naist-nlp/zeshel huggingface dataset:
Served Cold Served Cold is a quest in . Adril Arano believes that Councilor Morvayn is in danger from members of the Ulen family . Walkthrough . After completing the quests " March of the Dead " and " The Final Descent " , Captain Veleth will ask that the Dragonborn speak with Adril Arano , the Second Councilor of Raven Rock , who can be found either walking around Raven Rock or in Morvayn Manor . Arano is worried that members of the Ulen family are present in Raven Rock , seeking revenge for the execution of their ancestor by a member of the Morvayn Family , and suggests that the Dragonborn speak with Geldis Sadri at the Retching Netch . Sadri suggests a plan to identify the member ( s ) of the Ulen family , telling the Dragonborn to hide within the Ulen ancestral tomb and wait for them . After waiting in the tomb for a short period , Tilisu Severin will enter the tomb . To make enough contact to advance the quest , the Dragonborn can either ( a ) get close enough for her name to become visible ( by sneaking ) , ( b ) waiting on one side of the door , then stepping close behind her as she walks into the tomb , or ( c ) interrogating her directly . Once she has been identified , the quest continues . Upon reporting back to Arano , he will request a search for evidence within the Severin ' s home , Severin Manor , which is the house closest to the Earth Stone . In support of this , he will give the Severin Manor Key . Upon entry to the manor , Tilisu and Mirri Severin will attack , unless the Dragonborn has a high enough sneak skill . They can either be killed and Mirri ' s corpse looted for the key to the Severin family safe , or the expert - level lock can be picked . The safe is located downstairs in the master bedroom at the end of the hallway on the left side of an empty bookcase . Inside will be a letter titled " The Ulen Matter " . After the letter is obtained and brought back to Arano , he will send the Dragonborn to meet up with two Redoran guards at Ashfallow Citadel , located north west of the Sun Stone . Upon arriving at the fort , there will be two Morag Tong assassins outside , who have killed the guards and will attack the Dragonborn on sight . The fort itself contains large piles of ash . From the entry floor , a curved set of stairs leads down . From the bottom , against the southeast wall is a rough opening for a passage down to the right ( south ) . At the bottom is a corridor blocked off with several sets of gates which are protected by Morag Tong assassins . These gates must be lifted with chains , which can be found in the following places : At the end of the corridor is the final room , where Vendil Severin can be found with two Morag Tong assassins . If the Dragonborn chose not to kill Tilisu and Mirri earlier in the quest chain , they will also be in the room . After they are killed , the Dragonborn is to return to Arano , who will bring them to Councilor Morvayn . After speaking with Councilor Morvayn , the Dragonborn will receive Severin Manor and a large amount of gold .
Pop ! Vinyl Vivec Pop ! Vinyl Vivec is merchandise of available on the Bethesda Store . It is based off Vivec and his appearance in . A glow - in - the - dark variant where the blue colored side of the figure illuminates also exists . Summary . Prepare to return to Morrowind and explore the iconic island of Vvardenfell ! Now receiving the " Pop ! " vinyl treatment , Warden from the new chapter of The Elder Scrolls Online , ! 1 of 3 Elder Scrolls Online : Morrowind " Pop ! " Figures by Funko - 3 . 75 " Vinyl Stylized Figure
Silverhome on the Water Silverhome on the Water is an inn in Bravil . Located to the left upon entering Bravil ' s gate , Silverhome on the Water is an inn headed by Gilgondorin . Overview . It is a three - story inn with five bedrooms . The third floor is locked and has a Nirnroot in the west bedroom . The inn is often visited by Brokil gro - Shatur and Jean - Pierre Lemonds . Gilgondorin sells food but no drinks . A bed costs 20 for a night . Quests . The Forlorn Watchman . Asking about rumors in Bravil will reveal for the Hero that there is something ghostly happening outside town and people will point to Gilgondorin at the Silverhome on the Water . Seeking Your Roots . Collect Nirnroots and bring them to Sinderion and he will make special potions .
