Netruk44/uesp-wiki-content huggingface dataset:
Aghra

Aghra is an Orc archer who holds the rank of Fieldwatcher in the Rangers Guild; she currently resides in Leyawiin.

She spends all her time in the guild hall. She rises at 6am every morning and goes downstairs to wander around the ground floor all day; she eats lunch at 2pm for three hours, and goes to bed at 10pm.

She wears leather cuirass, greaves, and boots, and is armed with a fine iron bow and 22 iron arrows; she carries four pieces of smoked meat and a loaf of bread.

Aghra has a bunk in the sleeping quarters, located on the third floor.

Aghra's greeting depends if you're a fellow Ranger or not. If you aren't, she'll give you a pitch: ''"Do you get tired of the city streets? Join the Rangers Guild and you'll soon be out enjoying the country."'' If you are, she'll welcome you: ''"Greetings! You must be that new member I keep hearing about! How's life in the Ranger's Guild treating you?" If you ask why she joined, she says: "I don't like to let on, but I have a big soft spot for animals! Big, small, fluffy or feathery, I love them all! They're just so cute. I don't know if you've seen him yet, but that big grey loveable wolf Scruff? He's mine! I rescued him from a mean peddler a few years back. When I found him, he had large patches of fur missing from him, and he was so skinny you could see his bones! It took a while, but I got him back to full health again. Now, he's healthy and as happy as ever! And being a part of the Ranger's Guild means that I can look after even more sick and injured animals, and maybe pound some sense into people who made them that way."''
Ah-Meese

Ah-Meese is an Argonian rogue who can be found in The Page of Cups, a gaming establishment in southern Skingrad.

Ah-Meese spends all her time at the gambling tables.

Ah-Meese wears a captain's fur vest, dark leather pants, and riding boots.

If you try to talk to her, she'll become annoyed and say either: ''"What are you looking at me like that for? Can't a woman gamble with her own money?" or "Beat it kid, you're ruining my winning streak!"''
Ah-Rhajii

Ah-Rhajii is a Khajiit merchant who lives in the Imperial City Waterfront District.

Ah-Rhajii has a simple life: he sleeps from 2am to 10am, then goes to The Hunter's Feast for breakfast. He spends the rest of the day standing around outside the skooma den, selling skooma. At midnight, he goes to Dreg's to have a few beers, then returns to his bedroll to sleep.

He wears a black tunic, blacksmith's pants, and black half boots; he's armed with a steel dagger and carries five vials of skooma.

Ah-Rhajii has a bedroll in the skooma den.

Aside from rumors, he has nothing to say.
Ahdanji

Ahdanji is a Khajiit commoner, a crewmember of the Tender Topal, a ship that was attacked by pirates and ran aground on a small island in the Padomeic Ocean. She is rescued during the Rangers Guild quest Wood on the Waves.

Until she is rescued, Ahdanji sleeps from 7pm to 7am, eats breakfast at 7am and dinner at 6pm (each time for an hour), and wanders the island the rest of the time.

She wears a quilted doublet, tan linen skirt, and doeskin shoes, and carries a moderate amount of gold.

When she first sees you, she'll think you're a pirate: "Oh no! The pirates have returned!" If you deny being a pirate, she'll calm down: "Thank the gods, the Nine heard my prayers! I thought the pirates had come back to finish us off." If you ask what happened, she says: ''"We were chased by pirates! They had two ships, we couldn't hope to fight them off, so the captain tried to outrun them. Unfortunately for us, an unexpectedly strong wind suddenly came in from the west, and we were blown onto this sandbank. The pirates just sailed in and took everything. They killed anyone who resisted, but left the rest of us alone. Except for Ephenee... they took her with them. Poor sweet thing, she'll be their play-thing now until she dies." If you ask where Ephenee is, she says: "They came from The Gap, that pirate haven somewhere out at sea, so they'll have taken her and the cargo back there with them. Nobody knows where The Gap is though. Please, take us back to your ship now, we need food and water!"''


 
Related Quests
Ailis

Ailis is an Imperial publican who runs The Merry Tankard, an inn in the Skingrad outskirts.

Apart from sleeping from 11pm to 7am, Ailis can be found behind the counter in the common room, working.

Ailis wears a cloth dress and russet felt shoes; she has a wedge of Skingrad aged red.

She has a bed in a lower room behind the bar, which is also used for storage.

Aside from rumors, she has nothing to say.
Aina the Mad

Aina the Mad is an Imperial commoner who lives in Bravil.

