naist-nlp/zeshel huggingface dataset:
Zealotry Content . The self - proclaimed Zealot s of Sheogorath believe our liege lord to be not just a man of mysterious and wondrous powers , but a living god . They believe Arden - Sul , Who Reads the Winds in Our Entrails , was the mortal aspect of Lord Sheogorath , and will come again to cleanse the Realm . Since these claims are clearly ridiculous , it can be assumed that all Zealots are quite mad . The Zealots cannot be reasoned with . They cannot be treatied with easily . They attack almost anyone on sight , assuming them to be heretics or non - believers . They fight to the death , reveling in the carnage . The reader might ask , then how does one join the Zealots ? After much research , I discovered that Zealots sneak into settled areas and leave sets of robes behind . Anyone inclined towards Zealotry can don these robes and approach the Zealots safely . It is said that Zealot leaders can see the true heart of a supplicant , even if he wears the robes , and will slay any false supplicants . Even then , the Zealots have painful rituals meant to prove their fealty to Sheogorath . Only the most devout supplicants are accepted into their ranks . Those who fail these tests are put to death . Once a supplicant is accepted as a Zealot , he is taught ceremonies and sorcerous secrets . The best known is summoning Flesh Atronachs to do their bidding . These powerful creatures are formidable foes .
Varel Morvayn Varel Morvayn is a Dunmer blacksmith who runs the weapons and armor shop Morvayn ' s Peacemakers in Anvil . Varel has an apprentice named Enilroth , who plans to take over the shop when he dies , or retires . Varel sells the unique weapon , the Truncheon of Submission .
Orders are Orders Content . The soft - skins can ' t do their dirty work alone , but who are we to refuse their gold ? They want to break up some stupid wedding , then help them … but be smart . These Elves have different magic than we do . Maybe they can help with the crown . I don ' t trust that Speaker - in - Empty - Air or her promises . I want assurances if we do what she asks , we ' ll get what we want . Turn the Silvenar over to the Houndsmen for their ritual , but keep any other captives separate . I ' ll question them later . And don ' t let the tribes fight ! We get our way , and the Dominion will be sorry for excluding us .
Summon Decrepit Shambles Summon Decrepit Shambles is a journeyman - level Conjuration spell in . Effects . It summons a Decrepit Shambles that will fight as the caster ' s ally for thirty seconds . Acquisition . Summon Decrepit Shambles can be purchased from Earil , who resides at Earil ' s Mysteries in Crucible , New Sheoth .
Ataxia ( Morrowind ) Ataxia is a mild common disease affecting the victim ' s strength and dexterity . Symptoms include general pain and muscle stiffness . It may be contracted from Slaughterfish . Carriers . This disease can be caught from Diseased Alit and Plague Bear , regardless of what is said by the game ' s characters .
Founding of the Spirit Wardens Content . by Janise Muric , Third Warden of the Faithful Circle Chapter One : Durak ' s Early Years Though Abbot Durak is our spiritual leader , he has never been comfortable with the title . Old Master Ugbak once said that relates to his upbringing in the ruins of Orsinium . Anyone can see that Durak is small for an Orc , and one could speculate that his brothers ' bullying led him to pursue a mystical path , one unusual for Orcs . As Ugbak tells it , Durak ' s story begins in Orsinium , where his lot was hard and lonely . Durak ' s life changed when he first heard whispers in the night — whispers from the Daedric Prince Azura . Azura said Durak would accomplish a great task : he would come to Stormhaven and found an order of worshipers in her name . These " Spirit Wardens " would prepare for a time of chaos , when Stormhaven ' s people would suffer from a madness of nightmares . Durak knew better than to share these whispers with his brothers . He already faced ridicule for his study of magic and lack of physical prowess . Soon after , he left his home in Orsinium and struck out on the long journey to Stormhaven , carrying nothing more than his staff and the clothes on his back . Durak found his way to Stormhaven , but he had no idea how he was to found this order of " spirit wardens " or where they would live . Soon he despaired . One night , as he took shelter beneath the Weeping Giant , the whispers came again . The silken voice of Azura spoke of a path hidden in the hills west of Moonlit Maw . At its top , Durak found an ancient abbey , abandoned and overgrown . This , he knew , would be the home of the spirit wardens — and so it became our temple to Azura . Under Durak ' s leadership , we are prepared for Vaermina ' s plague of dreams . We were founded to protect Stormhaven from its nightmares , and we will do so to our dying breaths .