Luck ( Morrowind ) Luck is a primary attribute that is described in - game as " affecting every action you do in a small way . " Although an overstatement ( for instance it does not affect jumping or running ) , it does play a role in a vast number of actions . Skills . Luck is the only attribute that does not directly govern any skills , and can never have a bonus multiplier at level - up . While Luck generally does not affect the quality or quantity of results when using skills , it does affect the chance of success when attempting skill - related tasks , including : casting a spell , crafting a potion , enchant ing an item , lockpicking , negotiating a price with a merchant , repairing items , and sneaking without being detected . Combat . In combat Luck affects the chance of evading an enemy ' s attack , blocking if equipped with a shield , and hitting a target with a weapon or spell . It is not a factor in reducing damage occurred from attacks upon being hit . Comparison to other Elder Scrolls games . Unlike " " predecessor , Luck does not affect the quality of random loot found during gameplay . Although Luck is generally regarded as being less predominant to gameplay in " Morrowind " than in its successor , , it should be raised to a minimum of 50 to avoid being at a disadvantage in terms of the chance of success when using skills . Characters . Luck is a unique attribute in " Morrowind " by being equal for all characters at the beginning of the game , regardless of race or gender . All characters start with 40 Luck . None of the birthsigns provide a bonus to this attribute , and no classes receive a bonus to Luck . However , it is possible to create a character with a custom class and select Luck as a favored attribute to begin the game with 50 . Items . Luck is one of three factors in determining the charge cost of using enchanted item s , along with the Enchant skill and Intelligence attribute . By increasing these factors , enchanted items can be used more often before needing to be recharged . The following items increase , lower , or restore Luck . " Note : Damage effects persist until restore d ; Drain effects are temporary ; Constant effects cannot be dispelled . " Armor . There is only one piece of armor that affects luck in " Morrowind " , the expansion packs , and official plug - in . It was added to the game in the " Siege at Firemoth " plug - in .
Lucky Old Lady The Lucky Old Lady is a unique statue in Bravil , depicting a woman surrounded by children . The sculpture has existed for thousands of years , but its artist and the date of its creation are unknown . Legend . The woman whose likeness the statue aims to replicate was said to live in the First Era . Born to a prostitute and an unknown man , she lived impoverished for most of her life , ridiculed by children because she did not know who her father was . Every day , she returned to her home , in tears from the bullying until a traveling Priest of Stendarr approached her one day . She told the man her story , to which he replied , " You have kind eyes and a mouth that tells no lies . You are clearly a child of Stendarr , the God of Mercy , Charity , and Well - Earned Luck . " After this , when children asked of her father ' s identity , she responded with , " I am a child of Luck . " Renowned for her kindness , the woman grew up to be a barmaid in a local tavern . One night , she aided a man in rags who needed a place to sleep for the night . Much later , the man returned to Bravil , revealing himself as an Imperial prince . He showered the woman in riches and gold for her kindness . The woman shared the wealth with all the citizens of Bravil and stayed in the city the rest of her life , living contentedly into her old age . Travelers come to the statue , hoping some of the lady ' s luck will rub off on them . Connections to the Night Mother . Beneath the statue resides a crypt for one woman and five children . The remains belong to the Night Mother , the unholy matron of the Dark Brotherhood . Because of this , some have claimed that she and the Lucky Old Lady were the same person . However , sources claim the Night Mother lived during the Second Era , serving as both a member of the Thieves Guild and the Morag Tong . Active effects . Activating the statue bestows the ability " Old Lady ' s Luck " , which fortifies Luck by 10 points for 1 , 000 seconds . The statue also plays a part at the end of the Dark Brotherhood quests , specifically " Honor Thy Mother " and " Whispers of Death " . Once these quests are completed , the effect can no longer be gained . Role in history . Third Era . The Hero might have killed the Night Mother ' s Listener , Ungolim — who stood near the statue every night to hear the Night Mother ' s words — at the statue when Speaker Mathieu Bellamont tricked them by replacing the Dead Drop Orders . After the event , Arquen and the other members of the Black Hand may have entered the crypt to seek the Night Mother ' s council , where Bellamont was revealed for the traitor he was and killed . If the Hero of Kvatch became the Night Mother ' s Listener at this point , they received contracts from her and payment of 200 when they were reported to Arquen . Fourth Era . During the Fourth Era , the war of control between two major skooma traffickers in Bravil brought about the destruction of the Lucky Old Lady ' s statue . During this event the Night Mother ' s crypt was looted and her body was moved to the Cheydinhal Sanctuary .
