L10N/Lore_Dialogue_300_Updated/2.3/Dialogue/LoreDialogueNew-04 のバックアップ(No.2)

Note/L10N/Lore_Dialogue_300_Updated/2.3/Dialogue/LoreDialogueNew-04?

FormID: 01005DDF LoreDialogueNew CliffFundamentalAttributesWillpower 1 A creature with strong willpower is better able to resist the effects of hostile spells cast upon it.
FormID: 01005DE1 LoreDialogueNew CliffPotionsCommercial 0 Commercial potions are guaranteed effective. Most come in three commercial grades : weak, standard and strong.
FormID: 01005DE1 LoreDialogueNew CliffPotionsCommercial 1 The potions increase in effectiveness and duration according to the quality and expense.
FormID: 01005DE1 LoreDialogueNew CliffPotionsCommercial 2 Some potions come in only one grade; they produce a single effect, and are guaranteed effective.
FormID: 01005DE1 LoreDialogueNew CliffPotionsCommercial 3 Adventurers lacking magic skills must rely on potions, scrolls, or enchantments when they require the benefits of magic effects.
FormID: 01005DEE LoreDialogueNew CliffImperialProvincesBlackMarsh 0 Most of the native Argonian population of Black Marsh is confined to the great inland waterways and impenetrable swamps of the southern interior.
FormID: 01005DEE LoreDialogueNew CliffImperialProvincesBlackMarsh 1 There are few roads here, and most travel is by boat. The coasts and the northwestern upland forests are largely uninhabited.
FormID: 01005DEE LoreDialogueNew CliffImperialProvincesBlackMarsh 2 For ages the Dunmer have raided Black Marsh for slaves; though now King Helseth has abolished slavery.
FormID: 01005DEE LoreDialogueNew CliffImperialProvincesBlackMarsh 3 Even if it is so, Dunmer and Argonians have a long-standing and bitter hatred for one another.
FormID: 01005DEF LoreDialogueNew CliffImperialProvinces 0 The Empire of Tamriel encompasses the nine Imperial provinces:
FormID: 01005DEF LoreDialogueNew CliffImperialProvinces 1 Skyrim, High Rock, Hammerfell, Summerset Isle, Valenwood, Elsweyr, Black Marsh, Morrowind, and the ancient Imperial province itself, Cyrodiil.
FormID: 01005DEF LoreDialogueNew CliffImperialProvinces 2 Morrowind was among the last of the provinces to be integrated into the Empire.
FormID: 01005DEF LoreDialogueNew CliffImperialProvinces 3 Because it was added by treaty, and not by conquest, Morrowind retains exceptional power to define local law by reference of Great House precedents.
FormID: 01005DF1 LoreDialogueNew CliffImperialProvincesElsweyr 0 The Khajiit of the southern Elsweyr jungles and river basins are settled city dwellers with ancient mercantile traditions.
FormID: 01005DF1 LoreDialogueNew CliffImperialProvincesElsweyr 1 And also a stable agrarian aristocracy based on sugarcane and saltrice plantations.
FormID: 01005DF1 LoreDialogueNew CliffImperialProvincesElsweyr 2 The nomadic tribal Khajiit of the dry northern wastes and grasslands are, by contrast, aggressive.
FormID: 01005DF1 LoreDialogueNew CliffImperialProvincesElsweyr 3 Their territorial leaders are periodically united under tribal warlords.
FormID: 01005DF1 LoreDialogueNew CliffImperialProvincesElsweyr 4 While the settled south has been quick to adopt Imperial ways, the northern nomadic tribes cling to their warlike barbarian traditions.
FormID: 01005DF2 LoreDialogueNew CliffImperialProvincesHammerfell 0 Hammerfell is primarily an urban and maritime province, with most of its population confined to the great port and trade cities.
FormID: 01005DF2 LoreDialogueNew CliffImperialProvincesHammerfell 1 The interior is sparsely populated with small poor farms and beastherds. The Redguard love of travel and adventure.