The Song of Pelinal , Book I Summary . The Song of Pelinal , Book I is one of the eight volumes of The Song of Pelinal . It begins to tell the tale of Pelinal Whitestrake , one of the main characters in the add - on , . Content . " [ Editor ' s Note : Volumes 1 - 6 are taken from the so - called Reman Manuscript located in the Imperial Library . It is a transcription of older fragments collected by an unknown scholar of the early Second Era . Beyond this , little is known of the original sources of these fragments , some of which appear to be from the same period ( perhaps even from the same manuscript ) . But , as no scholarly consensus yet exists on dating these six fragments , no opinions will be offered here . ] " That he took the name " Pelinal " was passing strange , no matter his later sobriquets , which were many . That was an Elvish name , and Pelinal was a scourge on that race , and not much given to irony . Pelinal was much too grim for that ; even in youth he wore white hair , and trouble followed him . Perhaps his enemies named Pelinal of their own in their tongue , but that is doubtful , for it means " glorious knight " , and he was neither to them . Certainly , many others added to that name during his days in Tamriel : he was Pelinal the Whitestrake because of his left hand , made of a killing light ; he was Pelinal the Bloody , for he [ drank ] it in victory ; he was Pelinal Insurgent , because he gave the crusades a face ; he was Pelinal In Triumph , as the words eventually became synonymous , and men - at - arms gave thanks to the Eight when they saw his banner coming through war ; he was Pelinal the Blamer , for he was quick to admonish those allies of his that favored tactics that ran counter to his , that is , sword - theory ; and he was Pelinal the Third , though whether this was because some said he was a god guiser , who had incarnated twice before already , or that , simpler , he was the third vision given to Perrif , anon Alessia , in her prayers of liberation before he walked among the quarters of rebellion , is unknown .
Giant Giants are a nomadic race of large humanoids native to the provinces of Skyrim and High Rock known for their colossal height and immense strength . They are usually seen herding their mammoth s through mountains and tundras , processing their mammoths ' milk into cheese while eating cooked Skeever . Anatomy . Giants are eleven to twelve feet in height , and are mostly humanoid in appearance ; they have long , powerful limbs , thick skin , with large hands and feet , and decorative scars on their chest that are mainly tribal or religious symbols . Giants ' hair is braided with decorative beads and their faces are wrinkled . Female giants are scarcely seen , but the reason behind this is unknown . Technology . Giants ' weapons are crudely made as they are simply a large stone and wood club . For clothing , giants wear pelts of fur and bones or a simple loincloth . Due to herding mammoths , they typically eat mammoth cheese , but apparently do eat other forms of food , as dead horses and wolves sometimes appear on their cooking spikes . Behavior and intelligence . Giants are moderately intelligent as they are able to herd mammoths , fashion clothing out of furs and bones , and speak a deep , guttural language , although it is unknown to anyone how to translate it . They have been noted by Hasphat Antabolis to have been the ones who called the Dwemer dwarves ( the little ones ) . Giants have intricate beliefs regarding death as they have specific burial grounds ; as such , when a giant is dying , they go to said location to die . Also , if a giant was not at the burial grounds during death , then other giants will transport the body to the burial grounds . When in battle , giants use their brute strength to kill their foes , often crushing them with their clubs or simply stomping on them .
Expensive Shirt Expensive Shirt is a piece of expensive clothing in that is available in many colors and styles . It is unenchanted Shirt of a higher quality than the common variety . Locations . All clothiers around Vvardenfell , Mournhold and Solstheim will most likely sell at least one version , they are also often sold by general traders and pawnbrokers .
