naist-nlp/zeshel huggingface dataset:
Chantry of Auri - El The Chantry of Auri - El is an isolated , but vast series of temples located across the Forgotten Vale . It once served as the epicenter of the Snow Elf religion , the chief deity of which was the Aldmeri god Auri - El . Background . It was constructed at the beginning of the First Era to provide a retreat for those who wished to become enlightened . Pilgrims undertaking this journey were called Initiates . Additional temples existed throughout the empire to worship other deities such as Trinimac , Syrabane , Jephre , and Phynaster , but none were as grand as the Chantry of Auri - El . Wayshrines . The Wayshrines located throughout the Chantry played an important part of the process . They represented the steps Initiates took on the path to total enlightenment . The magic used to construct them is believed to predate the First Era . Snow Elf priests , known as Prelates , tended to these wayshrines . They were responsible for teaching Initiates the mantras of Auri - El . The symbolic rite stated that the Initiate would fill a Ewer with water from the central basin of a Wayshrine after performing a mantra . Once the Initiate ' s enlightenment was complete , they would bring the Ewer to the Chantry ' s Inner Sanctum . Pouring the contents of the Ewer into the sacred basin thus allowing him access to the temple and would grant the Initiate an audience with the Arch - Curate himself , This in theory was to complete the initiates journey . Genocide . After the war with the Atmoran s in the First Era , the Snow Elves were forced underground and eventually de - evolved into the Falmer , also to be known as the Betrayed . As the Chantry was isolated from both the Atmorans and Snow Elf alike , it was relatively unaffected by the war or the de - evolution of the Snow Elf race . Over time however , the Falmer discovered the well concealed Chantry and slaughtered the remaining survivors . Knight - Paladin Gelebor was one of the only survivors left , but despite the genocide , he remained inside the Chantry at his post guarding the first Wayshrine . The Prelates were magically restored to a spectral state by Auri - El to enable them to continue their duties . Interactions . Touching the Sky . The remnants of the Chantry can be found in Darkfall Cave during this quest , and Knight - Paladin Gelebor can be found tending to the Wayshrine . After speaking to him , he will give the Dragonborn an Initiate ' s Ewer and use Snow - Elf magic to open the first Wayshrine , leading to Darkfall Passage .
Shadowmarks T - Shirt Shadowmarks T - Shirt is merchandise of available on the Bethesda Store . It is based off the Shadowmarks from . Summary . " Available exclusively during Skyrim Week - - through Thursday , October 20th . Use the code DRAGONBORN at checkout and get the Shadowmarks T - Shirt for only $ 5 ! $ 50 Minimum order size required . Select a size and add Shadowmarks t - shirt to your card prior to applying DRAGONBORN code . " Men ' s 52 % cotton / 48 % poly charcoal heather t - shirt with 1 - color screenprint on front and Due to the limited nature of this product , no Returns or Exchanges are accepted .
Asteril Asteril is an Altmer residing in Woodhearth in the region of Greenshade . Asteril has a twin - sister , Laryaril , who pretended to be Asteril for a while . Interactions . Double Jeopardy . Asterils body can be found inside the Thalmor Residence , being dead for a while .
The Shivering Apothecary Content . Many , many things . Wet things and dry things . Things from plants , things from animals , things from stone and sky and tree and man and mer . So many beautiful things for potions . All of them there for the taking , waiting to be plucked and put to use . " Grind me ! Take my essence and turn me into something new , something wonderful ! " they cry out to me . I have given my life to finding so many of the wondrous things of Tamriel , and now the things that lie beyond . The realm of the Madgod , dangerous and beckoning , has so many new things to offer that I have trembled with excitement over it . I stop to take note of what I have found , so that I may not forget it in the coming days when I spend my time searching , mixing , and discovering . The Apprentice will find that Marrow from the Shambles and fins from Scalon s merge to make a deadly poison that strikes at one ' s very heart , damaging the health of those who ingest it . Many a blade did I sink into wet flesh and dry bone to learn this , but what I have found pleases me . Flame stalk s and the very essence of Flame Atronachs can be mixed by even a Novice to counter that damage , as one can drink a potion made from these two to feel healthy again . The Expert may find that rather than risk himself against those walking monstrosities , the Screaming Maw can be used instead . For Magic ka ( and without Magicka where would I stand now ? ) the ichor of an Elytra can be mixed with Withering Moon by a Novice or Thorn Hook by a Journeyman . No explorer in the Shivering Isles should venture forth without looking for these . The tongue of a Hunger - - by itself a marvel of anatomy - - can be eaten to cure poisons or matched with Withering Moon to cure disease . ( I cannot help but wonder what disease would be so dire as to risk one ' s life against a Hunger . . . ) I have been most pleased to find that to the Expert Alchemist , Rot Scale , and Worm ' s Head Cap s can be mixed to paralyze one ' s enemies . This has proven most useful in extracting ingredients from the Isles ' less cordial residents .