FormID: 01005DF2 LoreDialogueNew CliffImperialProvincesHammerfell 2 The high seas has dispersed them as sailors, mercenaries, and adventurers in ports of call throughout the Empire.
FormID: 01005DF3 LoreDialogueNew CliffImperialProvincesHighRock 0 High Rock encompasses the many lands and clans of Greater Betony, the Dellese Isles, the Bjoulsae River tribes, and, by tradition, the Western Reach.
FormID: 01005DF3 LoreDialogueNew CliffImperialProvincesHighRock 1 The rugged highland strongholds and isolated valley settlements have encouraged the fierce independence of the various local Breton clans,
FormID: 01005DF3 LoreDialogueNew CliffImperialProvincesHighRock 2 and this contentious tribal nature has never been completely integrated into a provincial or Imperial identity.
FormID: 01005DF3 LoreDialogueNew CliffImperialProvincesHighRock 3 Nonetheless, their language, bardic traditions, and heroic legends are a unifying common legacy.
FormID: 01005DF4 LoreDialogueNew CliffImperialProvincesMorrowind 0 Morrowind is the northeastmost province of the Tamrielic Empire, bounded on the north and east by the ocean,
FormID: 01005DF4 LoreDialogueNew CliffImperialProvincesMorrowind 1 on the west by Skyrim, on the southwest by Cyrodiil, also known as the Imperial Province, and on the south by Black Marsh, also known as Argonia.
FormID: 01005DF4 LoreDialogueNew CliffImperialProvincesMorrowind 2 Vvardenfell District consists of the island of Vvardenfell, surrounded by the Inland Sea,
FormID: 01005DF4 LoreDialogueNew CliffImperialProvincesMorrowind 3 and dominated by the titanic volcano Red Mountain and its associated ash wastelands.
FormID: 01005DF5 LoreDialogueNew CliffImperialProvincesSkyrim 0 Skyrim, also known as the Old Kingdom or the Fatherland, was the first region of Tamriel settled by humans from the continent of Atmora:
FormID: 01005DF5 LoreDialogueNew CliffImperialProvincesSkyrim 1 the hardy, brave, warlike Nords, whose descendants still occupy this rugged land.
FormID: 01005DF5 LoreDialogueNew CliffImperialProvincesSkyrim 2 Though more restrained and civilized than their barbarian ancestors,
FormID: 01005DF5 LoreDialogueNew CliffImperialProvincesSkyrim 3 the Nords of the pure blood still excel in the manly virtues of red war and bold exploration.
FormID: 01005DF6 LoreDialogueNew CliffImperialProvincesSummersetIsle 0 The Summerset Isle is a green and pleasant land of fertile farmlands, woodland parks, and ancient towers and manors.
FormID: 01005DF6 LoreDialogueNew CliffImperialProvincesSummersetIsle 1 Most settlements are small and isolated, and dominated by ruling seats of the local wizard or warlord.
FormID: 01005DF6 LoreDialogueNew CliffImperialProvincesSummersetIsle 2 The Isle has few good natural ports, and the natives are unwelcoming to foreigners,
FormID: 01005DF6 LoreDialogueNew CliffImperialProvincesSummersetIsle 3 so the ancient, chivalric high culture of the Aldmer is little affected by modern Imperial mercantilism.
FormID: 01005DF7 LoreDialogueNew CliffImperialProvincesValenwood 0 Valenwood is a largely uninhabited forest wilderness. The coasts of Valenwood are dominated by mangrove swamps and tropical rain forests,
FormID: 01005DF7 LoreDialogueNew CliffImperialProvincesValenwood 1 while heavy rainfalls nurture the temperate inland rain forests.
FormID: 01005DF7 LoreDialogueNew CliffImperialProvincesValenwood 2 The Bosmer live in timber clanhouses at sites scattered along the coast and through the interior, connected only by undeveloped foot trails.
FormID: 01005DF7 LoreDialogueNew CliffImperialProvincesValenwood 3 The few Imperial roads traverse vast dense woodlands, studded with tiny, widely separated settlements, and carry little trade or traffic of any kind.
