naist-nlp/zeshel huggingface dataset:
A Night to Remember ( Skyrim ) A Night to Remember is a quest available in . Detailed walkthrough . In any Tavern . Upon reaching level 14 , it is possible to encounter a man named Sam Guevenne in any random tavern in Skyrim . The first entered upon reaching that level will be where he spawns . He offers the Dragonborn a chance to join a drinking contest and win a staff . After three drinks the screen will black out and the Dragonborn will awaken in the Temple of Dibella in Markarth , which is now trashed . Temple of Dibella . The priestess Senna tasks the Dragonborn with picking up several seemingly meaningless items , including a giant ' s toe , two bottles of wine , a Hagraven feather , and a confusing note from Sam . These items and any already in the inventory or that are picked up before the end of the quest will be marked as quest items . The clean up duties may be skipped with a high enough Speech rating , meaning the items will not be marked as quest items . This will be the case at each step of the quest , allowing you to skip any errands in order to win people ' s favor . After the temple is clean and the Dragonborn apologizes to her , the priestess will mention Rorikstead . Rorikstead . Upon arrival , an angry Redguard named Ennis will greet the Dragonborn , saying that the night before , the Dragonborn had stolen his goat Gleda and sold it to a giant named Grok . Retrieving the goat can be skipped if a persuasion , intimidate or bribe challenge is passed . It is also possible to retrieve the goat simply by approaching it and leading it back to the hamlet . If there is a follower present , they will attack the offended giant and the giant might have to be killed to save the follower . Once one of these requirements is met , Ennis will point the Dragonborn to Whiterun and Ysolda . Whiterun . Upon finding Ysolda in Whiterun ( or in the Dragonborn ' s house , if they are married to her ) , she will mention the price owed her for a purchase of a wedding ring . She also mentions that the Dragonborn ' s spouse - to - be was met in Witchmist Grove , and the wedding was called off . Finding the ring can be skipped if the Dragonborn passes a persuasion , intimidate , or bribe challenge . Otherwise , in Witchmist Grove the Dragonborn finds a Hagraven named Moira . She will become jealous of an Esmerelda that has " dark feathers " and attack . Either way , when talking to Ysolda again , she mentions the Dragonborn getting married to someone in Morvunskar . Morvunskar . Morvunskar is a ruined fort , now inhabited by hostile mages . Within the ruin is the entrance to Misty Grove , occupied by Sam and several dinner guests , just labeled " Commoners . " Sam Guevenne reveals that he is actually the Daedric prince Sanguine , whose sphere is debauchery and drunken revelry . He presents the Dragonborn with a Daedric Artifact , the Sanguine Rose . The Dragonborn is then teleported back to the tavern where Sam was first encountered . Any items collected in the temple will no longer be marked as quest items .
Fa - Nuit - Hen Fa - Nuit - Hen , the Multiplier of Motions Known , is a Demiprince known for his sword - teachings . He is found in his pocket dimension of Oblivion known as Maelstrom , and is assisted by Tutor Riparius . He is known to occasionally visit Mundus , and is said to " " haunt warriors who fell and still wonder why . " " History . In The Book of Hours , Fa - Nuit - Hen is said to have appeared to a Velothi tribeswoman , the wife of a Chimer netchiman . She had been impregnated with an egg by the dreugh , which contained the unborn Vivec , before being brought to Azura ' s Coast by Sotha Sil . Fa - Nuit - Hen ' s Barons Who Move Like This appeared before the woman to teach Vivec new swordsmanship motions . Fa - Nuit - Hen then said to the netchiman ' s wife " " Go to the land of the Indoril in three months ' time , for that is when war comes . " " in order to seek out Nerevar , before combining with the Barons to form a terrible pillar of fighting styles and teaching Vivec . Fa - Nuit - Hen remarks that he thinks he made an impression on the later living god . Interactions . Maelstrom Arena . After entering through the Oblivion Gate and being transported to Maelstrom , Fa - Nuit - Hen and Tutor Riparius can be found having the following conversation : After speaking to him , the Demiprince will then challenge you by putting you through multiple rounds of combat in different arenas . Conversations . Arena - related Dialogue . Fa - Nuit - Hen has certain dialogue for each arena :
Regarding the " Fists of Thalmor " Content . Confidential Diplomatic Missive : Thalmor Eyes Only Deliver Only To : Aicantar , Sapiarch of Indoctrination , Crystal Tower , Alinor Your Sapience , In retrospect , I am of the opinion that titling a para - military unit the " Fists of Thalmor " has been an error of nomenclature . Though accurate as to the function of said unit , in the local vernacular the title has been shortened to simply " Thalmor , " which inaccurately conflates our diplomatic corps with the Dominion military . Furthermore , inasmuch as the Fists , in pursuit of their enforcement duties , may occasionally exert more force than some might think necessary , this taints the Thalmor with a perception that our agents are heavy - handed thugs . Needless to say , this doesn ' t help when negotiating for aid from the local indigenes . In future , I think we would be wise to return to referring to our enforcement units as " Justiciar s , " even if it does make our Khajiiti citizens disinclined to join because it sounds so stuffy . Yours in Diplomacy , Canonreeve Falduil
Dennilwen Dennilwen is a Bosmer sharpshooter and a criminal who is hiding out in Hrota Cave , which is located north of Anvil . She wears leveled armor and wields leveled weapons . Interactions . Den of Thieves . The Hero is hired by Azzan to go to the cave and eliminate the thieves for the Fighters Guild .
