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

thumb|left|Svaknir next to his corpsethumb|right|Svaknir challenging King Olaf One-Eye
Svaknir is the ghost of a bard found in Dead Men's Respite. He wears a set of merchant clothes and a pair of boots. He is equipped with a honed ancient Nord sword. Near the end of the dungeon, a copy of ''King Olaf's Verse'' can be found next to his body. He is involved in the Bards College storyline via the Tending the Flames quest.

In the last room of the crypt, Svaknir challenges the remains of King Olaf One-Eye to a duel, seeking revenge for his imprisonment at the ancient High King's hands. In his part of the Poetic Edda, the living history of Skyrim, Svaknir had denounced the king as a fraud. Svaknir claimed that Olaf and his men came upon a weakened Numinex and took advantage of it to capture the dragon, and that Olaf then fabricated the tale of his battle to ensure his place as Jarl and possibly to aid in his bid to become High King. For more information, see the lore article.

Svaknir can also be found sitting on a rock in Sovngarde during the main quest if Tending the Flames has been completed.

 
Related Quests
 

Notes
There are in fact three versions of Svaknir:
The ghost found in Dead Men's Respite has a base ID of   and a ref ID of  .
His body at the end of the said dungeon is actually considered to be a container in game data, and has a base ID of  . Other than the verse beside it, only a few gold coins can be found on the body.
The third version is found in Sovngarde. He has a base ID of   and a ref ID of  , and has the same outfit and weapon as his ghost.
The Prima Guide refers to him multiple times as "Yrsarald", suggesting that this was his original name.
Skyrim:Worshipper

Four Worshippers can be found dead at the Shrine of Talos to the southwest of the Guardian Stones.

There are two dead male Nord farmers. Both wear hooded monk robes and boots, and they are both equipped with a leveled mace and a small amount of gold.

 
 
The dead Imperial citizen wears a random farmer outfit, and carries a leveled dagger and a small amount of gold.

 
 
The dead female Nord farmer wears a belted tunic and boots, and carries a small amount of gold.
Skyrim:Weylin

Weylin is a Breton witchblade from Markarth. He lives in the Warrens, but will never be seen there because when you enter the city for the first time, he will attempt to murder a woman named Margret. You can either stop him by killing him, or let him commit the murder. If he is successful, the guards will immediately kill him. Shortly before killing Margret, he will yell, "The Reach belongs to the Forsworn!", showing his affiliation with the Forsworn. Upon death he will say, "I die for my people."

He wears a set of miner's clothes, a pair of boots, and a pair of gloves. He is equipped with a steel dagger, and carries a selection of lower-class items and gold.

Should you choose to investigate why he attacked Margret, you will eventually find a note in Weylin's room in the Warrens, telling him that he has been "chosen to strike fear in the heart of the Nords".

 
Related Quests
Skyrim:Margret

Margret is a Nord citizen visiting Markarth from her home in Cyrodiil.

As you enter Markarth for the first time, you may notice her shopping at a market stall, busy discussing her purchase with the stall manager. Weylin will suddenly grab her and attempt to kill her. You can either let this happen, or save Margret by killing Weylin. If saved, she will be thankful and give you a necklace.

Saving Margret can be helpful in later quests having to do with investigating the marketplace attack. Since Margret will still be alive, you can ask her directly about the attack instead of having to ask multiple unwilling witnesses. While speaking with Margret in the Silver-Blood Inn during The Forsworn Conspiracy, if you ask her what she is doing in Markarth, she may reveal herself to be an Imperial agent, her attention focused on the Markarth Treasury deed. She has the intention of either buying or stealing it for General Tullius and the Imperials, but has been unsuccessful thus far.

She wears a set of farm clothes and a pair of boots. She is equipped with a steel dagger, and carries a key to her room.
 

Related Quests
 

Dialogue
Before the attack in the market:
:''"I'm shopping. Excuse me."

After the attack:
:"I should never have come to Markarth."
:"Oh it's you. The one from the market."

Margret will give you a necklace if you saved her.
:"By the gods, that man nearly killed me. You saved my life. Thank you. Here, I was going to bring this to my sister, but I think you should have it."

You can ask her some questions, but she denies knowing anything.
:Do you know why he was after you?
:"No. I don't have any idea. I was just shopping for a pendant for my sister back in the Imperial City."

