naist-nlp/zeshel huggingface dataset:
Jastira Nanus ( Mania ) Jastira Nanus is an Imperial nightblade who resides in the Shivering Isles settlement of Split . She shares her identity with a Dementia version of herself that also lives in the settlement . Personality . Despite their love of counting and the identical appearance , they both hate each other to a point of wanting the other dead . The Mania Jastira lives a simple life and spends most of her day talking with the other inhabitants and only takes a break for lunch at her house . Like the other residents , Jastira hates her counterpart to a point of murder , but is unwilling to risk ending up on the Hill of Suicides for killing " herself . " She is hoping that somebody will come into town and help out by getting rid of the Dementia residents . Interactions . The Great Divide . After hearing that the two sides dislike each other , the Hero will either be pointed to the Dementia Horkvir or the Mania Horkvir , depending on who they were talking to . Either way , the Horkvir will explain that neither side can stand the other and the only way to fix this is by killing their counterparts .
Vaermina ( Quest ) Vaermina is a quest in . An offering to Vaermina of a black soul gem is required to begin this quest . The wizard Arkved has taken Vaermina ' s Orb , and she asks the Hero to retrieve it . Walkthrough . Black Soul Gems can be found on Necromancers . The two found during " Cheydinhal Recommendation " can only be used as grand soul gems , being neither capable of trapping NPC souls nor as an offering to Vaermina ' s Shrine . Arkved ' s Tower . Vaermina asks the Hero to fetch Vaermina ' s Orb from Arkved , located in his tower , south - southwest of the shrine . There is an option of two entrances . If standing at the door to the tower face North , walk straight a few feet and they will discover underneath some shrubs a trap door leading directly to the room containing the Orb . This option does not appear until Arkved ' s Rending Halls has been reached . After entering Arkved ' s Tower , start fighting the way through leveled Daedra . In one of the rooms , there is a table set with food , cutlery and plates . However , after traversing the second corridor , they will enter a seemingly empty room apart from the daedra . However , looking up , they ' ll see an identical table on the ceiling . A lot of these odd features populate this dungeon . Next area is Arkved ' s Void . Nothing worthy of note here , except don ' t fall off the bridges or islands and there are no enemies to worry about . There are a couple of chest on the different islands with minor loot . Follow the marker and enter the door into Arkved ' s Lost Halls . Try and face the daedra one at a time , as even at a higher level they are difficult to defeat . Find the way through the numerous corridors until they find the door to Arkved ' s Hall of Changes . Don ' t enter the door to Arkved ' s Oasis , there ' s no point , as there ' s no loot and even more daedra . Be careful in the Hall of Changes , as there are several powerful Dark Welkynd Stone s along with numerous daedra . Follow the compass and map until they come to Arkved ' s Rending Halls . This section is even more heavily guarded than the last , so be on guard at all times . Once they reach the end , enter the door to the final level , Arkved ' s Death Quarters . Arkved ' s Death Quarters . Inside , one will find Arkved himself , but he ' s lying on the bed , unconscious . Grab Vaermina ' s Orb and if feeling like it , read the " Handwritten Note " near it , which sheds some light on the nature of the orb . Shrine of Vaermina . Get out through the door at the back and get back to the shrine . Return the orb to Vaermina , and she will present the Hero with the unique staff called the Skull of Corruption .
Dwarven Crossbow ( Dawnguard ) The Dwarven Crossbow is a crossbow in . Characteristics . The Dwarven Crossbow is the Dwemer design of the standard crossbow used by the Dawnguard , a faction of vampire hunters . Acquisition . After acquiring the Dwarven Crossbow Schematic in the second - to - last of the Ancient Technology missions , Sorine Jurard will begin to sell them . She may also teach the Dragonborn how to forge them , if requested . Smithing . After obtaining the schematics for the crossbow and asking Sorine Jurard how to make it , it may be forged with the Dwarven Smithing perk . It is only forgeable at the blacksmith ' s forge in Fort Dawnguard , using the following components : It is upgradeable by using a Dwarven Metal Ingot at a grindstone , and also benefits from Dwarven Smithing , which doubles the improvement .