Hlaki ' s Journal Content . It is nearly done . Lodorr is sealed in his tomb . One task remains . I must prepare a cursed ward that will cause the dead to rise if the prison is ever breached . I ' ve ordered the tunnels sealed behind me . This shall become my tomb , as well .
Abecean Sea The Abecean Sea lies off the west coast of Cyrodiil . The city of Anvil is situated along its shore . Both the Brena and the Strid River s flow into the sea . The sea also borders Valenwood , south of Cyrodiil , and Hammerfell to the north . Slaughterfish are known to inhabit the waters . There is a whirlpool in the Abecean called the Maelstrom of Bal that can make ships disappear , and may be a portal into Oblivion , but the trauma of riding its waters would surely slay any who tried . There also lies a mysterious ship wreck up north in the Abecean Sea , at the mouth of the Brena River . The Abecean Sea is part of the Eltheric Ocean .
Weak From Bloodlust Weak From Bloodlust is a component of Lycanthropy , the disease in that makes one a werewolf . These symptoms become apparent only when a werewolf ' s bloodlust has not been fulfilled for an extended period of time . Effects . Both effects are constant on self : Cures . Quests . The only way to permanently cure Weak From Bloodlust is to do the quest called " Rite of the Wolf Giver " . Once the quest is completed , the Nerevarine will be cured of their lycanthropy , and be unable to contract it again .
Severa Magia Severa Magia is an Imperial Assassin who resides in the Daedric Ruins of Ald Sotha . She is the Night Mother of the Dark Brotherhood . Interactions . Threads of the Webspinner . Find the 26 Sanguine items for Eno Hlaalu to receive a reward from Mephala . Kill Severa Magia . The Dark Brotherhood in Vvardenfell keep their headquarters in the ruins of Ald Sotha , which is northeast of Vivec City . The Nerevarine must travel there and honorably execute the local Night Mother of the Dark Brotherhood , Severa Magia .
Dire Noise Dire Noise is a ranged Illusion spell that produces a disorienting noise in the victim ' s mind , reducing their ability to concentrate and lowering their chance of successfully casting spells for five seconds . Effects . A reduction between 1 and 75 % in the victim ' s chance of successfully casting spells can be expected due to the influence of Fatigue on the Sound effect . " See Sound Magnitude for details . " Characters . The following people use Dire Noise : Merchants . Dire Noise can be purchased from the following spell merchant ( s ) :
Help Complete Abah ' s Local History ! Content . Citizens of Abah ' s Landing ! It has been my privilege to volunteer for , and accept , the role of committee chair of the annual Hew ' s Bane Remembrance Days , a task I promise to carry out with vigor and enthusiasm ! This year ' s display will honor the life and achievements of our founder ( and my ancestor by way of my maternal grandfather ) , Prince Hubalajad himself ! In addition to a display of sundry items of historical interest dating from Prince Hew ' s reign , it is my hope that our panoply will include , for the first time , a full set of the justly - famous and highly - collectible series of books known as " Prince Hew ' s Fiascos . " To this end , I will be lending the festival my own collection of these beloved tomes , which includes the following titles : — Prince Hew and the Envoy ' s Exploding Pipe — Prince Hew and the Haj Mota Chariot — Prince Hew and the Iron Regatta — Prince Hew and the Three - Legged Race — Prince Hew and the Pet Toku Gava — Prince Hew and the Atronach Parade — Prince Hew and the Kindlepitch Fountain — Prince Hew and the Ogre Ballet As the astute observer will immediately note , this collection is missing only one volume , the tragically rare " Prince Hew and the Spriggan Barbecue . " If a copy of this scarce tome is to be found in Abah ' s Landing , it would be an act of civic charity for its owner to lend it to our panoply . ( And if that owner were interested in selling said volume , I would offer substantial remuneration for it ! ) Also , as my best - beloved spouse , Lady Wallavir , has other commitments , our committee is searching for a handsome woman of Redguard descent to act as presenter at the festival and play the role of Petty - Vizier Hafzifeh al - Yath , the putative author of " Prince Hew ' s Fiascos . " Interested parties should apply in person up at the manor . — Lord Huzahar Wallavir , Grandee
Ward of Akavir Ward of Akavir is a unique medium tower shield that is enchanted with Restoration magic . It is in the possession of Grurn , a powerful lich at Fort Firemoth . Interactions . Siege at Firemoth . The Nerevarine is sent to Fort Firemoth to eliminate an army of skeletons that has overridden the Fort . This shield is used by Grurn , the leader of the army of the undead , and can be recovered from his remains if defeated .
