naist-nlp/zeshel huggingface dataset:
Madach Tradehouse Madach Tradehouse is a location that is found in Gnisis in . Amongst its most notable members is Darius , the head of the Imperial Legion in Gnisis . Background . The tradehouse is a tavern for the Imperial Legion in Morrowind . One can come here to join the Legion , as well as buy goods from the merchant & Thieves Guild member Fenas Madach . Notable items . The Block skill book Death Blow of Abernanit . Imperial Legion quests . Widow Vabdas ' Deed . Once the Nerevarine has joined the Imperial Legion , Darius of the Gnisis outpost will ask them to obtain a land deed from the Widow Vabdas , whose husband was killed in the Gnisis Eggmine . Gnisis Eggmine . Cure the Kwama Queen located within the Gnisis Eggmine . Rescue Madura Seran . Locate and rescue Madura Seran from Ashlanders . Rescue Ragash gra - Shuzgub . Locate and rescure Ragash gra - Shuzgub from Arvs - Drelen . Talos Cult Conspiracy . Investigate the cult to discover what plots they have planned .
Telacar Telacar is an Altmer ghost confined to the Ossuary of Telacar , Grahtwood . He and his wife , Vastarie , were once friends with Mannimarco . Telecar was sealed with his ossuary after Vastarie disproved of him wanting to resurrect their deceased son , Calion , as a Flesh Atronach . Background . Telacar was the husband of Vastarie , and they were once followers of Mannimarco . After their son Calion was born , they turned away from Mannimarco ' s tenets , hoping to live peaceful lives . However , Calion died at an unfortunate young age . Telacar weeped for what could have been , as he wanted to train Calion as his apprentice . He made a Flesh Atronach from Calion ' s remains , and hoped to imbue it with Calion ' s spirit . Vastarie sealed him into his crypt in 2E 461 , hoping that he would clear his head and realize what he was doing . Interactions . The Unquiet Dead . Members of the Mages Guild have been attacked while trying to enter the Ossuary of Telacar . Telacar is attempting to resurrect his son , Calion .
The Hlervu Locket The Hlervu Locket is a Thieves Guild quest in . The Nerevarine , must speak to the Vivec Thieves Guild master , Gentleman Jim Stacey in to start this quest . This quest is the first of a series of quest connected to the Bal Molagmer , an faction of thieves that stole from the unjust to give to the needy . Background . Braynas Hlervu had to give his family ' s treasured locket to the taxman , as he did not have enough money to pay his taxes . The locket is now held in Venim Manor . Gentleman Jim Stacey wants the Nerevarine to steal it and give it back to the family in the name of the Bal Molagmer . Detailed walkthrough . To receive the quest , the Nerevarine must wear the Bal Molagmer Gloves Gentleman Jim Stacey has given them . He will then tell them about the situation surrounding the Hlervu Locket . The Nerevarine should now head to Ald ' ruhn and enter Venim Manor , which is located under Skar , in the Ald ' ruhn , Manor District . The locket is hidden in the Guard Quarters behind a locked door , lying on a chest . They have also the possibility to ask Braynas Hlervu about the locket first , to find out that he suspects that one of the guards took the locket for himself . Once the Nerevarine is in possession of the locket , he can give it to Braynas Hlervu , either telling him it was stolen , or handing it over in the name of the Bal Molagmer , as Gentleman Jim Stacey had intended it . To finish the quest , the Nerevarine must return to Gentleman Jim Stacey in Vivec City .
Initiate ' s Ewer Initiate ' s Ewer is a quest item found in . Quests . Touching the Sky . The jug must be filled with water five times , which is gathered from five different wayshrines , after the Dragonborn has done this it will become empty . It is given to the Dragonborn by Knight - Paladin Gelebor . It is also used as a key to the altars inside the Inner Sanctum . Activating the altar will place the jug on it and activate the connected door . Activating the altar again will take the jug back , closing the door , although it is possible to activate it - retrieving the ewer - as you run through the door . Another altar on the other side will open it again .
