naist-nlp/zeshel huggingface dataset:
Bank A Bank is a place where the Vestige can deposit and withdraw gold and items in . The bank serves as a place of storage . Starting storage space can hold up to 60 items and can be upgraded by 10 by buying more bank space . A Guild Bank and Guild Store are also forms of bank storage . Total : 768 , 200
Manual of Arms Content . This manual is commissioned by General Warhaft to serve as a guide and manual to arms and weapons for all Imperial officers in the field . Obviously , a soldier ' s weaponry should reflect his skills . Skill with a blade is recommended for daggers , shortswords , longswords , and claymores . Skill with blunt weapons is desirable to wield the war axe , mace , battle axe and war hammer . To the uninitiated , axes and hammers may seem to be very different weapons , but the rhythm , drill , and physical strength used by both weapon types are virtually identical . Only those with marksman skill should be outfitted with the bow . Most of these weapons are commonly used in combination with a shield . The claymore , battle axe and war hammer , however , require both hands to use . These two - handed weapons are best suited to heavily - armored knights , berserkers and those soldiers that hold the flanks of the line . Arms have been made from many materials over the ages , and each material varies in weight , durability , and cost . These materials are here ranked in order of desirability and cost , with cheapest and least desirable listed first : iron , steel , silver , dwarven , elven , glass , ebony , and finally daedric . Some armorers correctly observe that silver weapons are slightly less durable than steel ; nonetheless , its unique ability to affect ghosts , wraiths and certain types of Daedric creatures is undisputed . Bows can be made with laminated cores of the same materials . This provides a higher tensile strength and therefore greater power on the draw . The materials used in the arrow , particularly in the arrowhead , can affect its mass and penetration . Thus , the quality of the bow and of the arrow are taken together to determine the weapon ' s overall armor penetration . Enchanted weapons are mentioned in virtually every fable and song . The magic on such items lies dormant until they strike an opponent . At that moment the enchantment is activated , causing distress and injury to the target . Enchantments on bows are transferred to the arrow at the moment of release . Should the arrow have an enchantment of its own , however , the missile now carries both enchantments and delivers them to the target . An enchanted weapon has a limited reservoir of magicka . Each blow drains some of its reserves , until finally it is drained dry . The enchantment can be recharged by arcane processes involving soul gems . The more powerful the soul in the gem , the more magicka is restored to the item .
Japhet ' s Folly Japhet ' s Folly is an island settlement on a small island located in the far north - east of Skyrim . It is home to the Blood Horker s , a band of pirates led by Haldyn . This is the objective of the quest " Rise in the East , " given by Orthus Endario , from the East Empire Company Office in Windhelm . Location . The island lies far northeast of Winterhold , making it one of the most secluded locations in all of Skyrim . The Dragonborn cannot return to the island after " Rise in the East " is completed . Sea Cave . The Dragonborn can covertly enter the fort on the island , Japhet ' s Folly Towers , through the cave under the nearest tower to the East Empire Company ' s ship . One Blood Horker and two mudcrabs are encountered upon entering the cave . A chest filled with random loot can be found near the entrance to Japhet ' s Folly Towers . Japhet ' s Folly Towers . It is accessible via a frontal assault and lockpicking a master - level door . If one follows the perimeter from the main gate to the left , round both of the towers , there is a section of the wall with logs slanted in on an angle where it is possible to jump over the wall . However , the door to the fort requires a key , so the Dragonborn must take the more roundabout route through the Sea Cave to get inside . Upon entering Japhet ' s Folley Towers through the Sea Cave , the Dragonborn encounters a tower staircase to the left and a dead end to the right . A Woodcutter ' s Axe lies on top of several crates at the dead end . When using the staircases ahead , several Blood Horkers attack the Dragonborn . When the top of the tower is reached , a passageway with a door can be seen . If the hallway is followed , the Dragonborn reaches a locked exit to Skyrim , and another tower . Haldyn is at the top of this tower . From here , the Dragonborn can choose to go up the staircase on the left and kill Haldyn , thus making it impossible to loot the rest of the fort , or go down the staircase to the right to continue exploring the area . Note that the fort can still be looted before the Dragonborn exits the tower . If the lower staircase is chosen , the Dragonborn is met with numerous Blood Horkers who will attack on sight . At the bottom of the tower there is an apprentice - level locked chest filled with random loot and an expert - level wooden door . Behind the door lies a level - dependent locked chest and the body of Japhet , along with his journal . After walking up every staircase in the tower , the Dragonborn reaches Haldyn . The top room has a " boss " chest , an Arcane Enchanter , and four books , along with various other items . After the Dragonborn kills Haldyn and exits the tower in which he resides , the island will be assaulted with explosive arrows by the East Empire Company mercenaries , thus destroying the settlement and killing all the pirates , making the island completely uninhabitable .
