naist-nlp/zeshel huggingface dataset:
A Reminder from the Judge Content . Remember , I want my court to be exciting and titillating . I also want our cases to reach their conclusions swiftly . For this reason , please remind all Daedric bailiffs that mortals are weaker and more fragile than Daedra . Our new captives will not easily recover from most injuries , and I want them healthy enough to receive their sentences . Do not damage them . This includes , but is not limited to , severed limbs , flaying , disembowelment , decapitation , and summary execution — at least until judgment has been rendered . Please , restrain yourselves in the face of these mortal mages , and do not destroy them . I want to play with these toys for as long as possible . Now , let ' s go serve up some justice ! For the glory of Molag Bal ! — Judge Xiven
The Black Garrison The Black Garrison is the southeastern region of Coldharbour . It contains a huge stronghold , The Black Forge , where Dark Anchors and other Daedric weapons and machines are created . Also in the Black Garrison is The Great Shackle , the very heart of the Planemeld . The achievement Guardian of the Great Mage is associated with this subregion .
Zuuk ( Location ) Zuuk is an Ayleid ruin in , and is located in the region of Shadowfen , Black Marsh . It is the sight of an abandoned Kothringi village . Quests . Into the Temple . After Drillk ' s memory returned , he told me how to obtain the keystone . It ' s locked away in the Temple of Sul . King of Dust . The Dominion is searching for a keystone in Zuuk . I need to find it before they do . Characters . During Quest : ( Ghosts ) : Enemies . Aldmeri Dominion :
Scarab Plans in Mzuleft Scarab Plans in Mzuleft is a Mages Guild quest in . The quest is obtained from Edwinna Elbert in Ald ' ruhn , if the character has sufficient rank in the Mages Guild . Detailed walkthrough . Speak to Edwinna and she will say she wants some plans and that they can be found in a Dwarven Ruin . Head there and enter the ruins . It is a Bandit Camp so the only enemies you ' ll encounter are bandits . The blueprints should be on one of the shelves . Once you ' ve got them also be on the lookout for a book called The Egg of Time . The book is useful in Trebonius ' s quest the disappearance of the Dwarves . Return to Edwinna and give her the blueprints .
Deeh the Scalawag Deeh the Scalawag is an Argonian beggar residing in Leyawiin . As a beggar he is protected by the Thieves Guild . He is also involved in the quest Speechcraft Training along with all the other beggars . His bedroll is located west of the Five Claws Lodge , next to the well , by the West Gate to the city . Interactions . Finding the Thieves Guild . The Hero will be introduced to Armand Christophe .
Scion of the Blood Matron Scion of the Blood Matron is a quest available in . To start the quest , the Vestige needs to become infected by a Bloodfiend or another player . After this , they should visit a vampire blood shrine , where there will be a scroll which will teleport them to the crypt .
Ayleid Well ( Online ) An Ayleid Well is an interactive item found in . Ayleid Wells are structures built before the end of the First Era . They are made out of meteoric iron , and give the person who draws from them magical power . They are usually located near or within Ayleid ruins , however , their original purpose is unknown . Locations . This item can be found in the following locations :
Intimidating Presence Intimidating Presence is a passive skill in the Fighters Guild skill line in . Description . Allows player to Intimidate certain NPCs in conversations . Intimidate ( Mechanics ) . Intimidating Presence in " Online " simply allows the player to choose specific dialogue options when speaking to quest - related NPCs . These dialogue options are marked with the ( INTIMIDATE ) tag at the beginning of the sentence and are usually displayed in bold and colored font . Prior to purchasing the appropriate skill , the player will be able to view these dialogue options , though cannot select them to progress the quest . Selecting dialogue options marked as ( INTIMIDATE ) or ( PERSUADE ) normally will allow players to bypass certain quest steps or objectives to gain quest completion and / or rewards faster . It " may " be possible , though unconfirmed , to also gain alternate quest rewards or achievements when using these skills .
Dominion Territory The Dominion Territory is a region that appears in Cyrodiil in . The Region is occupied by the Aldmeri Dominion . The Gates of Ash , Chorrol , and Odiil mark the borders of the Dominion Territory and the Covenant Territory while the Alessia , Culotte , and Niben Bridges mark the borders of the Dominion Territory and the Pact Territory .
