Netruk44/uesp-wiki-content huggingface dataset:
Skyrim:Arondil

Arondil is a High Elf conjurer, necromancer, and necrophile. He originally lived in Dawnstar, where he was studying techniques for reanimating the dead, and often spent time imagining secret encounters between himself and some of the local girls. A buyer is interested in Arondil's four part journal.

However, when the local citizens found out he was performing experiments on the dead, he was exiled from Dawnstar and moved to Yngvild, an ancient Nord burial ground filled entirely with dead female draugr, which he used as subjects for his experiments. 

In his time spent alone, his thoughts changed from the women in Dawnstar to his new dead women in Yngvild. He reanimated each subject into a state of total complacency, bending to his every whim. He ordered some to guard the island, while the rest acted as his personal entourage, never leaving his side. 

When his guards caught and brought him a young milk maid from Dawnstar during one of his few moments alone with his favorite servant, she accused him of stalking her, although he claims that she was "nowhere near the most noticeable of maidens in town". Arondil, fearful of discovery and more unwanted guests, had her killed and began new experiments on her, excited by the chance to use fresh materials. The experiments were a complete success and she appeared more phantasm than reanimated dead. He ordered his servants to go and find any more subjects that may have become lost while wandering around Yngvild, continually improving and expanding his collection of undead slaves.
 

Related Quests
 

Dialogue
When attacking, Arondil can say:
:"What? An intruder? Attack, my lovelies!" (If you are male)
:"Ah, another plaything for my collection." (If you are female)

If he is attacked by the ghosts (see notes), he says:
:''"What's happening? No! Leave me alone!"''

Notes
Sneaking into the final chamber of Yngvild unnoticed and removing the soul gem from the pedestal next to Arondil causes the ghosts near him to attack and kill him.

Bugs
Skyrim:Fjola

Fjola is a Nord warrior and the bandit leader of Mistwatch. Her aging husband Christer will ask you to find her during the related quest. However, Fjola has made a drastic career change and it is up to you to figure out how to solve it peacefully. 

She wears a leveled set of heavy armor, which can be up to steel plate (or Nordic with Dragonborn add-on installed) in quality. She wields a leveled one-handed weapon with a chance of a shield, both of which may be up to ebony in quality. She also carries a spare leveled dagger that may be up to elven in quality, and a leveled amount of gold. 

She can be found in Mistwatch East Tower, from where she commands the Mistwatch bandits that protect the ruin. She just wanders around, without ever sleeping or eating, and will actively seek you out the moment you enter her premises. 

When she approaches you she will ask: "All right, snowback. Who are you, and what are you doing in my tower?" When you explain that you are looking for Fjola, she will be surprised: "Fjola?  How do you know that name?" When you mention her husband Christer sent you, she will be even more surprised: ''"Christer?  He's here?" The bandit leader will then admit what is going on: "The fool's my husband. I'm Fjola - or I was, once. Don't you see? I left that old scab. Came home to Skyrim, and found this rabble of bandits. Didn't take much to prove myself and knock them into shape. Now every free blade from here to Windhelm wants to sign on for a piece." When you tell her it is quite an unusual story, she will say: "And it won't end here. I'd die before I went back."

At this point, three options are available to you, with different outcomes: 



If you choose not to fight her, a new topic will appear. If you assure her you will get him to leave Mistwatch she will hand you her wedding band and say: ''"Take my wedding band. Stuhn only knows why I've kept it this long. He'll recognize it. Tell him whatever you think will convince him to leave. The ring itself is worth a few bits. Keep it as thanks for cutting off the last vestige of an unwanted fate." If you speak with her before confronting Christer, she will ask: "I didn't expect to see you again. What became of my doting husband?" and then brush you off with: "Then stop wasting my time." After dealing with Christer, you must return to Fjola to finish the quest. Regardless of how you dealt with her husband, she will be grateful: "How did... no, forget it. I don't care to know. I'm free of the little man, and that's what matters. I owe you a debt, and I aim to repay it. We'll see each other again someday. For now, goodbye, and thanks."''

Related Quests
 

Notes
The game actually presents her as "Bandit Leader", so you might accidentally kill her.
Fjola will engage you in conversation even if you just killed all of her crew.
You won't actually see her again unless you come back to Mistwatch. Nor will she ever actually "repay" any favours that she says she owes you.
Skyrim:Bern

Bern was a miner who worked in Lost Prospect Mine before being killed by falling rocks while mining for gold. In the mine you can find the miner's journal which gives more information about Bern.

