naist-nlp/zeshel huggingface dataset:
Words of the Masters Content . Foreword by one who has as much to learn now as she did when she was a student long ago . Long have our masters taught the ways of the sword at Leki ' s Blade . And yet , not every lesson took place in the field of battle . Recall , then , the words of the masters who once led our illustrious school . Distill their meaning , for battles can be won by the mind as well as the blade . Pay heed ! — Master Fadalia at - Ahtar The sharpest blade is often the tongue . Difficult tasks are best done first , before the day ' s dust rises . Your soldiers are your allies , brothers , and sisters . Care for them , and they will guard you as well . One whose character is mean - spirited will rouse others to animosity . Be modest in speech , and you will excel in action . Do you see what is right and just ? Do what you must to uphold them both . Watch your opponent ' s feet and you will lose . Watch her eyes , and see her intent . Learn from every victory . Think how you would have reacted as the loser . Understand why your opponent lost , and you will ever be victorious . From silence comes strength . The serpent only sees eye - to - eye with whatever else crawls on its belly . Stay your hand until you are sure of your opponent ' s tactics , and you may not live long enough to strike . Wait only to learn his intention , then strike first if it is clear he would fight without honor . Never save for tomorrow the bread you should eat today .
Edorfin Edorfin is an unused character residing in the Windhelm Pit , a location accessible only through the use of console commands . Background . Edorfin is a fighter in the Windhelm Pit . According to him , he is very determined and persistent , which makes up for his lack of physical strength .
Steady Hands Content . I looked upon my hands , and I saw only flaws . Wrinkly and weak things . They shook when I needed them steady , they ached when the nights grew cold . I began to depend on my apprentices for many of my daily needs , more useless than a babe clinging to his mother ' s skirts . Even the simple task of feeding myself began to turn into a sloppy affair . I was ever aware of these constant tremors , of this pathetically human imperfection that was forced upon me . But the Brass Fortress is the hub of innovation , of the defective turned useful once more . Modifications are made when a mechanism is in need of a new function . Time had sundered my once steady hands with my still working mind . I did it not for vanity , but to cleanse myself of my putrid separation . To weld my broken parts together . The procedure was as painless and efficient as I had been promised , and for the price that was asked I expected no less . I slept on and off for hours afterward , my mind filled with steam . And then I awoke . Truly awoke . I caught sight of my gleaming palms , and I suddenly felt at peace . Calm , tranquil , I was once more a cog upon which made up the great winding . Part of the reciprocating motion , the Sublime Piston . This metal extension was a truth of my soul . Brass fingers curved in perfect synchrony , smooth and elegant . I was not simply made whole again , no . I was made far greater than I had ever been . I had found a truth , a singularity . I transcended mere flesh and blood . My fingers now remained as steady and sure as my devotion . I looked upon my hands , and I saw the possibilities .
Athletics ( Oblivion ) The Athletics skill determines how fast one can run or swim and how long one can exert themselves before becoming fatigue d . One can increase their skill level by running and swimming , though swimming is more effective . Leveling text . Apprentice . " Why walk when you can run ' has always been your motto . Now the miles of running and hours of swimming have paid off . You are an Apprentice of Athletics . Your rate of fatigue regeneration when running is increased by 25 % . " Journeyman . " Why walk when you can run ' has always been your motto . Now the miles of running and hours of swimming have paid off . You are a Journeyman of Athletics . Your rate of fatigue regeneration when running is increased by 50 % . " Expert . " Why walk when you can run ' has always been your motto . Now the miles of running and hours of swimming have paid off . You are an Expert of Athletics . Your rate of fatigue regeneration when running is increased by 75 % . " Master . " Why walk when you can run ' has always been your motto . Now the miles of running and hours of swimming have paid off . You are a Master of Athletics . Running never reduces your rate of fatigue regeneration . " NPC dialogue . Once the Athletics skill level reaches 70 or higher , people will begin to say : " " You ' re a fit one . Been running a lot ? " " Usefulness . Close quarter fighters will find it useful for chasing down mages and archers quickly . At higher levels , Athletics can help fatigue regeneration for fighters that prefer to bob and weave in battle .