The Fury of King Ranser Content . In the year 563 , after the formation of the second Wayrest dynasty , young King Emeric began a search for his bride . His first choice was Rayelle , daughter of King Ranser of Shornhelm , but before the marriage contracts were wrought , Emeric instead married Maraya , Redguard princess of Sentinel . This stunned courtiers across the land , and prompted bards to sing songs of Maraya ' s bewitching beauty . However , strategists saw the move as strengthening the trade between High Rock and Hammerfell . After Emeric ' s wedding in 566 , High Rock readied itself for a golden age of . Three moons later , it was bracing for a bloody civil war . Rivenspire was known as the backwater of High Rock . Ranser was one of these surly hillmen , a child of the north , known for his bitter temper and brutal rule . Emeric ' s slight was too much for him to bear . With an army of Northern Tamriel ' s surliest mercenaries and a host of his own people , he descended from the mountains to cut a bloody swath to the Iliac Bay . Emeric was caught unprepared . It was only the spirited defense of his Lion Guard that saved Wayrest from being razed . Ranser had hoped for a swift victory . Instead , he was forced into a protracted siege . The long siege dragged on into spring , when the Daggerfall Covenant — a mutual defense pact , sworn by all the Breton kingdoms at the conclusion of the Reachmen Invasion — finally paid dividends , drawing Camlorn , Evermore , and Daggerfall into the fray . Some counseled letting Wayrest fall , but trade with the richest city in the region was too important to allow that . Attacked from the city and the surrounding countryside , Ranser ' s army stood firm ; his mercenaries were well paid and prepared for bloodshed . But the crimson sails and battalions of elite Redguard warriors from across the bay turned the tide . Ranser ' s forces were routed , and Shornhelm was already ablaze when Ranser returned . This was the work of Orsimer under the blood - rule of Kurog gro - Bagrakh . Caught between the Breton hammer and the Orcish anvil , Ranser ' s troops were utterly annihilated in the Battle of Markwasten Moor . Ranser hadn ' t counted on Emeric ' s canniness ; the King of Wayrest had sent emissaries into the Wrothgar Mountains with a pledge to return Orsinium to the Orcs if they attacked their hated enemy in Shornhelm . Rivenspire was despoiled , and some Orcs remembered how the Bretons of Shornhelm had led the assault that toppled Orsinium some 135 years before . These debts were paid to Shornhelm in full . Ranser ' s War built the Daggerfall Covenant as it is today : Stormhaven , Rivenspire , and Wrothgar are all indelibly marked by these events .
Fighters Guild Charter Summary . " Imperial charter detailing the purpose , authority , tenents , and membership requirements for the Tamrielic Fighters Guilds . " Content . I . Purpose . The Guild of Fighters provides employment to free - swords and mercenaries and contracts to local citizens . Citizens may contract with the Guild for the removal of creatures and pests , the delivery of goods on dangerous routes , the collection of beasts for the arenas , and other duties defined by the Guild Stewards . II . Authority . The Guild of Fighters was established under the section 4 of the " Guilds Act , " and this charter was first confirmed under the Potentate Versidue Shaie in the 321st year of the Second Era . III . Rules and Procedures . Any member of the Guild of Fighters who strikes or steals from another member shall be expelled from the Guild . Re - admittance is at the discretion of the Guild Stewards . Citizens who contract with the Guild of Fighters and have a dispute may appeal first to the Guild Steward who accepted the contract and second with the authorities of each Province . IV . Membership Requirements . The Guild selects candidates who are strong and healthy . A candidate must have some proficiency with long blades , axes , blunt weapons , and shields . Guildsmen must be able to use and maintain Heavy Armor . V . Applications for Membership . Candidates must present themselves to the Steward of the Guild Hall for examination and approval . ATTACHMENT A : . Fighters Guild Chapters in Vvardenfell District , Province of Morrowind Chapters are established in Guild - owned , free - standing guildhalls in the towns of Ald ' ruhn and Balmora . The chapter in Sadrith Mora is established in Wolverine Hall under lease from the Telvanni Council . The chapter in Vivec is established in the Foreign Quarter under lease from the Tribunal Temple .
Edla Dark - Heart Edla Dark - Heart is a Nord living in Bruma . It is unknown exactly why Edla left Skyrim , but most of the rumors say that she is on the run for murdering somebody at 300 yards . Also sometimes , if you have a horse , she will attack it , and the guards will attempt to attack her , but she pays a fine .
