naist-nlp/zeshel huggingface dataset:
Sanctuary Guardian Sanctuary Guardians are the ghosts of former Dark Brotherhood members destined in afterlife to guard the halls of Dawnstar Sanctuary . Encounters . They are encountered during " The Cure for Madness " quest for the Dark Brotherhood , when the player is tracking down Cicero to either kill or spare him , and then return to the Dark Brotherhood Sanctuary . Battle behavior and equipment . They have a strong melee attacks and seem to detect players who are sneaking a little better than most other creatures . They wear the armor of the Dark Brotherhood and wield daggers , usually iron or steel , but are sometimes seen using orcish daggers , as daggers are the standard weapon for the Dark Brotherhood . Glass weapons later replace said equipment after reaching a high enough level . Shrouded Armor can be pickpocket ed from them .
Morag Tong Armor ( Armor Piece ) Morag Tong Armor is a piece of light armor part of the Morag Tong armor set found in . It is a variant of Chitin armor , but darker in color and worth less . Locations . Worn by Morag Tong assassins in Ashfallow Citadel and in random encounters on Solstheim . Smithing . It can be upgraded with a leather at a workbench and also benefit from the Advanced Armors perk , which doubles the improvement .
Gerdur Gerdur is a Nord lumberjack residing in the town of Riverwood . She and her husband , Hod , own and operate Riverwood ' s lumber mill . They have a son , Frodnar . She is the " de facto " leader of the village . Interactions . Before the Storm . If her brother Ralof , a Stormcloak , is followed while escaping Helgen , she will help the Dragonborn by giving them a key to her house and offering them supplies . Also , if she dies , the Dragonborn will receive a Letter of Inheritance . Services . Gerdur will buy firewood from the Dragonborn . She can also sell logs to the Dragonborn to build houses with the installation of . Conversations . Hod walks up and enters the conversation . Talking with Riverwood People . Gerdur can be seen having a conversation with her husband Hod at her mill : She may also pay a visit to the town ' s blacksmith Alvor , asking him for parts :
Hall of the Dead ( Riften ) Riften ' s Hall of the Dead is a location found in the city of Riften . It is located directly below the Temple of Mara . It is accessible from the city or via the cellar of the Temple of Mara . The hall ' s caretaker is Alessandra , the Priestess of Arkay . Unlike other Halls , she resides in a room connected to the Temple of Mara cellar as opposed to within the Hall itself . Quests . Pilgrimage . Bring Alessandra ' s Dagger to Andurs in Whiterun .
A Return To Your Roots A Return To Your Roots is a quest available in . This quest is started in Blackreach by collecting a crimson nirnroot . Additionally , one may begin the quest by reading Sinderion ' s Field Journal , which may also be found in Blackreach ’ s ruins . This quest is somewhat like a follow - up to Seeking Your Roots , a quest from . Walkthrough . The Dragonborn must find " Sinderion ' s Field Journal " , which instructs them to find thirty crimson nirnroots . Crimson nirnroots , unlike normal nirnroots , are found only in Blackreach . Crimson nirnroots still make the sound of chimes when they are nearby and have a white / yellow glow emanating from them . Going into audio settings and turning the music down will make the chime sound easier to hear . When thirty are found , the Dragonborn can bring them to Avrusa Sarethi , located to the southwest of Rift Watchtower , at the Sarethi Farm . The Dragonborn is rewarded with the " The Nirnoot Missive " book and the Sinderion ' s Serendipity active effect .
Riftweald Manor Riftweald Manor is a large mansion located in Riften . It belongs to Mercer Frey and is involved in the Thieves Guild quest , " The Pursuit " . Interior . While the interior of the manor appears relatively normal , the main point of interest is a suspicious wardrobe located in a small room by a barred door . This wardrobe has a false back panel which leads to a secret basement . The basement leads into a series of booby - trapped tunnels that eventually lead to Mercer ' s office . To get past the flame plate trap room either run across the plates as quickly as possible , or examine each plate before stepping on them . Trap plates will have scorch marks on them in the shape of an " X " , while safe plates will be clean . Quests . The Pursuit . During the Thieves Guild questline , the manor must be infiltrated to get Mercer ' s Plans . Entry can be gained by going to the back of the house and speaking to Vald . Engage him in a persuasion test and if successful he will give up the key , which opens the back gate of the manor . Next a ranged spell or shoot an arrow at the gearbox under the balcony and a ramp will fall down . ( Or Vald can be killed and the key taken from his corpse , or released from debts as described here ) To avoid conflict with Vald , wait for him to walk in front of the gate and then pickpocket the key from him . This key opens the gate and the second floor door ( both expert locks ) .
