naist-nlp/zeshel huggingface dataset:
Spectral Assassin ( Skyrim ) The Spectral Assassin is the ghostly follower that is summoned by the spectral assassin power . He is the spirit of Lucien Lachance , a deceased Speaker of the Dark Brotherhood . Summoning . Lucien can be summoned by the player using the Spectral Assassin power of the same name . Spectral Assassin is a power given by Astrid after the completion of the quest " Bound Until Death . " He can be summoned once per day , and serves as a follower . Background . The Spectral Assassin was known as Lucien Lachance in life , and was a Speaker of the Dark Brotherhood during the Oblivion Crisis in 3E 433 , shortly after the assassination of Emperor Uriel Septim VII . Lucien was later murdered by his speakers of the Black Hand after being mistaken for being a traitor , which was truly Mathieu Bellamont , who sought vengeance on Lucien after the assassin killed his mother . The Night Mother recognized Lucien as being loyal to the Brotherhood , keeping his soul in the Void of Sithis , and had his spirit summonable by the Brotherhood as a reward . He often comments on his days working for the Brotherhood , on the Dragonborn ' s decisions during the Dark Brotherhood questline , and on the fact he and they are connected through the Void .
Brithaur ( Quest ) Brithaur is a quest in . Earil wants Brithaur gone because he keeps stealing from the shops in New Sheoth . He asks for the Hero ' s help to deal with him . Walkthrough . After getting the actual quest by speaking to the store owner Earil who wants him gone , speak to Brithaur and sweet talk him . After this , either kill him in any way ( in a sneaky manner or anger the guards ) , or collect 5 Flawless Pearl s and give them to him . One can also speak to the Redguard in the court of Dementia ( if one ' s standing in the Shivering Isles is reasonably high ) who will throw Brithaur in the dungeons of Dementia . Note worthy , there is a bonus if Brithaur is killed . Usually , if one wants to obtain it and not be accused of murder , cast a frenzy spell on Brithaur in which he will be aggressive and , as a result , will be overpowered and perish . Then , his corpse can be looted for a good sum of gold and his heart . Taking the organ to Earil will reward a leveled amount of gold .
Magicka ( Morrowind ) Magicka is the character resource that is used to fuel spells in . It has exactly the same purpose that magicka in and does , and that is being the resource used to cast magic albeit with a few , but major differences . During gameplay , magicka is displayed as the blue bar underneath the player ' s red health bar , and above the green stamina bar . One critical difference between magicka in and the newer " Elder Scrolls " games is that it does not regenerate naturally by any means , and the only main way to restore depleted / used magicka is to rest ( not wait ) . Restoring magicka through resting functions the same way restoring health does , with a proportionally larger wait time required for a larger magicka pool . Additionally , magicka may be restored by drinking restore Magicka potions or using scrolls which drain magicka from enemy spellcasters , however these potions can be somewhat uncommon , and quite difficult to find or get for beginning magic - user characters . The lack of in - combat magicka regeneration in makes utilizing magic effectively without constant and tedious resting quite difficult if not impossible , as spells can have a very high magicka cost and many dungeons and indoor combat prevents the player from resting due to the presence of enemies . Several birthsigns and race choices affect magicka . Bretons and Altmers gain an innate bonus multiplier to their magicka ( x0 . 5 and x1 . 5 respectively ) , stacking with any bonuses from birthsigns . Additionally , Bretons , Altmers , Argonians and Dunmer have innate skill bonuses to several schools of magic , making them ideal magicka users . Maximum magicka ( the amount of magicka actively available for use by the player ) is determined this way : your total Magicka is determined by multiplying your Intelligence by your base Magicka Multiplier , which is 1 by default . Fortify Maximum Magicka effects from Races or Birthsigns can increase this multiplier . You can also increase your Magicka pool by using items with a Fortify Magicka or Fortify Intelligence effect . Due to low skills or other effects , attempts at casting spells can fail , meaning the spell is not cast , but the Magicka cost of the spell will still be deducted from your total Magicka pool .