Christophe Marane Christophe Marane is the innkeeper for the Brina Cross Inn north of Anvil . He wears Doeskin Shoes , a Quilted Doublet and a pair of Tan Linens . In combat , he wields a steel mace and carries minor gold . He is also a merchant and advanced Blunt Trainer . Christophe offers his services all day long , but he sleeps between 2 AM and 6 AM . Interactions . Anvil Recommendation . The Hero will meet Christophe if the quest is started , in which they have to investigate a series of merchant murders along the Gold Road .
Snegburgak Snegburgak is a travelling merchant in . Interactions . The New Life Festival . A scroll has made its way to the Vestige , and they must travel to Eastmarch to meet the New Life Herald , Breda . Castle Charm Challenge . Travel to Alcaire and perform at three sections of the city . Fish Boon Feast . Travel to Hissmir and catch three special fish , retrieving them for Gentle - Heart , feeding the residents . Lava Foot Stomp . Travel to four taverns in Stonefalls and dance in each one while wearing a special pin . Mud Ball Merriment . Travel to Skywatch and throw mud balls at participants or citizens , and finally the three visiting faction ambassadors . Signal Fire Sprint . Travel to Bergama , speak to Aubatha and light four braziers within the allotted time limit . Snow Bear Plunge . Travel to three points within Eastmarch and jump into the freezing waters of the White River . Stonetooth Bash . Travel to Betnikh ' s Stonetooth Fortress , speak with Matron Borbuga and retrieve supplies for the concurring feast . The Trial of Five - Clawed Guile . Travel to Rawl ' kha in Reaper ' s March and participate in the Trial of Five - Clawed Guile , opening three chests containing three tokens , and give them to the Rawl ' kha Festival Chief , Tumira . War Orphan ' s Sojourn . Travel to Grahtwood ' s Temple of the Eight and donate to Ormurrel , either by gold or by slaying encroaching wildlife .
Bottar Bottar is a Nord child who can be found wandering Skyrim . Interactions . Bottar can be met in a random encounter in the wilds . He is one of the children ( along with Sond ) who will mark the location of Deep Folk Crossing for a small fee . He and his friend Sond sell various Dwemer artifact s and random potions . If he encounters a foe , he will duck for cover , like other children in Skyrim .
Ethrandora Ethrandora is a Bosmer mage apprentice of House Telvanni residing in Sadrith Mora , Vvardenfell . She received a love letter from a fellow apprentice , Bralen Neloran , which he wrote while drunk , and is holding onto it for blackmail purposes , as it would be a scandal for a Dark Elf to have become romantically attached to one of the " lesser races " such as the Wood Elves .
Dragon Aspect ( Dragonborn ) Dragon Aspect is a dragon shout available in . This shout represents the true aspect of dragons , their power , and the Dragonborn ' s power . Effect . As the name implies and with the shout ' s effects , the Dragon Aspect shout allows the Dragonborn to take on the aspect and power of a dragon . When Dragon Aspect is active ( with all three words of power ) the Dragonborn is enveloped in an ethereal set of dragon armor for a short time , along with a huge bonus to power attacks , a massive armor rating increase , increased fire resistance and frost resistance , more powerful shouts and a decrease in shout recharge time . With every word of power obtained , these effects rise greatly . Each word of power also adds more to the visual appearance of the abstract dragon armor . Once the second word of power for this shout is acquired , an Ancient Dragonborn will be summoned to assist the Dragonborn should their health fall below 50 percent . The Ancient Dragonborn is capable of using multiple shouts such as Unrelenting Force and Frost Breath and is garbed in a full set of ethereal Dragonplate Armor . It should be noted that : using Equilibrium to lower your health to the necessary 50 percent will not cause the Ancient Dragonborn to summoned ; the damage must come from an enemy . Once the third word of power is obtained , the effects of the Dragon Aspect shout are quite staggering and impressive . The Dragon Aspect shout gives a 25 % increase for power attacks , a 125 % increase in armor rating , a 25 % increase for fire resistance and frost resistance , more powerful shouts and a 20 % decrease in shout recharge time . This shout acts as a power , and as such , it can only be used once per day . The recharge time associated with this only affects the amount of time that must be waited before another shout can be used . The effects of this shout last for 300 seconds .
