naist-nlp/zeshel huggingface dataset:
Fasaran ' s Diary Content . Dear Fara , I watched the sunset , thinking of you again . I ' ve heard rumors of war in Cyrodiil . Some are calling it " The Great War . " Alliances are forming and rising up . Mirkalinde told me our dark cousins have united with the Argonians , their own slaves , and the Nords . It must be quite the battle to forge such an uneasy alliance . It ' s hard to believe as I gaze out upon the beauty of Auridon that such devastation happening in Tamriel . I hope our people stay out of the conflict . Dear Fara , Time passes by so slowly without you here . Things seem to be changing swiftly . Queen Ayrenn has returned to Auridon . No one is certain where she ' s been , but she ' s been speaking of this alliance called the Aldmeri Dominion . Would you believe we ' re now allies with our woodsy cousins and the Khajiit ? Not all the people here seem happy about it . Sinyon speaks of a group called the Veiled Heritance . It ' s a shame most of us are so against allying with the outside races . Dear Fara , I miss you so much . Tenmenye is bustling about the town . Queen Ayrenn is going to stop by Dawnbreak on her way to Firsthold . Ten was telling me how much she misses you and your guidance . She ' s overwhelmed with preparations , but we ' re all very excited to see her in our small town .
Vanne Farm Vanne Farm is a large farm made up of several buildings located east of Koeglin Village . The farm was owned by Anais and Giraud Vanne , but they have handed it over to their daughter , Ingride . Their granddaughter Rozenn , their nephew Phinis , and their niece Marlene also live at the farm . When the Vestige arrives at the farm , Phinis and Marlene are visiting . Their parents have sent them to the farm to work for a season , but as soon as they arrived , Daedra attacked the farm . Quests . Can ' t Leave Without Her . The Vanne Farm has been overrun by Supernal Dreamer cultists and Daedra . Phinis Vanne is simply trying to escape , but Marlene has barricdted herself in the house . He asked the Vestige to persuade her to leave . The Slumbering Farmer . Supernal Dreamers have attacked the Vanne Farm and captured the owner , Ingride , with the intention of subjecting her to a dark ritual . Rozenn ' s Dream . The Supernal Dreamers also took Ingride ' s daughter , Rozenn , and they are apparently planning a similar ritual using her as the vessel for a Daedric spirit . The Vestige promised Ingride that they would stop them .
Okeeh Okeeh is an Argonian who resides in Davon ' s Watch . Interactions . Chasing Shadows . The Prophet and the Vestige are seeking a way to rescue Sai Sahan , the Redguard who hid away the Amulet of Kings . The Prophet has called them to the Harborage .
Belethor ' s General Goods Belethor ' s General Goods is a merchant ' s shop located in the Plains District of Whiterun . It can be found in the Whiterun Marketplace , next to Arcadia ' s Cauldron . The shop is open every day between 8 am and 8 pm . It ' s owned and run by Belethor and his assistant , Sigurd . Like most general goods stores , Belethor will trade in almost anything , including weapons , armor , jewelry , potions , food and books . He typically has 750 available every 48 hours . The Dragonborn can invest 500 in his shop if they have the investor perk . After investing in his shop , most of the items in the shop can be taken rather than stolen . Interior . The main trading room is on the ground floor and consists of a counter displaying a wide selection of wares and a copy on " Uncommon Taste " . Opposite the front door is a small table with a two candlestick s and a few pots . Over to the right are two trays atop a dresser displaying tomatoes , leeks and a troll skull . A hearth is situated just to the left of the room with a two cooking pots hung over them and the mounted head of an elk above . Against the back wall to the left of the counter is a cupboard with a messy assortment of goods and a copy of " Biography of the Wolf Queen " . Behind the counter are two additional cupboards displaying more goods , including the full three - set series of the " Biography of Barenziah " . At the back of the main room is a small kitchen with another hearth and two cooking pots in addition to a table and a door leading back outside . To the left are a small bench and a set of stairs that lead to the upstairs balcony where a business ledger can be found on top of a dresser . A strongbox is also found nearby on a small table by the bed . The master bedroom is also located upstairs . It ' s fairly sparse , with only a double bed , two end tables and a display cupboard in addition to several decorative wall hangings .