Bannermist Tower Bannermist Tower is a Nordic tower in . Location . It is located in the woods northwest of Falkreath and southeast of Rorikstead . Background . The tower is a partially ruined and abandoned , but used as a hideout by a group of bandits . There is a locked gate at the ground level that opens to a room with a table , a chest and a collapsed stairwell that blocks passage to lower levels . To the right of the gate there is a wooden ramp that leads to the tower ' s upper levels . The first contains a table , some barrels and sacks , two bed rolls and a chest containing some loot . A wooden stair through the collapsed ceiling leads to an upper room with a weapon rack , a tanning rack and a table with the skill book ; " Advances in Lockpicking " . The last stairs are to the open top of the tower , with a book resting upon a table .
Staff of Mending The Staff of Mending is a staff found in . Effects . The Staff of Mending staff allows the wielder to heal a target for 45 points , an effect that emulates the Restoration spell Heal Other . Its effect will not work on undead , atronach s or Dwemer animunculi . Charges consumed by the staff ' s use are reduced by higher Restoration skill . 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 :
Greater Fortify Strength Greater Fortify Strength is a journeyman - level Restoration spell in . Upon cast , it raises the caster ' s strength by 10 points for 90 seconds . Acquisition . Greater Fortify Strength can be purchased from Orag gra - Bargol , who resides in the Great Chapel of Stendarr , Chorrol .
Raven Rock ( Bloodmoon ) Raven Rock is an ebony mining town on the island of Solstheim featured in the expansion . Raven Rock is in the southwest part of Solstheim , in the Hirstaang Forest , and northwest of Fort Frostmoth . When the island is first reached , it will not be there . The town is built during the East Empire Company story line . Two citizens of the Imperial City found in claim to have worked on the Raven Rock settlement , but left when the settlement failed due to lack of funds . The colony town of Raven Rock was built on top of a huge deposit of ebony ore . The East Empire Company owns the mine , which produces ebony , which is then processed and shipped to Cyrodiil and the other provinces of Tamriel . Citizens travel from and arrive in Raven Rock at the newly built docks . There is a trail that leads to Fort Frostmoth through the Hirstaang Forest . History . During the events of " Oblivion " , it is stated that the Nords wish to capture the whole island , and the money for the mines have run out . Hillod the Outlaw claims to have helped in its construction and Dranas Llethro to have worked in the mines .
Ordinator Edict : Mandate Twenty - Seven Content . Let it be known : All bardic song and verse intended for public performance must first be approved by the Ministry of Doctrine and Ordination . Any work that is deemed heretical shall be confiscated and destroyed in the Pyres of Purification . Failure to submit said work for inspection shall result in fines and possible corporal reeducation . Such is the price of blasphemy . Victory for the Three , Inquisitor Nivos Uveran
Truncheon of Submission The Truncheon of Submission is an enchanted club found in . The club has the ability to damage an opponent ' s fatigue . The club also has a Restore Health enchantment , meaning that the enemy struck by this mace receives 20 points of health . It is possible for the victim to die if used at higher levels and the damage inflicted is greater than the health restored .
The Twin Lamps The Twin Lamps is a House Hlaalu quest , available to the Nerevarine , if they joined House Hlaalu , in . Walkthrough . The Nerevarine must have fulfilled two feats before Ilmeni Dren will inform them of this quest . Firstly they must have completed her previous quest , assisting in her Literacy Campaign . Secondly , they must have also helped the Twin Lamps movement by freeing more than 20 slaves and learned of the code words . She will instruct them to meet with a member of the movement , Galyn Arvel , in Ald Velothi . Ship to Freedom . Arvel can be found in the docks at Ald Velothi . She will tell the Nerevarine that a Khajiit slave , J ' Saddha , was meant to having been on the boat " Fair Helas " , but was chased by a group of slave - hunters away from the town , to the nearby Daedric ruin of Ashalmawia . The Nerevarine will encounter the slave - hunters on the way from Ald Velothi to Ashalmawia . The Nerevarine can either kill the three hunters or try to persuade them to continue their pursuit in the wrong direction . Once the Nerevarine has dealt with the pursuers , they will find J ' Saddha near to the ruin . J ' Saddha will agree to go with the Nerevarine to the docks , whereupon he will board the " Fair Helas " . The Nerevarine must return to Dren to complete the quest .
