Netruk44/uesp-wiki-content huggingface dataset:
Skyrim:Helgi's Ghost

Helgi was a Nord child from Morthal. She was the daughter of Hroggar. She and her mother died in a fire that destroyed their house.

You will meet her ghost while investigating the fire. She will help you find the culprits. After you finish the quest, she will thank you for avenging her and her mother, and will "go to sleep".

She wears child's clothes and a pair of shoes.
 
Related Quests
 

Quest-Related Events
Helgi's Ghost thanks you for avenging her mother's death|thumb|right
 

Notes
If you get into a fight near her burned house (with Benor, for example) between talking to the Jarl about the burned house and agreeing to play hide and seek with her, Helgi may step out into the open to spectate. No one will react to her presence.
Skyrim:Lu'ah Al-Skaven

'''Lu'ah Al-Skaven''' is a Redguard conjurer in Ansilvund whose husband, Saeel, died for the Empire in the retaking of the Imperial City from the Aldmeri Dominion.

Her journal documents her research into using conjuring magic to infuse her husband's soul into another body. Unsuccessful, instead she starts raising an undead army of draugr.

Lu'ah Al-Skaven wears a pair of boots and a set of leveled black mage robes. She will either carry a Staff of the Familiar or a Staff of Zombies to help her in combat. However, as an experienced mage she also knows a variety of spells. On her left hand she will use Grand Healing, Greater Ward, Ironflesh, and Close Wounds. On her right she will use Revenant, Dread Zombie, and Turn Greater Undead. On either hand she may use Ice Storm and Ice Spike.

You will first hear Lu'ah Al-Skaven long before you actually see her. She will communicate to you as a disembodied voice, threatening you and commanding you to leave. You will first hear the voice as you begin to progress into Ansilvund, with her identifying herself and commanding you to leave: ''"I am Lu'ah Al-Skaven. Who are you to disrupt my work? Begone, or I will add you to my army of the dead!" While she says this she will raise more draugr to try to stop you. If you ignore her command and proceed through you will once again hear the voice, this time simply raising more draugr to challenge you: "Rise from your graves to defeat this worm" If you proceed into the Ansilvund Burial Chambers she will proceed to continue harassing you with draugr: "I shall have vengeance for the death of my husband. Rise!" Continuing on will have her raise more undead for you to fight after saying: "I could not raise him, but I will raise an army to avenge his defilement!" Once you finally reach her chamber she will monologue about her motives for a bit before finally attacking you: "They burned his body before I could raise him... it should have been returned to me... You will not stop me from killing those who wage this pointless war!"'' Once you put her down, the ghosts of Fjori and Holgeir will appear to thank you for your deed before rewarding you with Ghostblade.

 
Related Quests
 

Notes
Lu'ah's name suggests she hails from the city of Skaven.
Skyrim:Alik'r Prisoner

The '''Alik'r Prisoner''', a Redguard scout, is one of Kematu's men who came to Skyrim to find Saadia. The Alik'r, led by Kematu, claim to have been sent after Saadia for speaking out against the government. This unlucky man was arrested for thievery and is being held in Dragonsreach in Whiterun.

The Alik'r Prisoner wears an Alik'r hood, Hammerfell garb, and a pair of Redguard boots. 

During In My Time Of Need, you can pay the guard 100 gold to release him, and the prisoner will tell you that Kematu can be found in Swindler's Den, a cave west of Whiterun. Tell him that you need to find Kematu, and the prisoner will reply, "You have a death wish, then? If you know that name, you must know to meet him would be to meet your end. But it seems we both have needs, friend. Perhaps we can help each other out." Asking him what he needs will have him tell you, ''"I have dishonored my brothers by being captured, and so they have left me here. My life with the Alik'r is over now, but I have no wish to die in this gods-forsaken land. If I can be released from prison, I may start over. See to that, and I'll tell you what you want to know."'' You can then ask him how much his fine is, to which he'll reply, ''"100 gold will secure my release. You can afford that, can't you? I suppose you'd better hope you can, if you want the information. Get the money into the hands of one of these guards, and I'll tell you what you want to know."'' Telling him you don't have that much gold will have him end conversation with "Then we have nothing more to say to one another." Alternatively, you can ask him why the Alik'r left him. He'll answer, ''"Because I was clumsy enough to be captured. Kematu always says we're supposed to be the best of the best. I wasn't."''