Skywatch ( Arena ) Skywatch is a city in the province of Summerset Isles . It is one of several possible locations that the Eternal Champion may discover in Geography . Skywatch is connected to two settlements . To the west is Silsailen Point , and to the north is West Guard .
Reveler ( Skyrim ) Revelers are common looking men who randomly appear around Skyrim in groups of three , all sharing the same title of " Reveler . " Upon approaching the group , one will step forward and invite the Dragonborn to join them for a bottle of Honningbrew Mead to celebrate the glorious day . If the Dragonborn responds by offering Black - Briar Mead , they will be insulted , claiming they are trying to poison them , and leave . If , however , the Dragonborn already has a bottle of Honningbrew Mead and offers to share it , they receive a Charmed Necklace ( 25 point Fortify Carry Weight enchantment ) as a reward for a good deed . Killing one on a road will result in a bounty , but kill all three and the bounty will be removed as long as there are no other witnesses . After the encounter occurs , the Revelers migrate to the nearest farm or settlement , where they take up residence as laborers for the rest of the game . The encounter may randomly be " reset " at a new random encounter location ; if this occurs , the Revelers appear at the new location and can be given Honningbrew Mead for a second Charmed Necklace .
Manual of Spellcraft Content . An Introductory Text . [ The book contains an inordinate number of scrawlings along the margins ; the few that are immediately readable suggest they are notes for someone who needs frequent reminders on the basics of spell casting . ] The Beginning Spellcaster The most powerful mages in Tamriel were once beginners . They all had similar early experiences : exposure to magic kindled an interest and / or unlocked some latent ability , followed by years of hard work . These intrepid souls honed their skills , learned new spells , and vigorously trained their minds and bodies to become the formidable figures they were known as during their later lives . The Mages Guild of Tamriel has long been the first stop on a long road to knowledge and power for many individuals . Providing magical services to the general public , the Guild offers a wide variety of spells for purchase , and is recommended as a first stop for any aspiring spellcaster . Independent dealers may be found , though their selection of spells is often not as comprehensive as that of the Mages Guild . Many spells are beyond the capabilities of beginning mages ; the ability to render one ' s self invisible , for example , is an advanced power and is beyond the novice spellcaster . Through practice , a mage may become more skilled in a given school of Magic and find himself proficient enough to begin exploring its more powerful aspects . The fledging mage should not be daunted by his inability to wield certain powers , but should instead use this as a point of focus and a drive for bettering himself . Rather than becoming discouraged , the student should look forward to higher levels of skill , such as the advanced techniques of absorbing spells , summoning lesser ( and eventually greater ) Daedra and undead - - for research purposes only - - and protection against specific types of spells , such as Fire , Frost , and Shock spells . Mages wishing to specialize in a particular school of magic are encouraged to learn as many spells of possible within that school , and to practice them frequently . All mages , whether specializing or nurturing a general interest , are encouraged to apply for membership within the Mages Guild . Beyond services available to the general public , the accomplished Guild member has access to many exclusive services such as Advanced Spellcraft and Enchanting . These services have been deemed potentially dangerous to the public at large , and have been restricted to higher - ranked Guild members in good standing by the Council of Mages . Citizens interested in the further use of magic should consult their local Mages Guild Arch - Mage .
Halls of Penumbra Halls of Penumbra is a cave situated near the Sun Stone in the region of Hirstaang Forest . Quests . The Ritual of the Sun . As the Nerevarine approached the Sun Shrine , magical writing appeared on its surface . It said : " Go to the west and free the warm Sun from the Halls of Penumbra . "
Autumn ' s - Gate Autumn ' s - Gate is a player home in . It is a small Nord style home located north of Nimalten in The Rift . Acquisition . This home can be purchased with after completing the quest " A Friend In Need " and gaining the Wormsquasher achievement . Alternately , it can be purchased directly from the Crown Store , allowing players to acquire it without having to meet the aforementioned prerequisites .