Noster Eagle - Eye Noster Eagle - Eye is an Imperial beggar living in the streets of Solitude . Background . He was once a scout who fought in the Great War , and claims he was on the battlefield when the Aldmeri Dominion attacked Anvil . During that battle , he was injured , losing his eye , and left by his comrades for dead . Due to his injury , he could no longer make a living and now lives destitute in Solitude . He possesses extensive knowledge of the wilderness and is willing to share what he knows with the Dragonborn if his prized helmet he lost can be recovered . Interactions . Dungeon Delving . Do a favor by retrieving his helmet from a cave ( chosen randomly from a list of four caves near Solitude ) . He rewards the return of his helmet with a skill increase in Sneak .
Orsinium Welcomes Heroes and Champions ! Content . Accept this invitation , carried by one of my most - trusted messengers , in friendship and respect . In the name of the mighty King Kurog , I bid you welcome and invite you to test your mettle in the wilds of majestic Wrothgar . The Orsimer care not where your loyalties lie . Come help us rebuild the city of Orsinium and squelch the Winterborn menace . Aid the king in his worthy endeavors and riches and honors will be bestowed upon you . I have sent Ambassador Lazgara to meet you and offer you transportation to Wrothgar . You can find her in one of the following cities : Daggerfall , Davon ' s Watch , or Vulkhel Guard . Look for her when you arrive . I look forward to meeting you in person , as I ' ve heard such wonderful accounts of your adventures . Present yourself to me when you arrive in Orsinium . Forge - Mother Alga , Orsinium , Wrothgar
Aradraen Aradraen is a Bosmer sharpshooter who owns in the lower waistworks of Vivec City ' s Foreign Quarter . She sells enchanted weapons and arrows . While she is the only character who sells these , she also has an unlimited supply . She is a major trainer in Marksman , and a medium trainer in Medium Armor and Sneak .
Nightblade ( Oblivion ) Nightblades are effective assassins and enforcers . Their speed and skills allow them to easily reach places most others could not . Nightblades dispose of opponents with a quick blade and Destruction magic . They are also skilled in Alteration magic , and are proficient in heal ing themselves . It is a premade class . Use . Nightblades tend to favor light armor over heavy armor . They are adept healers and are good at using Alteration magic , casting spells to protect themselves , and so on . They use melee based blades to further weaken their foes while they dispatch them with their powerful spells of Destruction magic . Their proficiency in Athletics and Acrobatics is unusual for a class that specializes in magic , but they make great assassins and thieves due to their natural speed . Blades . As the name references to , Nightblades use bladed weapons to further protect themselves . Daggers and shortswords are good to use because the Nightblade tends to be quick and agile , allowing for quick attacks while blasting their foes with destruction magic . Longswords are slower and less quick , but can be deadly if it is used just the right way with a Nightblade . Claymores are not recommended . Magic . Since Nightblades are not naturally high in Intelligence , it is best to work on Conjuration , Mysticism , or Alchemy to gain a boost in Magicka reserves to cast more spells . Their high Willpower allows them to regenerate magic quickly , which can be used to let off more spells . Their high alteration skill allows them to protect themselves with spells such as Protect or Aegis . If an enemy is far away , a Nightblade can use Destruction spells , ranging from long distance to damage on touch . Disadvantages . Since they aren ' t skilled with Illusion magic , it may be wise to use as a side skill to cast invisibility spells , or choose The Shadow as a birthsign . They can probably be killed easily due to their lack of endurance , so it is best to also use Sneak as a side skill , too . It is hard to face hordes of enemies head - on with this type of class , also .
