naist-nlp/zeshel huggingface dataset:
Wabbajack ( Online ) The Wabbajack is a weapon that appears in . It is the Daedric Artifact of Sheogorath . It has the ability to transform a creature or character into something else . It is a long staff with many faces adorning its tip . Quests . Simply Misplaced . The Wabbajack appears during the quest Simply Misplaced . Sheogorath ' s chamberlain Haskill asks the Vestige to retrieve two of Sheogorath ' s Daedric Artifacts , the Wabbajack and The Fork Of Horripilation . After the items have been retrieved Sheogorath asks the Vestige to " Clear its throat " and lets one try the Wabbajack five times on the characters in the area . He then takes it back .
Vuljotnaak Vuljotnaak ( Dovahzul : ) is a dragon flying circles between Fort Sungard and Broken Fang Cave . He is relatively easy to defeat compared to most other dragons . Location . He is located at the Great Henge Dragon Burial Mound , northeast of Sunderstone Gorge , not far from Bloated Man ' s Grotto . Resurrection . He is also one of the dragons that can be seen being resurrected by Alduin ( but only after the quest " Diplomatic Immunity " starts and before the quest Alduin ' s Wall in Act II of the main quest line ) . If Vuljotnaak is not yet resurrected by Alduin and the pillar of light / dragon ' s soul is over the Dragon Mound , if the Dragonborn attacks or uses Thu ' um ( Dragon Shout ) at the ground , Vuljotnaak can be heard saying in the common tongue , " " Speak , if you have aught to say worth the listening . " "
Unicorn The Unicorn is a type of mount that can be found at Harcane Grove , where it is guarded by three Minotaurs of the Grove . To mount the horse , one must sneak up to it and press the use button . However , the unicorn will become provoked and will attack if the Hero approaches while wielding a weapon ( this includes fists ) . Once mounted , the unicorn is considered the Hero ' s property and will fast travel with them , but it cannot be armored with the horse armor pack . If the Hero gets off the unicorn and it starts walking away , it will eventually make its way back to the Grove . It can be stopped by re - mounting it . Otherwise , the unicorn acts just like any horse ; it will stay with the Hero while they wait , rest , or do other things . If the unicorn is killed in any way , it will not respawn . If one plans on killing the unicorn , it can only be harmed by magic , silver , daedric , or enchanted weapons . Behavior . If any other creature is attacked near the Unicorn , it will attack the Hero . If this happens it is advised to fight it rather than run away , as it will always catch up no matter what . Because it is fast , the best solution is to mount the horse and place it in a remote area where it cannot see them or their attacker . One may return to the enemy if they choose to do so . Be wary , as the Unicorn will still make its way to the Grove during the fight . If it is brought to an area around NPCs ( for example : guards or Blades ) , they will attack the Unicorn . In order to keep the Unicorn as a ' steed , ' it is advisable to leave it away from guards and other NPCs . The mount will also become aggressive if the Hero mounts another horse to replace it . Quests . Hircine . Hircine ' s followers have told the Hero that , in order to summon the Daedric Prince , they must leave an offering of a wolf pelt or bear pelt at the statue . As an alternative to this quest , Hircine ' s commands can be refused . Hircine shows disapproval , but the Unicorn may then be kept as a mount . This course of action closes every possibility for receiving the Savior ' s Hide .
The Traitor The Traitor is a Knight Order quest available during the events of . The Agent is asked to track down a traitor to one of the Knight Orders of the Iliac Bay , in hopes of raising their own reputation within said Order . Background . Having escaped from Privateer ' s Hold , the Agent may wander around the Iliac Bay freely . A potential source of income , and reputation , can be found by working for one of the ten Knight Orders , which serve ten regions across the Bay . In order to join an Order , however , the Agent will have to prove their abilities by completing some " mundane " tasks . Walkthrough . Despite being unaligned with the Knight Order in question , a Quester from said offer will offer the Agent to improve their standing with the Knights . The Quester reveals that a former member of the Order has betrayed them , and must be killed , for " Death is a fair punishment for treason . " The Agent is therefore tasked with tracking down and killing the traitor , who has fled to a nearby dungeon . From Knight to Nightblade . The traitor , now posing as a nightblade , can be found somewhere within the aforementioned dungeon . The Agent will have to fight their way through the dungeon to find them , although with several other nightblades roaming the area , it will be unclear which one is the target . Ultimately , a message will appear to confirm that the target nightblade has been killed by the Agent ' s efforts when one of the nightblades dies . The Agent must escape the dungeon and return to the Quester before the time limit expires to complete the quest . Rewards . Other than a one in three chance of obtaining a map , revealing the location of a random dungeon , there will be no reward given to the Agent by the Quester . However , the Agent will get either positive or negative reputation gains depending on their success or failure :
Mythic Dawn Leader Mythic Dawn Leader is a follower of the Mythic Dawn . They can be encountered in Lake Arrius Caverns during the quest Dagon Shrine . In combat they will usually summon the Bound Mythic Dawn Armor and a Bound Weapon . Interactions . Dagon Shrine . The four volumes of the Commentaries have led the Hero to discover the Mythic Dawn ' s shrine to be found in the deep caverns of Lake Arrius .