After paying the nearby guard, you can tell the prisoner that his fine has been paid. He'll reply, ''"Very well. Kematu is west of Whiterun. It's an unassuming little cave called Swindler's Den. You realize if you set foot in there, you're never coming back out. They'll kill you. But that's your problem, not mine." The prisoner will then inform the guard about the fine, though the guard will claim to have lost the key and that he will "get around to it eventually":

Prisoner: "Guard! My fine's been paid, now set me free!" 
Guard: "Sorry, my ears aren't so good. You say somethin'?" 
Prisoner: "I said my fine has been paid! Now let me out!" 
Guard: "Right, right... Oh, look at that. I seem to have lost my keys. Might take me a while to find them. You just sit tight. I'll get around to it eventually." 
Prisoner: "Curse you!"''

He will remain in the prison constantly, and is never actually released regardless of anything you do.
 
 

Related Quests
 

Notes
Even if you open his cell door, he will not attempt to escape.
Skyrim:Maluril

Maluril is a Dark Elf scholar studying the Dwemer culture. He lives in his room in Mzinchaleft, along with many bandits who serve as his bodyguards. One of the bandits has the key to his room in his inventory. He is not just some innocent researcher, as illustrated in his journal. He seems to have made some enemies in his past as he becomes the target of a Dark Brotherhood contract, which may explain the events described in his journal.

Maluril spends most of his time wandering around inside his room, surrounded by many Dwemer artifacts. He wakes up at 8am and immediately begins to wander around. He can usually be found having a quick meal or drink while seated on a chair. After wandering around in his room the entire day, Maluril heads to his bed at midnight where he will sleep for the next eight hours.    

He wears blue mage robes and a pair of boots. In combat, he uses a staff of firebolts and he also carries a spare steel sword which he may use. 

Once you've picked up your contract, you may ask Nazir about him. He will say, ''"He's dangerous. Very dangerous. A rogue Dark Elf mage doing research into Dwarven artifacts should be both respected... and feared. Just not by you."
Like with most targets of the Dark Brotherhood, you may also have a word with Maluril before killing him, as he is not immediately hostile to you like his companions. He will be shocked to see you: "By the gods! What are you doing here?" and you can reply in three ways. If you walk away instead of answering him, approaching him again will have him scold you, "The power of Mzinchaleft is mine! Begone from here!"
 

:"The only thing you will discover in Mzinchaleft is death."
:"Death? Oh, there's death to be found here, to be sure. But not my own!"
:"Fascinating race, the Dwemer. Powerful... and extinct."
:"Yes... quite. But if that power could be harnessed. Controlled. The possibilities would be... But... who exactly are you? And why are you in here? I think it best you leave Mzinchaleft. These ruins can be quite... dangerous."
:(Remain silent)
:"Who are you? Why are you here? Leave this place. I have much work to conduct...."''

Related Quests
 
 

Notes
His full name is Maluril Ferano, his last name, however, is only ever mentioned inside in a note.
Maluril will not appear unless the quest Kill Maluril is started but he is mentioned by his guards. His journal will also be in the room but not himself.
Despite Nazir's comments, Maluril does not know any spells.
An angry note written by Maluril to his guards can be found in the game files but goes unused in the final game.
Skyrim:Agnis

Agnis, a Nord citizen, can be found inside Fort Greymoor. She acts as the joyful  maid to whoever holds Fort Greymoor, although she gives the fort commander a hard time in her Complaint Letter.  Nazir will give you a Dark Brotherhood contract to assassinate her.

She has her own quarters in the fort, in the northeastern wing, and she sleeps there every night between midnight and 8am. The rest of her time is spent cleaning the surrounding area and neighboring dinner hall, occasionally resting on a chair, eating or taking a nap. 

Agnis wears a set of clothes, boots, and gloves. She also keeps a steel dagger on her person, to defend herself in case Fort Greymoor's many masters and visitors prove to be less than friendly.
 