Belknar Belknar is a Nord ghost found in the Temple of Mourning Springs after the quest " Tears of the Two Moons " has been completed and the ghosts have returned . He can be found kneeling before Skavwulf the Maul with Ogmir and Hrorleid . Trivia . Belknar is the Thane of Jarl Skavwulf the Maul and member of an ancient raiding party from Windhelm .
Jonna Jonna is a Redguard innkeeper in Morthal . Background . She is the sister of Falion and the owner of the Moorside Inn . When the Dragonborn talks to her , she will say that business is slow in Morthal . She sells various food and drinks , and a room can be rented for 10 , as with all innkeepers . Interactions . Laid to Rest . When asked about the burnt - down house right next to the inn , she will tell the Dragonborn about Hroggar and his family who recently passed away in the fire . This will start the quest .
Understanding House Indoril Content . Written in the 57th Year of the Golden Peace Founded early in the First Era , House Indoril has always been a political powerhouse . Orthodox and conservative in our beliefs and outlooks , we have always been firm proponents of traditional Dunmer customs and practices . For House Indoril , religion stands as our most cherished institution . We revere our blessed ancestors . We honor the Good Daedra , specifically Boethiah , Mephala , and Azura . And we celebrate the saints , including Veloth and Aralor . House Indoril believes that Dunmer culture must be preserved at all costs . Change is the enemy of tradition , and it will weaken our strong foundation if we allow it to take root . House Indoril doesn ' t see outsiders and non - Dunmer as inherently evil and dangerous , and no outsider is forbidden from visiting Indoril territory . But housekin must always remain vigilant and observant . Every visitor must be watched carefully , for a watched thief never steals , as Grandmaster Bestin taught us at the beginning of the age .
Sharava Sharava is an Argonian Shadowscale hiding with her team near Sunscale Strand . Interactions . Pull the Last Fang . Sharava wants the Vestige to hand her the Fangs of Sithis that they retrieved , claiming that they belong to the Shadowscales . Dialogue . Pull the Last Fang . If the Vestige talks to her once again before deciding :
Absorb Skill : Athletics Absorb Skill : Athletics is a novice - level Restoration spell in . Effects . Absorb Skill : Athletics transfers five points of the target ' s Athletics skill to the caster for ten seconds , upon touch . Acquisition . Absorb Skill : Athletics can be purchased from Thaurron at the Anvil Mages Guild .
Skeleton Key ( Daggerfall ) The Skeleton Key is a unique Daedric Artifact in that is not a misc . item but an amulet , allowing it to be worn . Use . The Skeleton key ( when worn only by caster ) gives 15 extra points to the Dodging skill . When used it instantly opens one non - magical lock per day . If the lock is magical the chance will not be guaranteed to open but is still very high Acquisition . The Skeleton Key can be acquired by completing Nocturnal ' s Quest . Nocturnal ' s Quest . Nocturnal can be summoned on the 8th of Hearthfire . Upon speaking to her she guides the hero to a radiant dungeon to kill a mage . The hero has the option of sparing the mage ' s life and accepting a sidequest to get another artifact from a different dungeon , but this is not necessary and counts as betraying Nocturnal . Upon completing the task he appoints them to another radiant town in the region where they will find her Worshipper who awards them with the Skeleton Key , betraying the Daedric Prince or not .