Lady Brisienna ' s Letter Lady Brisienna ' s Letter is a quest in the main questline of . Detailed walkthrough . After exiting Privateer ' s Hold , the Hero will receive a letter from Lady Magnessan ( Brisienna ) asking for a meeting . The letter will arrive within a few days of exiting Privateer ' s Hold . However , this could take as long as a month of in - game time . Upon arrival , a pop - up notice to the effect that it has arrived will appear , and the letter will be in one ' s inventory with a green background . She will introduce herself as the Emperor ' s agent in the Bay Area , and ask to be met at an inn within the Daggerfall province . Travel there and speak with her . She will then give the Hero some background information on the situation in the Iliac Bay , and point out the courts of Daggerfall , Wayrest and Sentinel . After finishing the conversation with her , the quest will be marked as complete . Failure to arrive within the time prescribed in the first letter will cause a second letter to arrive , saying that she has extended her stay and will still expect to have a meeting . There is an additional month in which to comply with her request . If the time limit is not met , a third letter will be dispatched , which will take two weeks to arrive . If the Hero can manage to speak with her before that letter arrives , the quest will be completed . If not , they will lose reputation with her and with the Emperor , and will be locked out of the Main Quest . Trivia . This is the only part of the main quest that starts automatically . All other quests require some action on the Hero ' s part to start their timers and may be done at one ' s convenience .
Vvardenfell Flora and Fauna Content . By Tilenra Sildreth , Telvanni Naturalist The Vvardenfell landscape undergoes a constant cycle of death and rebirth . Red Mountain ' s lava flow s , eruptions and ash - fall cause die - back in the deciduous woodlands and mushroom jungles , violent upheaval alters the landscape and buries ( or exposes ! ) the fallen ruins of ancient civilizations . But the island expands as lava hardens , and new plants and fungi emerge from the cooling ashes amongst the formations of igneous rock . Plant life flourishes in the rich soil fertilized by volcanic activity , and so Vvardenfell is home to a diverse set of biomes . Fungi quickly absorb rich nutrients from the volcanic soil and grow to enormous proportions to dominate the landscape . The large Ink - Cap Mushroom s along the Bitter Coast thrive on the detritus of decaying swamp life , while smaller fungus varieties cover the rocks , trees and even some animals , such as the fungus - encrusted Shroom Beetle . Adorable ! Balmora , in the southwest and inland from the Bitter Coast , is still forested , though ash from Red Mountain eruptions threatens to denude the slopes . Though barren , The Ashlands host a remarkable number of species . Ash Hoppers skitter through the dry ash dunes and giant Xylaria fungi extend their tendrils into the sky . Travelers beware ! Hungry , reptilian Cliff Striders lurk atop the crags . Fetcherflies build their hives where they can tap volcanic heat to gestate their eggs . When they hatch , the queen taps a source of magma to animate the nest , and it transforms into a walking Hive Golem that relocates the swarm to new surroundings . Two - legged Vvardvark s romp through the grasses and feed on small bugs . Some people keep these delightful creatures as pets , despite the smell . The largest mushrooms in Morrowind appear in Zafirbel Bay . This majestic species is cultivated by Telvanni wizards and take a wizard ' s lifetime ( a thousand years ) to grow . These fungus forests have a special ecology of their own — but that ' s a subject for another book .