Aina is a night owl. She sleeps from 2pm to 8pm, then spends a couple hours wandering around her house. At 10pm, when most people have gone to bed, she goes for a walk around the Docks Gate for four hours, then goes to visit the graveyard until dawn. At 7am, she goes to stand on the platform in the middle of town and preaches to the masses (read: anyone who will listen) for the rest of the morning. At 11pm, she returns home to eat lunch, then goes to bed. If it's raining, she'll remain indoors.

Aina wears a patched vest, coarse linen pants, and leather boots. She has no other possessions.

Aina's house is located in the warren of buildings on the south island of Bravil, east of the bridge. It is a large single-room shack with a bed in one corner; one entire wall is taken up by a shrine to Namira; holding pride of place on the altar is a book called The Book of Ruun.

As befits her moniker, Aina is quite mad. If you try to talk to her, all you'll get is gibberish:
''"No! No take 'em! Take 'em off your questions!"
"I have it! Yes, yes, yes. I rushed it out of the mirror and buried it between the living."
"Mhm. Mhm. I have one and Lôrn has one. We both carry it between our walls."'' (This is actually a clue that applies to the quest The Legacy of Ardan.)
Ajax

Ajax is an Imperial farmer who lives in Skingrad with his wife Moira and son Hugh.

Ajax gets up at 6am every morning and eats breakfast, then goes outside to work. On Morndas, Middas, and Fredas, he chops wood all day; on Tirdas and Turdas, he works in the field; on the weekends, he goes out at 10am and simply walks around. On all days, he comes back in at 6pm, cleans up, and sits down to dinner at 8pm, after which he goes to bed.

He wears a cloth outfit, silver ring, silver ruby ring, and pigskin shoes. He carries a hoe, a cheese wedge, and a house key.

Ajax's house is located north of the city. It's a split-level; the main room is a dining/kitchen area with a table in the middle, shelves and cupboards flanking a table against one wall, and some containers in the far corner. The upstairs has two rooms; the outer is Hugh's bedroom (it has a bed, dresser, and bookcase) and the inner is a sitting room (two chairs and a small table, and a writing desk in the corner. A set of stairs from the inner room leads to the attic, which Ajax and Moira use as their bedroom; Moira also works up here, spinning wool.

Aside from rumors, he has nothing to say.
Aksedor

Aksedor is a High Elf bard who lives in the Office of the Imperial Cult.

Aksedor gets up at 7am every morning and eats breakfast for two hours, then sits in the Imperial Cult Office and reads a book all day. He returns to his quarters at 7pm to eat dinner for an hour, then spends more time reading before he goes to bed at 11pm.

He wears a green brocade doublet, green silk pants, green velvet shoes, and a silver ring. He carries copies of Gods and Worship, The Argonian Account, Books 1-4, three blank sheets of parchment, and a quill.

Aksedor has a small room in the Cult's living quarters; it contains a bunk bed, small desk, and a cupboard and chest for his possessions.

Aside from rumors, he has nothing to say.
Alarissha

Alarissha is a Redguard Journeyman mage who works for Tarag gro-Zorlak as a smuggler.

She wakes up 10am every morning and eats breakfast for two hours. On weekdays, she'll go to the Arcane University to wander the grounds until 4pm, then return to the caves; on Morndas, Middas, and Fredas, she'll go back to the University at 8pm to wander for another four hours. On weekends, she spends all day in the caves, helping Unluk gro-Rallok oversee operations. In any case, she goes to bed at 4am.

Alarissha wears a mage's robe and a ring and upper-class shoes, which she chooses from her collection. She's armed with an iron dagger and carries a moderate amount of gold and keys to The Emporium of Waterfront Traders and the basement door.

Alarissha shares a tent in the Smugglers' Caverns below the Waterfront Tunnel with Unluk, a fellow smuggler. It's just large for their pallets, a table, a stool, and a couple containers.

Alarissha is snooty and looks down on anyone who isn't the Archmage: ''"I don't really have time to talk, and if you're not in the Mages Guild, then we don't have any business to talk about anyway."'' If you happen to be the Archmage, she'll be noticeably more deferential: ''"Oh, ah, Archmage! Erm, how are you this fine day? Who, me? Oh, no, I'm fine, I'm just... studying! Yes, studying! I'll be off then, to... study..."'' If you're the Archmage and catch her in the caves, she'll scramble for a good lie: ''"Archmage! Erm, erm, it's not what it looks like, honest! I'm down here because... because... because I'm studying the... erm... strange fungal formations in the, erm, tunnels! Beneath the city! Yes! Well, erm, I'll get right back to it! Aha! Aha ha ha!"'' If you ask if she's in the Mages Guild, she'll say: ''"I am, and with the way things are at the moment, it's making me quite a bit of coin. Just between you and me, I supply certain members of the guild with highly illicit items, most of which have been banned by the Archmage. The old man may not think highly of the dark arts, but a few of his students still practice it under his wrinkled old nose. Getting the items into the city is a bit tricky, what with the custom officers patrolling all of the gates, but we've got a little system that works just fine. Hey, don't judge me! With me here or not, there is still a demand for these items! I just happen to be the one that meets that demand, and makes a fair profit as well."''
Alastair