Karstaag ( Dragonborn ) Karstaag is a powerful ghost frost giant found in Castle Karstaag Ruins . In 3E 427 , Karstaag ruled over the Riekling tribe in Castle Karstaag . During the events of , he was slain by the Nerevarine , but his ghost can be summoned with his skull . Interactions . Summoning Karstaag . Karstaag can be fought as part of the unmarked quest " Summoning Karstaag . " It requires traveling to Glacial Cave and retrieving his skull . Once it has been obtained from the cave , it must be taken to Castle Karstaag Ruins , which can be unlocked on a Master level , or traveling through the Castle Karstaag Caverns , and placed upon his throne . Several rieklings have taken up residence in the ruins , and must be defeated first . Once the skull is placed on the throne , the ruins will rumble and begin to shake . A spectral Karstaag will appear from the throne and immediately attack . Once he has been defeated , he will vanish , leaving only his ghostly remains . As a reward for defeating Karstaag , the power Summon Karstaag will be granted , which allows the Dragonborn to summon the beast to aid them in battle . This power is unique in that it can only be used three times , after which it is no longer available . Combat . Karstaag is a powerful foe and can prove to be quite a challenge , making him one of the hardest bosses in the game . He attacks much like a regular Frost Giant , using his club , fists and stomp attack , however these inflict much greater damage . His stomp attack is so strong that it can throw the Dragonborn across the room , much like an Unrelenting Force shout . He also has a permanent frost cloak with a large radius that inflicts frost damage , the severity of which is dependent upon game difficulty . Occasionally during Karstaag ' s stomp attack , a blizzard will begin to swirl in the courtyard , inflicting additional damage to health and stamina over time , which itself can be fatal . Because of this , some form of frost or magic resistance is useful , especially as stamina can be depleted within seconds . Karstaag is completely immune to frost damage , poison and paralysis , however he does have a slight weakness to fire damage . Once he begins to take damage , he summons three Ice Wraith s to aid him in battle , if given the chance . He also regenerates health very quickly . During the entire battle the ground will shake violently , much like when staggered .
Llevana Nedaren Llevana Nedaren is a Dunmer farmer residing in her home in Cheydinhal . She is involved in the quest " Corruption and Conscience . " Interactions . Corruption and Conscience . During the quest , the Hero will have two choices ; they can either take Llevana ' s side or Garrus Darelliun ' s side . Llevana is enraged at the fines Ulrich Leland has been charging the townsfolk with , and criticizes the guards on their behavior . Llevana has been observing Aldos Othran and was soon going to shelter him , as he was evicted from his home . However , once she learns he has been killed by a city guard while trying to reclaim his house , she decides to take one final action . If Llevana ' s side is chosen , she will ask the Hero to lure Ulrich Leland into her house , where she will summon giant rats to kill him , completing the quest . Llevana will be arrested by Garrus Darelliun , and can be visited at the Cheydinhal prison , where she will tell the Hero that she is proud of what she has done . Garrus states that he was forced to arrest her by law and that she will be released shortly .
Farmer ( Skyrim ) Farmers are NPCs that the Dragonborn can encounter while wandering the wilds of Skyrim . Some farmers are looking for the honor and glory of fighting in the Civil War , while others appear after their farms have been destroyed by Dragons , and some are trying to keep giants off their land . Bodyrn . Bodyrn is a Dunmer farmer who is making his way to Solitude to join the Imperial Legion . He carries an iron war axe and an iron dagger and wears standard farm clothes . Sylvian . Sylvian is an Imperial farmer who is making his way to Windhelm to join the Stormcloaks . He carries an iron sword and an iron dagger and wears standard farm clothes . Female Nord Farmer . Farmer is a Nord bandit who is fleeing from danger with her husband after their farm was destroyed in a dragon attack . She carries an iron dagger and wears standard farm clothes . One also has the option of donating 5 to the struggling couple . If the Dragonborn asks her if she saw which direction the dragon went : If the Dragonborn chooses to donate 5 gold to her : If the Dragonborn chooses not to donate 5 gold to her : If the gold was given to her then she will always reply : Male Nord Farmer # 1 . Farmer is a Nord bandit who is fleeing from danger with his wife after their farm was destroyed in a dragon attack . He carries an iron dagger and wears standard farm clothes . One also has the option of donating 5 to the struggling couple . If the Dragonborn tells him they were at Helgen when it was attacked : If the Dragonborn chooses to donate 5 gold to him : If the Dragonborn chooses not to donate 5 gold to him : If the gold was given to him then he will always reply : Male Nord Farmer # 2 . Farmer is a Nord bandit who is leading his painted cow to a giant camp in an attempt to keep giants away from his property . He carries an iron dagger and wears standard farm clothes . As the farmer expands on his reasons : If the Dragonborn wishes him good luck : If the Dragonborn asks him if he needs help : When the Dragonborn inquires on what offering he is bringing them : The farmer explaining why the cow is painted : As the farmer walks away : If the cow is killed the farmer will say :
Badnir Badnir is a Nord warrior who resides in the Whistling Mine , southeast of Winterhold . Background . He is often found near the entrance of the mine , either cooking , sitting or sleeping . He wears Hide Armor and Hide Boots , and wields an Iron Warhammer . He also carries some gold , lockpicks , food , drink , and sometimes a radiant ring .