Bern bought the mine for practically nothing and, alongside his old friend Hadrir, began to mine the cave only to come up empty-handed. Bern then instructed his friend to head to Riften for supplies. At the same time Bern found the secret gold mine at the back of the cave but was killed before he was able to mine any of it. Hadrir then returned to find the empty cave and believed that Bern had run off.
Skyrim:Fox

right|thumb|A Fox
thumb|right|A Snow Fox
Foxes are small, non-aggressive creatures found in the wilderness of Skyrim, often chasing rabbits. Red foxes will leave pelts behind upon death, which can be used for tanning purposes. When approached, foxes will flee. They will generally only become hostile if they are under the influence of a Spriggan. There are three unique foxes, two of which are added by Hearthfire.

Unique Foxes: Kit , Pumpkin, Sweet Roll , Vix 



Notes
With the installation of the Hearthfire add-on, either variant can be brought home as pets by adopted children.



Bugs
Skyrim:Frostbite Spider

thumb|right|A Frostbite Spider
Frostbite Spiders are giant arachnids which attack on sight, and can be found both in the wilderness and in dungeons. Their lairs are often covered in webs, and usually contain web sacs. Spider Eggs can be found in these web sacs, as well as nearby egg sacs. When at range they spit poisonous venom (spell Frostbite Poison, Health + Stamina Damage, 5 pts for 5 seconds), and can leap onto victims to attack with their bite. Without poison resistance, you will be poisoned by nearly every hit from these monsters. Their victims, dessicated corpses, can sometimes be found nearby.



Unique Frostbite Spiders: Arachnia , Nimhe, Lis, Web Mother 
Loot: Frostbite Venom

Hearthfire
With the installation of the Hearthfire add-on, you have the ability to create a frostbite spider statue on a large base in the trophy room addition of any homestead, should you choose to build it. The materials needed are:
Skyrim:Fugitive

thumb|right|A hunter fires an arrow at a fugitive
The Fugitive is an Imperial bandit who can be randomly encountered in the wilderness. He will give you an item—which is usually enchanted—on sight. He will tell you not to reveal his location and flee, if you didn't kill him before. Later there will appear a hunter, who asks you if anyone has come by. You have the options to lie to him and to deny that there was anyone or to tell him where the fugitive has gone or to give him the item, which isn't very profitable at the end. For the highest profit you may choose the second option, letting the hunter kill the fugitive and then loot his body.

Similar to other bandits, his equipment includes leveled light armor, a leveled one-handed weapon and shield. He also carries a random selection of items that bandits have with them.

The fugitive will run up to you, saying, ''"Take this and hold onto it. I'll be back for it later. I'll pay you good. Don't lose it." and leaving you with the item he stole. If you express confusion or demand explanation, he will only respond, "No time to talk. Snitch or double-cross me and I'll kill you. I mean it!"'' Afterwards, he will try to avoid the hunter.
Skyrim:Gambler

Three Gamblers are found in Cragslane Cavern, a cave used as both a skooma den and an arena for animal fights. All three gamblers wear farm clothes or a belted tunic, a pair of boots, and have a 50% chance of wearing a hat. They all carry between 25 and 125 gold. One gambler is found near the bar, while the other two are near the fighting ring, watching the pit wolves fight. They are hostile to you on sight, and attack with their fists.
 
Related Quests
Skyrim:Goat

Goats are passive creatures generally found on mountain slopes. They can be hunted for their hides, meat, and goat horns , but occasionally drop nothing. In addition to those found in the wild, domestic goats are also found around farms and towns. Attacking someone's livestock will earn you a bounty.
 
Unique Goats
Gleda the Goat
Hilda 

 
 

Hearthfire
With the installation of the Hearthfire add-on, you have the ability to create a goat statue on a small base in the trophy room addition of any homestead, should you choose to build it. The materials needed are:
Skyrim:Curalmil

thumb|right|Curalmil, attacking
Curalmil is the creator of the White Phial and, in his undead form, the end boss of the Forsaken Cave dungeon.
 

Related Quests
 

Notes
Most of the time Curalmil will be a draugr. However, he can possibly be a dragon priest at high levels.