Frost Breath Frost Breath is a dragon shout in . Effects . Frost Breath will allow the Dragonborn to shout a frost force in front of the Dragonborn ( area of effect : 40 – 50 feet ) . Enemies within the area of effect will suffer powerful frost damage for 5 seconds . Usefulness . Frost Breath is identical to Fire Breath , particularly in terms of raw damage , but as with all frost attacks , it has the additional benefit of slowing enemies down and providing a tactical advantage or time to flee the encounter . It is also particularly useful against frost - vulnerable enemies such against Flame Atronachs and fire - breathing dragons .
Dunmer ( Oblivion ) The Dunmer , more commonly referred to as Dark Elves , are the dark skinned elves originally from the province of Morrowind . They have red , glowing eyes and their skin tones vary from green to grey , and even light blue . They are known to be extremely strong , intelligent , and very quick , but are said to be ill - favored by fate . Culture and traits . Their combination of powerful knowledge learned from centuries past and strong , agile physique make them superior warriors and sorcerer s of great and powerful magic . Dunmer are proficient in archery , Destruction magic and swordsmanship . Offensive Spells seem to prove worthy alongside a spellcasting Dunmer in battle . They are grim , aloof , and reserved , keeping to themselves as much as possible . They are just as distrusting and disdainful of other races as they are to other Dark Elves . The Dunmer and their national character embrace these various connotations with enthusiastic behaviors . In the Empire , ' Dark Elf ' is the common used term used by any human oid race , but in their homeland , Morrowind , and among their Aldmer i brethren , they are known as Dunmer . Religion . In Morrowind , the main religion is the worship of the Tribunal Temple but a large number of Dunmer also worship Daedric deities . To this day , many of them also believe in Ancestor Worship They see Mephala , Azura , Boethiah as primary Daedric deities , and their lack of proper social behaviors links them to their dark worshiping of the gods . The commoners ban their behaviors with harsh distrust . The lack of proper etiquette among these dark - skinned elves make them far inferior in the eyes of an Imperial . Unique gameplay . Classes . The Dunmer are well - balanced characters . They could excel at any of the three class specializations due to their broad skill set . With Destruction bonuses and combat bonuses to start off with , they make efficient Battlemage s , Nightblade s , Witchhunter s , and Spellsword s . Resistances and vampirism . Their 50 % Resist Fire makes traveling through Oblivion plane , where fire - wielding Daedra are often encountered , that much easier . This resistance also cancels out the Weakness to Fire acquired when Dunmers become vampires . As vampires , Dunmers gain additional bonuses to Light armor , Destruction , and Blade , skills they already excel at . Enemy Dunmer . Hostile Dunmeri are most frequently encountered as Bandit Bowmen or as Bandit Ringleaders , based on the Luck attribute . These Dunmer tend to be equipped with light armor and archery equipment ( or a blunt weapon in the case of Ringleaders ) . Among hostile vampires , the Assassin s , Battlemages , Nightblades , and Pilgrims are Dunmer , including Assassin Vampire Matriarchs and Patriarchs . These classes seem to reflect , when showing bonuses and affected skills , that they work well with the player - character Dunmers .
Uzul gro - Grulam Uzul gro - Grulam is an Orsimer warrior who resides in his home in the Waterfront District of the Imperial City . Background . While Uzul gro - Grulam is courting Myvryna Arano , Uzul also seems interested in Umog gra - Marad , as he says it is hard to find an Orc girl in the city who is smart , tough , and nice looking .
Whitewold Whitewold is a city in the region of Dwynnen , High Rock . It is home to chapters of the Mages Guild , Fighters Guild , Thieves Guild , Dark Brotherhood , School of Julianos , and the People of Dwynnen . The city also has a bank , armorer , general store , and pawnshop , as well as a number of taverns .
Fjell Fjell is a cave in the Isinfier Plains of Solstheim . It is located northwest of the Tree Stone . The cave contains a few Fearsome Grahl and a chest at the end of the cave with minor loot . There is , however , a hidden chest in the form of a hollowed - out rock just behind it . An arrow made of diamonds points down at the howled - out rock . It contains various expensive gems and a bloody note from the thief that left it there for Lucian .
