Netruk44/uesp-wiki-content huggingface dataset:
Skyrim:Skeever Guardian Spirit

The Skeever Guardian Spirit is a spectral skeever found with several regular skeevers guarding Windward Ruins.
 
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:Skeletal Dragon

The Skeletal Dragon is a unique undead dragon found within Labyrinthian during the quest The Staff of Magnus. When killed, it provides a large amount of dragon bones but no dragon scales, and it will not provide dragon heartscales when struck with Kahvozein's Fang. It does not have a dragon soul.

The Skeletal Dragon is an undead creature, and thus is vulnerable to sun damage. It also has weakness to  fire damage. Unlike other dragons, the skeletal variety doesn't possess blanket immunity to Illusion spells, however the Master of the Mind perk is required to make Illusion magic effective against it. 
 

Related Quests
 

Notes
The Skeletal Dragon cannot be mounted with the Bend Will shout. 
If you disengage from combat with the Skeletal Dragon and are no longer detected, its health will instantly regenerate. This is because its health regenerates more than   than a regular dragon outside of combat.
Skeletal Dragon also appears in the Heroes of Skyrim card expansion for Legends.
Skyrim:Telrav

Telrav is an Imperial bandit archer who sits near a cart that has been destroyed on the road east of Ivarstead, and northwest of Sarethi Farm.

Telrav wears a set of merchant clothes along with a pair of boots. In combat, he relies on a leveled bow and twenty leveled arrows, both of which can be up to elven in quality.

While sitting on the side of the road, Telrav will ask: "Are they gone?" and plea for your assistance: "Please help. I can pay you." When approaching him, he will explain that he is the victim of a bandit attack: "Bandits attacked and ransacked my cart. Can you help me?" If you tell him he couldn't afford your help, he will spitefully reply, "Fine, leave me to die." If you ask how you can help he will say: ''"My camp is nearby in the ruins of Nilheim. Get me there safely and you'll be rewarded."'' Without further discussion, Telrav will then stand up and Telrav's Request will initiate. Telrav will prove surprisingly fit and eager to get back to camp and will make a few comments along the way: ''"It's just across the bridge and up that hill." and "We're close now. I can see the camp." When you reach the camp, several guards will be present, and Telrav will say: "Wait here. I'll be right back with your reward.", and run towards the tower. He will, however, stop right before the stairs and say: "Looks like we've got ourselves another fool."'' With these words, Telrav will draw his weapon and all the guards will reveal themselves as bandits, all part of the scheme to lure helpful travelers to the tower and kill them.

 
Related Quests
 

Notes
If you killed all the guards before talking to Telrav, the outcome of the quest will be entirely different as Telrav will shout: ''"My men? What did you do? You'll die for this."'' and proceed to attack you alone.
Telrav's physical appearance may differ from game to game.
If you shout him off a cliff with Unrelenting Force, instead of dying, he will return to his original position by the side of the road. Once there, he will not fight, but will make generic remarks and remain sitting until killed.
If you kill all the bandits except Telrav, he may spontaneously become passive and permanently return to his original position by the side of the road, where he will have generic bandit dialogue. Using calm spells on him once all the other bandits are dead will also trigger this.
Skyrim:The Caller

The Caller, a High Elf elemental mage, is the leader of a band of mages in Fellglow Keep. Unlike the rest of her group throughout the dungeon, she will not outright attack you on sight. As explained by Orthorn when you find him in the keep, The Caller is in possession of the three books that Orthorn stole from the College of Winterhold, namely Night of Tears, The Last King of the Ayleids, and Fragment: On Artaeum. He mentions that she was especially interested in one volume in particular, though he neglects to tell you which one.

As a key character in the quest Hitting the Books, she will remain standing at all times at her podium in the Fellglow Keep Ritual Chamber. She wears blue mage robes and a pair of boots. She knows a number of leveled spells from the schools of Alteration, Destruction, and Restoration.
 