Adanja Adanja is a Khajiit pilgrim who resides in her home located on southern outskirts of Pelagiad , Morrowind . She has an interest in poisons , as the only two books in her home about the subject . Adanja is not involved in any quests . Attributes . This character has the following attributes : Equipment . This character uses or carries the following :
The Frozen Hearth The Frozen Hearth is an inn located in Winterhold . Background . As the only profitable business left in Winterhold , the inn serves as the sole place petitioners to the College may stay . As such , Dagur , the owner , has put aside any personal feelings he may have toward wizards and does his best to look on the bright side . Nelacar pays Dagur good money to maintain a small room in the inn where he can do some research on his own , away from the College . He also takes a cut of Enthir ' s questionable sales downstairs in the cellar . Quests . The Black Star . The Dragonborn must find Nelacar in the Frozen Hearth inn , to find the location of the Azura ' s artifact . After retrieving the Broken Azura ' s Star from Ilinalta ' s Deep , the Dragonborn can take it to Nelecar to fix it , and turn it into the Black Star . Hard Answers . Enthir ( a member of the College ) stays here as well during the Thieves Guild quest and becomes a fence for the Dragonborn . Hunt and Gather . The inn is one of the locations for one of Wylandriah ' s satchels . A Night to Remember . Sam Guevenne can be encountered in any tavern in Skyrim , including the Frozen Hearth , which allows for the quest to begin .
Weapons ( Dragonborn ) The following is a list of weapons that appear in . Weapon sets . Two new sets of weapons are included in the add - on : Nordic Weapons . A full mid - tier set of weapons to complement the Nordic heavy armor set . Their damage output is identical to Elven weaponry , but they weigh less . Stalhrim Weapons . A full high - tier set of weapons to complement the heavy and light Stalhrim armor sets . Their damage output is comparable to Ebony weaponry , but they weigh less .
Sanguine Sureflight Sanguine Sureflight is a Restoration spell in that temporarily increases the value of the marksman skill . The skill returns to its original value when the spell ends . The magnitude is the value of the increase in the skill . Acquisition . This spell is not available for purchase in " Morrowind " or expansion packs . Although not intended for use by the Nerevarine , it can be acquired on the PC by using the console command : codice _ 1
Dragon ' s Breath Mead ( Item ) Dragon ' s Breath Mead is a unique mead and quest item found in . Quests . Dragon ' s Breath Mead . Olda in Dragon Bridge complains that her husband , Horgeir , is a drunk and has a spot nearby where he hides his beverages . She will ask the Dragonborn go to the spot and retrieve a bottle of Dragon ' s Breath Mead and bring it to her .
Meridia ( Quest ) Meridia is a quest in . Upon offering up a sample of undead corpse matter , Meridia will awaken and speak to the Hero . They learn that , unlike other Daedric Princes , Meridia loathes undead and makes it the charge of her followers to destroy them whenever possible . Walkthrough . Meridia ' s Shrine . After offering either bonemeal , mort flesh or ectoplasm Meridia will speak . She will say she despises all undead , and tasks the Hero with killing the necromancers in the Howling Cave . Howling Cave . Head to Howling Cave just east of Skingrad ; it should be marked on the map . Proceed through the front of the cave until they reach the rear . There are only a few rats and mudcrabs present . At the rear of the cave , guarded by two level - appropriate undead , is a false rock which hides a door that leads deeper into the cave . Inside are the five necromancers as well as an assortment of level - appropriate undead that they have to kill . The compass should point to each of the necromancers , who at high levels may have made the transition to lich . They all are standing in different rooms but may come forward as soon as the first necromancer is attacked . Even at a high level they can be hard to kill . After killing them if chosen , loot all the dead for leveled weapons , potions and scrolls . Each necromancer carry a large amount of restore health potions . Back at the shrine . Return to Meridia and she will be pleased for the killed necromancers and will give the Hero their reward , the Ring of Khajiiti .
Guardian Circle Guardian Circle is a Master - level Restoration spell in . Effects . Guardian Circle creates a circle around the caster that heals for 20 points every second while also repelling undead creatures up to level 35 . It requires both hands to cast . Guardian Circle has a standard duration of 60 seconds , increased to 132 seconds if dual cast . As a vampire with the Necromage perk , the spell has a standard duration of 90 seconds , increased to 198 seconds if dual cast . Perks . The effects are constant as a Master level spell , but duration is affected by the following perks : Usefulness . Combined with magic absorb from either the Atronach perk or The Atronach Stone , the caster has a limitless supply of Magicka as long as they are within the circle . As a Master level spell , the listed effects are not altered by any perks . This combined with the long casting animation means it is ultimately less effective than a combination of high level healing spells and Circle of Protection ; the latter combination will repel higher level undead and heal much more than Guardian Circle .