J ' bari ' s House J ' bari ' s House is a two - story house located in Leyawiin and is the home of J ' bari . The Acrobatics trainer Tsrava also lives here . The house has two wings with two bedrooms on the second floor , overlooking the large tree in the square .
Hunt the Dark Brotherhood Hunt the Dark Brotherhood is a quest in . After reporting the attempted Assassination to the Royal Guard , the Nerevarine must hunt those who attempted to kill them . Walkthrough . With the attempted assassination reported to the Royal Guard of Mournhold , the Nerevarine may act upon the popular rumor that the Guards are reporting . It is believed that the Dark Brotherhood have established a base underneath Mournhold itself , using the sewer system under the Great Bazaar . With this information , the Hero must go into the sewers , and hunt those who attempted to kill them . Under Mournhold . The Nerevarine can find the entrance to the sewers in the southeast corner of the Great Bazaar . The trapdoor leads to the of Old Mournhold , and entering the area will cause the Nerevarine to identify the area as the Dark Brotherhood ' s base . Inside , the Hero will encounter goblins and a number of undead , in the large maze - like underground tunnels , then , they will have to fight their way through the members of the Brotherhood . Dandras Vules . Exploring the Manor District will reveal a building named . Inside the Moril Manor North Building , the Nerevarine will encounter Dandras Vules , the leader of the Dark Brotherhood in Mournhold , and holder of a contract to kill the Nerevarine . Once Vules has been killed , the Nerevarine will recover a contract from his body , which is mysteriously signed " " H . " " With this new piece of information , the Hero may return to the surface . Reporting the incident . The Nerevarine must now take the note to a member of the Royal Guard , although they may also show it to a member of the High Ordinators . If the note is shown to a Royal Guard , the Hero will be directed to Tienius Delitian in the Royal Palace , while a High Ordinator will instruct the Nerevarine to speak with Fedris Hler in the Temple . Either way , this will complete the quest .
Robber ' s Gorge Robber ' s Gorge is a camp located in western Hjaalmarch Hold . It is a well - fortified bandit encampment straddling the main roadway and commanding a strategic location along the main route from Whiterun to Solitude , situated south - west of Morthal and just west of Kilkreath Ruins . Description . The fort is controlled by a bandit chief who commands six bandits . The fort is well fortified with one main access point , several watch towers and two rock - fall traps which are controlled by the lever at the watchtowers . There is also an underwater access point , and a few ways to jump over the rocks lining one side of it . The bandit chief ' s house at the top of the fort has various chests and desks which contain gold and other items . Robber ' s Cove . In the back of the house there is a trapdoor to Robber ' s Cove with chests and a water access point to the fort . The bandit chief ' s journal in the cave describes the location of an additional chest on an island to the south of the fort .
Scarecrow Spectre Polymorph The Scarecrow Spectre Polymorph is a seasonally exclusive polymorph for available through the Crown Store . It can only be purchased during the Halloween season in October , and is not available for the remainder of the year . It allows the Vestige take on the appearance of a spectral scarecrow .
Kain Kain is a powerful skeleton found in the Battlehorn Castle Grotto . He wields an enchanted , leveled weapon called the Dragonsword of Lainlyn , along with Lord Kain ' s Shield . He is only found in the Fighter ' s Stronghold official plug - in . History . Lord Kain was originally the leader of the Knights of the True Horn before falling in battle against Baron Shrike of Lainlyn , the True Horn ' s enemy . After his death , he was almost resurrected by the necromancer Arielle Jurard , but she failed , resulting in Kain being turned into a Skeleton Hero .
Nerastarel ' s House Nerastarel ' s House is a derelict house in Skingrad , next door to Summitmist Manor . Its owner , Nerastarel , does not live here and no explanation is given to their absence . Overview . The front door is guarded by a hard lock , which may make it difficult to gain entrance . In contrast , the backdoor uses only an easy lock . Its only residents consists of two Dread Zombies , a Skeleton , a Ghost , two Wraiths , and potentially a Lich depending on the Hero ' s level . There is a small chest in the top room on top of the large entrance . By using the boxes next to the entrance to get up , a locked jewelry box can be found .