Related Quests
 
Quest-Related Events
Hitting the Books

Upon entering the final chamber of Fellglow Keep and meeting The Caller during the quest Hitting the Books, she will immediately engage in dialogue with you:
:''"So, you're the one who barged into my home and laid waste to my projects. How nice to meet you." 
:Who are you?
:"Names no longer matter. You may refer to me as The Caller. Now, do you have a reason for making such a mess?" 
:I'm here for the books from the College.
:"So you're just one of Aren's lackeys? That's disappointing. You show real promise. You come here, kill my assistants, disrupt my work... You've annoyed me, so I don't think I'll be giving you anything." 

You then have several options of response:


If you tell The Caller that she can have Orthorn:
:It's a deal. You can have Orthorn.
:"Fine. Take your books and leave at once. If you ever come back, I won't be so gracious." 

Upon taking the books, if you go up to her and attempt to talk to her again, she will simply say:
:"You have what you came for. Now leave."'' 

If she becomes hostile with you after the conversation with her, you will have to fight her and two atronachs. She will randomly teleport and swap places with the atronachs during the battle.
Notes
Her face and hairstyle are randomly chosen.
Her dialogue suggests you've wiped out her entire band of mages whether or not you actually killed any of them.
Bugs
 
 
It is possible that The Caller may have teleported back to Fellglow Keep where you first encountered her. If so, returning there and summoning another creature will dismiss her.
Skyrim:The Pale Lady (creature)

The Pale Lady''' is a named Wispmother that protects the Pale Blade in an underground forest within Frostmere Crypt. 

During the eponymous quest, the blade is taken by the leader of a group of bandits,  Kyr, which leads to another of the bandits, Ra'jirr, hallucinating about the Pale Lady, stealing the sword and attempting to return it to the forest.

She is mentioned in the book Lost Legends:

''"For generations, the people of Morthal have told whispered tales of the Pale Lady, a ghostly woman who wanders the northern marshes, forever seeking her lost daughter. Some say she steals children who wander astray, others that her sobbing wail strikes dead all those who hear it. But behind these tales may lie a kernel of truth, for ancient records speak of 'Aumriel', a mysterious figure Ysgramor's heirs battled for decades, and finally sealed away."''

 
Related Quests
Skyrim:Tiber

Tiber is one of two dogs who live at Hollyfrost Farm, the other being Ysgramor. 
 
Notes
Tiber is presumably named after Tiber Septim, Emperor of Tamriel.
Skyrim:Torom

Torom is Erith's pet dog. He can be found in Left Hand Mine, just outside Markarth. His owner Erith will often say ''"Have you met Torom? He's the best dog in the Reach."'' If you kill Torom, Erith and Daighre will be upset.

If Erith becomes orphaned and you adopt her, Torom will come with her to your house.
Skyrim:Ursine Guardian

The Ursine Guardian is a spectral bear located in the woods near Twilight Sepulcher.

To reach the plateau that the bear is found on, follow the gully to the north and when you reach the cliff wall turn south. The guardian will appear in the center of a fairy circle comprising eight white cap mushrooms. Details can be found here, under smaller places of interest.
 
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.
Like living bears, it is capable of transmitting Bone Break Fever.
Southeast of the Guardian Bear, on a nearby lookout overseeing the forest below, is a Shrine of Akatosh, two Dragon’s Tongue, a potion, and the enchanting skill book A Tragedy in Black.
Skyrim:Vigilance

Vigilance is a war dog that you can purchase for 500 gold. He is found next to the stables outside Markarth with his owner, Banning, who hints that Vigilance's ferocity was brought about by feeding him human flesh. Once purchased, he will fight beside you until killed or dismissed. 

If dismissed or made to wait for more than two days, Vigilance will return to the Markarth stables and you will need to pay the 500 gold price in order to recruit him again.

Vigilance accompanies you like a regular follower would, but he only understands "wait/follow" and "go back home" commands. Other commands and access to his inventory are not available.

Vigilance is not adept at stealth. When you are sneaking up on an enemy, Vigilance will often race forward to attack, which can break your stealth at lower levels.

Vigilance is one of the animal followers that can be adopted as a pet with the Hearthfire add-on.
 
Notes
You will be unable to hire Vigilance if Banning is dead.
There is a bug that may affect any adopted dog. See the Dog article for details.
Bugs
 
 
Use the console command   to fix this.
Skyrim:Viinturuth

Viinturuth is a dragon who is reawakened by Alduin as part of the main quest line. He is buried in a mound near Lake Yorgrim and may be encountered while exploring the area. Viinturuth's name translates to "Shine Hammer Rage".