:That man said something about the "Forsworn."
:"I've heard of them. Something about the men who live in the hills and attack caravans. I'm sorry. I don't know anymore. I'm just visiting here from Cyrodiil."

If she survived, you can talk to her during your investigation into the attack.
:"I'm sorry, I'm still a bit dizzy from everything."

You have three options:
:What are you doing in Markarth?
:"Just visiting. I had some business here. That's all."

:Any idea why Weylin attacked you?
:"No. I was just buying jewelry for my sister in Cyrodiil. I've never even seen that man before."

:Do you remember anything about the attack?
:"Not much. One moment I was buying a necklace, and the rest is just a blur."

After choosing the first option, you can dig for further information.


If you successfully persuade her to tell you more, she will continue with:
:"I'm one of General Tullius's agents. I was sent to investigate the Treasury House and the Silver-Blood family. They own Cidhna Mine, one of the toughest jails in Skyrim. I was hoping I could buy or steal the deed, but I don't think that's how things work here. Mark my words. Thonar Silver-Blood was behind that attack in the market. Somehow."''
Skyrim:Alchemist

Alchemists are dead Dunmer conjurers found throughout Skyrim. They all wear boots and Black Mage Robes. They all carry a nirnroot, a rare ingredient, and a leveled dagger. There is one in a cell in Fort Greenwall, one in a hanging cage outside of Fort Dunstad, one at the giant camp Cradlecrush Rock, one on a rock in a river near Talking Stone Camp, and one on a sunken altar at Evergreen Grove. They can be a good source of ingredients in the beginning of the game.

 
 
This Alchemist is a High Elf conjurer found at Clearpine Pond up against a fallen tree. She wears black mage robes and boots. She carries a nirnroot, a rare ingredient, a leveled dagger, and a copy of the Alchemy skill book De Rerum Dirennis. Beside her is an apothecary's satchel containing one common, uncommon, and rare ingredients each, with a 25% chance of containing one random potion of healing, of magicka, or of stamina. There are also two taproots and a blisterwort found beside her, along with an empty flower basket.

 
Notes
One more alchemist (see BaseID 00099805 above) is found in Volkihar Keep after Dawnguard is installed, on a table in Ronthil's quarters.
Strangely, both types of Alchemists know the spells Conjure Familiar, Flames, Oakflesh, and Lesser Ward, even though they are dead and cannot use them.
 
 
 
 
Three alchemists can be found dead in Solstheim.

All three alchemists wear leveled, enchanted robes; from level 1-7, it will be black mage robes. From level 8 and up, the enchantments will match your level, and will fortify either Destruction, Restoration, or Alteration. From level 10, there is also a 25% chance the robes will have a regenerate magicka enchantment. Lastly, all of them wear the same type of boots.

They all carry a sample of nirnroot, some random, rare ingredients, and a leveled dagger (up to glass quality at level 18).
Skyrim:Heddic Volunnar

Heddic Volunnar was a Nord warrior who went searching through the ruin of Volunruud to find the tomb of Kvenel the Tongue, an ancient hero who may have been one of his ancestors. He went alone, expecting no conflict, but was killed by draugr while searching for a way to open the tomb. His journal can be found at the ruin's entrance. 

He wears clothes with a pair of hide boots and hide bracers and has a chance of carrying a rare alchemy ingredient and/or a potion recipe. 

 
Related Quests
 

Bugs
Skyrim:Dunmer Ghost

Three Dunmer Ghosts can be found when retrieving the Crown Of Barenziah in Tolvald's Cave after finding all 24 Unusual Gems (Stones of Barenziah) during the quest No Stone Unturned. They are the ghosts of the ambushed Dunmer caravan of refugees from Morrowind. 
One of the ghosts appears to be sitting next to her skeleton and was a battle mage prior to being in the caravan as can be learned from the journal where she is sitting. This ghost will at times respond to spells equipped if you have them "unsheathed". The second appears to be wearing full elven armor but does not appear to have any dialogue options. The third ghost is located to the right of the Crown of Barenziah beside a pillar.
 

Related Quests
Skyrim:Aspiring Mage

The Aspiring Mage is a Nord warrior who is randomly encountered in the wilderness. He can be seen attempting to reanimate the corpse of a woodland creature. He had wanted to follow in his grandfather's footsteps and become a mage, but his application to join the College of Winterhold was denied. It turns out he is only able to cast magic because of his grandfather's leveled staff of reanimation. You may persuade him to give you the staff, intimidate him, or just pay for it.