Elven Light Gauntlets Elven Light Gauntlets are a piece of light armor and part of the Elven Light Armor set found in . They are identical to their regular counterparts , however they have a slightly lower armor rating and provide the same protection as Leather Bracers . Location . The appearance of the Elven light gauntlets in the world is not level - dependent . They can be found as dropped random loot from Thalmor soldiers , and as random loot in some dungeons . Smithing . Elven Light Gauntlets can be created at a blacksmith ' s forge . They can be upgraded with a Refined Moonstone at a workbench and also benefit from the Elven Smithing perk , which doubles the improvement .
Ancient Vampire ( Skyrim ) Ancient Vampires are some of the most feared and dangerous vampire varieties found in Skyrim . As with all vampires , they can inflict the disease Sanguinare Vampiris to people through their most commonly used spell Vampiric Drain , which progresses to vampirism after three days unless it is cured . Appearance . Ancient Vampires , as all others , are of radiant gender and race and normally wear the standard mage ' s robes with magicka regeneration and reduced spell cost enchantments ( with the add - on , vampires use a vampire - specific armor set ) . As in previous games vampirism also changes the tone of the color of eyes to red , the canines suffer a massive growth ( especially Khajiit ) and the skin turns a greyer tone . Tactics . Ancient vampires are powerful fighters and should be approached with caution . It is suggested to avoid them at lower to middle levels , as they are very difficult to kill . They can usually be found in caves or other dark , remote places with other vampires ; and are hostile to all who trespass their territory . If the right perks from the Sneak perk tree have been taken , it is often possible to kill them with one hit , even at lower levels . If not , it is recommended to use fire Destruction spells and / or weapon enchantments , because of their vulnerability to fire , and shock spells / weapon enchantments to prevent them from casting their own . Be aware that all vampires are immune to poison , so any attacks of such kind ( including the Poisoned perk ) have no effect .
Coldhearted Gravedigger Coldhearted Gravedigger is a Nord and one of the ten recurring targets for the Dark Brotherhood . She will appear in the Hall of the Dead in Windhelm . Interactions . The Dark Brotherhood Forever . A contractor asks the Dragonborn to kill the Coldhearted Gravedigger . She is one of the possible radiant targets . She wanders about the Hall of the Dead .
Ulrich ' s Complete Journal Content . I never wanted to lead . They just started following me because I ' d been in the Lion Guard . As if that made me some sort of hero . Finding Silaseli was pure luck . I tried to keep to myself , but they followed me fleeing the Reachmen . They want me to scare away every half - witted bandit who tries to setup camp , and settle every minor squabble they have . I am so tired . A man in black robes has offered me a way out . He said I could take her with me . I only need go to the top terrace in the northeast chamber and complete some ritual . Something the Ayleid mages from long ago left unfinished . He called it a rip . I reopen it , his people come through , and take over Silaseli . He ' ll reward us with immortality . She and I will never suffer need again .
Bandit ' s Hovel Bandit ' s Hovel is an unmarked location found in . Description . Located southeast of High Gate Ruins and southwest of the Pale Imperial Camp , is a ruin of a shack now occupied by bandits . There is also a leveled chest and a burned down horse carriage near the front with a burnt corpse next to it that is still on fire .
Jenassa Jenassa is a Dunmer mercenary and a potential follower . She can be found in The Drunken Huntsman in Whiterun . Follower . Jenassa has a lust for killing and advertises her shadowy sensibilities to the Dragonborn upon first meeting . She charges the standard 500 fee to recruit . When dismissed , she lingers in The Drunken Huntsman or , if married , the home chosen for her . She has a dark , murderous nature and has no qualms with any similar tendencies present in her employer ; she abstains from interfering in any crimes the Dragonborn may commit , and can even be ordered to attack almost anyone , including Hold Guard s . However , it should be noted that she will not stop attacking an enemy , even if the Dragonborn and the hostile character have sheathed their weapons . This can earn the Dragonborn a large bounty . She can be recruited into the Blades during the quest " Rebuilding the Blades " and is also a potential marriage candidate but cannot become a steward . Both waive any subsequent recruitment fees ; she must , however , be hired once before marriage or Blades recruitment becomes an option . Skills . Jenassa is skilled in Archery , Light Armor , One - Handed , Block , and Sneak . She can use Bows , Shields with One - Handed weapons and Light Armor quite effectively . She is one of few followers who dual wields weapons as a first choice in combat . She possesses no magical abilities . She can wear both heavy armor and light armor but prefers the latter . She equips heavy armor only if no stronger light armor appears in her inventory . She also seems to prefer equipping a heavy armor helmet rather than a light armor helmet . Weapons . She equips the weapon with the highest base damage for melee , although when working with two weapons with the same base damage , she seems to take into account the power of any enchantments placed on them . Like other followers that use bows , she will pick up stray arrows and use them . She can equip most types of arrows , although she only requires one of them to have an endless supply . She also will use a staff , and can dual wield with them . Marriage . Jenassa is a possible marriage candidate . When married , Jenassa opens a shop and will give the Dragonborn a profit of 100 a day , which adds up every day if it is not collected . She can be both a follower and a spouse simultaneously . Quotes . Dwemer related . Jenassa also makes observations and comments about the Dwemer whilst in their ruins .