Bugs
 
Open the console and use the code   to wake him up.
Skyrim:Drascua

Drascua is a hagraven and the leader of the Forsworn at Dead Crone Rock. She is one of the Keepers of the Razor and as such she bears the pommel stone of Mehrunes' Razor. 

She will sometimes cry out, ''"You won't take my eye, man-thing!"''

 
Related Quests
Skyrim:Drokt

Drokt is a named skeleton that can be found in the Tower of Mzark in Blackreach. His journal can be found near his body. It recounts how Drokt became obsessed with the Oculory, and how he died without aligning it correctly. It also aids the reader in solving the Oculory puzzle and obtaining the Elder Scroll.
 
Related Quests
Skyrim:Farkas's Wolf Spirit

'''Farkas's Wolf Spirit''' is encountered in Ysgramor's Tomb at the conclusion of his Purity quest.

 
Related Quests
Skyrim:First Mate

The First Mate, an Orc bandit, is the second-in-command of a gang of corsairs aboard the Dainty Sload, a ship tied up southwest of Solitude Lighthouse. He spends all of his days aboard ship.

The first mate wears a set of fine clothes and a matching pair of boots, and wields a leveled dagger of the best possible quality. He also carries the key to his footlocker and between 20 and 56 gold coins

 
Related Quests
Skyrim:Gaston Bellefort

The bones of Gaston Bellefort lie in a puddle of water within the Dark Brotherhood Sanctuary, near the pet frostbite spider Lis. If you search the bones, they contain a hastily scribbled note. According to the note, he found the location of the Sanctuary and was determined to find a way inside, so it's likely that once he did, he was caught and fed to Lis.
The book ''The Night Mother's Truth'' is also credited to him.
Skyrim:Ghost Adventurer

The Ghost Adventurer, a Nord archer, is one of the ghostly appearances outside of Rannveig's Fast. He is accompanied by several Subjugated Ghosts and is forced to attack you against his will. 

He wears randomly determined light armor which includes a pair of boots and a 50% chance of a pair of gauntlets. His outfit may not be a matching set, as it can be a mixture of fur, leather, scaled, hide, or studded versions, depending on your level. He wields a leveled bow and has a chance of carrying leveled arrows, as well as a leveled dagger. He also carries random leveled loot and a small amount of gold. 

Like the other ghosts forced to protect the Rannveig's Fast entrance, he will apologize for his attacks: 

''"Stay back or I'll be forced to attack you!" 
"Is someone there? Stay back! I don't want to attack you." 
"Stay away!" 
"I'm sorry! This isn't what I want!" 
"I don't want to do this!" 
"I don't have any choice! I'm sorry!"'' 

Related Quests
Skyrim:Ghunzul

Ghunzul, an Orc bandit, is the leader of the bandits in Cracked Tusk Keep. He is the 8th of his family line to bear the blade shards of Mehrunes' Razor. 

He wears a leveled set of heavy armor, which may be up to steel plate or Nordic Carved in quality, and is armed with a leveled two-handed weapon, which may be up to ebony in quality. He also carries a spare leveled dagger that may be up to elven in quality, and a leveled amount of gold. 
 
Related Quests
 
Quest-Related Events
Pieces of the Past
He may say to you: 
:''"Looking for the blade? You aren't the first!"''
Skyrim:Gleda the Goat

Gleda the Goat is a unique goat that belongs to Ennis of Rorikstead. She is very friendly, and will follow you when you talk to her. She can be found trailing after a giant called Grok, a ways south of Rorikstead, and, while the giant believes that he owns the creature, you may find yourself having to steal Gleda away from her large master in the quest A Night To Remember.

 
Related Quests
 

Notes
Though the game data refers to Gleda as male, it is an unreliable source as all animals are considered male.
Gleda will trail you anywhere and can take the place of a canine follower.
She will not follow you into caves or some houses.
Gleda will alert the guard if you engage in criminal activities and, as you cannot interact with her to make her wait, this makes sneaking past guards tricky.
Gleda will sit and wait while you engage in battle but is virtually indestructible herself as she heals very rapidly.
If you skip this portion of A Night to Remember (by either persuading, bribing, or intimidating Ennis), Gleda will eventually find her way back to her owner.
Skyrim:Grok

Grok is a giant that is initially non-hostile to you in the quest A Night To Remember.

Grok cannot be interacted with and will become hostile once you take the goat required to finish the quest. It is possible to spare him by sheathing your weapon to yield when he becomes hostile or by doing enough damage to put him in recovery position and then escape. If spared, he will just stay in the area in which you find him. 
 