Styrr Styrr is an Elder priest of Arkay and the caretaker of the Hall of the Dead in Solitude . Interactions . The Wolf Queen Awakened . He will reveal that the spirit of Potema Septim is lurking in the catacombs beneath the Temple of the Divines , in Solitude , and will provide the Dragonborn a key to enter the catacombs . If the Dragonborn asks if they have to face Potema alone , he will acknowledge , and will provide them with the Turn Undead Spell to aid against her Minions .
Vex Vex is an Imperial thief and a member of the Thieves Guild . A Master Lockpick trainer , Vex can usually be found in The Ragged Flagon . Personality and relationships . Vex is one of the Thieves Guild ' s best infiltrators , with a fierce temper to match . She is affectionately known as " our little Vex " by Delvin and Brynjolf , hinting at a softness for her . She is quite arrogant and sure of her abilities as she tells the Dragonborn not even to think of replacing her and to follow whatever she says . Despite her behaviour alienating her from her counterparts , Vex is utterly loyal to the Guild and will react violently to any threat or insult to it ; when Mercer Frey ' s betrayal is discovered , Vex immediately draws her dagger and vows to kill him . Interactions . Loud and Clear . The Dragonborn must break into Goldenglow Estate and raid the safe there , as well as light three bee hives on fire . Speaking to Vex will reveal that she had previously attempted to do the job with Delvin , but Aringoth , the estate ' s owner , had stationed eight mercenaries around the estate and Vex was wounded in the fight . She will then tell of a sewer entrance on the northwest part of the island , which will make breaking into the estate much easier . Side quests . When prompted , she gives four different side quests :
A Rejection of Open Borders Content . By Kinlady Avinisse of Shimmerene The Unforseen Queen continues to impose her radical ideas upon her loyal subjects , inflicting all manner of change and sorrow upon this pristine and uncompromising land . Her attempts to elevate the other races and put them on equal footing with the Altmer is simply unnatural . Everyone knows the value of High Elven supremacy , so why try to weaken it with these impure and totally unwarranted decrees ? Let it be known that the people of Shimmerene and their Kinlady shall endeavor to do everything in our power to oppose this unreasonable and ultimately dangerous decree . Why do I reject an end to the pristine nature of Summerset ? Why , because of logic , of course ! It is a well - documented fact that the Altmer are superior in every way to the lesser races that share our world . After all , who else can trace their lineage directly to the Aedra ? We proudly proclaim our divine heritage . Unlike the other races , we are not the creations of the gods , we are their descendants . Our genetic lineage can be traced to the original Aldmer race , through the Ehlnofey to the divine et ' Ada themselves . For this reason and this reason alone , we should be permitted to preserve our pure bloodlines and maintain the sanctity of our perfect island home . Should the Adventurous Queen desire more proof , we need only look to our stature , our golden hue , and our natural inclination toward magic . The other races cannot compete with us in intellectual pursuits . They just aren ' t equipped for such a battle . Ours is the first true culture of Tamriel and we remained the most civilized of all the races . This fact cannot be refuted . We provided the basis for religion , language , and even architecture , and our influence can be seen across the continent . For all that we have provided , we should be allowed to keep a small piece of the world as solely our own . Beyond these self - evident truths , we must consider the poor lesser races as well . How cruel it will be to subject them to the rigors and requirements of our exacting culture and societal mores . They simply aren ' t equipped to handle the precision our customs and traditions demand . Should we embarrass them for these failings ? Or worse yet , should amplify their deficiencies by setting a lesser standard for them to adhere to ? They would call us cruel , and rightly so . Let us keep the metaphorical gates closed , and then neither side will suffer any sorrow or discomfort . Allowing the lesser races to migrate to Summerset doesn ' t do them any favors . Quite the opposite , it will ultimately hurt them in the end . Keep Summerset pure . Keep Summerset pristine . Keep Summerset for the Altmer . Anything else makes no sense whatsoever .