Flag A Flag is a miscellaneous item found in . Location . The Flag could not be obtained without console commands before . If Hearthfire is installed , a flag can be found sticking out of the map in the children ' s room in Proudspire Manor , Solitude . This can only be obtained after buying the children ' s room upgrade from Falk Firebeard .
Hlora Long - Leg Hlora Long - Leg is a Nord warrior in Dagon Fel , Morrowind . He can be found in Sorkvild ' s Tower . Hlora is equipped in a full set of Bonemold Armor , minus a right pauldron . He carries an extra cuirass in addition to the Armun - An Bonemold Cuirass that he wears . Equipment . This character uses or carries the following : Attributes . This character uses the following :
Find Roggi Knot - Beard ' s Ancestral Shield Find Roggi Knot - Beard ' s Ancestral Shield is a quest available in . Background . Roggi Knot - Beard , in Kynesgrove , asks the Dragonborn to find his ancestral shield . After the shield is returned , Roggi teaches the Dragonborn " some blocking techniques " that adds one to Block ; additionally , Roggi becomes available as a follower and as a spouse .
Brother Piner ' s Notes Summary . Brother Piner wrote several notes until he was satisfied with the last : Letter to Mother . Content . Note 1 : Crumpled Piece of Paper . Mother , Goods Gods ! Don ' t go crazy on me ! You ' d think the streets of the Imperial City were filled with rioters and the Legions were being called out to restore order . We ' ve had no disturbances at all here in Chorrol , and I ' ve heard of nothing at all in the City or in the other towns . People are doing just as Chancellor Ocato said - - staying calm , and honoring the memory of the emperor and his sons by getting along with their lives . Running around like frightened children isn ' t going to help anyone . I haven ' t got time to Note 2 : Crumpled Piece of Paper . Mother , I know you ' re upset . But please . I have important duties here at the Priory ] and I can ' t come to the Imperial City and babysit you . Just stay calm , like Chancellor Ocato says , and pray for the Emperor and his sons . Note 3 : Crumpled Piece of Paper . Mother , What do you expect me to do about it ? Come to the City , track down the assassins , and bring them to justice myself ? And are there assassins banging on your door ? Do you have some reason to think they ' re coming for you next ? Please . Don ' t panic . These assassinations have upset everyone . But you just have to go on with your life . I don ' t know what you ' re worried about . Everything is fine here . Everyone is getting on with business , like the Chancellor says . The Elder Council has everything under control . Certainly you don ' t expect me to Note 4 : Letter to Mother . Mother , Please don ' t worry . The Elder Council knows what it is doing . Uriel was an old man . They knew he wouldn ' t live forever , and I ' m sure they had plans for the succession . Of course , now with the three princes dead , it ' s not clear who will be the next emperor , but it ' s happened before - - there are precedents , I ' m sure - - and anyway , Ocato and the Council have been running the Empire for the past 15 years anyway . So there ' s nothing to worry about . Everything will be fine . I don ' t know what you ' ve read or heard , but here at the Priory everyone seems to think it must have been madmen or witches or crazy cultists . It doesn ' t look at all political . It ' s horrible and depressing , but the Empire will survive . There will not be rioting or civil war or another Warp in the West . So please . If you like , go stay with Uncle Korr and Aunt Harrah on the farm for a while . But I ' m certain you ' ll be perfectly safe in the City . I ' ll try to get down to visit as soon as possible . And I hope to hear from you soon . your loving son , Piner
Canon Valasa Canon Valasa is a Dunmer residing in Seyda Neen on Vvardenfell . Interactions . Divine Conundrum . Canon Valasa is initially found kneeling beside Armiger Urnsi , who is lying on the ground . After speaking with her , the Vestige can begin the quest " Divine Conundrum . " Conversations . After this , the quest " Divine Conundrum " will begin , and Tanisa Drothan will be possessed by Azura . Afterwards , the Vestige may speak to Canon Valasa once again .