Shetcombe Farm Shetcombe Farm is located a short distance east - northeast of Kvatch . One of the most abundant in all of Cyrodiil , this settlement consists of a single farmhouse next to a large field . Crops . The following crops can be harvested at this bountiful farm : Quests . The Sunken One . When the Hero enters the settlement Shetcombe Farm , they ' ll find the first page of a journal that will lead them to Sandstone Cavern . The Sunken One can be found inside the cavern after they have solved what happened to Slythe and he needs to be killed in order to be complete the quest .
Trevaia Trevaia is a Redguard spell merchant in Anvil ' s Chapel of Dibella . She also is a regular merchant and sells potions . Death . Trevaia is one of three Priestesses slain during the Attack on Chapel Anvil when loading the plug - in . Fellow Priestess Laralthir and Primate Dumania Jirich are also killed in the attack . As soon as the content is read and available in the game , Trevaia can ' t be used to buy potions because she is already dead . She is replaced by Selene Duronia at the end of the Knights of the Nine questline . Spells for sale . Trevaia will only sell spells from 9am - 10am . Note : " Base Magicka Cost " refers to how much magicka it costs to cast the spell without factoring in the Hero ' s skill level , attribute level , and individual spell effects . Generally , magicka costs are higher .
Blankenmarch Blankenmarch is a small settlement along the Yellow Road north and east of Leyawiin . Nearly adjacent to Veyond , the settlement is just northeast of the Amelion Tomb . Residents include Hanz gro - Hubrag , Floyd Nathans , and Philip Franc . Lush and full of plant life , like much of Blackwood , Blankenmarch has abundant Tiger Lily , some Primrose , and sparse St . Jahn ' s Wort and Bergamot , an Arrowroot Plant and a Monkshood . There is even a few Clouded Funnel Cap just north of the buildings . Crops . There is a small but diverse plot of crops growing just north of Hanz gro - Hubrag ' s house that includes :
Nord ( Oblivion ) Nords are a playable race for the Hero of Kvatch in . Originally hailing from the province of Skyrim , they are a tall and fair - haired people . Strong and hardy , Nords are famous for their resistance to cold . They are highly talented warriors . Usage . Nords have great attributes and skill bonuses for a pure close - quarters fighter . Nords are a great race for beginner players . Crusader . Nords are very well - suited for the Crusader class due to their natural skill in Blade , Blunt , Heavy Armor and Restoration . Their lack of a high Willpower can easily be overcome by choosing the Lady birthsign , which will also boost their already high Endurance at the same time . Knight . Playing as a Knight as Nord is a possibility , but can prove quite challenging in earlier stages of your playthrough , due to a low Speechcraft and Illusion skills , a low Personality attribute and a smaller magicka pool . Woad . This once a day power goes a long way in helping to fight off bosses . Drawbacks . Woad is not nearly as useful as Adrenaline Rush or Berserk for killing bosses . Possible Birthsigns . The Warrior . Use this birthsign and choose Strength and Endurance as the main attributes in a custom class to start the game with tons of health and fatigue . The Lady . Concerned with Willpower , choose the Lady . This grants a Nord character with boosts to magicka and health .
Note to Martine Content . Martine Your ships are more than adequate to transport our agents . All you need to do os deliver the cargo . Once night falls , we ' ll emerge from the crates and use Leveque ' s maps to get close to King Casimir . Angof will be pleased with the chaos caused by Casimir ' s death ! The kingdom ' s leaderless ranks will offer the Bloodthorns little resistance . Overcoming the south will be easy and Glenumbra will be ours . Rest assumed that you will be compensated very well for your loyalty to the Bloodthorn ' s cause . See that those crates are not disturbed . The agents inside must stay hidden until time is right . If they are discovered , I will perform the deed myself and then come back for you . Do not fail us . — Verrik
Against False Gods Content . Fear not the False Gods , for their very presence is a lie . Abducted power ripped from artifacts undeserving . Worship received from mindless cattle doing what they ' re told . You bow to them not out of reverence . Not out of respect . You bow to them out of fear . Out of unknown truths left untold . But why ? Because it is right ? Because it is what is expected of you ? The people of this land bathe in the filth of corruption and deceit . A filth of their own making . We will give them the cure , all the blind and tainted . We will show them that their gods are not as powerful as they believe . The Maulborn will rise to purify this land in the true image of the Princes . To cleanse this soil of all falsehoods . May the Three feel our wrath . May the Three be cleansed of their lies . For the Maulborn shall bring forth a reckoning .