Whiterun Home Decorating Guide Content . Welcome to your new home ! This decorating guide provides a list of packages that you can purchase from the Steward of the hold . Each package contains furnishings and decor for a specific part of your house , and these will be delivered and placed for you upon purchase . All you need to do is provide the gold , and the Steward will take care of the rest . The next time that you visit your home after making your purchases , you will see your new decorations and furnishings in place . Kitchen . Includes a fire pit , a small table and two chairs , as well as a shelf to store cooking supplies . Living room . Provides Wall - mounted shelves , a few side tables and two chairs placed near the fire pit , all near the center of the ground floor . Dining Room . Adds a long wooden table and bench , as well as several shelves loaded with cutlery , dishes and cookware . Alchemy Laboratory . This package adds an alchemy crafting station , a reading table and chair , and a large wardrobe to the near area of the ground floor . This also includes the addition of a wall to divide the laboratory from the dining room . Loft . This package includes a few chairs and tables to fill out the upper - level loft . Bedroom . Adds two bedside tables , a dresser and a small table with two chairs to the master bedroom . This also includes the addition of a wall to give the bedroom added privacy .
Ravage Stamina ( Skyrim ) Ravage Stamina is an Alchemy effect in . It causes the stamina bar to deplete a certain amount , depending on the strength of the potion . Alchemy . Potions and poisons with this effect may be created at Alchemy Labs or purchased from alchemy merchants . The strength of the effect is determined by the Alchemy skill of the alchemist that brewed the potion .
The Frozen Man The Frozen Man is an insane Bosmer ghost found in Orkey ' s Hollow . He says he was in a group of people inside the cave when it began collapsing , killing him in the process . From the items gathered in the cave , it can be assumed the Frozen Man was a mage and a member of the Aldmeri Dominion before his death . Interactions . The Frozen Man . This insane ghost is believed to have imprisoned a Nord named Eiman in Orkey ' s Hollow , after he ventured into the cave to try and find the Frozen Man . Rolunda , Eiman ' s sister , asks the Vestige to rescue her brother . In the cave , the only way Eiman can be released from imprisonment is if the Vestige agrees to play the Frozen Man ' s games , which are guessing his identity based on three items found within the cave , and finding the real Frozen Man when he uses three illusions of him to try tricking the Vestige . After he is convinced to let Eiman go , the Nord can be brought back to his sister .
Contract : Kill Narfi Contract : Kill Narfi is a quest available in . Walkthrough . Narfi can be found in or near an abandoned shack in Ivarstead . Wait until after 6 : 00 P . M . when Narfi goes into the abandoned shack . Otherwise , if he is killed during the day , it may be seen and the Dragonborn will receive a bounty . Kill him in the abandoned shack to avoid these complications , then go back to Nazir to get 400 – 750 . Dialogue . Narfi will not defend himself as a result of any of these dialogue options , so if he is seen being killed , a bounty cannot be avoided .
Skaal Coat Skaal Coat is a piece of light armor in , and a part of the Skaal armor set . It is relatively rare , as it cannot be purchased from merchants , nor can it be found as random loot . In addition , it cannot be upgraded at a workbench . Locations . The Skaal Coat can only be found on the island of Solstheim . Locations include :