Related Quests
Skyrim:Guardian Saerek

Guardian Saerek is a boss-level draugr that waits in Ragnvald Crypts. 

He uses a leveled two-handed weapon and at higher levels, Disarm and Unrelenting Force dragon shouts. He carries a small amount of gold and possibly gems, jewelry, or a potion. He may drop bone meal when killed.
 
Related Quests


Notes
Because Ragnvald's minimum level is 24, only the level 21 and 30 versions of Guardian Saerek will ever be encountered.
Saerek's name is spelled "Sarek" in The Secrets of Ragnvald.
Skyrim:Guardian Torsten

Guardian Torsten is a unique, boss-level draugr that resides in Ragnvald Canal.

He fights with an ancient Nord war axe and can cast various ice-based spells, such as Ice Spike and Conjure Frost Atronach. He may carry a small amount of gold and a gemstone, and may also drop bone meal when killed.

 
Related Quests


Notes
Because Ragnvald's minimum level is 24, only the level 21 version of Guardian Torsten will ever be encountered.
Skyrim:Guardian Troll Spirit

The Guardian Troll Spirit is a spectral troll (quest-specific) located at Graywinter Watch.
 
Related Quests
 

Notes
Despite being spectral in appearance, the guardian spirits seem to retain all aspects of their represented species and are killable with normal weapons. They leave behind ghostly remains, but the loot table matches their represented species as well. 
It will not appear until you are actually on the part of the quest that asks you to hunt it.
Skyrim:Hern

thumb|left|Hern with Skyrim:Dawnguard|Dawnguard installed
Hern is a Nord lumberjack who owns and operates the Half-Moon Mill with his wife, Hert. He is one of the targets of the Dark Brotherhood, and will not appear until the quest to kill him is started.

Hern wakes up at 8am and immediately heads to the mill to work until 7pm, only having a small break to eat at 6pm. The remaining hours of the day he will spend just wandering around the mill until midnight, when he will have a last meal before going to bed.

He wears a set of scaled horn armor with matching boots. He also carries a steel war axe, a key to the millhouse and a selection of lower-class items and gold.

Once you've received your orders to kill him, you may ask Nazir about him. He will reveal that both Hern and Hert are actually vampires, ''"He's a vampire, and has blended into human society for years. He's never far from his female companion, Hert. Also a vampire. The contract is for the male, Hern. But you'll probably have to contend with the female, too. So for Sithis' sake, watch yourself." Like with most targets of the Dark Brotherhood, you may also have a word with Hern before killing him. When you approach him, he will greet you very eerily with the words, "Well now. What have we here? A lost little lamb?" and you can reply in three ways. If you walk away instead, approaching him again will have him warn you "You really don't want to be loitering here, stranger."

:(Remain silent)
:"Hmph. Don't say much, but there's a strange aura about you. You walk in the shadow of death... Leave here. Leave here and never return."
:"Assassin versus vampire. A fight for the ages."
:"Ah, so the Brotherhood has come for old Hern, has it? Well then, let us meet as equals."
:"I know what you are, nightspawn."
:"Well then, you won't be leaving here alive!"''

 
Related Quests
 

Notes
With the Dawnguard add-on installed, Hern's appearance changes, making his condition even more clear than before.
Even though Hern is a vampire himself, he will still become hostile towards you if you are a blood-starved vampire.
Hern was supposed to have some eerie greetings similar to his wife if you talked to him outside the related quest. However, since he only spawns during the quest, this dialogue will never be heard: "Oh my, a guest!", "Please, make yourself at home!" , "Lone travelers can find these woods a little treacherous." and ''"We've been looking for someone to join us in a hunt."''

Bugs
Skyrim:Hert

thumb|left|Hert with Skyrim:Dawnguard|Dawnguard installed
Hert is a Nord lumberjack that owns and runs the Half-Moon Mill with her husband Hern. She is exceedingly warm with her greetings to strangers, but shows some aggravation towards the war's effect on her mill and the high frequency of passing patrols. She will buy firewood, and will also sell lumber if Hearthfire is installed. If her disposition is raised high enough, she will allow you to cut your own lumber for free.

Hert wakes up early at 7am and immediately starts chopping wood outside. After an hour of chopping wood she heads to the mill to work until 7pm, only having a small break to eat at 6pm. The remaining hours of the day she will spend just wandering around the mill until midnight, when she will have a last meal before going to bed.