Races ( Oblivion ) Race is a classification used to categorize beings with similar phenotypical traits . Some races are more similar than others , while some are vastly different . Each race falls into three different subcategories : human , mer , and Beastfolk . Of all the races in , there are ten playable races open to the Hero of Kvatch , the game ' s protagonist . Most Characters fall into one of these races . Dremora are abundant in " Oblivion " , although almost entirely hostile . Several extinct races are mentioned in " Oblivion " < nowiki > ' s < / nowiki > lore . Comparisons with other games . There have been 10 playable races in every Elder Scrolls game except and , where Imperials and Orcs were not a playable race . Because " Oblivion " is partially set in the realms of Oblivion , more Dremora are encountered than in previous titles , where they are merely summoned by Conjuration magic . " Oblivion " is also the first title to depict female Dremora . Impact on character creation . Upon selecting a race , certain bonuses and impediments are immediately counted toward the Hero ' s attributes and skills . For example , Mer , or elves , excel at magic while Nords , Redguards , and Orsimer excel at combat - oriented abilities . Each race is better suited for a different class , although " Oblivion " allows for enough customization to make any race work with any class , depending on player preference . Baurus , in the Imperial City Sewers , offers his opinion of the player ' s class depending on their race and the skills used during the tutorial . Playable races . Tamriel is the home of all the ten main races , each occupying a different portion of the continent . The races are : Non - playable races . Some of the races that inhabit the world of Nirn and Tamriel , but are not playable or included as NPCs in " Oblivion " are : Some of the ancient races of the Tamriel , most of whom have disappeared , include : Recognizing races . using one of the following RaceIDs below .
Gudling the Rascal Gudling the Rascal is a Nord Hunter at the St . Veloth ' s Hostel in Molag Mar . He does not provide any services and is not involved in any quests . Equipment . This character uses or carries the following : Attributes . This character uses the following :
Arrow An Arrow is a long , thin bow - fired projectile . At the tip is an arrowhead made of some hard material . The shaft is the long ' stick ' part of the arrow , and is usually comprised of wood or an alloy . The tail end features fletching to provide accuracy and stability in flight , typically poultry feathers . Dwarven , Dremora , and Daedric arrows have an alloy fletching . There is also the nock at the end , which is secured onto the bow string . In , there are alternative forms of projectiles , including throwing stars and crossbow bolts . Properties . Arrows are required for damage dealing with a bow and cannot be fired underwater . Arrows can become lodged in the player character or in physical surfaces . Fired arrows can be collected , although they cannot always be collected when they are stuck in corpses . Followers can be given arrows to fire with their bows , however , when their arrow supply has depleted , they revert to iron arrow s and have an infinite supply . In , arrows can be enchanted with spells after gaining access to the Arcane University . Arrows imbued with magical enchantments can also be found as randomized loot . Bound weaponry . Bound Bows come outfitted with Bound Arrow s . These arrows cannot be collected when dropped . They appear the same as Daedric Arrows . In , any type of arrow can be fired with a Bound Bow ; however , Bound Arrows are the default . By type . Arranged by damage magnitude
Amulets ( Oblivion ) Amulets , Necklaces and Medallions are worn around the neck , one at a time . They can sometimes be found in chests in caves and ruins and on other characters such as bandits and necromancers . Magic necklaces can offer powerful attributes such as walking on water or resistance against various physical or magical forms of damage .
Sleeping Tree Cave The Sleeping Tree Cave is a cave that serves as part of a giant camp . Location . The cave can be reached by heading west on the road from Whiterun past Fort Greymoor , on the north side of the road . It is a sub - location of Sleeping Tree Camp . The outside of the cave is decorated with a mammoth skull above the cave and a painted rock beside the entrance . The cave itself is home to a single giant . The corpse of an Orc , Ulag , can also be found here , carrying a message from Ysolda .