Related Quests
 
Dialogue
Agnis lives a strange existence of a servant to whoever holds Fort Greymoor, with her not caring about who that may be. Attempting to speak to her before starting the Dark Brotherhood quest Kill Agnis will have her offer some comments on her peculiar life:

:"I just cook, and clean, and do whatever it is they ask of me." 
:''"I can't even keep track of all the people who have been in and out of this fort. They come, they go. I barely notice." 
:"Hard enough to keep up with who owns this fort. One side takes over, the other runs away. I tell them, "I ain't leaving! I come with the place!" Ha!"
:"I remember one morning, long time ago, I woke up and the place was run by some Orcs. Went to bed that night, it was all vampires. Don't matter to me." 
:"Now, then. I been gabbin' long enough. Too much cleanin' to do."'' 
Quest-Related Events
Kill Agnis
If you come to her to fulfill the Brotherhood's contract, speaking to her will have her say:
:"You fighter types are always underfoot. You want me to clean? Then scat!" 
Which will give you the opportunity to respond from three topics: 


Notes
If she is nearby when bandits occupying the fort are engaged in combat she will fight the bandits with you.
Skyrim:Deekus

thumb|right|Deekus guarding his loot
Deekus is an Argonian assassin who resides at a campsite on the beach near Hela's Folly. He is a target for assassination in a Dark Brotherhood contract.

Deekus spends most of his time wandering around the campsite, guarding the items he has collected from the nearby shipwreck. He wakes up at 8am and immediately begins to wander around his campsite. He can usually be found having a quick meal or drink while seated on the nearby chair. After a day of patrolling around the campsite, he heads to his bedroll at midnight where he will sleep for the next eight hours.    

Deekus wears a set of hide armor with a matching pair of boots. He is equipped with an iron dagger. The campsite has a locked chest and several containers. On the tables and near the bed are various gems and gold, as well as a statue of Dibella, all of which will be counted as stolen regardless of if Deekus is killed. Mind the bear traps near the chests. All items found in the camp respawn after a period of time, whether he is alive or not. Nazir will provide you with some information on Deekus if you ask him to tell you about your contract. Deekus likes to scavenge shipwrecks, and will run away if threatened.
 

Related Quests
 

Dialogue
He may tell you to leave, saying either: 
:''"Hrm. You go find your own wreck. This one's mine." 
:"Go away! This is my wreck! Mine!"

Quest-Related Events
Like most assassination targets, you may choose to have a conversation with Deekus.


Notes
Deekus will not become hostile if he sees you in werewolf or vampire lord forms, or if he watches you transform.
Nazir will provide you with some information on Deekus if you ask him to tell you about your contract, saying, "He's an Argonian layabout, likes to scavenge shipwrecks. My guess is he'll run if threatened. Or swim, if given the chance."''
Skyrim:Fjotra

Fjotra is a Nord child who is initially found in Broken Tower Redoubt. She has been kidnapped by a group of Forsworn and imprisoned in their redoubt. She is the daughter of Enmon and Mena from Karthwasten.

She is the new sybil of Dibella, and you will be tasked with bringing her back to the Temple of Dibella in Markarth. 

Fjotra wears red colored child's clothes  and a pair of shoes. 
 
Related Quests
 
Quest-Related Dialogue
The Heart of Dibella
When first spoken to:
:''"Are you one of them? Please don't hurt me."
:I'm here to bring you to the Temple in Markarth.
:"Then it is true what they said? I am touched by the gods?"
:You're going to be the Sybil of Dibella.
:"I've heard stories about the wonders of the great Temple in Markarth. But I never dreamed that I would even get to see it. I am honored to be called for this duty. Please, lead on."

When spoken to whilst shes following you:
:"Please, let's hurry to the Temple before the Forsworn find me again."
:"I can't wait to learn from the priestesses."
:"I hope we reach Markarth soon."

Conversations
If Enmon is with you or if you go to Karthwasten with Fjotra, this conversation will occur:
:Fjotra: "Father!"
:Enmon: "Fjotra, dear. Did they hurt you?"
:Fjotra: "Of course not. My spirit remains strong."
:Enmon: "My little girl. Always strong. Do you know where you have to go?"
:Fjotra: "I'm to go to the temple in Markarth. I... I'll have to leave you and mother."
:Enmon: "It's our honor to have you there. This   is going to take you to Markarth. Are you ready?"
:Fjotra: "Of course."''