Frost Shield ( Oblivion ) Frost Shield is a spell and spell effect available in that protects the user from frost spells such as Frost and Ice Storm . The Frost shield effect combines the effects Resist Frost and Shield . Availability . The Frost Shield effect is available purely as a spell , as potions , as enchantments . and as scrolls . Spells , potions , and scrolls may be found at most Mages Guild halls or alchemy shops and scattered around " Oblivion " < nowiki > ' < / nowiki > s wilderness as random loot . Spell . As a spell , the user has one Frost Shield spell that may be cast upon themself to protect against cold damage cast upon them by the enemy . The spell provides 15 points of protection for 20 seconds . Potions . The Frost Shield potions have three strengths , all weigh 0 . 5 , and are shown in the table below . Also note that the spell ' s magnitude is considered as armor against both physical damage and frost damage . Enchantments . Frost Shield may be applied to the player ' s apparel items as enchantments . These enchantments are available in five strengths , as shown in the following table : Scrolls . Finally , Frost Shield is also available in single - use scrolls that may be purchased or found as random loot . These scrolls and their descriptions are listed below :
Pack Leader ( Legends ) Pack Leader is a creature card in . Acquisition . This card was the January 2018 Monthly Card and can only be crafted . Strategy . Pack Leader is best utilized in decks that feature other wolves , as this maximizes the buff it provides .
The Serpent The Serpent is the thirteenth constellation existing in the Aurbis . It is no charge of a Guardian Constellation , doesn ' t have a season and seems to be wandering about the sky . It is also formed by " Unstars " , rather than planets and stars . The Serpent constellation is not shown in the Imperial Orrery .
Olava the Fair Olava the Fair is a Nord commoner who lives in Bravil . Location . She can be found in the Great Chapel of Mara in Bravil . She is a Layman of the Nine Divines and a Living Saint of Mara . Olava is considered to be a kind and loving person , who nurtures the town and all who live in it as her own children . Characteristics . She wears lower - to - middle class clothing and carries a leveled amount of gold . She also has the Chapel ' s key . If is installed , the Chapel will be attacked by Auroran s and she will die in the massacre .
Legions of the Dead Content . Undead commonly occur in three basic types : spirit , flesh , and fleshless . Spirit revenants like the ancestor ghost , wraith , and dwarven ghost , can only be harmed by weapons that are enchanted or made of refined substances such as silver . Ancestor ghosts , the most common spirit revenant , are harmless , apart from the minor curses they lay upon their victims . Wraiths are similar to ghosts , but they are capable of inflicting wounds to the careless explorer . Dwarven ghosts are more dangerous still , but they generally appear only in Dwarven ruins . Flesh revenants , or ' zombie s ' as they are often called in the West , are known as ' bonewalker s ' in Morrowind . Magic preserves the bonewalker ' s fleshy remains along with the bones and spirit . Bonewalkers are readily identified by the sharp protuberances of bone and metal employed in the rituals that bind them to this plane . All bonewalkers are malevolent and dangerous , but the greater bonewalkers are far worse than the more common ' lesser ' bonewalkers . Thankfully , normal weapons harm bonewalkers . It is difficult to generalize about fleshless revenants , or skeletons . The agility and fighting ability of the animated remains may depend on the abilities of the revenant ' s former life , and may therefore be weak or strong , or more or less capable with weapons and shields . Fortunately , enchanted weapons are not needed to destroy skeletons . An exception is the bonelord , a peculiar form of revenant that seems to derive its powers more from its spirit energies than from the substance of its skeletal remains . Bonelord s are very powerful , and very dangerous . Normal weapons do not affect them . Vampires were believed to be extinct in Morrowind for centuries . Dunmer culture has a special hatred for vampires , and in earlier times the Ordinators and Buoyant Armigers hunted them to extinction . In recent years , however , vampires have either begun to sneak into Morrowind , or long - dormant ones have been awakened . Vampires vary in their substance and power according to their age and accumulated lore , but even the weakest vampire is immeasurably stronger than most other undead . Note : Ash vampire s are not vampires , and are not undead . Ash vampires are extremely dangerous . While their spirit and substance may indeed be preserved by some magical process , the holy warriors of the Tribunal Temple report that spell effects known to affect the undead have no effect on ash vampires .