Luronk gro - Glurzog Luronk gro - Glurzog is an Orsimer commoner living in his home in the Temple District of the Imperial City . An honest citizen , he is a victim of Audens Avidius ' criminal activity . Avidius , a captain of the guard , exploits his position to get unfair fines out of citizens . Luronk , along with his best friend , Ruslan , have both been victims of this treatment . Both Luronk and Ruslan must be convinced to go to Itius Hayn and tell him what happened . Interactions . Imperial Corruption . Luronk is needed to help stop Audens from exploiting more people . My Imperial City House . The storage upgrade can be stolen from his house .
Glove of Sanguine Horny Fist Glove of Sanguine Horny Fist is a unique right glove that was created by the Daedric Prince Sanguine for the Morag Tong . It is enchant ed to increase the wearer ' s Hand - to - Hand skill . Enchantment . Enchantment ID : " sanguine horny fist _ en " Acquisition . Threads of the Webspinner . Eno Hlaalu , Grandmaster of the Morag Tong requests that twenty - six missing Sanguine items be retrieved for him . This glove is carried by Guril Retheran at The Flowers of Gold in Vivec City ' s Redoran Canton .
Fence ( Online ) A fence is a type of person that stolen items can be sold too . The price is set , and can either be accepted or not . Fences first appeared in as of Update 6 and the introduction of the Justice System . Fences can only be found in an Outlaws Refuge , and there are often two in each location . They can also remove the bounty off a character ' s head . This must be done before stolen items can be sold to a fence . There are a few differences to fences in and others in the series , though : Pirharri the Smuggler . Pirharri the Smuggler is a unique Khajiit fence that will only become available through the completion of the last Thieves Guild quest , " The One That Got Away . " Unlike her other fence counterparts Pirharri impliments a charge ; a smuggler ' s fee of 35 % for availing of her services .
Bremman Senyan Bremman Senyan is an Imperial warrior and one of the two surviving Knights of the Thorn the Hero of Kvatch will find inside the Cheydinhal Oblivion Gate . Interactions . The Wayward Knight . The Daedric Invasion has spread far and wide across Cyrodiil . Gates have opened at virtually every major town . Farwil and his Knights of the Thorn have entered the gate outside Cheydinhal .
Cellar A Cellar is an optional basement section that can be added beneath the Main Hall of a homestead , introduced in . It can be created at any or all of the three homesteads . Interactions . After the cellar is crafted , it can be accessed using the floor trap door located at the small back room of the main hall . The cellar may be subject to random skeever infestations from time to time . If there are adopted children present , they will speak of being afraid to go into the cellar if skeevers are there . Furnishings . The following is a list of all furnishings that can be added to a cellar . Furnishings can be built manually at the indoor workbench , this is the only way to furnish the cellar ; the steward does not offer to help by purchasing them for you . All furnishings are fixed in position and cannot be removed once they are built . The name of the furnishing option does not always accurately describe what will be added , as in some cases additional containers and accessories may be added , along with the main piece of furniture . These exceptions are too minor to list . The most important and difficult thing to fully construct inside the cellar is the Shrine Base with all the divine shrines on them . Divine Shrines . The divine shrines require a shrine base before they can be crafted . Full Totals ( Shrines not included ) . Special Totals . These are the total amount of Septims and totals are needed in other to get the crafted and bought Housebuilding Items .