Fortify Acrobatics Skill Fortify Acrobatics Skill is a Restoration spell in that temporarily increases the value of acrobatics . 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
The Museum The Museum is a quest in . The The Museum in Godsreach has a meager collection of items . By speaking with the museum ' s curator , Torasa Aram , the Nerevarine learns that she is interested in purchasing artifacts to fill the empty display cases . Torasa is willing pay one - half of an item ' s value , but cannot exceed 30 , 000 gold for those worth 60 , 000 or more . There are thirty - four items that can be sold to the museum , for a total of 693 , 750 gold . Items can also be donated rather than sold ; a minimum of two donations is required to complete The Blade of Nerevar quest . The Nerevarine can refer to the nearby copy of " Tamrielic Lore " for hints as to the type of items that the museum may purchase . However , it is a poor guide to be used for this purpose . Many of the items listed in the book cannot be sold to the museum , and conversely , many of the items that can be sold are not listed in the book . Speak with Torasa to be informed of the items the museum is interested in , or refer to the list below . List of items . The following is a list of the items that can be sold to the Museum of Artifacts , along with the purchase price and notes concerning their location or acquisition . Some of are actually unique items and not genuine artifacts .
Dremora Longsword The Dremora Longsword is a one - handed weapon in . Description . The Dremora Longsword is a heavy longsword that appears rarely in the game , given how often Dremora appear . It can be found by slaying Dremora in or around the planes of Oblivion . It is also sold by merchants ( as long as the Hero is at the appropriate levels ) and can also be found randomly by looting , given that the Hero has a high level .
Lumber Mill A Lumber Mill is a type of building and / or settlement found throughout Skyrim . These are small structures found alongside a major water source with a mill for cutting lumber . They are also referred to as wood mills . Most can be used as a way to earn money by chopping and selling firewood . Selling firewood to a mill owner will raise their disposition towards Dragonborn . By raising their disposition enough , they will eventually give permission to cut lumber personally . Cutting one log will produce ten sawn logs . These will go directly to the Dragonborn ' s homestead , if one is owned . Alternatively , with the add on , sawn logs can be purchased at lumber mills throughout Skyrim for 200 per twenty sawn logs .
Staff of Daedric Command The Staff of Daedric Command is a weapon found in . Effects . The Staff of Daedric Command allows the wielder to control powerful summoned and raised creatures , an effect that emulates the Conjuration spell Command Daedra . Charges consumed by the staff ' s use is reduced by higher Conjuration skill levels . Crafting . With the addition of the add - on , this staff can be created at Neloth ' s Staff Enchanter in Tel Mithryn . It requires the following components :
Drennen Drennen was a Nord warrior . He was an explorer who sought the Lexicon at the Dwemer Ruin of Avanchnzel , where he died . The expedition included Drennen , From - Deepest - Fathoms , Breya , and Watches - The - Roots . His corpse can be found at the Avanchnzel Animoncultory . Background . He was the most apprehensive of the four about the dangers of the ruins and is the first one to leave the group . He was killed shortly after parting ways from the other three , though it is unknown how he was killed . He appears as an orange ghost as one progresses through the ruins , and his body is found a short distance before the area where he last appears .
The Notebook of Mage Gadris Content . I knew Malachite would not have the conductivity required for this process . We pursued yet another futile path , but Zur was insistent . We will keep at it . I do wish Zur would take the time to organize and collect his notes , though . < nowiki > * * * < / nowiki > Through the process of elimination and trial and error — trial on my part , error when Zur is in control — I think we finally made a breakthrough ! I believe that the following items will result in antipodal rods that can conduct the currents of magicka required to reverse the soul - meld while also withstanding the forces of the negative vortex . — Ebony Ore — Crystalline Essence Matrix ( the silicate structure of this gem will be incorporated to disperse the negative energy ) — Refined Void Salts ( do not , under any circumstances , use the unrefined salts ) These base components require an alchemical catalyst to properly merge their properties when super - heated within a forge . I will do further research as to a suitable catalyst . And I will pray to my ancestors and the Tribunal that it is something we can find within this Vile Laboratory .
Quill - Weave ' s House Quill - Weave ' s House is located in Anvil next to The Count ' s Arms , and is the residence of Quill - Weave . It is a small , two - story house with a dining room downstairs and a bedroom upstairs . Quill - Weave has two leveled chests , one with armor and one is a treasury chest , located in her bedroom .