Hjaalmarch Hjaalmarch is one of the nine Holds of Skyrim . Its capital is Morthal . It is one of the smallest Holds . The Hjaal River runs through a large portion of this Hold . Description . Hjaalmarch is located in northern Skyrim , at the mouth of the Karth River . Morthal lies near the center of the hold . The hold borders Haafingar , separated by the Karth River to the northwest , The Reach to the west , Whiterun to the south and The Pale to the east . Much of the terrain is covered by wetlands , marshes , and swamps , which are infested with vampires . Sitting on the southern edge of the Drajkmyr marsh , dry ground can be hard to come by in Morthal . The capital of the Hjaalmarch Hold , Morthal , is often shrouded in a thick fog , and ominous twisted trees grow from the surrounding marsh . Morthal is foreboding to travelers approaching it , and the torches of the town glowing in the fog often give the impression of wisps at a distance . Many travelers choose to steer clear of the place altogether . Morthal is a town shrouded in mystery . Its people are reclusive and wary of newcomers , and only a single lumber camp supports its weak economy . The Jarl is among the most relaxed in Skyrim when it comes to taxation , but Hjaalmarch is also the poorest of the nine Holds . The Hold is still part of the Empire , but the Jarl is unapologetically vague in her enthusiasm for the Imperial Legate stationed in her dwelling . A number of the people in the town are concerned about the prospect of war . War brings outsiders , and outsiders are not a welcome sight in Morthal . Most would rather the conflict were kept outside their home , leaving them free to pursue their own interests .
Console Commands ( Skyrim ) / Shouts You can add shouts to your character using the Console command codice _ 1 or codice _ 2 . After learning a word you will need to unlock it in your skills menu using a dragon soul . Alternatively , you can use the codice _ 3 command . This command is normally used in the case of a malfunctioning word wall , or if using codice _ 4 does not advance the appropriate quest to the requirement of learning the shout . If you need Dragon Souls you can set the amount you have with the command codice _ 5 with # being the amount you ' ll have afterwards or you could put the command player . modav dragonsouls # with # being the number of dragon souls you gain . Dawnguard shout codes . For the above shouts XX represents the Load Order of your " Dawnguard " DLC . For instance , if Skyrim . esm is 00 , Update . esm is 01 , and your Dawnguard . esm was loaded next then it would be 02 . So you would replace XX with 02 . Dragonborn shout codes . For the above shouts XX represents the Load Order of your " Dragonborn " DLC . So you may for instance replace XX with 04 if you have " Dawnguard " , " Hearthfire " , and " Dragonborn " DLC ' s with " Dragonborn " loading last . If you have a mod manager it will likely list the load order for you . Summon Spectral Clone . The Dragonborn can use this shout and even has his own voice file . Note : This Shout is not very useful . Take care not to harm the Spectral Clone in view of any guards or citizen s , as this will cause a bounty to be imposed as if you had assaulted a normal NPC .
Adrimk Adrimk was an Atmoran warrior and war - teacher who lived in the Merethic Era . She was one of the Five Hundred Companions . Biography . Adrimk was known throughout Atmora and was very wise and honorable , and had been the teacher of many great warriors . She , as well as few of her younger students , joined Ysgramor ' s cause to slay the savage elves who were to blame for the Night of Tears . On the Day of Final Passage she had become a crewmember of Darumzu , the longboat under command of Captain Ylgar . During the voyage to the Tamriel , known to Atmorans as " Mereth " , Darumzu was caught in the Storm of Separation and was separated from the rest of the fleet . However , the boat sailed out safely , arriving at Hsaarik Head just a bit late . Most of the students Adrimk took with her earned their names as warriors on Tamriel . However , no further records show what could have happened to Adrimk later on .
Vadelen Indothan Vadelen Indothan is a Dunmer found at the Five Claws Inn in Woodhearth . Unlike many of his people , he despises the practice of slavery and expresses his wishes to be a Khajiit , whom he believes to be his true people . In that goal , he attempted to brew a specific potion that would have allowed him to become one but it failed and instead turned him into an Argonian . Interactions . The Unfilled Order . Find three ingredients for Vadelen Indothan .