Torsten Cruel - Sea Torsten Cruel - Sea is a Nord located in the Eastmarch city of Windhelm . Background . Torsten owns Hollyfrost Farm situated just outside the city and he is a member of the House of Clan Cruel - Sea . Torsten had a daughter , Fjotli . She was killed by either The Butcher or the Summerset Shadows , ( specifically , their leader , Linwe ) . Based on dialogue however it is more likely to have been The Butcher . However that information came from Niranye , who may have wanted the identity of her murderer to be unknown .
Grazelands ( Morrowind ) The Grazelands are vast plains regions covering the majority of the northeastern coast of the island of Vvardenfell , named for the Ashlander herds that graze there . It is largely uninhabited , save for the settlement in Vos village and the wizard tower of Tel Vos . The Ahemmusa and Zainab Camp Ashlander tribes also have settlements in the region . NOTE : The numbers after the characters are the grid locations . Main Quest . Ahemmusa Nerevarine . In order to complete the Fifth Trial of the Seven Visions the Nerevarine must be declared as such by the Four Ashlander Tribes . Zainab Nerevarine . In order to complete the Fifth Trial of the Seven Visions the Nerevarine must be declared as such by the Four Ashlander Tribes . House Hlaalu . Ashlander Ebony . Negotiate a deal to persuade the Zainab tribe to sell Ebony to the members of House Hlaalu . House Telvanni . Mission to Nchuleft . Mallam Ryon has requested that the Nerevarine retrieve a set of Dwemer Plans from inside the ruins of Nchuleft . Fighters Guild . The Dissapla Mine . Locate and rescue Teres Arothan from six Nix - Hounds in Dissapla Mine . Mages Guild . Ash Ghoul Soul . The Aegonian mage now requires an Ash Ghoul ' s soul for his studies , and suggests the Nerevarine go to Yakin , a Sixth House base , to find one . Imperial Cult . Ring in Darkness . Travel to the cave Nammu and kill Galmis Dren for the ring of darkness and return it to Lalatia Varian . Vampire . A Cure for Vampirism . Find the cure to be rid of the disease . Miscellaneous . Dreams of a White Guar . Assist Urshamusa Rapli to locate the white guar that she has been dreaming about . Girith ' s Stolen Hides . Find the thieves who robbed Athanden Girith of ten guar hides . Marsus Tullius ' Missing Hides . Locate and retrieve two stolen guar hide s for Marsus Tullius . Trade Mission to the Zainab . Help Turedus Talanian learn what the Zainab tribe wants , in order to improve relations with them . Widowmaker . Assist Botrir in locating his beloved axe .
Arkved ' s Tower Arkved ' s Tower is an abandoned tower directly north of Nornal , near the Corbolo River . Unlike other ruins , there is no dungeon connected to the tower . Overview . The tower is well - preserved with much of the exterior still intact . The secondary ruins cover a large area but hold no special value . Plant - life is sparse : scattered Monkshood with a few Viper ' s Bugloss Leaves and Lavender . Visually , the fort is similar to an Oblivion gate , with a large bridge connecting the two worlds . Inside the tower it ' s a bizarre , other - worldly scenery with up - side down rooms and giant furniture . Some rooms are the nightmare Oblivion plane of Vaermina , with hanging corpses including the ever - present lava and claw - like bridges . Quests . Vaermina . Retrieve the Orb of Vaermina from the wizard , Arkved , which is given at Vaermina ' s Shrine . The fort cannot be entered until this quest has been initiated .