Pell ' s Gate Pell ' s Gate is a minor village located along the Red Ring Road in the Heartlands in Cyrodiil . Pell ' s Gate is one of the few settlements located along the Heartlands of Cyrodiil , the town was possibly named after Pelinal Whitestrake , whose name can be shortened to Pell . Description . Geography . As mentioned before , Pell ' s Gate is located on the Red Ring Road , which is a major route that extends to the other roads in Cyrodiil and goes around the Imperial City . Despite this , Pell ' s Gate is a small community that seems isolated from the Imperial City metropolis . Pell ' s Gate has three houses , one of which is the Sleeping Mare Inn , which is one of the town ' s sources of income . The town is built along the White Rose River . History . Second Era . During the Interregnum in 2E 582 , the area of Central Cyrodiil was ravaged by both the Planemeld and the Alliance War . It was because of the ongoing war , across the countryside , several different gangs began to spring up and pillage the innocent settlements located from as far as the Valus Mountains to the Great Forest , and to the Nibenay Valley , Pell ' s Gate was no exception . The village was sacked by a group of raiders called the Homestead Bandits that burned down the few houses and stolen the different resources in town . The bandits came from the Homestead Ruins nearby . It is unknown what happened to the villagers , they were either evacuated to the Imperial City or taken in by the First Aldmeri Dominion , since the town was considered in Dominion Territory . If it was the former , then they were either killed or lost in Molag Bal ' s incursion of the Imperial City . Third Era . During the Oblivion Crisis in 3E 433 , the town of Pell ' s Gate was flourishing amidst the third era but was affected by the Oblivion Crisis . Farmers and local workers of Pell ' s Gate were recruited to fight against the Daedra at the Second Battle of Ione ' s Oblivion Gate by Captain Tertius Ione . Captain Ione ' s forces were shoddy at best and consisted of the farmers of Pell ' s Gate and survivors of the initial attack . Ione learned that a warrior was able to travel to the Oblivion Gate and destroy it from inside . Ione used this knowledge to destroy the Gate and advance the Empire ' s forces on the Crisis . Ione was revered across the Empire for his bravery and the town of Ione grew after Tertius ' victory .
Snak gra - Bura Snak gra - Bura is an Orsimer commoner , and the owner of Chestnut Handy Stables . In her greeting , she repeats the fact that the stable does not sell horses " anymore . " In response , one can ask her whether or not she ate the horses . She denies it , but it is heavily implied that she did . Interactions . Horse Armor . With the " Horse Armor Pack " plug - in , the Hero of Kvatch can buy armor for his horse . If they do not own a horse , they will get a free one called Old Nag with armor .
Enchanted Weapons ( Oblivion ) Enchanted weapons are weapons that have been enchanted with one or more spells , normally from the Destruction school , which produce magical effects when an enemy is struck . Ghosts . Enchanted weapons , along with spells , silver weapons and Daedric weapons , are the only things that can damage enemies such as ghosts and wraiths . Charges . In the inventory menu , an info box shows the weapon ' s magical effect and its remaining / maximum charges . Once the weapon ' s charge has run out , it must be recharged to continue using the magical effects . However it can still be used as a normal weapon . Enchanted properties . Not all weapons are named or received from a quest ; some of them have generic suffixes with predictable enchantments . The base stats ( weight , value , and damage ) for these weapons are the same for their generic weapon counterpart . For example , let ' s say a " Mace of Excess " is found , which causes Burden . It is an Ebony Mace ( Stats : 1500 , 39 , 22 ) that simply has the " Burden 50 pts for 30 secs on Strike " enchantment attached . The original base stats are not affected by the enchantment . If an enchantment does additional damage ( e . g . adds fire damage ) , the damage is simply added to the base stats ( not including the opponent ' s resistances ) .