Daedric Luck Daedric Luck is a Restoration spell available in that temporarily increases the value of luck . Attribute 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
Forge , Hammer and Anvil Content . Forge , Hammer and Anvil by Adolphus Eritius These notes were found in ruins near Old Hroldan . As best I can tell , they were written by Thorbald , a rather infamous smith who died shortly before Tiber Septim ' s reign . He was rumored illiterate , and given that these notes are obviously written by an assistant , that rumor is likely true . I have made no attempt to correct the texts themselves as they may have historical value . Without further ado , the ramblings of Thorbald : This ain ' t no book for how to be a grayt smith . So if you ' re reeding this , stop . It ' s just me own notes cawse i ' m getting old and cranky and don ' t rember stuff . These be me own methods for makin things . Iron armor and weapons . Lots of Iron ingots and some leather strips . Steel armor and weapons . Lots of Steel ingots , a little iron , and some leather strips . Cept for Steel Plate . It needs some Corundum too . Leather armor and weapons . Who ' d be stupid enuf to make leather weapons ? Leather armor needs leather . Big peeces and little peeces . Just like hide armor . And studded armor . Scaled armor too . Well , that needs some steel also . And . Can ' t make Scaled armor without Corundum . That would be dum . Dwarfen armor and weapons . Dwarfen scrap metal , some iron , and some leather strips . I ' m gonna stop sayin leather , cawse it ' s always used . Are you writin what i jus said ? You idiot ! Jus do it , don ' t rite it . ( Thorbald is old and fat ) . Elven armor and weapons . Elves and dwarfs didn ' t get along . Bet you didn ' t know that . Elven stuff needs Moonstone and a little bit of iron . Except for that Gilded stuff . Gotta add Quicksilver if you wanna make Gilded Elven armor . Orcish armor and weapons . Use Orichalcum and a bit of iron . ( Thorbald doesn ' t like Orcs ) Ebony armor and weapons . Takes only ebony . No iron . Not even a little . You ' ll want to , but don ' t . Glass armor and weapon . Need Malachite and sum Moonstone . Nasty stuff , workin ' with Malachite . Daedric armor and weapons . Hah ! Like i ' d rite that down . ( He uses daydra hearts . I don ' t know whare he gets ' em ) That ' s all . You can stop writin now . I said stop ! Postscript – The last page had a large streak of ink a few splatters of blood . It would be a fair conclusion that Thorbald beat his assistant . We have no way of if Thorbald ever discovered the extraneous comments added to his script . - - Adolphus Eritius
Weakness to Common Disease Weakness to Common Disease is an effect and a spell in that is a member of the Destruction school of magic , governed by Willpower . Its base Magicka cost is 2 . 00 points . Spells . The following spells consist of a Weakness to Common Disease effect . They may include additional effects . See articles for details . Merchants . The following spell merchants are purveyors of one or more spells consisting of a Weakness to Common Disease effect : " < nowiki > * < / nowiki > " Characters . The following people use this spell : Items . The following items consist of a Weakness to Common Disease effect . They may include additional effects . See articles for details .
Anvil Mages Guild The Anvil Mages Guild is the stone home of wizards in the city of Anvil . This edifice is just south of the " Anvil - Main Gate " and the next - door neighbor of the Anvil Fighters Guild . Restoration spells can be purchased here . Quests . Anvil Recommendation . As part of the " Join the Mages Guild " questline , the Hero must gain a recommendation from an Altmer Spellsword named Carahil who serves as the leader of the Anvil Mages Guild . Unlike other tasks needed to gain a recommendation for access into the Arcane University , and thereby advancing in the guild , the " Anvil Recommendation " quest requires combat with a mage experienced in the use of frost spells .
Lorbumol gro - Aglakh Lorbumol gro - Aglakh is an Orsimer Smith residing in the Fighters Guild headquarters in Vivec City . He is the initial steward who offers quests for the Vivec Fighters Guild , before receiving them directly from the guildmaster himself . The Nerevarine can purchase materials from him , and he is also able to repair items .
Assured Safekeeping Assured Safekeeping is a Restoration spell in that temporarily increases the value of the Security 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
Guy LeBlanc Guy LeBlanc is a Breton who is found near Tangle Rock in Glenumbra . He is standing by a cart with the goods on the ground , apparently having just been attacked . Interactions . Wicked Trade . Bloodthorn cultists attacked a group of Camlorn refugees . They kidnapped the group ' s women and dragged them into the Fens . His sister is among the women taken .