Dragon Riding Dragon Riding is a feature added in that grants the ability to temporarily tame and ride Dragons . All three words of the Bend Will shout are required in order for it to work . Usage . After the Bend Will shout is directed at a dragon , it will land and allow the Dragonborn to mount it . As soon as the dragon has been mounted , it will take to the skies . Most named dragons , such as Alduin and Paarthurnax will resist the shout . However , Odahviing can be mounted . Once airborne , it ' s not actually possible to fully control the direction of flight . Rather , the dragon will follow certain instructions or orders given to it . If no orders are given , the dragon will simply circle the area . A bug may occur where you mount the dragon , but you don ' t actually sit on the dragon ' s neck . Instead you stand on it . Travel . As travel in any one direction is not possible , dragons cannot be used in place of a traditional mount , such as a horse . It is possible to fast travel while mounted on a dragon , however travel between Skyrim and Solstheim is not possible . Fast travel can also be initiated during combat or while near enemies . It ' s also not possible to travel to any of the walled cities , such as Whiterun , as these locations are absent from the map . Combat . While mounted on a dragon , it ' s possible to scan the area below for any enemies . If an enemy is found and locked on to , their health bar will be marked on screen , indicating that they are viable targets . Ordering the dragon to attack a target will result in three possible forms of attack . It will either : If directed to attack another dragon , the two will engage in aerial combat , continually circling each other . In addition to ordering the dragon to attack , its also possible to use magic spells and shouts while mounted . Once an enemy is locked on to , any spells that are cast will fly in their direction . Area - of - effect spells , such as Blizzard , cannot be cast however . It ' s also not possible to use other forms of combat while mounted . To order a dragon to attack , use these commands : Dismounting . Ordering a dragon to land will result in an automatic dismount once it lands . Upon landing , the dragon will fly off , unless there are enemies in the immediate area ( which it may attack ) . If the Bend Will shout is used shortly after dismounting , the dragon may become hostile and attack . If the dragon dies during combat , the Dragonborn will be dismounted , much in the same manner as on horseback . To land , use these controls :
Weapons Apprentice Weapons Apprentice is a Nord forgemaster found in the Sundercliff Mines during the Unearthing Mehrunes ' Razor quest . He is standing by his forge with two laborers , one being a Khajiit , the other being an Argonian . They are both slaves working the iron mines in the cave . He uses heavy armor and a leveled weapon .
Recover Shields from Andasreth Recover Shields from Andasreth is a House Redoran quest undertaken by the Nerevarine during the events of . Walkthrough . Having found Beden Giladren on behalf of Lloros Sarano of the Ald ' ruhn Temple , the Nerevarine is given a final task from him to complete . Sarano informs the Nerevarine that a group of Redoran warriors have failed to report back from their task at the abandonned stronghold Andasreth . The Nerevarine must , therefore , find out what happened to them and either rescue them or return their Banner Shields to Sarano . Lost warriors . Andasreth is a former Dunmer stronghold on the eastern coast , close to Gnaar Mok , just north of Khartag Point . Searching the stronghold reveals that the Redoran warriors have all been slain by a group of bandits , and are sealed in one of the lowest level locked rooms . Four banner shields . Upon opening the door , the Nerevarine must pick up all four Banner Shields from the dead warriors and return to Sarano , who will offer the Nerevarine one of the Shields as a reward . This completes the quest .