Masterful Horny Fist Masterful Horny Fist is a Restoration spell in that temporarily increases the value of the hand - to - hand 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 : codice _ 1
Passage of the Walker Passage of the Walker is a sublocation of the Dwemer Ruin of Bamz - Amschend in . This area of the ruin is initially reached via a blocked passageway connected to Radac ' s Forge . The Nerevarine must clear the way with some explosives which can be found in Radac ' s Forge and the Hall of Winds . The corridors lead to King ' s Walk without many turns or distractions . There is only a single chamber that is not directly upon the path from Radac ' s Forge to King ' s Walk . The entrance to the ancient Daedric shrine of Norenen - dur is also hidden here behind rubble from a collapsed passageway where once again the Nerevarine must make use of the explosives . Enemies . There are three leveled animunculi here .
Ophelia ' s Journal Content . We lost Sergeant Marceau today . Poor Henri ! The traps in the barrow finally caught him . I feel quite bad about it , even though I barely knew the man . I was about to step onto a hidden pressure plate when he noticed and pulled me out of the way , but he lost his balance and set it off himself . It was awful . And just this morning , I was having a conversation with him about how he arranges his kit . How depressing . Valcent ' s eagerness and pride when we first got this assignment has turned into something else entirely . When he learned of this crypt , he was adamant we explore it . Henri ' s death didn ' t even phase him . He demanded we leave the poor man ' s body where it fell and continue our mission . I don ' t understand how Valcent hopes to turn the barrow ' s dead into an army . We were sent here to build local opposition to King Jorunn , but Valcent feels this will advance our cause in some way I can ' t begin to understand . I don ' t know what Valcent is up to . For the moment , we ' re just waiting . The door to the next chamber is locked , and Owen is crafting a key to open it . I convinced Owen to make a copy of the key for me . I don ' t trust Valcent , and I believe in making sure there ' s always a contingency . That ' s the Covenant way . That ' s why I ' m hiding the key inside this journal .
Anes Vendu Anes Vendu is a deceased Dunmer and commoner whose body is found in the lower levels of Nchuleftingth in Molag Amur . Edwinna Elbert is interested in the notes that he is carrying in the quest " Nchuleftingth Expedition . " Magic . Anes has used the following :
Vanjirra Vanjirra is a Khajiit Trader who can be found near the Molag Mar bridge , nervously awaiting the arrival of her longtime business partner , Paur Maston . She recently traveled here from Pelagiad , but her partner has yet to arrive . Vanjirra dons common clothing , is unarmed , and carries a random quantity of gold ( up to one - hundred ) . She does not have an inventory for sale . Interactions . An Escort to Molag Mar . The Nerevarine escorted Vanjirra ' s business partner to Molag Mar from Pelagiad so that the pair could attend a meeting . Vanjirra offered an enchanted amulet that casts light to aid in the Nerevarine ' s travels as a reward . Equipment . This character uses or carries the following : Attributes . This character uses the following :
Mundrila Ienith Mundrila Ienith is a Dunmer pilgrim in Molag Mar , Morrowind . She resides at The Pilgrim ' s Rest in the city ' s waistworks . Mundrila does not offer any services and is not involved in any quests . Equipment . Mundrila uses or carries the following : Attributes . Mundrila uses the following :
Shadow Form ( Daggerfall ) Shadow Form is an Illusion spell available in . The spell is cast on the user , and applies the Chameleon affect , turning the user invisible . The spell lasts 1 base ingame minute , but applies another minute per level . ( I . e . level 2 users will be invisible for 2 minutes , and so on ) . The spell is dispelled when the user attacks .
South Wall Cornerclub South Wall Cornerclub is a cornerclub located in southeastern Balmora . It is suggested as a starting point during the main quest " Report to Caius Cosades . " The club serves as the Thieves Guild base of operations in Balmora . Several guild members can be found within , including the building ' s owner , Bacola Closcius .