Foreman ' s Letter Content . Miners , The Mages Guild has decided to terminate this operation . It looks like Girara has been wasting our time . We ' ve found three geodes the whole time we were here . Two of them shattered when she tried to use them as soul gems . I think it ' s because she lacks the skill to make them correctly . And apparently , there ' s a reason why most soul gems are crystals . I hate losing lives for the sake of some mage ' s whim . This mine isn ' t profitable enough , so we ' re out . Pack your things and leave this pit . We ' re going back to Koeglin to figure out the next job . We need to get out of here before anyone else gets killed . Drop everything . Get moving . — The Boss
Bols Indalen Bols Indalen is a Dunmer who may be found in the Craftsmen ' s Hall in Godsreach , Mournhold . When asked after " Custom Armor " , he will give the Nerevarine the unique armor Pricelist . They can let him make ebony , glass , and adamantium armor , although the Nerevarine must bring the materials to him and pay him a sizable amount of money for it . Interactions . The Smith ' s Apprentice . Bols Indalen is searching for an apprentice due to his dissatisfaction with his current one . Inventory . Bols carries an in his inventory .
M ' nashi M ' nashi was a Khajiit assisting Uncle Sweetshare refine moon sugar in Uncle Sweetshare ' s Workshop . His corpse can be found on the northern side of the workshop . Background . M ' nashi was the assistant of Uncle Sweetshare and helped him produce moon sugar . M ' nashi had accidently overdosed on the drug and died . Uncle Sweetshare says he buried him outside and allegedly " " all the horkers came to sing " " for the now deceased Khajiit . In reality M ' nashi was not buried , but instead his corpse was left lying exposed in the snow , but it is unknown if the horkers did come to sing for him . Interactions . The Moon Sugar Mystery . M ' nashi was one of the victims of the moon sugar made by Uncle Sweetshare .
Vigge the Cautious Vigge the Cautious is a Nord mage of the Skingrad Mages Guild . He is also a spell merchant and recharges enchanted weapons . Spells for sale . Note : " Base Magicka Cost " refers to how much magicka it costs to cast the spell without factoring in the Hero ' s skill level , attribute level , and individual spell effects . Generally , magicka costs are higher .
Ashfallow Citadel Ashfallow Citadel is a fort on the southeastern end of Solstheim . Walkthrough . Large piles of ash are found when entering the fort . To the left ( west ) is nothing but a skeleton with minor loot . To the right ( northeast ) , a curved set of stairs leads down . From the bottom , there is a chest to the left ( east ) . Against the southeast wall is a rough opening for a passage down to the right ( south ) . At the bottom , a corridor continues straight to a closed gate . Before that , on the right ( west ) side of the corridor is a room with several beds and shelves containing various pieces of Chitin heavy armor and Morag Tong armor . The shelves against the back wall contain an adept - locked safe with leveled loot . On the left side of the corridor is a room with several soul gems , a single table with both an alchemy lab and an arcane enchanter , numerous potions , and a pull chain that opens the gate in the corridor . Beyond that gate is a pull chain for the gate just opened , plus two more side doors and another gate . The closed door on the right opens to a narrow room where the floor is covered in bear traps , and a pull chain that opens part of the corridor gate against the back wall . The open door on the left leads to a room containing what looks like a raised boxing ring with several dummies . Against the back wall is a leveled sword on a chair . Back in the corridor , a pull chain between the left - hand door and the gate opens the rest of the gate . Beyond that are two pull chains on the right that will close both halves of the gate just opened , then several swinging door traps with numerous triggers on the floor . Behind the swinging door on the right ( west ) side is a small area with two columns with pull chains on their other side , plus a sideways spike trap . The two pull chains must be activated to open the last gate to the last room . Beyond that gate , another pull chain on the right closes the gate just opened . A doorway at the south end of the passage opens to a large , roughly circular room with Vendil Severin ( for the " Served Cold " quest ) . A chest is located against the south southwest wall . The only way out is back through the entrance . Quests . Served Cold . The Dragonborn is tasked with traveling to Ashfallow Citadel to meet up with the Redoran Guard and kill Vendil Severin . Upon arriving the Redoran Guard is found dead and members of the Morag Tong attack . Fetch Me That Book ! . This miscellaneous quest granted by Urag gro - Shub at the College of Winterhold may take the Dragonborn to Ashfallow Citadel , but if the " Served Cold " quest has not been granted , it is impossible to pass through the second room . The wall is closed and there isn ' t any way to open it .