Greidil Half - Troll Greidil Half - Troll is a Nord warrior living in her home on the west side of Dagon Fel , Morrowind . She wields a Steel Flamemace and is equipped with a few pieces of Bonemold armor . Equipment . This character uses or carries the following : Attributes . This character uses the following :
The Dragon Break Reexamined Content . The 3rd era was a period of remarkable religious ferment and creativity . The upheavals of the reign of Uriel VII were only the outward signs of the historical forces that would eventually lead to the fall of the Septim Dynasty . The so called " Dragon Break " was first proposed at this time , by a wide variety of cults and fringe sects across the Empire , connected only by a common obsession with the events surrounding Tiber Septim ' s rise to power - - the " founding myth , " if you will , of the Septim Dynasty . The basis of the Dragon Break doctrine is now known to be a rather prosaic error in the timeline printed in the otherwise authoritative " Encyclopedia Tamrielica , " first published in 3E 12 , during the early years of Tiber Septim ' s reign . At that time , the archives of Alinor were still inaccessible to human scholars , and the extant records from the Alessia n period were extremely fragmentary . The Alessians had systematically burned all the libraries they could find , and their own records were largely destroyed during the War of Righteousness . The author of the Encyclopedia Tamrielica was apparently unfamiliar with the Alessian " year , " which their priesthood used to record all dates . We now know this refers to the length of the long vision - trances undertaken by the High Priestess , which might last anywhere from a few weeks to several months . Based on analysis of the surviving trance scrolls , as well as murals and friezes from Alessian temples , I estimate that the Alessian Order actually lasted only about 150 years , rather than the famous " one thousand and eight years " given by the Encyclopedia Tamrielica . The " mystery " of the millennial - plus rule of the Alessians was accepted but unexplained until the spread of the Lorkhan cults in the late 3rd era , when the doctrine of the Dragon Break took hold . Because this dating ( and explanation ) was so widely held at the time , and then repeated by historians down through today , it has come to have the force of tradition . Recall , however , that the 3rd era historians were already separated from the Alessians by a gulf of more than 2 , 000 years . And history was still in its infancy , relying on the few archives from those early days . Today , modern archaeology and paleonumerology have confirmed what my own research in Alessian dating first suggested : that the Dragon Break was invented in the late 3rd era , based on a scholarly error , fueled by obsession with eschatology and Numidiumism , and perpetuated by scholarly inertia .
Bone Shard A Bone Shard is an alchemical ingredient dropped by shambles or grummite s . There are four guaranteed samples in the game : two in Ebrocca and two in the House of Dementia . Bones shards can be burned like normal bones in Ebrocca ' s crematory . One shard makes one Ashen Remains .
Redwater Den Redwater Den is a location in . It lies west of Boulderfall Cave , between the Atronach Stone and Faldar ' s Tooth . From above the surface it appears to be just a ruined cottage , but it has a trapdoor which leads to an underground area . It appears to be some sort of drug den ; the place is littered with empty skooma bottle s . There are people coughing , and tendrils of red smoke swirl in the air . Further into the depths , skooma is being made . It is a great area for acquiring rare potions , such as Redwater skooma , skooma and Sleeping Tree sap , as well as moon sugar . They respawn every eleven days . Sublocations . Redwater Spring . Redwater Springs consists of three large caves , one of them being where the Dragonborn has to collect the bloody waters in The Bloodstone Chalice , if they have joined the Volkihar Clan . The second seems to be where Venarus Vulpin did his research and the third is a prison with a floor trap hiding a spike pit , and a large cage with two Death Hound s locked in it . Between them is a sleeping area for vampires with several coffins reached through a crypt , and it ' s also the location of Venarus Vulpin .