Note from Bothiel Summary . The Hero will receive this letter from Bothiel after installation of the " Orrery " plug - in . It is a set of instructions to rebuild the Orrery . Contents . To whom it may concern : You have been passed this note because you may be able to help the Mages Guild . The Council of Mages has not the resources ; the Legion is either unwilling or unable to assist . A shipment of Dwarven artifacts from Morrowind , destined for the Arcane University , was intercepted by bandits recently . Intending to sell the artifacts for profit , they have stolen items essential to repair the Imperial Orrery in Cyrodiil ' s capital . The only known location of these bandits is Camp Ales , north of Kvatch . If you can find these ruffians and recover the items they ' ve stolen , I will be most indebted . The Orrery is my life ' s work , and I would hate to see it pass into obscurity now . Items missing : 2 Dwarven Cog s 1 Dwarven Coherer 1 Dwarven Cylinder 1 Dwarven Tube – Bothiel
Battlehorn Castle ( Quest ) Battlehorn Castle is a quest in . Walkthrough . There are four Marauders attacking the castle , one Warlord , one Battlemage , one Archer , and one Fighter . Two friendly Battlehorn Men - At - Arms are defending against them inside the castle , with Lord Kelvyn lying dead on the ground in the courtyard . Kill off the Marauders and then speak to one of the surviving Men - At - Arms . Then go and speak to Nilphas Omellian at The Merchants Inn in the Market District to purchase upgrades for the castle . Once the Hero has bought at least one upgrade , he will send a note to one of the Men - At - Arms at the castle offering to sell them a Dwemer Forge for 3000 gold ( the base cost is actually 2510 , the same as the other upgrades , however ) . Once they have bought all of the upgrades , including the Forge , the quest is complete . Visit the Fighter ' s Stronghold for a complete list of the upgrades . More to do in the castle . Though the quest is registered as complete , there are still other things to do in the castle . They can speak to Melisi Daren the Taxidermist to get stuffed beasts on the pedestals in the great hall . They can also locate and clear the grotto underneath the castle , which is described in Lord Jaren ' s Journal . Lord Jaren ' s Journal is found in a secret hiding spot next to a bookshelf in the Private Quarters . To find it , go to the Library area with the table in the center and two wooden benches . On the left side upon entering , one will see an arch sunk into the wall . Go to the pillar on the right of the arch and activate it . The Journal is in this room , along with a trap door leading to the roof . When the Hero goes to the Grotto they will encounter two unique undead enemies - a unique lich and a unique skeleton . The skeleton carries the Dragonsword as well as a magical Heavy Shield with the constant effect of Light on it . Wielding the sword will also grant them the use of a leveled fire spell entitled ' Dragon breath ' . The Grotto also has 3 Varla Stone s scattered about and a chest submerged underwater .
Enchanter ' s Primer Contents . Enchanting was raised to a fine art by the wizards of the Arcane University . Sadly , some of the nuances of this skill were lost when the Imperial City was sacked . Yet we are not without capability . This text will cover only the basics of Enchanting . It is but a primer for students of the College of Winterhold . Before a weapon or a bit of armor can be enchanted , the wizard must first learn the enchantment . This is a personal task . Enchantments cannot easily be passed from one mage to another . They must be understood at a primal level that can only be achieved by destroying an enchanted item and absorbing its nature . The Arcane Enchanter is specifically designed for this task . Merely place an enchanted item in the device and will it to relent . The magic will flow into the mage , imbuing him with the knowledge of how the enchantment is formed . The utter destruction of the enchanted item is the unavoidable consequence of this process . Items that already have enchantments cannot be enchanted further , so choose carefully when you enchant a blade or helmet . Before beginning an enchantment , make sure you have a filled soul gem . The enchantment will use this soul as a source of power . Place the item and the soul gem on the Arcane Enchanter . Concentrate on the enchantment . The device will meld the two together , enchanting your weapon or armor . Armor enchantments are permanent and do not need to be charged or powered . The reasons for this are not known . Some in the College have postulated that wearer contributes small amounts of his own energy to keep the armor enchanted . Others say it is just the will of Magnus that it works that way . Regardless of the reason , enchanted armor and clothing never wear out . Weapon enchantments are a different story . They slowly use the soul energy in them until they are depleted . The enchantment remains , but a filled soul gem must be used to recharge the weapon . Perhaps it is the destructive nature of the weapon enchantments that makes it deplete . One intriguing theory is that the soul leaks out a little at a time into the victim that the weapon harms . As a novice enchanter , the reason is immaterial . At first you will find that your enchantments require a lot of soul energy . As you become more skilled , you can achieve the same effect with less and less soul energy . So practice your lessons and pay heed to your masters in this magical arts .