The Aspiring Mage wears a set of farm clothes and a pair of boots. Apart from his staff, he also carries a leveled soul gem.
 
Dialogue
As he tries to reanimate the creature, he will intone: 
:"Rise up and live again!"
:"I grant you a new life!" 
:"Come on, get up!"
:''"This should work. I've done it before." 
:"Gah! This staff is useless... I'm useless. The whole world is useless!" 

You can approach him to ask what the problem is:
:What's the problem?
:"Oh... hello there. Didn't notice you come up. I was focusing my magicka. Or at least, I thought I was. I don't really know what I'm doing." 

You can reply in two ways:

:Yes. It's painfully obvious you don't know what you're doing.
::"You don't have to tell me that."

:That's quite a staff you have there.
::"I used to think so, too."

Either way, he will continue by explaining: 
:"See, my grandfather was a wizard. My father wouldn't talk about him much. But I found some of his things in the attic. Including this staff. After that I thought I was turning into a wizard too, because dead things near me would come to life again for while. I even went to the College of Winterhold. But they just laughed at me. The magic is in the staff, not in me they said."

At this point, you can try to acquire the staff from him.




A successful attempt will have him say: 
:"In fact. Keep it. I must have used up the magic in the staff or something. It's just a dumb stick of wood now."''
 
Bugs
Skyrim:Old Orc

The Old Orc is an Orc bandit who can be randomly encountered with two dead sabre cats near him at an exterior location after you reach level 5.

If spoken to, he will say that he wants a "noble death", which the Daedric Prince Malacath has promised him, and asks you to deliver it. You may oblige, in which case he will attack you. There is no reward for killing him, except for the experience you will gain if you defeat him and the objects you can take from his corpse. Killing him does not constitute a crime.

If you refuse, attempt to talk him out of his death wish, or disengage from the conversation, he will suggest that you leave him so he can wait for his wish, or otherwise do nothing. He can, for some, present a moderately challenging battle.

Speaking to the Old Orc will have him say: "I am waiting for a good death" on your first interaction with him. This will give you the option to either ask him why he wants to die or what he means by 'a good death'. Ending the dialogue and speaking to him again will have him instead greet you by saying: "If you are not here to grant me a good death, then you can leave." You will be given several additional branching dialogue options to respond with. You can now also (unsuccessfully) try to convince him that he is not old, say that you cannot think of a way to convince him otherwise and will leave him to his business, or offer to help. Asking him what he means by a good death will have him say: "Yes. Were I to simply lay down and die, it would not please Malacath." Asking him why we wants to die will have him respond by saying: "My time has come. I am old. Too old to become chief. It would be wrong for me to take wives at this age. So I will die. Malacath has given me a vision of a glorious death. I am to wait here until it finds me. As you can see, it has not yet arrived." Telling him he is not old and is still capable of living life will have him say: "Indeed. One should find his death while he can still call himself a proper man. We Orc men are not like these Nords and Imperials who carry on until they are grey and feeble and their hair falls out. To cling to something past its usefulness is unseemly, how much more so when that thing is you?" If you admit to him that you will not be able to convince him out of this and will leave him to his business will get the response: ''"You should leave. I don't want you scaring off my good death." After saying this, he will end the conversation. If you tell him that you could give him the death he seeks he will consider your proposition while giving you an opportunity to back out of the fight before it starts: "Perhaps... Are you sure about this?" Taking this opportunity to avoid the fight will have him tell you to leave the same way he did before. Taking the other option and confirming that you will kill him he will respond: "Hmm. We shall see." With this said, he will proceed to fight you to the death.
 

Notes
His script notes describe him as an "old warrior sitting patiently waiting for a good death after a good fight"''.
There was a similar encounter with the Orc Umbra in Morrowind.

Bugs
Skyrim:Scavenger

The Scavenger is a Nord bandit who is randomly encountered in the wilderness with the corpses of three Imperial soldiers and three Stormcloak soldiers. One of each type is naked, and the scavenger is in the process of looting another soldier. He wears a Stormcloak cuirass with Imperial boots and an Imperial officer's helmet. He carries an Imperial light shield, an iron battleaxe, an Imperial bow, and four steel arrows.
Skyrim:Wyndelius Gatharian

Wyndelius Gatharian is a Dark Elf bandit wizard inhabiting Shroud Hearth Barrow in search of the Sapphire Dragon Claw to gain access to Shroud Hearth Depths.