Hide and Seek Hide and Seek is a quest in . Walkthrough . If the Dragonborn has sided with the Dawnguard , Gunmar sends them to kill a vampire masquerading as a traveling pilgrim , traveling merchant , traveling bard or visiting advisor at a radiant location . The killing of the vampire has to be completed without any citizens or guards seeing it or being alerted . Strategies . Option A . The first option is to convince the target to follow the Dragonborn with a high enough Speech skill . If the Dragonborn persuades or intimidates them to follow , they can lure the target to a hidden place and kill them there . Option B . The second option is to kill them from a hidden location : This is best done with a high Sneak skill . Option C . The third option is to use a hidden identity by transforming . Go to a hidden location and then transform into a werewolf or a Vampire Lord , if available . Everyone will become hostile to the Dragonborn , but their identity will be hidden and they can kill the target and then flee before taking too much damage from attacking citizens and guards . Option D . If the Dragonborn ' s Illusion skill is high enough , the Fury spell can be used to cause the target to become hostile to everyone , this will cause the guards to attack the target and kill them . Option E . If one can get far enough away , sneak , and shoot them with a bow ( while unseen ) , they will look and chase after the Dragonborn . Lead him away from any possible witnesses , and then kill them . Option F . A poison can also be placed in the vampire ' s pocket to silently kill him , provided the Poisoned perk is acquired . Option G . Use the " Conjure Flaming Familiar " spell from the quest " A Scroll For Anska . " Option H . Travel to the location at night , and wait for vampires to attack . They will be hostile towards the vampire and can be led towards him .
Understanding Madness Sheogorath sent the Hero to Xedilian to attune the Resonator of Judgement in A Better Mousetrap . When that was completed , they killed and / or drove a party of adventurers insane . Immediately after and without warning , three Knights of Order attacked . After their defeat they headed back to Sheogorath to tell him . Walkthrough . Speak to Sheogorath and he will give them the spell Summon Haskill , which makes Haskill a bit glum . They must successfully summon him before one can proceed . Sheogorath will explain to them that Jyggalag , the Daedric Prince of Order ( or possibly biscuits ) , is coming to the Isles to destroy everything in an event known as the Greymarch . He then sends them to meet the aristocracy of his realm , the Duke of Mania and the Duchess of Dementia . Lord Thadon . One may meet the rulers in any order . Lord Thadon , the Duke of Mania , can be found in his throne room or painting in the Halcyon Conservatory shortly after 9 a . m . After a bit of Shivering - Isles - esque conversation , Thadon tells you about the Chalice of Reversal , a cup that turns Felldew into an intoxicant . This will activate the quest Addiction . Lady Syl . Lady Syl , the Duchess of Dementia , can be found in her throne room during the day . Syl is highly paranoid and says that everyone in her employ is waiting for the right moment to " slip a blade into my spine . " She then sends the hero off to talk to Herdir the torturer . The quest The Lady of Paranoia begins here . Both Syl ' s and Thadon ' s quests must be completed before this quest can be completed . After completing both quests , speak to Sheogorath again . This will end the current quest and begin the next , The Cold Flame of Agnon .
Calcelmo ' s Courier Calcelmo ' s Courier is a quest available in . It is a miscellaneous quest received from a Courier in any city . Walkthrough . After buying a dwarven item , a courier may deliver a Letter from Calcemo to the Dragonborn who is next visiting a town or a city . The letter asks to bring the item to Calcelmo ; he will pay dearly for it . Go to Understone Keep and meet Calcelmo , sell him the requested artifact for twice the item ' s base value . If the Dragonborn has Speech skill at the level 50 or higher , he may persuade or intimidate Calcelmo for two and a half times the item ' s base value .