The Orcish Hoard The Orcish Hoard is a Knight Order quest available during the events of . The Agent is sent to destroy the leader of an Orcish Hoard , after complaints by local Merchants to their Knightly Order . Background . After completing several quests for one of the ten Knight Orders of the Iliac Bay , the Agent will be accepted into said Order . From that point on they will have to make their way up the internal rank ladder to gain more lucrative and noteworthy quests , to improve their reputation . Walkthrough . Once the Agent has obtained a fair amount of reputation within a Knight Order , one of the Order ' s Quester s will reveal a worrying development . It appears that a sizeable group of orcs have moved into the region , and are attacking both land and commerce . The Agent is duly tasked with removing their leader , a Sergeant , as well as any others that get in their way . Orcs in Arms . The Sergeant is leading his band from a nearby dungeon , the location of which is added to the Agent ' s map by the Quester . Once at the dungeon , the Agent must enter and fight their way through Orcs , creatures and enemies until they find the leader . The Sergeant may be found at any point during the hunt , and is the only Orc that needs to be slain . Once the Sergeant has been killed , confirmed by a message , the Agent must escape the dungeon and return to the Quester before the time limit expires . Rewards . The Agent will not receive any physical reward for completing the quest successfully , but will instead get a huge boost to their reputation within the region . The penalties for failing the quest remain true to a usual quest :
Patches ( Online ) / Patch 1 . 0 . 6 OVERVIEW The Elder Scrolls Online v1 . 0 . 6 features fixes to more quest issues and blockers , in addition to game stability and performance . We are continuing to improve our fight against bots and gold spammers , and appreciate your patience and understanding . FIXES & IMPROVEMENTS ALLIANCE WAR General COMBAT & GAMEPLAY General DUNGEONS & GROUP CONTENT General EXPLORATION & ITEMIZATION General MISCELLANEOUS General QUESTS Main Quest Alik ' r Auridon Breaking the Barrier : The shards will now always appear properly when on the quest step " Use the Runed Talisman on the Wards . " Bangkorai Deshaan Glenumbra Grahtwood Guilds Khenarthi ' s Roost Reaper ' s March Rivenspire Shadowfen Stonefalls Stros M ' Kai The Rift
Agnis Agnis is an old Nord woman living inside Fort Greymoor who cooks and cleans for the occupants , which are either Legionnaires , Stormcloaks , or bandits , depending on the state of the Civil War . Interactions . She is not hostile to the Dragonborn and when spoken to , she says that she will never leave the fort , and has been the maid for all the different factions and groups who have inhabited it . They come and go so fast , she doesn ' t seem to care . She tells any new group claiming the fort that she comes with it . If the Dragonborn drops an item in the fort , she may bring it to the Dragonborn , informing them that they had mislaid their item . She is the target of this Dark Brotherhood assassination contract given by Nazir . One must kill Agnis for a reward of 500 – 700 .
Yenadar Yenadar is a Khajiit moon priest . He was the keeper of Jode ' s Light , a now ruined temple near Pa ' alat . His mind and body were corrupted by a Dro - m ' Athra , which is now found alongside him in the temple ' s sanctum .