Notes
Although both her mother and father are Bretons, Fjotra is a Nord, suggesting that she was adopted.
Fjotra is the only child follower in the game. As a child, she is invulnerable to attacks, making her useful as bait in a fight.
Skyrim:Hamal

Hamal, a Nord priestess, is also known as "The Mother" to the priestesses at the Temple of Dibella. She can normally be found inside the Inner Sanctum of the temple. Hamal is a master trainer for Enchanting (up to 90). After completing the quest The Heart of Dibella she will be available for training.

Hamal wears simple monk robes and a pair of boots. She carries a steel war axe of ice, an iron dagger, the key to the temple of Dibella, the key to the inner sanctum, and a few common items and gold.
 
Related Quests
 

Dialogue

Quest-Related Dialogue

:''"And just what do you think you're doing?"
:I was curious about the temple.
:"Unfortunately for you, we don't allow   into the inner sanctum."
:What is the penalty?
:"Normally, a  . Luckily for you, there are more pressing matters. We could make an example of you, but perhaps you could be put to better use."
:What use is that?
:"The ceremony you so rudely interrupted was the Exalted Protocol of the Dibellan Sybil. I don't expect you to know what that means. Suffice to say that our Sybil was recently lost to us. Through the Protocol, we have seen the home of the next Sybil, to the north, in a small village pressed against the stone. If you can travel there, and retrieve our young Sybil, your transgression will be forgiven."

:I will undertake this penance. Where is the village?
::"We believe the place in our vision to be Karthwasten. Now move quickly. The girl must be brought to the temple as soon as possible."

:I'm not your errand boy. The statue is mine!
::"So be it. We gave you a choice."

If spoken to further:
:Anything else in it for me?
:" "

:What is a Sybil?
:"The Sybil of Dibella spends her entire life in direct communion with the goddess. From the time she's a little girl to the moment she expires, she is a direct connection with the heavenly mother. From her reverie, we know the mind of our god. We have had a vision of the next Sybil, living in a village to the north. She must be brought to the temple for her reverie to begin."
::Why is this all such a secret?
::"We prefer not to announce that the Sybil has died until we can introduce the new one. People like to know that we're connected to the goddess."

::The girl is just taken from her family?
::"It's considered a great honor for the family. Their daughter will never know hardship, and the goddess blesses them with great bounty."''

Spells
Hamal knows the following spells:
Destruction
Ice Spike
Ice storm
Restoration
Fast Healing
Lesser Ward
Skyrim:Haldyn

Haldyn is a Redguard elemental mage who can be found on the island of Japhet's Folly, far northeast of Winterhold. He is the leader of a group of pirates called the Blood Horkers, who have been harassing ships in the Sea of Ghosts.

Haldyn is clad in a full set of leveled heavy armor. This includes the cuirass, a pair of boots, and a 50% chance of a pair of gauntlets. All his equipment can be up to steel plate quality or Nordic carved armor if Dragonborn is installed.

Adelaisa Vendicci will instruct you to kill him in the quest Rise in the East in order to stop the pirates from plundering any more ships. Haldyn is skilled in Destruction magic and relies heavily on shock spells.
 
Related Quests
Skyrim:Stig Salt-Plank

Stig Salt-Plank, a Nord warrior, is a pirate captain and a member of the Blood Horkers. He tells you about how the war is good for business because the guards are too busy. During the related quest, he will show up at the Windpeak Inn in Dawnstar with the rest of his crew. You will be sent to track him down and find the location of the Blood Horkers' base of operations. He tells you about his boss Haldyn and that they have their base set up at Japhet's Folly. When you enter the Windpeak Inn, you will see Stig and his men giving Karita a hard time.

Stig wears a set of merchant's clothes along with a hat and a pair of boots. He carries a copy of Blood Horker orders. 