She wears a set of hide armor with matching boots. She also carries an iron dagger, a key to the millhouse and a selection of lower-class items and gold.

Upon first greeting you, she will react quite surprised, "A guest, oh my!" She will follow this up with an offer, ''"Why don't you stay a while?"'' She doesn't seem to fond of the guards, although there aren't any to be found nearby, she will still tell you, "The patrols never seem to give us time to be alone, the nosy pests." If you should ask her which locations the mill supplies she will explain,"We supply Falkreath to the south. Until recently we supplied Helgen. Falkreath trades with the surrounding holds and without our wood they would have trouble keeping their prices low." You can also ask about her offer, asking if she gets many guests, ''"We have guests as often as we can but there aren't a lot of travellers these days. The war keeps people off the roads."

During the related quest, Nazir will also mention her when he describes Hern to you, revealing that the two of them are actually vampires, "He's a vampire, and has blended into human society for years. He's never far from his female companion, Hert. Also a vampire. The contract is for the male, Hern. But you'll probably have to contend with the female, too. So for Sithis' sake, watch yourself." Once Hern is enabled, she gets a bit more dialogue and may now greet you with, "Hern and I do so adore guests! These guards are such a bore." You now also have the option to ask if she likes living so far away from everything, to which she will respond, "Other people just make things complex. Out here, Hern and I can get everything we need from the occasional traveler."''

 
Related Quests
 
 

Notes
With the Dawnguard add-on installed, Hert's appearance changes so that she has glowing eyes and a more gaunt face.
Even though Hert is a vampire herself, she will still become hostile towards you if you are a blood-starved vampire.
Hert often complains about the local guards, even though there are none to be found. There does exist guard dialogue talking about Hert, however. Imperial guards would ask you, "Is Hert his sister or his wife? Or both?" While Stormcloak guards would be just as confused, ''"Hert keeps giving me this look. I don't know if she wants me or if she wants to eat me."''

Bugs
Skyrim:Hjaalmarch Guard

The Hjaalmarch Guard can be found in Stonehills. He guards the entrance to Rockwallow Mine on the eastern side of Stonehills. He stands between the cart and the tree stump beside the entrance.

He wears the standard set of Hjaalmarch guard's armor, including a Hjaalmarch guard's helmet and a pair of fur boots. He is equipped with an Imperial sword and a Hjaalmarch guard's shield. He also carries in his inventory an Imperial bow, a steel dagger, and a 75% chance of carrying 20 steel arrows. He may also carry, albeit a small chance, an amulet of one of the Eight Divines, some inn food, and a small amount of gold.

He has no unique dialogue and, in all respects, is just a normal guard.
Skyrim:Imperial Guard Jailor

Imperial Guard Jailors are Nord soldiers who can be found guarding the Riften Jail.  They replace Riften Guard Jailors when the Stormcloaks are driven from the city.
 
Dialogue
Upon entering Riften Jail, the jailor will walk up to you and say: 
:''"Hey, you're not supposed to be down here. Official business only." 
You have four dialogue options in total. If I Done Got Thaned! is completed, you can tell the jailor that you are a thane, and have him let you proceed.



Alternatively, you can walk away from the jailor, who will tell you: 
:"Ignore me all you want, you still aren't getting in." 
Talking to him again will have him ask: 
"What are you doing down here?" 
and you will have the same dialogue options as before.

If you have successfully persuaded him to let you pass, he can be heard saying:
:"The prisoners are in rare form, as usual."
:"Watch your step in here. The stonework gets slippery."
:"Is it daylight out? Night? I lose track down here." 
:"A pleasure, thane." (If you have completed I Done Got Thaned!)'''
Skyrim:Japhet

Japhet is a draugr whose remains can be found in the basement of Japhet's Folly. Long ago, Japhet was the son of a farmer who set out with a small company of men from Dawnstar to create a fortress on a small island near Windhelm, an island that would come to be called Japhet's Folly. According to ''Japhet's Journal'', his followers left him one by one, but he refused to give up, and instead resorted to eating ice moss when farming proved impossible. He eventually died, convinced that the local rumors about ghosts had been right all along.

 
Related Quests
Skyrim:Kodlak's Wolf Spirit

'''Kodlak's Wolf Spirit''' is encountered at the end of the quest Glory of the Dead.

 
Related Quests