The Raneviad , Volume II Content . And so it came to pass that Ranev the Coal - Eyed Wanderer , cousin to Thelmyra the Oak and most loved by King Irndarus , traveled to the Stone of Hosiven to pay her respects to the heroes of old . It was here that she discovered the Gray Menhir . The stone loomed over Ranev , dwarfing her and casting a long shadow over the land and water . Ranev was greatly impressed by the size of the standing stone , for she was known for her strength and great height . To her amazement , she watched as words were carved into the stone , struck with great precision by unknown , invisible hands to create a tablet of sorts . The tablet exhorted her with the following words : " Heed the Stars , O pilgrim , and undertake their quest . Seek their six virtues , hewn into stone . Bear each command with a noble heart and return with the utmost speed . For only the swift and the just shall receive celestial favor . " Reading these words , Ranev ' s chest swelled with great purpose . She resolved to take up the stone ' s challenge and seek the virtues of the Stars . She meditated in front of the Gray Menhir and sang a warrior ' s hymn before setting out to complete her pilgrimage . Ranev traveled swifting , visiting each of the six holy sites in turn . At each site , the warrior had to overcome dangerous creatures , foul beasts , and other challenges to find the prayer markers and receive the six virtues . She returned to the Gray Menhir within the allotted time , victorious , with the virtues of the Stars singing inside her . She pledged to embody the virtues until the end of her days . From that point on , Ranev the Coal - Eyed Wanderer became known as Ranev the Favored of the Stars . And her adventures were just beginning .
The Third Era Timeline Content . It has been said that " citizens of the Empire who make the same mistakes as their forebears deserve to suffer the same fate . " And while this may be true , it ' s hard to deny that the Empire ' s history is so long , and our forebears have made so many mistakes , it ' s sometimes hard to keep track . This work is meant to serve as a concise compilation of the Empire ' s most recent events , in this , our current age - what we refer to as the Third Era . It is a period of time that has as yet comprised less than five hundred years . but it should at least serve as a starting point for those who wish to study our Empire ' s vast and varied history . And maybe , just maybe , prevent the repeat of a previous disaster . It is also worth noting that when viewed in such a succinct structure , one truly gets a sense of just how often our great Empire has changed leadership . Indeed , it can be argued that much of the Empire ' s history in these past five centuries is the changing rule of that very Empire itself . First Century Second Century Third Century Fourth Century Fifth Century
Ald Daedroth Ald Daedroth is a Daedric shrine in . Description . It is located on the farthest island of the eastern coast of Sheogorad , north of the Ahemmusa Camp . The shrine features a statue to the major Daedric princes known in Morrowind , Azura , Malacath , Mehrunes Dagon , Sheogorath , and Molag Bal . When the Nerevarine visits it for the first time , a skirmish is occurring between the Order of the Ordinator and some Sheogorath cultists . The Ordinators and the Cultists . Outside , on either side of the ruin stands Fore Paw , a cultist , and Bethes Sarothril , an Ordinator . Fore will ask if the Nerevarine is here to " " dance " " and then , to go to the Antechamber and speak with Hlireni Indavel . If Sarothril is spoken to , he will ask what they are doing here , the only way to end the conversation peacefully , is to declare , that the Hero is here only to loot the shrine . The Nerevarine can either , join one of the group in battle , attack both sides , or just observe . Once the Antichamber is entered , there are no Ordinators , and only Hlireni Indavel , Ra ' Gruzgob and Lustidrike can be found there . Hlireni Indavel , who is the leader of the Cultists , will ask the Nerevarine , referring to which side they choose , whether they are a " " Spectator , " " simply watching the fighting ; a " " Game Piece , " " joining the fight ; or a " " Player of the Game , " " challenging her personally to a duel . While Hlireni does not seem bothered by whose side the Hero is on , referring to the Golden Saints , she remarks that " " the ones in the gold masks are party crashers , but all are welcome to the Mad God ' s Masque and Bellicose Ball . " " Lustidrike . Lustidrike is a unique friendly scamp which can be found in the Antechamber . If spoken to , he will freely offer a bottle of sujamma . Sublocations . Ald Daedroth , Antechamber . It is three large rooms with a corridor adjoining this section to the rest of the ruin . This is where Hlireni Indavel and Lustidrike can be found . Ald Daedroth , Inner Shrine . This area is one large room , with a door on each four sides leading to the other sections of the ruin . A large statue Sheogorath stands in the middle of the room . Ald Daedroth , Outer Shrine . The outer shrine , is the first accessible room inside the ruins . Ald Daedroth , Right Wing . This area is made of two large rooms adjoined by corridor . One room contains a large statue of Molag Bal and the other , a statue of Mehrunes Dagon . Ald Daedroth , Left Wing . This area is made of two large rooms adjoined by corridor . One room contains a large statue of Azura , and the other , a statue of Malacath . Quests . Ahemmusa Nerevarine . Ald Daedroth must be made safe for the Ahemmusa Ashlanders ' migration .
