince , Namira at her shrine . Inhabitants . The ruin is home to a small group of characters who worship Namira and have prayed for relief from a group of Priests of Arkay . The Forgotten One s as they are called , seem to hate the light of the torches the priests carry , and it even seems that the light hurts them , though it causes no actual loss of health . Notable items . The chests in the zombie - infested room have a handful of enchanted rings , weapons , soul gems , or . Quests . Namira . The Hero learned from the followers of Namira that they will only summon the Daedra for someone repulsive . If they are to get their help they will need to make themselves less attractive to others . Namira wants the Hero to help out a flock of her followers , who are holding up in a nearby Ayleid ruin — it seems that they like the utter darkness that they have found there .
Sergius Verus Sergius Verus is an Imperial and one of the three brothers at Three Brothers Trade Goods in the Market District of the Imperial City . He wears the typical working apparel ; a shirt with suspenders , a pair of tan linen pants and quilted shoes . He carries a key to the shop and a large sum of gold . Services . Sergius sells the items to " My Imperial City House " , a few scrolls , weapons ( including the Akavari Sunderblade ) , and repair hammers . He has 1000 for bartering .
Rise of Daggerfall The Rise of Daggerfall was a significant conflict that occurred roughly 125 years after the collapse of the Alessian Empire into civil war and 102 years after the fall of the Direnni Clan . It was fought primarily between Daggerfall , and Glenpoint . The Rise of Daggerfall was largely the work of Daggerfall ' s expansion and King Thagore ' s , King of Daggerfall , ambition . Securing Supremacy . In the year 1E 609 the King of Daggerfall , Thagore , increases the size of Daggerfall ' s army and equips them with the best armor and weapons that Daggerfall ' s treasury could afford without going bankrupt . At this time Glenpoint , another kingdom of High Rock , was the supreme power in High Rock and had been the main power that had helped overthrow Direnni Clan and freed all of High Rock . With their large military and enormous treasury they were a big player in the politics of High Rock . Daggerfall not content to be second , challenged Glenpoint through a series of raids and ambushes , trying to lure Glenpoint to war . It worked and Glenpoint declared war on Daggerfall . After several major defeats their forces retreated back to Glenpoint . Several days later the armies of Daggerfall besieged Glenpoint . After a siege of thirty days , for Glenpoint had the best fortifications , outside of the Imperial City in Cyrodiil , in all of Tamriel , Glenpoint fell to King Thagore ' s forces . Daggerfall with the defeat of Glenpoint became the major power in High Rock and Glenpoint stripped of its armies , wealth , nobility , and ruling family , was an impotent rump of its former self , content to sit and watch on as Daggerfall rose to become a threat to all of High Rock .
What Lies Beneath What Lies Beneath is a quest available in . The Vestige volunteered to enter the ruined crypts beneath the fort to look for the retainer , Durel Giveni , and the mysterious others mentioned in the General ' s dispatch . The entrance is by the river .
Assured Balanced Armor Assured Balanced Armor is a Restoration spell in that temporarily increases the value of the Medium Armor skill . The skill returns to its original value when the spell ends . The magnitude is the value of the increase in the skill . 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
Hectahame Hectahame is an Ayleid Ruin located in Valenwood . Notable sublocations include the Hectahame Grotto and Valenheart . Eytomology . The name " Hectahame " in the Ayleid language means " home of the exiles . " Sublocations . Hectahame Grotto . Inside the Grotto are further sublocations : After completing " Right of Theft , " many characters will appear outside Hectahame . These include : After defeating the Shade of Naemon :
Hand of Vivec T - Shirt Hand of Vivec T - Shirt is merchandise of available on the Bethesda Store . Summary . " We await the God ' s ' command . His word is our law . " Men ' s 100 % premium cotton black t - shirt with special foil screenprint on the front and Elder Scrolls Online : Morrowind logo on back . Gallery . Older images . The following are promotional images of the previous Hand of Almalexia T - Shirt , prior to being replaced and renamed :
Athis Athis is a Dunmer warrior and a member of The Companions . He resides in The Companions ' mead hall , Jorrvaskr , in Whiterun . He is an Expert - level trainer in One - handed combat , and is also the only Dunmer among the current ranks of the Companions . Upon completion of the Companions ' main plotline , Athis can be recruited as a follower and becomes a potential marriage candidate . He can be recruited into the Blades if the Dragonborn talks to Delphine while having him as a follower . Background . Athis originally came from Morrowind , mentioning that he had to " crawl out " of the province . After an unknown amount of time , he joined the Companions , though he originally didn ' t think that they ' d accept him , likely due to the fact that he is an elf . Personality . Athis tends to keep quiet most of the time , and dislikes answering questions more than once . He is civil and loyal , but never at the forefront of any battles . He shows an apprehension of being near the Skyrim - Morrowind border . Skills . Combat skill proficiencies from highest to lowest :
Dragontooth Crater Dragontooth Crater is a dragon ' s lair located in . A Word Wall for Elemental Fury and a chest are here , guarded by a dragon . Overview . If the quest " Dragon Rising " has not been completed , this area will be populated by a few Forsworn and a Hagraven along with Forsworn tents and a bloody altar . If the quest has been completed , a dragon will be present with a dead Hagraven nearby . There may be as many as three dragons in and near this area .