Alastair is an Imperial pirate who is staying at Admiral Cosmos' Tavern. He is retired and writing his memoirs.

Alastair gets up at 6am every morning and eats breakfast, then goes outside to sit and write all day. He comes back in at 6pm and drinks beer until 2am, when he goes to bed.

He wears a dark green shirt, blacksmith's pants, and oiled linen shoes; he carries a quill, a blackberry pie, four blackberries, and three bottles of Nibenay Beer.

He has a bed on the second floor, in a room he shares with Ivar and Cyrus Kuroi, and a cupboard for his things.

Aside from rumors, he has nothing to say.
Albeci Calleius

Albeci Calleius is an Imperial battlemage who appears near the end of the quest The Baron von Zarov Files: The Plot Thickens once you've captured "Baldor"; he brings a group of guards to Varian Manor to arrest the impostor and take him away.

Albeci wears a battlemage uniform: mage hood and Legion cuirass, gauntlets, greaves and boots; he is armed with a silver longsword and carries a key to the manor.

Aside from quest-related dialogue, he has nothing to say.


 
Related Quests
Albert

Albert is a Dark Elf acrobat who can be found in Ma Syd Jun's house in Bravil. Albert spends his days sitting on a stool. He is a hidden easter egg (see below).

He wears a monk's robe and clogs, and has no possessions. 

If you talk to Albert, he'll ask: "You desire the last secret of Bravil?". This will give you the topic "Outtakes", which is a dev-added list of fun facts about the various voice actors.
Albin the Slime

Albin the Slime is a homeless Redguard pauper who works on the Bravil Docks as a stevedore. He's in a perpetually foul mood, partly because of his homelessness, and partly because of his moniker.

Albin rises every morning at 8am and goes to work loading and unloading ships. Around 9pm, he joins some of his fellows around a bonfire, eating and drinking with them until dawn, when he staggers back to his bedroll.

Albin wears a huntsman vest, sack cloth pants, and sack cloth shoes; he carries a few coins, but has no other possessions.

If you try to talk to him, he'll snap at you: "Hey, move it! Some of us have jobs to do, you know..." If you ask about his name, he'll be (understandably) reticent about it: ''"It's not something I like to talk about...".'' If you persist, he'll finally sigh and explain: ''Well, if you're going to be persistent about it... One day I was moving crates, but they were so big, I couldn't see where I was going... Next thing I know, I lose my footing, and I fall right into the outhouse cesspool... I was originally named something a bit less family friendly, so they kindly softened it to Albin the Slime... They only did it because they kept yelling it across the dock, and the captain kept smacking them across the head for doing it in front of the kiddies..."''
Alchemy

lchemical tinctures, medicinal herbs and recipes, written in blood and ink 
by Madame Ranzan Jun

HEALING POTIONS 
To cure diseases you take the claw of a Clannfear, alternatively root pulp or mandrake root and mix this with an elf cup cap.
To cure poisoning, mix ginseng, Redwort flower or strawberries with St. John's wort nectar.

To restore health again serve as many ingredients as possible: ambrosia, boar meat or venison, Cairn Bolete cap, a heart of a Daedra or human, Lady's Mantle leaves or Mugwort seeds. Second, we add Aloe Vera leaves, ham or painted troll fat (even the damn potato bread seems to work). More advanced mixtures might include Dragon's Tongue, Fly Amanita cap, a sprig of lavender or sweetcakes. Ultimately you could even mix in Green Stain Shelf cap. Ready!

POTIONS WHICH TRANSFORM 
Bloodgrass is essential for a chameleon effect, this mixed with Daedra silk (Addendum: Apparently, radish has the same effect). Add St. John's wort nectar or substitute venison or Columbine root pulp for a stronger potion.

To make a feather potion you need three Bosmer hearts eaten raw under the full moon. Otherwise, you will need sweetcakes, alternatively flax seeds or venison. With greater skill you could use seeds of the Sacred Lotus or ultimately Lady's Mantle leaves (or Somnalius fronds).