Swanhvir Swanhvir is a Nord miner . She offers no interaction , and little dialogue . Interactions . Rescue Mission . Swanvhir is one of many characters who can be kidnapped . This quest is given by Vilkas . Location . She is a resident of the town Stonehills , which is a small mining encampment , and works in the nearby Rockwallow Mine .
Gaius Prentus Gaius Prentus is a Bravil guard who monitors the entrance to the Shivering Isles . He is serious about his job , making sure that nothing dangerous exits the gate . Not long after the Hero arrives , he proves this when Belmyne Dreleth exits the gate and becomes insane , which lead to him being put down . The only person who has exited the gate and been spared is S ' fara , who believes she is invisible and has remained peaceful . Once the Hero accepts Haskill ' s offer to enter the isles , Gaius refuses to talk to them because they have spent too much time on the other side . Interactions . A Door in Niben Bay . After hearing about a Strange Door in Niben Bay , there will be a map marker for a landmark , due east of Bravil . The Strange Door is a three - faced statue on top of an island , with a glowing portal inside of the mouth . The plants that grow on the island represent the only Shivering Isles intrusion in all of Cyrodiil .
The Sad Seer The Sad Seer is a quest in . Background . While exploring Solstheim the Nerevarine enters Geilir the Mumbling ' s Dwelling and speaks to Geilir the Mumbling . Walkthrough . Geilir the Mumbling explains that he is a seer and not long ago , he lost all his family at sea . He then settled here with his only friend , Oddfrid , another seer . He goes on to recount how a Draugr kidnapped Oddfrid , then asks the Hero to bring his friend back . The Draugr took Olddfrid to Kolbjorn barrow , which is south - east , on the sea side . Kolbjorn Barrow . Inside Kolbjorn barrow , the Nerevarine is confronted to a bonewolf and a draugr . After dispatching them both , the Hero investigates the barrow , only to find a skull on the central altar . The skull is Oddfrid . Back at Geilir ' s dwelling . Once the Nerevarine has returned to Geilir with the skull , the latter will thank them , and remove the skull from their inventory . This completes the quest . Geilir , will then propose , with the help of Oddfrid , to read the Hero ' s future . He will have two different stories depending on the main quest progression :
Dark Brotherhood Sanctuary ( Oblivion ) The Cheydinhal Sanctuary is one of the Dark Brotherhood sanctuaries spread across Cyrodiil . Once the Hero is recruited by Lucien , they will be a Murderer in the Cheydinhal Sanctuary and can receive the first contracts from Vicente Valtieri , and later from Ocheeva . Design . Situated in the basement of an abandoned house in eastern Cheydinhal , the Dark Brotherhood members can also gain entrance to the sanctuary through a trap door in the well behind the house . The well leads to the main hall of the Sanctuary . Altogether , the Cheydinhal Sanctuary has five rooms : the main hall , the training quarters , the living quarters , Ocheeva ' s bedroom , and Vicente ' s bedroom . Members . There are seven Dark Brothers and Sisters living in the Sanctuary ( Before " The Purification " ) . Those are : A Dark Guardian patrols the main hall of the sanctuary . A pet rat named Schemer can also be found wandering around the living quarters . Lucien Lachance is Speaker for the Sanctuary , but can never be found here , instead living in Fort Farragut . After the purification , Arquen recruits new members who will live in the sanctuary .
Listien Bierles Listien Bierles is a Breton residing in Maar Gan . He is a member of the Mages Guild . To show he can be a real sorcerer , he summoned a Scamp . He also sells a number of spells . Interactions . Huleen ' s Hut . There have been some disturbances at Huleen ' s hut . The assignment is to find out what they were .
Andurs Andurs is a Nord priest of Arkay serving in the Hall of the Dead in Whiterun . Background . Andurs watches and maintains the Hall of the Dead in Whiterun , and is a devout follower of Arkay . As such , he is responsible for preparing the bodies for the afterlife . On the 19th of Second Seed in 4E 201 , Andurs invited Runil , an Altmer priest of Arkay in Falkreath , for a visit . They shared some words for nine days until Runil finally left Whiterun on the 28th of Second Seed . Interactions . Andurs ' Arkay Amulet . He asks the Dragonborn to recover his amulet so he can rebuke the corpses that have risen in the Catacombs . Once completed , he gives the Dragonborn 15 . Even after the Dragonborn has given Andurs his amulet , the dead will continue to rise in the crypts . To obtain the maximum reward for this quest , retrieve the amulet , return it to him and then kill him . Since he is alone , it is quite easy to do with no consequences . Alessandra ' s Dagger . He is also involved in a quest in which the Dragonborn is required to deliver a dagger to Andurs from the grave tender Alessandra , who can be found in Riften located at The Hall of the Dead . Quotes . Unused dialogue . Andurs also has an unused line of dialogue that was supposed to be initiated if the Dragonborn found and returned to Andurs his amulet before being given the quest . However , this line never plays in - game because his amulet does not actually appear unless the quest has been started .