Viinturuth can be raised once the quest The Throat of the World has been completed, and will fly around the area following his revival. He may use fire or frost depending on the player's level, and will drop the same kind of loot as other dragons when slain.
 
Bugs
Skyrim:Vilkas's Wolf Spirit

'''Vilkas's Wolf Spirit''' is encountered at the conclusion of his Purity quest. It is the beast spirit of Vilkas, which can be summoned and slain in Ysgramor's Tomb to cure him of lycanthropy. It manifests as a giant, ghostly wolf. It is leveled and is more challenging to fight than a standard wolf. Once killed, it disappears.
 
Related Quests
Skyrim:Vuljotnaak

thumb|right|Vuljotnaak at his dragon mound
Vuljotnaak is a dragon which can be found flying around its burial site. Although not marked, the site can be found northeast of Sunderstone Gorge and southwest of Sleeping Tree Camp after your first confrontation with Alduin. He has been observed using either frost or fire breath as means of offense.

Vul Jot Naak means "Dark Maw Eat" in the dragon language.
 
Notes
He apparently has the same dialogue as other named dragons who have yet to be resurrected from a burial mound by Alduin. ("Speak, if you have aught to say worth the listening.")
During the time that Diplomatic Immunity is an active quest (after being briefed by Delphine of her plan), you can see Vuljotnaak being resurrected by Alduin.
It is mentioned in the book Atlas of Dragons that Vuljotnaak was killed during or soon after the Dragon War.
It is possible to find Vuljotnaak resurrected but simply slumbering in his mound.
The level of Vuljotnaak is set when you talk to Delphine in Sleeping Giant Inn after Sahloknir is killed in A Blade in the Dark.
Skyrim:Vulthuryol

Vulthuryol is a dragon found within Blackreach. He can be summoned by using Unrelenting Force on the hanging yellow Dwemer gong within the Silent City. His name in the dragon language means "Dark Overlord Fire".

As soon as he is summoned, he will fly over the Dwemer fortress the orb hangs over, using his only shout, Fire Breath (but not pointed to any enemy). He will then land outside of the fortress and will remain on the ground for the rest of the fight.
 

Notes
Vulthuryol cannot be tamed with Bend Will  because Blackreach is not listed as a suitable worldspace for taming dragons. Even if tame, his scripting prevents him from flying because he would not properly collide with the world.
Because of his fixed health, he can be dangerous for low-level players.
Skyrim:White Stag

The White Stag is a unique animal which appears during the quest Ill Met By Moonlight.  It's much larger than a normal deer, and its fur is much lighter as well.

According to Sinding, the stag roams Falkreath Hold while Hircine awaits a hunter skilled enough to kill it. However, the stag does not appear until the related quest is started.

After killing it, the Aspect of Hircine will appear over its corpse. You must speak with it to continue the quest.

 
Related Quests
 

Bugs
 
 
 This can be resolved by moving the White Stag using Console Commands.
Skyrim:Wolf Guardian Spirit

The Wolf Guardian Spirit is a spectral wolf found in a wolf den with several regular wolves. It will not appear until you are on the part of the quest that asks you to hunt it.

Despite being spectral in appearance, the Wolf Guardian Spirit seems to retain all aspects of a normal wolf and is killable with normal weapons. When killed, it will leave behind ghostly remains, but the loot table matches a normal wolf as well.

 
Related Quests
Skyrim:Wolf Spirit

A Wolf Spirit is a creature connected to werewolves. The Wolf Spirit is presumed to be the source of the power and the curse that werewolves bear. Curing lycanthropy requires throwing the head of a Glenmoril Witch into the Flame of the Harbinger in Ysgramor's Tomb in the presence of the werewolf to be cured. Doing this releases the Wolf Spirit from the werewolf's soul, which must be defeated in order to cleanse the person.
Skyrim:Wounded Frostbite Spider

The Wounded Frostbite Spider is a version of Frostbite Spider that is encountered in Bleak Falls Barrow as part of the quest The Golden Claw. This giant spider has significantly more health than regular frostbite spiders.