Information at a Price Information at a Price is a quest in . Arch - Mage Hannibal Traven asks the Hero to retrieve some information from the Count Janus Hassildor of Skingrad , but the Count has something else in mind for them before he reveals what he knows . Background . Count Janus Hassildor of Skingrad requires a favor from the Hero in exchange for information on the status of the necromancers . Walkthrough . Head to Castle Skingrad and speak to Hal - Liurz who will fetch the Count . The Count has information on the Necromancer activity in Cyrodiil . Before he gives that information , he wants a favor performed . It appears that a nest of vampires and a group of vampire hunters need to be removed from the area . The vampires are found in Bloodcrust Cavern while the vampire hunters are at the Two Sisters Lodge in Skingrad . They can also be found wandering the streets of Skingrad . Ways to complete this quest : Method One . Head to Bloodcrust Cavern and fight the vampires . Once the last one is dead and some vampire dust has been collected , the vampire hunters need to be dealt with . Head to the Two Sisters Lodge and speak to Eridor , who is their leader . Inform him of the vampires demise and show him the dust as evidence . With this , they will leave town . Method Two . Instead of speaking to Eridor and his group of vampire hunters , wait until they fall asleep ( after midnight ) and kill them in their rooms . Once all four are dead an updated journal entry shows that the group has been dealt with . This method is more dangerous , as the Count refuses to have the city guard look the other way if crimes are committed during this mission . The Gray Cowl of Nocturnal helps with eliminating the hunters . Once they are dead , head to Bloodcrust Cavern and slay the vampires . Method Three . Go to the vampire hunters and tell them where the vampires are . They will head to the cavern themselves and take out the vampires . Let the two groups fight it out . If the vampire hunters win , they ' ll leave town in a few days . Otherwise , head to the cavern and clear the mess up ( should be a few stray vampires remain ) . If the vampire hunters were successful , head to the caverns anyway . Note that at higher levels the vampires will greatly outclass the vampire hunters , and often the hunters will all be killed while only killing one or two vampires , and in some cases none at all . Back to Count Hassildor . Once the vampires are dead and the vampire Hunters gone , head back to the castle and speak to Hal - Liurz . Once the Count arrives , inform him of the victory . Then , he gives the information as promised : Mannimarco has returned to Cyrodiil . Head back to the University and speak to Hannibal Traven about Mannimarco and the quest is done . Three days must pass before another quest can be performed for Traven .
Boethiah ' s Quest ( Morrowind ) Boethiah ' s Quest is an optional quest that takes place during the events of . The quest is given to the Nerevarine by the Daedric Prince Boethiah at his ruined shrine . Walkthrough . The quest may be obtained in two ways . One way is to locate the Ruined Shrine to Boethiah during exploration and activate the shrine to speak with Boethiah directly . The ruined shrine is underwater off the western coast , west of Ashurnibibi . The other method is by encountering a Khajiit while exploring the Sheogorad region , named M ' aiq the Liar . Who will inform the Nerevarine of a sunken shrine to a Daedric Prince near Hla Oad . Investigation of the area offshore , of the Inner Sea , near Hla Oad does , indeed , reveal a sunken Daedric Shrine , in the middle of which , lies a broken statue of Boethia . The Nerevarine must swim to the bottom of the sea to activate the statue ' s head . Then the voice of Boethia will be heard , requesting that the Hero restore his shrine to all its glory , and in return , will offer the legendary sword , Goldbrand . Solving Boethiah ' s riddle . At this point Boethiah gives the Nerevarine a riddle to solve , referring to Boethiah ' s chosen sculptor , who must rebuild the shrine . The riddle specifies the town of Caldera . Once there , asking locals about a sculptor , the Nerevarine will be directed to Verick Gemain , the trader , who may know of one . Verick will mention that there is an Orc who " likes to carve up some stones " living in Ghorak Manor . On the top floor of the manor , lives Duma gro - Lag who is standing next to a large stone . The Orc will inform the Hero , that he is , indeed , a sculptor . Duma will agree to build the new shrine , however he will request that the Nerevarine both fund the project , and obtain a ' statue book ' for him , to use as reference . He does not know the name of the book , and will say : " Ask book guys . " The statue book . Any bookseller will give the same information , although , the nearest bookseller is Dorisa Darvel located in Balmora . They will advise to check with Jobasha in Vivec , as he deals in hard - to - find books . After finding Jobasha ' s Rare Books in the Foreign Quarter Lower Waistworks of Vivec City . , the Nerevarine will ask Jobasha about a " statue book . " Jobasha will indicate a book that he sells called " Boethiah ' s Glory " . Khartag Point . Having obtained the funds ( 2 , 000 ) and the book , the Hero must return to Caldera and speak with Duma again about the statue . Duma , then , tells the Nerevarine that he will begin construction of the shrine at Khartag Point and to meet him there after twenty one days have passed . The new shrine . Twenty one days later , the Nerevarine may head to Khartag Point , which is just north of Gnaar Mok , to find the new shrine . To complete the quest , the statue of the Daedric Prince must be activated . Then , Boethiah will thank the Nerevarine and give the legendary sword , Goldbrand , as reward .