Helnim Wall Helnim Wall is a town in the province of Morrowind . It is one of several possible locations that the Eternal Champion may discover . Geography . Helnim Wall is connected to six settlements . To the north is Glen Haven , to the east is Greenheights , to the north - northwest is Firewatch , to the south - southwest is Darnim Watch , to the southeast is Dragon Glade , to the further southeast is Sailen Vulgate .
Wolf Boots ( Skyrim ) Wolf Boots are a piece of heavy armor and part of the Wolf Armor set found in . Locations . Wolf Boots do not appear on leveled lists and can therefore not be found as random loot in chests or as a world item . They can however be obtained by : Smithing . Wolf Boots cannot be created at a blacksmith ' s forge , however , they can be upgraded at a workbench with a Steel Ingot . They also benefit from the Steel Smithing perk , which doubles the improvement .
Deathbrand Armor ( Armor Piece ) Deathbrand Armor is a unique stalhrim light armor chest piece and part of the Deathbrand armor set . Acquisition . This piece of armor is obtained from an ancient chest marked on the Deathbrand treasure map during the quest " Deathbrand . " It is located north of the Earth Stone and west of Raven Rock , at the northwest edge of the peninsula . Enchantment . Wearing this piece of armor grants the following bonuses : If it is worn with the rest of the set , armor rating is boosted 100 points . Smithing . It can be upgraded with a chunk of Stalhrim at a workbench and benefits from the Ebony Smithing perk , which doubles the improvement .
Medora Direnni Medora Direnni is an Altmer sorcerer and member of the Direnni Clan . She lives in Direnni Tower , home of the Direnni Clan . She was the personal sorceress of King Lysandus of Daggerfall during the War of Betony . She became trapped in her home , the Direnni Tower , after Nulfaga turned it into a prison in her madness . Interactions . She can be located in Direnni Tower , and can be freed by completing the quest after completing Privateer ' s Hold . Freeing Medora with the Unicorn ' s Horn . After traveling to the Isle of Balfiera the Hero of Daggerfall can travel to the Direnni Tower and start the quest . After battling the enemies and finding her she will tell the Hero that only the Horn of a Great Unicorn can free her . She says that if her lover Lysandus ' mother , Nulfaga , hasn ' t gone mad she will help . If she is mad , she says the hero will have to search Nulfaga ' s Castle in Shedungent for the horn . The Hero will then travel to the castle of Shendungent in the Wrothgarian Mountains and retrieve the horn from a bed in the castle . Upon returning to her she will be freed and her castle returned to its normal uncursed state and reward the hero with a random magical item .
Drothmeri Recruit Drothmeri Recruits are the soldiers of Frathen Drothan , and serve in the Drothmeri Army . They are headquartered in Sundercliff Watch and employ Khajiit and Argonian laborers as a force to mine the iron veins there . The recruits wear the special Drothmeri tunic with leveled heavy armor and wield leveled weapons . Further inside the ruin , one can find a final letter on a dead Recruit . Interactions . Unearthing Mehrunes ' Razor . The lost Ayleid City Varsa Baalim has been unearthed by a rogue Telvanni arch - mage in pursuit of a fearsome daedric artifact , Mehrunes Razor , which he believes will give him the power he needs to topple the Imperial reign - but what horrors lie in wait beneath the Valus Mountains and can the Hero overcome them to claim Mehrunes Razor as their own ?
Vaermina ' s Torpor Vaermina ' s Torpor is an alchemical draught found in that forces the subject into a dream - like state , where they witness the memories of another person . Effect . Usually only present in the memories as an observer , sometimes " The Dreamstrider " faces peril . Once the draught wears off , the drinker appears in the location where the memory ended . Observers of the drinker notice that they disappear from plain view and materialize in other locations , sometimes dead . Interactions . Waking Nightmare . The Dragonborn locates the mixture in Nightcaller Temple and uses it to traverse the memories of Brother Casimir . This allows them to dispel a magical barrier that isolates the Skull of Corruption for the rest of the temple . The draught is found in the Laboratory of the Temple , resting on a shelf .