Itermerel Itermerel is an Altmer mage . Although Itermerel is a member of the Mages Guild , and lives in Balmora , he does not reside in the Mages Guild hall . Instead , he lives at Eight Plates , and , after his quest , can be found in Pelagiad . Interactions . Escort Itermerel . Ranis Athrys from the Mages Guild asks for the retrieval of Itermerel ' s Notes . After finding Itermerel in the Eight Plates inn , the Nerevarine can either escort him to Halfway Tavern in Pelagiad , steal his notes , or kill him and loot them from his body .
Cesarel Hedier Cesarel Hedier is a Breton noble residing in Daggerfall . He is one of the targets listed in the Litany of Blood . He can be found near the stables that are southeast of the wayshrine . As with other targets , he does wander , he came from the north of the pathway leading to the stables , although point of origin is unknown .
Tul ' s Escape Tul ' s Escape is a miscellaneous quest available in . The supposed slave Tul approaches the Nerevarine at the Ules Plantation and asks them for help . He says he has escaped his cruel masters at the Dren Plantation and is looking for a " kindly Redguard " who helps escaped slaves such as himself . Background . Tul claims that he was a slave on the Dren Plantation , but escaped and is now hiding on a field belonging to the Ules Plantation . He asks the Nerevarine in extraordinarily courteous tones for help . He claims that his old masters were extremely cruel , especially Orvas Dren and the brothers Ienith . He believes that a Redguard can be nearby who will be able to help him in his situation , and asks the Nerevarine to help him find this man . The Nerevarine is suspicious from the start , however , as Tul looks healthy and rather not like a recently escaped slave . Detailed walkthrough . After the quest was accepted , Tul will follow the Nerevarine unless told otherwise . The Redquard in question is Sterdecan who can be found on his farm . Upon arriving there , Tul reveals himself as a Camonna Tong member tasked with the murder of Sterdecan . He gives the Nerevarine the choice to leave and forget about what they ' ve seen , or die by his hand . The Nerevarine can either accept to walk away , or defend Sterdecan . If they walk away , there will be no reward . If they side with Sterdecan and kill Tul , Sterdecan will reward them with the First Barrier Ring . Sterdecan will also reveal that bounty hunters are not an uncommon occurrence on his farm .
Gyldenhul Barrow ( Dragonborn ) Gyldenhul Barrow is an ancient Nordic Tomb in . Interior . The main door to Gyldenhul Barrow is locked and can be opened if one is able to pick the Master - level lock . Another way to opening the door is finding an key found in the last ancient chest that is opened during the quest " Deathbrand . " Upon entering , the corpse of an adventurer can be found . A note on his corpse tells of his fate . Two sarcophagi containing Stalhrim can be found on either side of him , both of which can be mined . The sarcophagus on the left contains a Draugr corpse with some minor loot . There is also a Draugr directly ahead as one first enters that has some . To proceed any further , an Ancient Nordic Pickaxe is required to mine through the sarcophagus to the west to reveal a secret passage to a lower chamber . The passage turns south and leads to a locked iron door that can be opened with the same key found in the aforementioned chest . This area is a treasure trove , containing many piles of coins , assorted gems , potions , and weapons . As soon as an item is picked up , the gate behind will close . Another iron door on the south end of the room leads to a large burial chamber . Quests . Deathbrand . The conclusion of the quest leads to this ancient tomb . Here the skeletal remains of Haknir Death - Brand can be found deep within the barrow . The remains can be looted for minor loot , however located just behind his body is a unique Scimitar named Bloodscythe . When Bloodscythe is taken , the ghost of Haknir Death - Brand will appear . During battle he will summon members of his crew to aid him . Upon his defeat another unique weapon named Soulrender can be looted from his ghostly remains .