Locket of Saint Jiub The Locket of Saint Jiub is a unique light armor amulet found in . Acquisition . The Locket of Saint Jiub is given to the Dragonborn by Jiub upon completion of the quest " Impatience of a Saint " by finding all of the pages of " Saint Jiub ' s Opus " in the Soul Cairn . In addition to receiving the amulet , the Dragonborn also receives a finished copy of his book as a reward . Unlike most amulets ( excluding the Amulet of Articulation ) this amulet has an armor rating of 5 due to its light armor class . Smithing . Though classified as Light Armor , the Locket of Saint Jiub is an amulet , and cannot be improved at a workbench , regardless of any perks chosen . Enchantment . Wearing this amulet grants the following skill bonuses :
Corvus Umbranox Corvus Umbranox was the Count of Anvil before he went missing ten years ago , due to the curse of the Gray Cowl of Nocturnal . Corvus Umbranox is the last known Gray Fox , Guildmaster of the Thieves Guild . He is also known as The Stranger when not wearing the cowl . Once the Thieves Guild questline is complete , he becomes Count of Anvil again . Biography . The cowl of the Daedric Prince Nocturnal is the reason for his alleged disappearance . The magic within the cloth hid his identity from everyone , including his own wife , Count ess Millona Umbranox . The cowl became cursed when Emer Dareloth stole it from Nocturnal , becoming the first Gray Fox . As a result , whoever wears the cowl will have their name stricken from history . Interactions . Taking Care of Lex . He forges a list of candidates for the new Guard Captain of Anvil , giving Hieronymus Lex a glowing recommendation , causing Lex to leave the Imperial City . Turning a Blind Eye . The Gray Fox needs the Savilla ' s Stone from the Temple of the Ancestor Moths . He asks that no one outside the temple be killed , but those guarding the artifact inside are permitted to be killed , if necessary . Arrow of Extrication . The Gray Fox wants the Hero to steal the Arrow of Extrication from Fathis Aren ' s room in Castle Bravil . Boots of Springheel Jak . The Gray Fox wants the Hero to steal the Boots of Springheel Jak from a former thief who died 300 years ago . He knows that a descendant of Springheel Jak , Jakben , Earl of Imbel , lives in Imperial City . The Ultimate Heist . Corvus convinces the Hero to steal an Elder Scroll from the library in the Imperial City Palace . After this is done , he gives the Hero a ring and tells them to take it to Countess of Anvil . He then reveals himself in Castle Anvil as the Gray Fox . He says that the curse of the cowl has been lifted and people will be able to recognize him again . Renouncing his life of crime and becoming the Count of Anvil once more , he bestows the Cowl upon the Hero .
A Dark Exile A Dark Exile is a quest in . Walkthrough . First . If the Hero of Kvatch first breaks one of the Five Tenets in the Dark Brotherhood they will be kicked out . From this the Hero is given a quest saying that once the Hero sleeps , the Wrath of Sithis will appear and will have to be defeated . If the spirit is killed , then the invoked Wrath of Sithis dies and the member is reinstated into the guild . Second . If the Hero of Kvatch breaks the tenets again , another Wrath of Sithis will appear and the Hero will have to do the same thing again . Third . If the Hero breaks the Tenets a third time , they will be permanently removed from the Dark Brotherhood . When they sleep , however , the Wrath of Sithis will still appear ; once it is killed the Hero will still be removed from the Dark Brotherhood .
Camlorn ( Online ) Camlorn is a city in the region of Glenumbra , High Rock . The city has been taken over by the undead werewolf Faolchu and his army . The area may later be liberated by the Vestige and the Lion Guard through a series of quests . The city itself remains in ruin by this point , with many of its shops and houses shelled .