Heavy Armor ( Morrowind ) Heavy Armor is a combat specialization skill in . Use of the skill increases the effectiveness while wearing specific types of armor . The Heavy Armor skill is governed by the Endurance attribute . Heavy Armor provides the most protection , at the cost of speed and mobility due to its weight . The skill level is increased while wearing heavy armor during combat . When a strike lands on a portion of the body covered in heavy armor , progress towards the skill increase a percentage . When the progression of the current skill level reaches 100 % , the skill level increases by 1 . Racial bonus . Certain races gain a one - time skill bonus during character creation :
Vigilant Adalvald Vigilant Adalvald is a Nord Vigilant of Stendarr , first mentioned by Vigilant Tolan during the quest " Dawnguard . " Interactions . Awakening . He is found in Dimhollow Crypt during Awakening . The Dragonborn witnesses his murder at the hands of Lokil . By his side is a copy of his journal , " Notes on Dimhollow Crypt , Vol . 3 " . The other two volumes do not exist in - game .
Scrap of Adubaer ' s Journal Content . . . . separated from the others . Can ' t let them escape . Disable the devices , perhaps ? Too close to fail now . Even if it means this one ' s end as well , Morantor won ' t get what he desires . The secrets will die here with us …
Mephala ( Quest ) Mephala is a quest in . In order to get Mephala to speak with the Hero , an offering of nightshade must be given between midnight and dawn after reaching level 15 . Walkthrough . Mephala ' s Shrine . Go to Mephala ' s Shrine northeast of the Roxey Inn and speak to the priestess who runs the shrine , Dredena Hlavel . She will claim the Hero will have to offer nightshade between midnight and dawn or Mephala will not speak to them . After gathering the nightshade and being at at least level 15 , walk up to Mephala ' s statue and activate it to offer the nightshade and she will speak . She speaks of Bleaker ' s Way , a quiet town with its Dunmer and Nord villagers living together peacefully - Mephala wishes that changed . She wants the Hero to murder the heads of both families and leave evidence that implicates the other . Bleaker ' s Way . Head to the village , it ' s located not far from the shrine . Ask any villager about Bleaker ' s Way and the identity of the two leaders are revealed ; Nivan Dalvilu and Hrol Ulfgar . Next , gather the evidence to implicate the other family in each murder . Locate Nivan Dalvilu ' s house , sneak in and look for the Dalvilu Ceremonial Dagger . It is on a small table to the right hand side as they enter the house . From Hrol Ulfgar ' s house , collect the Ulfgar Family Ring . It is on a table , near the stairs on the second floor , lying next to a book . When the evidence has been collected , find and kill Hrol and plant the Dalvilu Ceremonial Dagger on his body . Then go and kill Nivan Dalvilu and plant the Ulfgar Family Ring on his corpse . Once they have implicated both families , go outside and inform any villager that they ' ve seen the family heads attack each other . Each family attacks the other , and the quaint little village turns into a battle ground . At this point , the Hero can help their favorite family to victory or just stand and watch the battle . Return to Mephala and she will be pleased by the outcome and will reward the Hero with the Ebony Blade .
The Ternion Monks Content . Some call them a cult . Others say worse things . But the Ternion Monks carry on a tradition that honors the Three Old Gods and the totems associated with them . While the religion is ancient , its followers are few . In many respects , the Ternion movement is slowly dying , as very little proselytizing takes place by the current contingent of monks . Fewer and fewer converts take up the worship of the Three Old Gods , and soon the religion may become nothing but a vague memory . Known for their healing magic , the Ternion Monks can call forth aspects of the Three Old Gods . With the help of these aspects , the monks can perform tasks beyond the scope of mere mortal limitations . The aspects take the forms of the Three Old Gods : the Fox , the Bear , and the Wolf . The Fox is crafty and quick , and its aspect enhances the speed and agility of the monks who call upon him . The Bear is strong , mighty . A protector . The aspect of the Bear enhances strength and shields those who call upon him from harm . The Wolf is sly and observant , ferocious and deadly . She watches and waits , looking for the best opportunity to make her move . The aspect of the Wolf enhances vision and perception , allowing those who call upon her to see more clearly , to notice the hidden and the obscure . The Ternion Monks prefer nigh - inaccessible spots as places to meditate and worship . Often , the only way to get to these holy retreats is to use the magic of the monks . A guardian is always appointed to open the way to the retreat , but will only do so for other monks or if the need is great and the requester is worthy . I have spent time with the monks , learned something of their ways and seen their healing magic in action . I believe that they are good people , following a worthy tradition . But I fear that when this generation comes to an end , the Ternion Monks and the Three Old Gods they worship will fade away . And that will be a sad day , indeed .