Related Quests
 
 
 
 
   
A second Wounded Frostbite Spider can be found in Dimhollow Crypt  behind a closed portcullis, where it fights with a Master Vampire. It often loses this battle.

Related Quests
Skyrim:Spriggan

thumb|A Spriggan
Spriggans are malevolent nature spirits appearing as glowing, green humanoid females made mostly of wood. They can restore themselves to full health easily, and can call various animals to aid them in battle, even normally non-hostile creatures such as foxes and deer. Spriggans also have the ability to summon swarms of insects to attack. They are weak to fire. Spriggans can be an unwanted surprise in seemingly peaceful caves, as they blend in with the foliage using an invisibility spell, then attack when you pass them. Some even seem to inhabit the trunks of trees, stepping from within them when someone comes too close.

Loot: Taproot, Burnt Spriggan Wood 


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


Notes
A unique spriggan (base ID:  ) is kept in a cage in Tel Mithryn  by  Neloth for experimental purposes. It has similar stats as standard spriggans, but is not part of any factions.
 

Gallery
 

See Also
For more information, see the lore article.
Skyrim:Essential NPCs

Essential NPCs
 
There are several NPCs in Skyrim who at some point during gameplay are essential. In effect, this means they cannot be killed under any condition (unlike protected NPCs, who can be killed normally by the player, but not by others), and when their health bar fully depletes, they will merely fall into a state of recovery for a short time before standing back up with full health. Unlike Oblivion, it is not possible to tell whether an NPC is essential without attempting to kill them or by using the level 100 Pickpocket perk Perfect Touch, which allows the player to remove equipped items; in the case of essential NPCs, however, the player will not be able to use this perk on them. NPCs are usually only set to essential if they are of high importance to a later quest (some of these essential NPCs have scripted deaths during, or at the end of, the quest).

Some NPCs in Skyrim are always essential and can never be killed, even after their associated quests are completed. Notable examples include the Imperial legates at the Imperial camps and named Stormcloak officers at the Stormcloak camps.

Children are not listed here because they use a tag other than essential to prevent them from being killed. This tag is a part of their race and, with the exception of Babette and Sofie , these two tags are never both found on the same NPC.


 
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Creatures
Tes5Mod:Mod File Format/KYWD

KYWD forms define keywords. Keywords are used in many different record types as generic descriptors that the game can check for and can be just about anything including weapon materials, vendor items, and so on. Keywords can be checked for by scripts or in CTDA conditions, but several (like MagicDisallowEnchanting) are recognized by the game engine too.

KYWD


Including Keywords
Objects which include KYWD usually do so in the following structure. If there are no keywords associated then both are omitted.
Skyrim:Horker

Horkers are sea animals, similar in appearance to a walrus, that typically live in packs of three or four. They are usually found on ice at the sides of rivers in northern Skyrim. Occasionally one of these creatures can be seen crawling up a slope near the seaside. They will become hostile if approached too closely or provoked. Horkers are very slow and easy to avoid and outmaneuver, making them very easy targets. In water, however, they are much faster and harder to outrun. You may loot the corpses for their meat and tusks. With the installation of the Dragonborn add-on, a unique horker named Lord Tusk appears on Solstheim.

For more information on the dead horker in Skaal Village , see this page.
 

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


Notes
Horker Youngling  is a kind of unique horker with decreased size not found in-game. You can only encounter it in Editor Smoke Test Cell.

Bugs
Skyrim:Ice Wraith

Description

thumb|right|An Ice Wraith

Ice Wraiths are hostile frost spirits. They fly quickly, circling the player and attacking with strong frost-based attacks, and are generally found in snowy, cold areas. They are attracted to standing stones and other Nordic ruins that dot the landscape of Skyrim, as well as The Midden below the College of Winterhold. They are vulnerable to fire attacks.
Also, due to their wispy nature, they have a tendency to ignore the landscape, and can become stuck or die on elevated areas. Ice Wraiths can often be encountered in the snowy regions of Winterhold and The Pale.