Snapleg Cave ( Skyrim ) Snapleg Cave is a cave located in . The cave is located between Ivarstead and Riften . Description . It is a small cave , housing several witches and hags . It features a cooking pot , an Alchemy Lab and an Arcane Enchanter . Several spiders and a giant one also dwell inside the cave , protecting the witches . Towards the " end " of the cave , there is a Hagraven and several random loot chests . There is also a Spriggan locked in a cage , which if freed , will not turn hostile and will attempt to leave the dungeon to return to a clearing outside Eldergleam Sanctuary . Layout . The cave is entered via a large chasm , leading straight down to three skeevers surrounding a dead deer at the bottom . A long hallway leads to a large cavern with a Frostbite Spider and two Hags . In the centre of the room there is a cooking pot and two tents , within the foremost there is a chest and some Alchemy ingredients . To the left there is a small mound with a Staff of Paralysis lying over top of a crate with a potion and four Soul Gem Fragments . To the right is the entrance to the next room . After going through a corridor and a small area with a Troll , there will be a larger room with lots of spider sacks and a giant rock pillar in the center . Here are 3 Frostbite Spiders . Straight ahead leads to a cave with a Giant Frostbite Spider , a dead bandit and a chest ( this is a dead end ) . To the left , before the cave area , a corridor leads to two more Frostbite Spiders and a pull chain , ( To the left of the chain is a chest behind some cobwebs ) that opens a rock wall into a cavern with a Hag . There are two large tents , within one is some alchemical ingredients and a Breathing Water Alteration skill book . In the other is a dead elk . The next room is a large open room with water ( the body of a Novice Conjurer can be found floating here , containing loot ) down the sides , with a Hag , a Hagraven and the Spriggan . The tent at the end of the room has two leveled Soul Gems and an Arcane Enchanter . To the right leads to a small empty room with a chest and an Alchemy Lab . Another Pull Chain opens a door to above the second room to make exiting easier . It is possible to explore this location in reverse - when entering the cave , simply turn left , and jump up .
Dralas Gilu Dralas Gilu is a Dunmer rogue who resides in Pelagiad , Morrowind . He is a Sixth House Cult sleeper agent being influenced by Dagoth Ur . Dralas can be found wandering the town near his home , equipped with an Iron Tanto and Crying Ring that blinds opponents should anything go awry . Although the door to his house is locked , he does not carry a key . Equipment . This character uses or carries the following : Attributes . This character uses the following :
Kurdan ' s Orc Hunter Kurdan ' s Orc Hunter is an Orsimer hunter who was payed by Kurdan gro - Dragol to hunt humanoid prey . He holds the key to get out of Fort Grief , but it turns out to be a fake key . Interactions . Caught in the Hunt . In Bravil , the Hero will hear that Aleron Loche is suffering from gambling debt . The rumors lead to Aleron ' s wife , Ursanne Loche , who will fill the Hero in on the details . Ursanne can be found wandering around Bravil , in the couple ' s house , or at the Great Chapel of Mara . Later , the Hero will discover that a fort is used by Kurdan , who lent Aleron septims , to host a hunt to the death . In order to escape , the Imperial , Nord , and Orc hunters must be killed for their keys . These keys will then open the gate needed to escape .
The Mage Stone ( Oblivion ) The Mage Stone is one of the thirteen Birthsign Doomstones . Location . The Mage Stone is located southeast of Cheydinhal , northeast of Bravil , southwest of Hame between Peryite ' s Shrine and Boethia ' s Shrine . An Oblivion Gate may spawn just north of it . Powers . Bestows the Magicka Manifold greater power .