Trebonius Artorius Trebonius Artorius is an Imperial and the Arch - Mage of the Morrowind Mages Guild . Background . Trebonius is taunted by the other guild mages because he is known to give impossible tasks , such as unveiling the Dwemer disappearance or learning the language of the Silt Strider s . Initially , when asked about a quest , he will tell the Nerevarine to find out what happened to the Dwemer in Morrowind , a seemingly unsolvable task . However , this quest can be solved with the help of Edwinna Elbert . After this , he asks the Nerevarine to eliminate the Telvanni Councilor s in an act to weaken House Telvanni . If the player is the Master Wizard and wants be Arch - Mage , Trebonius can be killed in a duel , be forced to step down by Chancellor Ocato , or can be directly challenged if the rank of Wizard is attained . If the Nerevarine chooses to kill him , then upon reaching the rank of Wizard , Edwinna Elbert will ask the Nerevarine to talk with Trebonius . He will then challenge them to a duel in Vivec Arena . After being killed , his clothes , staff and amulet can be looted from his body . If the Nerevarine chooses to remove him peacefully , they can talk with Skink - in - Tree ' s - Shade , and she will give them a letter from Ocato promoting the Nerevarine to Arch - Mage . Interactions . Mystery of the Dwarves . Trebonius has asked you to find out what really happened to the Dwemer . Kill the Telvanni Councilors . Trebonius asked you to kill all the Telvanni Councilors . Catch a Spy . Ranis Athrys wants you to search for a Telvanni spy . A Rash of Insults . Tarer Braryn would appreciate it if you manage to convince Trebonius cure his curse . Arch - Mage . Time for Trebonius to step down and for you to be the new Arch - Mage .
Warlock ' s Ring ( Quest ) Warlock ' s Ring is a Mages Guild quest that can be obtained from Ajira in Balmora . Detailed walkthrough . Upon speaking with Ajira about chores , she will mention that she knows the location of the Warlock ' s Ring . It is held by Vindamea Drethan in Ashirbadon . To get there , use the Mages Guild teleporter to go to Vivec City . Once there , head southeast to an island shaped like a backwards V . Once there , travel to the medium - sized island to the east that holds the ruins of Bal Fell . Travel east again to the destination . Ashirbadon is very hard to navigate without the use of a levitation spell , so make sure to bring one . There are also various powerful daedra here , and Vindamea herself is no weakling either , so come prepared . Once you ' ve killed Vindamea , take the ring from her body . Upon obtaining the ring , return to Ajira to finish the quest .
Settling the Debate Content . Flexibility or maximum protection ? Netch or guar ? Maybe you ' ve heard one of the heated arguments , fueled by a few too many cups of mazte at your local cornerclub . Almost every craftsman takes an almost religious stance on this matter , believing his own approach , traditions , and products to be superior to all others , but I want to present both sides and some of their considerations in an unbiased manner to help inform your own opinion . The best leather in Tamriel comes form Morrowind , courtesy of the native guar and netches . This is an indisputable fact , and no other leather produced in Tamriel comes close to their quality . The naturally - exposed hides of these beasts and he ease of processing them , combined with ancient tanning techniques , produce a material that is more durable and tougher than bear , mammoth , or any of the hides commonly used outside Morrowind . Though both are of very high quality , the debate rages on - which makes superior armor ? Netch leather is thinner by quite a bit . It bends and flexes easily , and it is much more receptive to dye s than guar hide , and therefore more suitable for finer , more ornamental works . It is likewise ideal for the combatant who prefers mobility , but it is much more readily punctured and torn , even when boiled to increase toughness . Another difficulty is that it requires a relatively high maintenance - to keep it in fighting shape , it must be oiled and treated with dreugh wax weekly . Netch leather is harder to harvest , as well , the beasts are quite dangerous when riled and have a nasty poison that even experienced netchimen fear . Guar hide , on the other hand , is much thicker , resulting in heavier armors overall ( though still not as heavy , obviously , as armors crafted from metal ) . This makes it more difficult to work with , but the end product offers more protection and durability . Staunch traditionalists frequently claim that guar hide has been used longer than netch leather , and that we honor our ancestors in favoring it , but I have been able to locate no proof of this point . If you ' re more interested in protection than mobility , guar hide armor is likely a better choice for you . Even though every craftsman seems to have an unwavering opinion on which leather results in superior armors , I am not swayed by either side . It occurs to me that the choice is largely on the wearer , depending on his or her fighting stye ( though armorers are never shy to offer recommendations in this regard , either ) . Hopefully you are more informed now about your options , and whether you chose netch , guar , or an unorthodox combination of both , I wish you luck on the battlefield .