Rythe Lythandas Rythe Lythandas , also known as Lythandas of Dar - Ei is a Dunmer commoner residing in his home in the city of Cheydinhal . He is also a famous painter , with his works on the Great Forest supposed to " come alive as you look . " During the events of the Oblivion Crisis he goes missing , and his wife Tivela Lythandas is looking for him . She then requests help from the Hero , and it turns out he is stuck inside a world within his painting . The Hero and Rythe will then have to find a way to get back to Tamriel , which they succeed at . Interactions . A Brush With Death . Listening to rumors around Cheydinhal will lead to hearing of the disappearance of Rythe Lythandas , a famous painter , and that his wife Tivela is grieving and looking for help with finding her husband .
Raynor ' s Journal : Bthanual Content . I think Kireth and I may have discovered what we need to finally prove ourselves to the Arch - Mage at the Academy of Shad Astula . The Dwemer ruins of northern Tamriel hold amazing treasures of the lost Dwarves , but these places are often too dangerous to navigate . I have discovered several references in old texts to a method for controlling Dwemer constructs through the use of a harmonic device that interacts with the constructs ' resonators . It ' ll take some time , and no small effort , but I think I can actually build a prototype of the device to test . I truly am a genius . But I already knew that .
Dementia Dementia is the darker side of the Shivering Isles and is home to paranoid and dangerous psychopaths . It is located on the southern side of the Shivering Isles . In contrast with Mania , the landscape is drab and is a dark swamp . Its inhabitants are just as bad . Unlike the exuberant citizens of Mania , Dementia ' s citizens are miserable and eager to end their lives . The Dark Seducers keep order within Dementia , similar to guards in Cyrodiil and the Golden Saints in Mania . The Low Road runs from the The Fringe to New Sheoth . Pinnacle Road branches south from the Road and runs along Madgod ' s Boot and out to Pinnacle Rock . Dementia corresponds with the Crucible section of New Sheoth , and the entrance from the Low Road leads into the fountain and main square of Crucible . Dementia shares a high ridge with Mania . The ridge rises as it runs east , and peaks southeast of Dunroot Burrow . An ancient pillar topped by a broken - armed bust marks the peak . Locations . A number of small settlements are scattered across Dementia . There are two main towns , Fellmoor and Deepwallow . The peninsulas of Heretic ' s Horn and Madgod ' s Boot , along with the marsh known as the Shallow Grave make up a large amount of Dementia .
Kunirai Kunirai is a bandit cave north of Telasero and east - northeast of Suran , in the Molag Amur region . The first cavern door is trapped . Several of the chests are locked and trapped as well ( highest lock level 45 ) . Characters . There are 6 bandits located in the cave , 2 of which are spellcasters . They are as follows : Notable items . The following are static items :
Arnbjorn Arnbjorn is a Nord assassin and a member of the Dark Brotherhood , as well as a Werewolf . He is married to the leader of the Dark Brotherhood , Astrid . Background . He is an ex - member of the Companions . He was asked to leave because his " unorthodox " methods were offensive to other members . It is unclear what these methods were or how they were offensive , however , given his current status , it seems possible he used underhanded , duplicitous techniques that would have offended the Companions ' sense of honor . He joined The Circle and became a werewolf prior to his expulsion . He initially disapproves of the Dragonborn , showing a rude attitude , but after several successful assassinations , he begins to respect and even envy the Dragonborn . If the Dragonborn is also a werewolf , however , he will immediately know and react a bit more amiably . Regardless of whether they are a werewolf or not , Arnbjorn will use little nicknames such as " lambshank , " " beef roast , " " tidbit , " or " hamhock . " He says not to take offense from the nicknames . Interactions . The Cure for Madness . When returning to the Sanctuary after killing Gaius Maro , there is Astrid and some other Dark Brotherhood members standing around Veezara , who is wounded . Astrid will tell the player to go chase after Cicero , who attacked her and the other Brotherhood members in a fit of rage over their dislike of the Night Mother . Astrid also tells the player to find her husband , who chased after Cicero to protect the other members . After traveling to the Dawnstar Sanctuary , Arnbjorn is found heavily bleeding outside the black door , unable to continue . To Kill an Empire . Arnbjorn is killed during the assault on the Dark Brotherhood Sanctuary , where he dies in werewolf form while holding off Penitus Oculatus agents . His death is scripted and he will still die even if the Penitus Oculatus are killed first . Destroy the Dark Brotherhood ! . Arnbjorn is one of the assassins needed to be eliminated if the player kills Astrid during With Friends Like These . . .