 
Related Quests

Quest-Related Events
He can be overheard talking to Karita as you walk into the Inn:
:Karita: "You beasts are the worst." 
:Stig: ''"Come now, dearie, surely we aren't all that bad." 
:Karita: "Just… leave me alone! I've brought your mead, now drink it and shut your filthy mouths." 
:Alding: "Oh, we've got other things in mind for our mouths, sweetie."

He can then be spoken to about the Blood Horkers:
:"What're you looking at?"
:Have you heard of a pirate crew called the Blood Horkers?
:"Heard of them? I've been captaining a crew for 'em well on nine years now. What's it to you?"
:Lots of gold to be had plundering ships.
:"Aye, the war keeps the Empire and the locals too busy to worry about us. Haldyn calls it "our golden age.""
:Who is Haldyn?
:"Our secret ingredient, if you will. A battle-mage of fearsome cunning. Runs the Blood Horkers, and makes sure the battles end right-side up."
:Where would I go to join up?
:"Well I can't just tell that to any skeever that washes up. From the look of you, I'm guessing you're more looking to cause some trouble for the Horkers."

He can then either be brawled or bribed to give up the location of Haldyn:
:Do I have to beat it out of you? (Brawl)
:"It would be my pleasure."
After beating him:
:"Well fought, ya swinging bit of skeever tail."
::So where are the Blood Horkers at?
::"Haldyn will take my hide for this, but Skyrim's been feeling a bit confining lately. We draw council at Japhet's Folly. The fools in Windhelm won't go near it, which is fine by us. If you pardon me now, my crew needs gathering. Should be in Hammerfell before the other Horkers know who let slip their secret."
If bribed:
:Would this loosen your tongue?
:"Ah, I think that'll do just the trick. Haldyn will take my hide for this, but Skyrim's been feeling a bit confining lately. We draw council at Japhet's Folly. The fools in Windhelm won't go near it, which is fine by us. If you pardon me now, my crew needs gathering. Should be in Hammerfell before the other Horkers know who let slip their secret."''
Skyrim:Gloves of the Pugilist

The Gloves of the Pugilist are unique gloves located inside of the sewer tunnels beneath Riften known as The Ratway. Specifically, the Gloves of the Pugilist are found on the appropriately named Gian the Fist, who uses them for their unique fortify unarmed damage enchantment, which increases the damage unarmed strikes do by ten points. The gloves themselves share their appearance with fur gauntlets, along with its base stats. Unlike fur gauntlets, the improvements available through the use of a workbench require two leather strips, a piece of leather, and the Arcane Blacksmith perk, versus just a single piece of leather.
Skyrim:Phinis Gestor

Phinis Gestor is a Breton conjurer at the College of Winterhold, and an expert-level trainer in Conjuration. When your conjuration skill reaches level 90, Phinis offers a quest that, when completed, rewards you with the Flame Thrall spell. This is equivalent to the Conjure Flame Atronach spell, except that the conjured ally materializes permanently instead of temporarily.  

He sleeps every night between midnight and 7am in his room on the ground floor of the Hall of Countenance. After waking, he spends the morning in his room eating, relaxing, or wandering around it. At noon he enters the Arcanaeum where he remains for ten hours. At 10pm he will either wander the Hall of Attainment or return to his room to relax or go to bed. 

He wears master robes of Conjuration and a pair of boots. As a conjurer he knows the Conjure Flame Atronach and Conjure Frost Atronach spells, along with a few spells from other schools, specifically Ice Spike, Ice Storm, Stoneflesh, Steadfast Ward, and Fast Healing. 

If you ask about conjurers outside the College, he mentions his ex-mentor Falion, the master level Conjuration trainer. Phinis will also mention some missing apprentices: Yisra, Rundi, Borvir, and Ilas-Tei. You can search for them, but they are all dead and have no related quests. These should not be confused with the "missing students" mentioned in the Midden Incident Report found in The Midden Dark - the incident report mentions a different Archmage than Savos Aren, and can be presumed to have occurred no less than centuries before.

 

Related Quests
 

Standard Merchandise
This is the merchandise found in Phinis' merchant chest. These items are only available if purchased from the merchant; they cannot be pickpocketed or stolen.  They are restocked every two days.


Notes
Phinis Gestor also appears on the   card in Legends.