Fake Soul Gem ( Item ) Fake Soul Gem is a quest item in the . It is involved in the " Fake Soul Gem " quest . It looks like the real Soul Gems but holds no magical properties . Because of that , a fake soul gem also has no real value .
Glen Haven Glen Haven is a town in the province of Morrowind . It is one of several possible locations that the Eternal Champion may discover in . Geography . Glen Haven is connected to three settlements . To the east is Karththor Heights , to the west - northwest is Firewatch , and to the south is Helnim Wall .
Imperial Legion Soldier ( Oblivion ) Imperial Legion Soldiers are Imperial members of the Legion . They are typically found roaming the countryside on horseback , or in cities and taverns . Equipment . They normally wear a full set of Legion Armor , and wield steel weapons , typically the longsword and a bow and arrows .
Aenar Aenar is a Nord barbarian residing at Graring ' s House . After the completion of the quest " Discovery in the Mine , " he can make Ice Armor and Stalhrim Weapons for the Nerevarine . Interactions . Discovery in the Mine . The Nerevarine asks Aenar or Hidar to forge Stalhrim weapons or ice armor for them .
Dagoth Tython Dagoth Tython was a member of House Dagoth . He is related to Dagoth Acra , who was his sister . Originally , he was unaware of his origins and believed that he belonged to House Indoril . He is featured in the " Poison Song " series and is mentioned by name in books four , five , six , and seven .
Aymar Douar Aymar Douar is a Dunmer and a worshipper of the Daedric Prince Vaermina . He can be found at the Vaermina ' s Shrine located next to Lake Poppad along with her fellow worshippers Aviera Nirol and Tenville . He is the one to speak to if one wishes to approach Vaermina . He spends all of his time worshiping Vaermina , praying for a chance to witness one of her true visions . Quests . Vaermina . Aymar will explain that in order to speak to Vaermina , she must be given a black soul gem .
Wyress Gwen Wyress Gwen is a Breton member of the Beldama Wyrd . She is found near the Wyrd Tree . Interactions . To the Wyrd Tree . Angof ' s evil must be stopped quickly and there is more work for the Vestige to do . Find Wyress Gwen at the Wyrd Tree . We protected her from Angor ' s slaves , but she cannot save the Wyrd Tree . That task belongs to another . Learn from her what must be done . Reclaiming the Elements . Angof ' s Bloodthorn Cult ists threaten the Wyrd Tree . Continue to help the Beldama Wyrd save the tree . Reclaim the Wyrd ritual stones from the cultists .
Viranus Donton Viranus Donton is the only remaining son of Vilena Donton , current Guildmaster of the Fighters Guild . He lives with his mother in Chorrol , and is watched over mostly by Modryn Oreyn . He usually polishes weapons or trains with the guild ' s newest members in any effort to keep himself skilled . It is said that he is a capable warrior , but won ' t be able to get any better if he is held back by his mother . Background . Viranus ' brother , Vitellus , was killed after a botched mission led by Oreyn . Since that time , his mother took a defensive stance in Viranus ' upbringing in the guild . Afraid of losing her remaining son , he was never assigned any contracts : rather , he was assigned to aiding the training of other members . After several weeks of this , Viranus began wondering if his mother ' s fear of losing him were stemmed from any sign of incompetence . Sensing this , Oreyn took every opportunity he could to assign Viranus obscure contracts to boost his self - confidence . At one point , he sends Viranus along with the Hero . Viranus ' days were not meant to last , however . Oreyn sent him on yet another contract with a group of others , to clear the Forsaken Mine just south of Leyawiin . After not hearing word of the group since , the Hero is sent to investigate in the Trolls of Forsaken Mine quest , where it is learned that all the members of the group , including Viranus , were killed . At first glance it seems that Trolls killed them , however upon closer inspection a bloodstained journal can be found and , when read , will reveal that they were killed by Blackwood Company mercenaries . A few of said companies corpses will also be found . The news of the loss of Vilena Donton ' s remaining son invokes her to expel Oreyn from the Fighter ' s Guild , as well as demoting the Hero two ranks . Interactions . The Master ' s Son . The Fighters Guild has been hired to find Galtus Previa , and Viranus Donton needs a confidence boost . Modryn Oreyn asks the Hero to assist and bring back Viranus alive .