Seems that to create a potion to detect life as a base only a certain recipe of potato bread from the publican at Faregyl Inn (S'jirra is the owner of Faregyl Inn - some day I must rip out the fur of that cat to find the recipe!) 
Ground up with a loaf of bread or an orange or tomato (rat meat is also likely to work), mix it with onions and finally a pumpkin.

For the so-called "light" potion you need Milk Thistle seeds, these are mixed with a watermelon or glow dust, then add an Alkanet flower and ultimately Daedroth teeth.

To enable night vision use as a basis also the pulled teeth of a Daedroth, add one carrot, or alternatively Daedra silk or Viper's Bugloss leaves, this mixed with Lady's Mantle leaves and crushed with bonemeal or the hat of a Summer Stone mushroom.

For the underwater potion (commonly known as water breathing), needed are the secondary properties of onions,  and Slaughterfish scales. Add the tertiary properties of dreugh wax to improve the effect.

For water walking, the secondary properties of grapes have been proven as a base. Mix with Stinkhorn cap or Tiger Lily Nectar and complete the mixture with scales (preferably also Slaughterfish scales).
Alcott Karizian

Alcott Karizian is an Imperial farmer who lives in Skingrad with his father Amias and sister Brenna.

Alcott gets up at 6am every morning and eats breakfast, then goes out to the field to work. On Tirdas and Turdas, he spends the afternoon (from 3pm to 8pm) chopping wood; on every other day, he spends the entire day in the field. On all days, he comes in at 8pm, eats dinner, and goes straight to bed.

He wears a green wool shirt, sack cloth pants, and oiled linen shoes; he carries a rake, some Skingrad red cheese, a bread slice, and a house key.

The Karizian house is located north of the city; it has two floors plus an attic. The ground floor has an entryway with a bench; a set of stairs here leads to the upper floor. The rest of the floor is one room that serves as a dining/kitchen area (it has a small table and two chairs, a shelf in the corner for food, and a bench with utensils); a bench and table sit near the fireplace for them to relax. The upper floor has two bedrooms - one for Amias and one shared by Brenna and Alcott; a ladder leads to the attic, which is used for storage.

Aside from rumors, he has nothing to say.
Alden

Alden is an Imperial warrior who is stationed in Leyawiin.

Alden works nights; he rises at noon every day and eats breakfast, then spends the afternoon outside in weapons training. He goes on duty at 6pm, patrolling the harbor all night until 6am, when he returns to the tower to sleep.

Alden wears a set of Imperial Legion armor and is armed with a silver longsword; he carries a set of clothing, random food and drink, a copy of Guide to Leyawiin, and a moderate amount of gold.

Alden lives in the northeast tower, along with Aurelius. The lower level of the tower is their living quarters; it has a table and chairs and a secondary platform with another table and a couple chests. Their beds are located on the upper floor.

Aside from rumors, he has nothing to say.
Alexander Dumaine

Alexander Dumaine is a Breton noble who manages the Topal Trading Company Offices.

Alexander can always be found at his desk, doing paperwork.

He wears an outfit of upper-class clothing, which he changes regularly, along with a Base Ring of Intelligence; he carries a blank book, a large amount of gold, and a loaf of bread.

Alexander doesn't like people bothering him: "''What are you doing up here? You shouldn't be in here! Go on, get out! And don't leave any mess behind when you go! The maid just swept this place, and she costs a bundle to hire."''
Alfhed

Alfhed is a Nord commoner, and an Apprentice in the Rangers Guild who lives in The Arboretum Hotel. He was hit in the head in a bar brawl, so he's a little dim, but he's quite strong, which comes in handy at times.

Alfhed dresses simply: a shirt with suspenders, breeches, and buckled shoes; he carries a small amount of gold.

Alfhed spends all his time in the Nature Preserve, a special part of the Hotel that's accessible to the public, taking care of a small menagerie of animals.

Being simple-minded, Alfhed doesn't say much, and his responses are limited to childlike utterances.


 
Related Quests
Alfhed the Gravedigger

Alfhed the Gravedigger is a Nord commoner who serves as Bruma's undertaker - he prepares dead bodies for burial, builds coffins and gravemarkers, and buries the dead.

Alfhed rises at 11 am every morning and spends two hours working around his house/shop. He eats lunch at 1pm for two hours, then resumes working until 11pm, when he goes to bed.

He wears a tattered grey robe and a grey mask, but has no other possessions.