Cohort Briefing : Arenthia Content . This unit will begin occupation of Arenthia within a fortnight . To ensure our success in the operation , every soldier needs some knowledge of the city and its civilians . Go in unprepared , and you ' ll end up robbed blind or stuck full of Wood Elf arrows without knowing how or why . Having spent some years guarding caravans in transit from Arenthia to Skingrad , I can provide the information you need to avoid personal harm and unnecessary provocation of the citizenry . Don ' t be lulled into complacency by the familiar buildings ; this city is nothing like home . Though some Colovian traders from north of the River Strid have settled here , they ' re outnumbered by the Wood Elves from the south and the Khajiit who roam in from the eastern savannas . In the past , the city ' s allegiance has changed as often as the wind , but the flimsy Khajiiti hovels and the Elves ' temporary tree - shaping don ' t endure like the good Colovian stone from which most of the lasting structures are built . You ' ll encounter plenty of Wood Elves and Khajiit , so a general awareness of their customs and practices will prove useful . Wood Elves become unreasonably aggressive if they believe a plant or tree is in danger . If any trees need to be cleared , obtain permission from your superior and assemble an armed squad . Also , be aware that Wood Elves are fond of indulging in drink , and their normally irreverent tongues become even worse when soaked . A word of advice : do not engage in drinking contests with these Elves , no matter how they taunt you . Khajiit make up a sizable portion of the population , though few hold permanent residence here ( or anywhere ) . These moon - worshipers drift in and out in bands , bringing their sugary liquors and garish fabrics to market . Exercise caution if you are approached by one of the pleasure - partners that often travel with these caravans . They are invariably thieves , and by the time you realize you ' ve been picked clean , they ' ll be halfway back to Dune . On a related note , we ' ve caught wind that a ring of skooma smugglers may be operating out of the city ' s shamefully disused Temple of the Divines . This is an affront to the Divines and will be investigated once our hold is established . We will clear out the scum if the rumors prove true , but there is to be absolutely no looting of the Temple . In time , we will restore it to its rightful glory . Your job is to make certain that our grip on Arenthia is ironclad . Enforce martial law and keep the peace as much as possible , but be swift to quell any potential disturbance . Remember , no culture can claim " traditional " ownership of this city ; it belongs to the banner with the most troops on the ground , and that ' s going to be ours .
Orc ( Arena ) Orcs are creatures encountered in . Overview . Orcs are green humanoid hostile creatures encountered in dungeons and in the wilderness . Orcs are not very intelligent , however these creatures can use weapons like maces and wear advanced armor . While being well armored humanoids , Orcs are not strong as they may seem , these creatures are between Snow Wolfs and Skeletons in terms of strength . As the Eternal Champion gains experience , Orcs become a minor enemy . Orcs are mainly encountered in dungeons , however they can also appear in the wilderness or inside cities while sleeping or waiting .
Whispers of Death Whispers of Death is a quest in . As Listener for the Black Hand , hear the commands of the Night Mother and pass them on to the Speakers . This is a repeating quest . Walkthrough . Go to the statue of the Lucky Old Lady in Bravil and activate it to speak to the Night Mother . She will give the name and location of a client who is always outside Cyrodiil , and thus inaccessible to the Hero . Head back to the Dark Brotherhood Sanctuary and tell Arquen . She will pay a share of the Brotherhood ' s earnings for the week , about 200 . This quest can be completed an unlimited number of times , once every week and will cause Dark Brotherhood Murderer s to start appearing in Cheydinhal Sanctuary , where they can be recruited as followers . More will appear as the quest is completed repeatedly .
Boethiah and Her Avatars Content . Boethiah , the Daedric Prince of deceit and conspiracy , utilizes avatars to impose her will upon the world . These avatars , always tricky and often unpredictable , can appear as males or females , Dark Elves or some other race . They usually insert themselves into important or momentous events , working behind the scenes to drive such events to a conclusion that serves the will of their secretive master . Avatars of Boethiah often issue challenges and trials intended to test the mettle of worthy heroes and common folk alike . Their motivation is never clearly stated and usually obfuscated , but are always assumed to be a part , either small or large , of the greater machinations of their master . When these challenges and trials come to an end , usually when the task assigned by the masked avatar is accomplished , it is common for the avatar to disappear without a trace . This often leads to mysterious stories , strange legends , or , at the very least , a level of confusion among those who participated in the challenge .