FormID: 01005DFB LoreDialogueNew CliffVampires 0 Imperial culture regards blood vampires as destructive monsters to be hunted and destroyed.
FormID: 01005DFB LoreDialogueNew CliffVampires 1 However, romantic notions of noble, virtuous vampires persist in Imperial traditions,
FormID: 01005DFB LoreDialogueNew CliffVampires 2 and vampires are thought to pass unrecognized in the Mages Guild and the Imperial aristocracy.
FormID: 01005DFD LoreDialogueNew CliffNativeCreatures 0 Cyrodiil has many native creatures, some more dangerous than others. Some of those creatures can carry deadly diseases.
FormID: 01005DFD LoreDialogueNew CliffNativeCreatures 1 The main varieties are: herd animals, large predators, small predators, monsters, passive animals and water creatures.
FormID: 01005E00 LoreDialogueNew CliffNativeCreaturesHeardAnimals 0 The two most common herd animals we have here are horses and sheep.
FormID: 01005E00 LoreDialogueNew CliffNativeCreaturesHeardAnimals 1 Although in the east the Dunmer eat horses, here we use them as mounts. Sheep are raised for their meat and cheese.
FormID: 01005E05 LoreDialogueNew CliffNativeCreaturesLargePredators 0 There are many hiding in the deep forests and mountains of Cyrodiil and are dangerous for the careless traveler.
FormID: 01005E05 LoreDialogueNew CliffNativeCreaturesLargePredators 1 Bears, boars, mountain lions and wolves are the main predators in the wilderness.
FormID: 01005E06 LoreDialogueNew CliffNativeCreaturesSmallPredators 0 Two animals can be classified as small predators. The large rats and the wild dogs.
FormID: 01005E06 LoreDialogueNew CliffNativeCreaturesSmallPredators 1 Large rats are found everywhere, often in close proximities to their slightly smaller relatives.
FormID: 01005E06 LoreDialogueNew CliffNativeCreaturesSmallPredators 2 Wild dogs are rarer, and are mostly trained by bandits and marauders. They are usually weak since they are not the best of hunters.
FormID: 01005E07 LoreDialogueNew CliffNativeCreaturesWaterCreatures 0 Two creatures are commonly encountered in Cyrodiil's coastal and water environments.
FormID: 01005E07 LoreDialogueNew CliffNativeCreaturesWaterCreatures 1 Mudcrabs are large but mostly unaggressive while slaughterfish are small but very aggressive.
FormID: 01005E09 LoreDialogueNew CliffNativeCreaturesWildAnimals 0 The only passive animal is the deer. It's every hunter's basic prey. They can be found amongst the forest.
FormID: 01005E0A LoreDialogueNew CliffNativeCreaturesMonsters 0 The goblin, imp, minotaur, ogre, spriggan, troll, land dreugh and Will-O-The-Wisp are the eight types of monsters commonly encountered.
FormID: 01005E0A LoreDialogueNew CliffNativeCreaturesMonsters 1 Commonly encountered if you venture deep inside Cyrodiil's wilderness and dead lands, that is.
FormID: 01005E0E LoreDialogueNew CliffVampiresVampirism 0 I've heard some say that vampirism is a disease. But no temple has ever been able to cure it, and I've never heard of a mage's spell that does it.
FormID: 01005E0E LoreDialogueNew CliffVampiresVampirism 1 But I admit, I've never encountered a vampire, and never thought about how to treat one.
FormID: 01005E0E LoreDialogueNew CliffVampiresVampirism 2 I think I'd be more worried about getting away from one than curing it. And I don't know how it is in the rest of the Empire,
FormID: 01005E0E LoreDialogueNew CliffVampiresVampirism 3 but here we know vampires are terribly dangerous, and evil, and we'd destroy them on sight if we could.
FormID: 01005E15 LoreDialogueNew CliffFoodCyrodiilBrandy 0 Cyrodiilic brandy, an invigorating and stimulating alcoholic beverage is claimed to have none of the unpleasant side effects of other intoxicants.