Alfhed's house is located in the southeast corner of Bruma, beside the wall; it has several coffins outside, along with scattered pools of blood and other offal. The interior is one large room; Alfhed sleeps on a pallet in one corner, and he has a cupboard and stool; the rest is dedicated to his craft. Display coffins stand against the walls in the other half of the room, and a table (currently occupied) in the corner is used for preparing the dead for burial.

Despite his occupation, Alfhed is a friendly man with a morbid sense of humor. When you first talk to him, he'll say: ''"You're looking a bit more vertical than my usual customers! HA HA HA! Sorry, just a bit of gravedigger humor." If you ask what he does, he says: "What do you mean, what do I do? Isn't it obvious? I take dead people, stick 'em in boxes, and then throw 'em in the ground! It's not that hard to work out, is it? And if their families pay a little extra, I'll even make sure it's a nice box! In the end it doesn't really matter how nice the coffin is, they're all eaten by worms anyway."''
Alfie

Alfie is an Imperial guard in charge of the Imperial Legion Offices in Bruma.

Alfie rises at 8am every morning; he goes down to the office first thing and spends the morning reading. At noon, he eats lunch, then spends the rest of the day writing reports at his desk. On the weekends, he knocks off early (at 6pm instead of 10pm) to sit outside and smoke his pipe. All days, he goes to bed at 10pm.

Alfie wears a set of Imperial Palace Armor and is armed with a silver longsword; he carries a change of clothing (blue shirt, dark blue britches, and kidskin boots), a copy of Biography of Barenziah v3, a grill pie, a pipe, and a large amount of gold.

Alfie's living space consists of a bed in an alcove in the office, along with a small writing desk.

Aside from rumors, he has nothing to say.
Althalea

Althalea is a Breton healer who lives in a tent in the Imperial City Waterfront District. She works as a herbalist and runs a small store.

Althalea gets up at 4am every morning; on weekdays, she goes out for a walk around the Waterfront for four hours before going to the Chapel of Kynareth to read a book all day until 8pm; she returns home, eats dinner for two hours, then goes to bed. On weekends, she goes for a walk, then opens her shop at 8am. She remains open until 8pm, eats dinner for an hour, then goes to bed.

Althalea wears a tattered robe and braided leather sandals; she carries a copy of The Real Barenziah, v1 and a key to her living quarters.

She lives in a small room off the rear of her shop; it's barely large enough for a pallet, chest of drawers, and table.

Aside from the normal rumors, she has nothing important to say.
Alvandor

Alvandor is a Dark Elf savant who lives in a run-down house in Bravil.

Alvandor rises at 6am every day and exercises for two hours, then eats breakfast for two hours. After that, he works about his home until 6pm, when he eats dinner for two hours. He continues to work until 10pm, when he goes to bed.

Alvandor wears a black robe and hood, and pigskin shoes. He has no other possessions.

His house is a dump - run-down, messy, and cluttered; it's located next door to the Bravil Butcher, on the ground level. There is little of note inside.

Alvandor prefers his privacy - anyone entering his house will be met with outrage: "What are you doing in here?! Get out!" He refuses to say anything more.
Alvyn Fardeed

Alvyn Fardeed is a Wood Elf warlock who resides in Arkay Apartments, in the Imperial City Temple District.

Alvin gets up at 6am every morning and heads to the Arcane University to spend some time in the Lustratorium. On most days, he immediately goes to the Alchemy Department in the Research Institute, where he spends a few hours. On Loredas, he leaves at 9am to spend the day shopping in the Market District; on other days, he goes to Irbran's at 10am for a late breakfast, then heads over to the Mystic Archives for the afternoon. At 3pm, he takes a break to go drink at The Sword for a few hours, then he goes to the Praxographical Center; on Tirdas and Turdas, he breaks from his studies at 8pm to eat dinner at The Merchants Inn; every other day, he remains at the University. In any case, he returns home at midnight to go to bed.

He wears a red silk robe and green velvet shoes, along with a random piece of jewelry, and is armed with a silver dagger; he carries a large amount of gold, a strawberry pie, and the key to his apartment.

Alvyn rents a room on the upper floor of the building. It isn't large, but it is comfortably furnished with a bed, large rug, chest of drawers, cupboard, and a small table for meals.

Alvyn is friendly and always happy to talk to new people: ''"I don't believe we've met before, my name is Alvyn! Say, you wouldn't happen to know where I can get some Mora Tapinella fungus, would you?" If you say no, he sighs: "Darn it! I've looked everywhere, and I just can't find a single sample! Perhaps I'll have to head to another town."''