He appears spectral when encountered, which is later revealed to be due to a potion he consumes. He is hostile to the player and, upon killing him, one can read his journal. The journal explains why he is pretending to be a ghost; to make sure the locals at Ivarstead would not interrupt him in his search for the claw. Over time, his mind started to break down and by the time the player finds him, Wyndelius is of the belief that it is his destiny to guard the barrow.

 
Related Quests
 

Quest-Related Events
Lifting the Shroud
Wyndelius will shout when he spots you:
"Leave this place... Leave this place..."
"Leave... Leave... Leave..."

Notes
Wyndelius seems to react differently if raised as a dead thrall. When revived, he will go to ghost form (possibly scripted) and will speak normally with no moaning or groaning, saying things such as "Hmm? Does someone live among the dead?" when enemies are around or "Finality." when an enemy is defeated. As such, for anyone who refrains from using dead thrall/reanimate due to the moaning, this makes him a prime candidate for reanimation (other NPCs will still treat him like any other zombie though).
If you pickpocket the potion, and do not take his journal or potion of the table, the potion on him will respawn every month. If he is kept as a dead thrall, the potion on him will respawn every month as well.  
Wyndelius is immune to "bleeding damage" even though he isn't really a ghost.
In the Shivering Isles DLC in Oblivion, there is a Dunmer named Syndelius Gatharian. Syndelius and Wyndelius share race and surname, however it is unknown if they are related.
Skyrim:Illia

Illia is an Imperial elemental mage who lives in the Darklight Tower along with her mother, witches, and hagravens. Her mother plans to become a hagraven, but she needs a human sacrifice for this. Illia wants to stop her mother by killing her.

Upon arriving in the tower, you witness Illia killing a witch. She explains the situation about her mother and asks you if you can help her. If you agree, the quest Repentance is started. After completing the quest, you can ask her to become your follower. She will return to the tower when you dismiss her. She can also be recruited into the Blades and become a personal steward .

She is a very powerful mage and favors frost spells. She wears blue mage robes and a pair of boots. She also carries a key, which opens two doors inside the tower - one containing two barrels and a chest, and the other containing a few barrels with fruit and a cupboard with some potions standing on it. She is equipped with a leveled dagger, which can be up to glass quality.

 

Leveled List


Related Quests
 

Notes
If Illia is dismissed or replaced as your follower (for example, by the Companion quests), she can usually be found again in the entrance to Darklight Tower. If she isn't at Darklight Tower, go north towards Windhelm using the pathway there. Turn left when the dirt road turns into stone trails. If she is not there travel to where you dismissed her and deactivate all quests, then set a waypoint to Darklight Tower and use Clairvoyance to follow the path she would be taking.
Illia favors Frost spells.  This can be particularly devastating in combat to both enemies and you, as she frequently uses Ice Storm after about level 20. If you specialize in melee, you should be particularly careful with her as a follower.

Bugs
 
 This can be fixed by opening up the console and typing:   followed by  .
 
 Use these console commands to move her to your location:   and  .
 
 
 
 This can be fixed by opening up the console and typing:   followed by  .
Skyrim:Commoner

Commoners are Nord warriors found at Sanguine's banquet in Misty Grove. They have no unique dialogue and spend all their time feasting.

There are four variants of each Commoner, making space for two of each variant at the table. They all carry a tankard and a slice of bread, although their appearance and clothes differ: 

Commoner #1 wears a belted tunic with a pair of clothes and a hat. 

Commoner #2 wears a set of clothes and a pair of boots. 

Commoner #3 wears a cowl, a set of clothes, and a pair of boots. 

Commoner #4 wears a set of clothes and boots. 

 
Related Quests
Skyrim:Vasha

thumb|right|Vasha unmasked
Vasha, a Khajiit warrior, is one of the three hostages in the With Friends Like These... quest. You first encounter him in the Abandoned Shack.

He claims that he is an "Obtainer of goods, taker of lives, and defiler of daughters." The nature of the encounter implies that he is either a merchant, soldier, and womanizer, or a thief, murderer, and rapist. Of the three hostages, he is the only one who actually remains calm when faced with his imminent death.