Location

The Midden,

The Serpent Stone,

Forsken Cave,

Bonechill Passage,

Greywater Grotto,

East region of Windhelm,

Near Stillborn Cave to the South,

Wayward Pass,

Snowy areas near Solitude,

Northwestern area near Alftand,

Along the river South West of Windhelm,

East of Saarthal where there are rock piles with flags on them,

The Weynon Stones,

Path on the way up to the Throat of the World (wolf's present at low levels),

Hag's End (during boss fight),

In random houses during the quest Animal Extermination,  

Snowy region of Solstheim,

Giant's Tooth ,

And sometimes encountered to the left of the Shrine of Azura (most of the time is replaced with a wolf or bear).
Skyrim:Imperial Courier

The Imperial Courier can be encountered on a few occasions within Skyrim. If you did not receive a suggestion from Hadvar to join the Imperial Legion after completing Unbound, and haven't yet joined either side in the civil war, it's possible to encounter the Imperial Courier randomly. He can also be encountered during A False Front, when you must retrieve their documents for Galmar Stone-Fist if you've joined the Stormcloaks. Attacking him outside the related quest is considered a crime.

He wears a full set of Imperial Light Armor and is armed with an Imperial sword, supplemented by an Imperial bow with thirteen steel arrows. He also carries a backup steel dagger and a belted tunic.
 
Related Quests
Skyrim:Imperial General

Imperial Generals are generic Imperial Legion officers which appear during various Civil War quests. They wear a set of Imperial armor without a helmet and defends themselves with an  Imperial sword and Imperial light shield, supplemented by an Imperial bow with twenty steel arrows. They also carry a backup steel dagger and have a chance of carrying  a random Amulet of the Divines (other than for Talos), a random food or drink, and/or a small amount of gold. Curiously, despite being a higher rank than the common Imperial Soldier, they seem to be easier to kill than the common soldier.
Skyrim:Imperial Guard

Imperial Guards are guards that can be found in Riften, Winterhold, Dawnstar and Windhelm when the Imperial Legion takes over their respective Hold and they act as the military and police force throughout that Hold.

Each guard wears a set of Imperial Light armor, or a set of Studded Imperial armor, an Imperial Light helm, Imperial Light bracers, and Imperial Light boots.   Each is armed with an Imperial sword, an Imperial bow, a random number from twelve to twenty steel arrows and a steel dagger. They all carry a set of common clothes. In addition they may carry from one to all of the following: a torch, a food item, and a small amount of gold.  

Their primary skills are one-handed, two-handed, archery and block (although they carry no shield.) Their secondary skills are heavy armor and light armor.
 
 


These Imperial Guards are guards that can be found in Ivarstead and Shor's Stone when the Imperial Legion takes over the Rift.
Skyrim:Ivarstead Guard

thumb|left|Ivarstead Guard (female)
Ivarstead Guards are special Stormcloak guards that can be found at Ivarstead. If the Rift is conquered by the Imperials, they will all be replaced with Imperial Guards. 

They are all clad in Riften guard armor, a matching helmet and shield, and a pair of fur boots. They are armed with a hunting bow with 15 steel arrows, a steel dagger and either a leveled mace, sword or a war axe (all three variations will be iron quality at level 1-3 and steel quality from level 4). Additionally, they have a 50% chance of carrying a torch and a slim chance of carrying some food, drink or an amulet.

There are four guards stationed in Ivarstead:
Two guards patrol the southeastern part of town, from the bridge to the path leading to Shroud Hearth Barrow. 
Two guards patrol the northeastern part of town, from Fellstar Farm to the bridge leading to the 7,000 steps.
Skyrim:Lowlife

Lowlifes are hostile bandits who inhabit The Ratway. If alerted they may pick up the iron battleaxe from the executioner's block, otherwise they come with an iron or steel mace or sword, and an iron, steel, or elven shield. They can wear one of four types of hat or else a cowl or ragged cap. They can wear one of four types of clothes, a belted or roughspun tunic, or any light cuirass up to scaled. They wear either gloves or any light armor gloves up to and including dragonscale. Lastly they can wear one of five types of boots, one of two types of shoes, fine boots, or light boots up to scaled. They also have a chance of carrying some gold and a small chance of a gem.