Twilight Sepulcher The Twilight Sepulcher is an ancient Nordic tomb in . Location . The Twilight Sepulcher is in Falkreath Hold , on its western border . It is quite lonely and mysterious as it is not near any other locations and is one of few Nordic ruins in that Hold . History . The Sepulcher is home to the Ebonmere ; Nocturnal ' s portal to the Evergloam and the resting place for the Skeleton Key . This is the entrance to Pilgrim ' s Path , a maze of enemies and barriers guarding the Sepulcher . It consists of two parts : Twilight Sepulcher and Twilight Sepulcher Inner Sanctum . The Sepulcher is locked until the quest Darkness Returns is started . Quests . Darkness Returns . The Dragonborn is sent to the Twilight Sepulcher as part of the Thieves Guild quest to return the Skeleton Key to Nocturnal .
TouchDrain Blunt Weapon TouchDrain Blunt Weapon is a Destruction spell available in that temporarily lowers the value of blunt weapon . 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 command : codice _ 1
Durhaz Durhaz is a young Orsimer mage found in the Orsinium Mages Guild in the city of Orsinium . She is a member of Mages Guild . Interactions . Conversation with Durhaz will reveal that she had joined the Guild only recent , and is very eager to become a mage . If the Vestige refuses the offer to observe Durhaz ' juggling performance , she will still be eager to show off her newly gained talents . If the Vestige agrees to see the performance , Durhaz will ask them to made a distance and will juggle fireballs . Upon starting a new conversation with Durhaz , she will claim that Orsimer are natural mages .
Ancient Nord Armor Ancient Nord Armor is a set of heavy armor that appears in . It is a variant of the iron armor set and has similar base attributes , though it is slightly lighter , and benefits from the Daedric Smithing perk , vastly increasing its armor rating when improved . This makes it comparable with some of the higher tier armors . It does not include a shield as part of the set . It is relatively rare , as it cannot be obtained from fallen draugr or crafted under normal circumstances . Smithing . The entire set can only be crafted at the Skyforge once the Companions ' main questline has been completed and Eorlund Gray - Mane has been spoken to about the forge . The armor is displayed in the Daedric section of the crafting list . This is because the armor benefits from the Daedric Smithing perk , which doubles the improvement . All pieces can be upgraded with an Iron Ingot at a workbench .
Berne ' s Aura Berne ' s Aura is an apprentice - level Restoration spell added by the fourth plug - in " Spell Tomes " . Locations . As with all Spell Tomes , Berne ' s Aura spawns randomly depending on multiple factors such as the Hero ' s level and spell level . However , for the best odds of finding a Spell Tome , search boss - level chests in Necromancer and Conjurer lairs .
Amulets ( Skyrim ) Amulets and Necklaces are worn on the neck by various characters and the Dragonborn . Only one can be worn at a time . They can be found as random loot around Skyrim , taken by pickpocket ing them from characters , or killing them and looting their body . These items can also be purchased from jewelers and general goods stores . Some necklaces can offer powerful magical attributes such as Regeneration or resistance against various types of physical or magical forms of damage . Necklaces with no magical enchantment can be enchanted at an Arcane Enchanter with various different enchantments . Smithing . Necklaces can be crafted at a forge using various raw materials and natural resources . Necklaces and amulets . < onlyinclude > The armor of each necklace and each amulet is usually 0 , but the Amulet of Articulation , given to the player by Brynjolf at the end of the Thieves Guild questline , is an exception : it has a random armor rating between 2 – 8 . < / onlyinclude >