Garden of Dareloth Garden of Dareloth is an unmarked location within the City Isle region . It is confined to the garden directly behind the Abandoned Shack on the Imperial City Waterfront . Thieves Guild . Aspiring thieves come here to seek entrance into the guild and Armand Christophe , a Thieves Guild Doyen , is here . Armand can be found here around midnight . After the Thieves Guild quest " The Ultimate Heist " is completed , the Guild ' s base will be found . The Hero will gain a key , and this allows them to use the hall as another safe resting place , as well as having lots of storage room . It does not have a map indicator .
Swords ( Online ) Swords refers to one - handed weapons with bladed edges and hilts . Improvement and damage . Most swords can be enchanted using the Enchanter ' s table s found in most cities and sometimes in the wilderness Swords come in several forms , each ranging in value , weight , and damage capabilities . Damage done with swords improves based on the governing skill of the sword type . Single - handed swords become more powerful when perks and skill levels in One - Handed are gained . Speed and reach . Swords have the second fastest swing speed of weapons , bested only by daggers , which exchange damage prowess and reach for faster swinging capabilities . Swords are far faster than war axe , maces and all two - handed weapons . Swords . < onlyinclude > { | style = " width : 100 % ; text - align : center " class = " wikitable sortable " ! Name ! Level ! ! Bonus < / onlyinclude > < onlyinclude > < / onlyinclude > < onlyinclude > < / onlyinclude > < onlyinclude > < / onlyinclude >
Brisienna Magnessen Brisienna Magnessen , also known as Lady Brisienna , is a sister of a great knight , and a high - ranking member of the Blades . She is the Grand Spymaster in the Iliac Bay region . She infiltrated the court of Daggerfall in the guise of one of the witches of Popudax . History . When Nulfaga , the Queen Mother of Daggerfall , found the location of the Mantella , the heart that fueled the Numidium , the Emperor Uriel Septim VII sent a letter to the Queen of Daggerfall , Queen Mynisera . A special seal on the envelope was supposed to tip off Lady Brisienna that in fact the letter was intended for her . She was supposed to get the location of the Mantella by any means necessary . However , the War for Betony delayed the arrival of the letter . The letter arrived very late , after the war , and was received by Queen Aubk ' i . Confused , the Queen sold the letter to King Gortwog in Orsinium . When the ghost of King Lysandus haunted the streets of Daggerfall , the Emperor sent an agent to soothe Lysandus ' soul , and at the same time get the controversial letter back . The agent arrived late due to a storm that wrecked his ship . Fortunately , Lady Brisienna managed to locate the agent and meet with him . She told the agent to investigate the three royal , dominating powers in the Iliac Bay region , Daggerfall , Sentinel , and Wayrest in order to know the reason of Lysandus ' s haunting and to procure the letter . After the agent successfully soothed the soul of Lysandus and procured the letter , a mysterious friend told him the history of the Numidium . Soon later , all of the factions in the Iliac Bay region became aware that the agent was working to find the Mantella . Lady Brisienna meet the agent and asked for their help to get the Totem of Tiber Septim , which the Blades had lost . The agent found the totem in the Daggerfall vault . Then , more letters came to the agent , promising wealth and fame in exchange for the totem . Lady Brisienna had sent one of those letters . In the end , after the agent recovered the Mantella , the Blades were then one of the wielders of the Numidium . The Empire ' s intelligence agency was one of the seven retrievers of the Totem of Tiber Septim , a tool for controlling the Dwemer construct . Interactions . Lady Brisienna ' s Letter . Receive Lady Brisienna ' s Letter and meet with her at an inn of her choosing .