He wears a set of fine clothes and fine boots, and also an execution hood.
 
Related Quests
 
Quest-Related Events
As you approach him for the first time, Vasha will offer you: 
:''"Tell you what. You release me, and I promise my associates won't hunt you down like an animal and butcher you in the street. It's a win-win." 

At other times, he can be found saying: 
:"Whoever this is, clearly we got off on the wrong foot. Ah, but no worries. This is not the first time I have been bagged and dragged."
:"Come now. Whatever the problem, we can talk about it like civilized folk. Hmm?"
:"Hello? Hello? Ah, I know you're listening."
:"A man in my position makes lots of enemies. But what is a life-threatening situation if not an opportunity for mutual benefit? Hmmm?"
:"You'll let me go. I know you will. This is all just part of the game we play..."

When spoken to directly:
:Who are you?
:"Ahhh... Vasha, at your service. Obtainer of goods, taker of lives, and defiler of daughters. Have you not heard of me? Perhaps I will have my people carve my name in your corpse, as a reminder." 
:Would someone pay to have you killed?
:"Me? Ha! Are you serious?" 

You have two dialogue options:



If you kill him he will scream:
:"Aiiiieee!"

If you choose to kill Astrid instead, you can choose to listen to Vasha saying: 
:"Come now, my friend. Haven't we played this game long enough? Untie me, and we can all go our separate ways."
:(Cut the captive's bonds)
:"Ah, you see? That wasn't so hard, now was it? Let's the two of us just forget we ever met, hmm?" 

Any time you talk to him after release, he will thank you with: 
:"Ah, sweet freedom. Now that's more like it. You have my thanks, stranger."''
Notes
Despite his claims of having his associates "hunt you down like an animal and butcher you in the street", no one will be sent after you should you kill Vasha.
He is the only one of the hostages who will not comment on another captive's death.
Skyrim:Alea Quintus

thumb|Alea unmasked
Alea Quintus, a Nord warrior, is one of the three people that may be selected from and killed to gain entry into the Dark Brotherhood during the related quest. She is the mother of six children. She does not act scared when spoken with; rather, she says that she has no time to deal with this and demands to be released. Furthermore, Alea states that she may have made enemies with the take-no-nonsense attitude she has had to adopt in order to raise her children.

She wears a belted tunic and boots. She, like the other two captives, also wears an execution hood.

When approached for the first time, she will order you, ''"I don't have time for this nonsense. I've got a home to keep and children to feed. Now let me out of here!" Otherwise she may say things like, "Cowards! Stealing a woman from her home! For shame!", "Get these things off of me!", "By the gods, when I get out of here you're dead! You hear me? Dead!" or "Aggghh! Re...lease me!"

If you kill another captive and talk to Alea, she will say, "What's happening? Damn it, what are you doing?"''

Should you ask who she is, she won't provide a helpful answer: ''"None of your damned business who I am! If you're going to kill me, just do it already! As Mara is my witness, if I didn't have this damned hood on right now I would spit right in your face..." Asking her if someone would pay to have her killed will have her ask back, "Excuse me? What kind of question is that?" You can proceed in two ways:
:"One last time: Would. Someone. Pay. To. Have. You. Killed?" (Intimidate) 
:"I'm kneeling here with my hands bound and a sack over my head, and you have the gall to ask me that? What do you think, genius?"
:"It's all right. Just tell me what I need to know." (Persuade) 
:"I'm, a woman living in Skyrim with six children and no husband. I don't have the time or patience to be 'nice.' Do some people look down on me? Have I made some enemies? You're damn right."

If you kill her, Astrid will remark:
:"Ah,  the feisty goodwife. Quite the mouth on her. Someone must have wanted her dead... right?" 
:"Hmm. The fearless wife and mother, and the underhanded Khajiit. Had to be one of them, right? Interesting choice."
:"The blubbering barbarian and the tenacious mother. Must have been one of them, right?"

If you kill Astrid, you can initiate conversation with Alea to free her. She will continue to boss you around, saying, "You cut these bindings this minute! You hear me? You cut these bindings right now!" After doing so, she will say, "Well it's about damn time. Capturing a woman from her home, keeping her bound like an animal. Ridiculous..." Talking to her after this will have her respond, "I don't know who you are, or what's going on here, but you ought to be ashamed of yourself."''

Related Quests