FormID: 01005E15 LoreDialogueNew CliffFoodCyrodiilBrandy 1 I hear it fortifies Fatigue and Endurance. I don't know, myself... I save this for paying customers.
FormID: 01005E16 LoreDialogueNew CliffFoodSkooma 0 Skooma is an illegal narcotic substance made from refined moon sugar. Criminals use it as a kind of currency.
FormID: 01005E16 LoreDialogueNew CliffFoodSkooma 1 They say it makes you fast and strong, but clumsy and stupid. Of course, I want nothing to do with it.
FormID: 01005E17 LoreDialogueNew CliffFoodWine 0 The most common wine you'll find is cheap wine. This type of wine is brewed by the amateurs, actually. But at least it's cheap.
FormID: 01005E17 LoreDialogueNew CliffFoodWine 1 Cheap wine will restore your lost fatigue when drunk.
FormID: 01005E17 LoreDialogueNew CliffFoodWine 2 Then you have the wine made by either the Surilie Brothers or by Tamika's vineyards found outside Skingrad.
FormID: 01005E17 LoreDialogueNew CliffFoodWine 3 They are the two main wine brewers of Cyrodiil and their wines vary in quality. The older the wine, the better it is.
FormID: 01005E17 LoreDialogueNew CliffFoodWine 4 It is said that their wines can restore lost health when drank.
FormID: 01005E18 LoreDialogueNew CliffFoodAle 0 Ale, beer and mead are drinks commonly found in most homes and taverns. They are cheap and strong in alcohol.
FormID: 01005E18 LoreDialogueNew CliffFoodAle 1 Most people who drink those are looking to restore lost stamina after a long day of work.
FormID: 01005E19 LoreDialogueNew CliffFood 0 We've got local fare. It's filling, and priced to move. We've got the local brews, ale, beer and mead.
FormID: 01005E19 LoreDialogueNew CliffFood 1 I've got the good stuff, too, behind the counter -- Cyrodiilic brandy and top quality wines -- but it ain't cheap.
FormID: 01005E19 LoreDialogueNew CliffFood 2 We don't carry skooma, and we don't like it used here.
FormID: 01005E1B LoreDialogueNew CliffNecromancy 0 Before the decision of Arch-Mage Traven to outlaw necromancy, in the Empire it was possible for mages to purchase corpses and souls for research.
FormID: 01005E1B LoreDialogueNew CliffNecromancy 1 Body and spirit were protected property; they could not be used without permission of the owner and public display of the living dead was prohibited.
FormID: 01005E1B LoreDialogueNew CliffNecromancy 2 In some remote locations, necromancers were free to pursue their studies without legal interference.
FormID: 01005E1B LoreDialogueNew CliffNecromancy 3 Now all of this changed with the ban of necromancy. Necromancers will be persecuted and judged by the Council of Mages if arrested.
FormID: 01005E1B LoreDialogueNew CliffNecromancy 4 To purchase a corpse, a mage will need to pass an audience with the Council of Mages and justify why he needs such a corpse.
FormID: 01005E1C LoreDialogueNew CliffNecromancy 0 In the Empire, body and spirit are protected as property, and may not be used without permission of the owner.
FormID: 01005E1C LoreDialogueNew CliffNecromancy 1 and public display of the living dead is widely prohibited. But it has been recently decided that necromancy is an illegal practice.
FormID: 01005E1C LoreDialogueNew CliffNecromancy 2 Arch-Mage Traven was the one responsible for this decision.
FormID: 01005E1D LoreDialogueNew CliffNecromancy 0 In the Empire, mages may legally purchase corpses and souls for philosophical research, and may do with them as they wish in private.
FormID: 01005E1D LoreDialogueNew CliffNecromancy 1 As long as they have permission from the Council of Mages, that is.
FormID: 01005E1E LoreDialogueNew CliffNecromancy 0 In the Empire, necromancers and vampires are widely confused in the public mind and persecuted.
FormID: 01005E1E LoreDialogueNew CliffNecromancy 1 But in remote locations, necromancers are usually free to pursue their studies without legal interference.


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