Gro - Bagrat Plantation Gro - Bagrat Plantation is a plantation located north of Vivec City in the Ascadian Isles . It is the residence of Gurak gro - Bagrat , a skooma dealer who has ties both to the Camonna Tong crime syndicate , and the Imperial Legion . A skooma lab can be found in the basement of his home . Notable items . The following items may be found at this location :
Gray Prince ' s Training Gray Prince ' s Training is received for helping Agronak gro - Malog discover proof about his past , in the sidequest Origin of the Gray Prince . He teaches you combat skills learned from his years in the Arena . Effects . Permanent + 3 bonus to Blade , Block and Athletics each . " Note : These bonuses can take these skills to a max of 103 , though only Athletics is actually affected by this over - leveling . "
Destruction Training Destruction Training is a quest in . Trainers . The low - level trainers are Chanel , the castle mage in Castle Chorrol and the invisible and uncommunicative mage J ' skar ( complete the Bruma Mages Guild recommendation to make J ' skar appear ) . The mid - level trainers are Marc Gulitte at the Anvil Mages Guild and Delphine Jend at the Bravil Mages Guild . Walkthrough . The mid - level Destruction trainers are a bit different from mid - level trainers of other Schools , as they will not tell the Hero the location of Master Trainer Bralsa Andaren , unless their disposition can be coaxed up to 80 . After this is done , the Hero will learn that Bralasa has made a camp near a wayshrine of Kynareth west of the Weatherleah estate in the Imperial reserve , and is evidently killing the wildlife . She asks the Hero to help her in exchange for training . They will have to bring her twenty bear pelts . The easiest way of going around this is to go to traders around Cyrodiil and buy five pelts from each trader . Once the bear pelts have been collected , visit Andaren , who will then agree to train the Hero .
Stuga Stuga is an Orsimer found in Daggerfall , Davon ' s Watch , or Vulkhel Guard depending on which faction the Vestige is in . Interactions . Invitation to Orsinium . After travelling to one of the starting cities , Stuga will appear and follow you around , seeking to give you a letter from Orsinium . Speaking to her will start the quest . Conversations . After the played has purchased , Stuga will spawn in one of the aforementioned starting cities . She will initiate the quest Invitation to Orsinium . While not having much dialogue herself , the dialogue window with Stuga , will show a letter of invitation from the Forge - Mother Alga .
Jarl Skjoralmor Jarl Hjurgol Skgoralmar is a Nord found within the Jarl ' s Hall of Falkreath Hold . He is the current Jarl of Falkreath , and the father of Thane Eerika Skjoralmor . Background . Hjurgol descends from the line of Bjarfrud Skjoralmor , the founder of Falkreath . He ruled over Falkreath during the Skyrim Schism , with his kingdom being allied with West Skyrim . When his daughter Eerika was a young girl , she and her mother were on a trip to attend King Svargrim ' s crowning , but were ambushed by a giantess . Eerika survived , with Hjurgol turning to alcoholism to cope with the less , resulting in his daughter become Thane and handling most matters of the Hold . Interactions . Falkreath ' s Demise . Upon entering the Jarl ' s Hall , Domihaus the Bloody - Horned will breach through the building and kill Hjurgol in an instant .
Letter from Vila Content . To Those Who Serve , At last , our time has come . The location of the Spinner ' s Shrine has been uncovered , and only a handful of mindless brutes stand before us and Her triumph . You are called therefore to join your fellows of the Web to convene beneath the valley northwest of Iliath Temple . Travel with caution . Ashlanders assault the temple , and they will not hesitate to attack any outsiders . — Vila Theran , The Widow
Trolls of Forsaken Mine Trolls of Forsaken Mine is a quest in . A group of Fighters Guild members had been sent to the Forsaken Mine to clear out some trolls , yet they haven ' t been heard from since . Modryn Oreyn wants the Hero to investigate . Walkthrough . After Modryn has told everything the Hero needs to know , head to Forsaken Mine and notice that the mine is devoid of life as soon as they are inside , aside from the trolls , rats , and a few mudcrabs that inhabit it . While exploring the mine and eliminating savage trolls , they ' ll come across the dead bodies of several Fighters Guild members and a Blackwood Company Member . If the Hero is proficient in heavy armor , they can use the high - quality Blackwood Armor he ' s wearing . Head into the Forsaken Mine Lost Passages . Continue fighting more Savage Trolls and eventually the body of Viranus Donton will be discovered . Examine his body and read A Bloody Journal . Apparently , as the Fighters Guild members were clearing out the mine , Blackwood Company members came in and fought them . Many on both sides were killed by either the Savage Trolls or by the Blackwood members . Return to Oreyn with this information for the reward .
Hanz gro - Hubrag Hanz gro - Hubrag is an Orsimer farmer living in the three house big settlement of Blankenmarch that lies along the Yellow Road . He carries a claymore with him and is very well dressed for being a farmer . His house is never locked but is a big mess with furniture tossed around the rooms . Outside of his house lies a small farm plot including Arrowroot , Blackberry , Carrot , Corn , Onion , Potato , Radish , Tobacco , Tomatoes and Wheat Grain .
Take Up Arms Take Up Arms is a quest available in . It is the first quest within the Companions quest line . Walkthrough . Train with Vilkas . After encountering Aela the Huntress , Ria , and Farkas at Pelagia Farm in combat with a Giant , Aela will tell the Dragonborn to speak with Kodlak Whitemane if they are interested in joining the Companions in Whiterun . Go to Jorrvaskr and speak to Kodlak . He will tell Vilkas to take the Dragonborn out to the courtyard to prove their worth in strength . If one happens to lose sight of him , he can be found outside practicing with one of the target dummies until the Dragonborn arrives . He will then instruct them to take a few swings at him so he can gauge their skill . Vilkas will draw his sword and shield , but will refrain from attacking the Dragonborn . After about three swings , he will yield and give a few humbling remarks . This part of the quest ends with Vilkas handing the Dragonborn his sword to bring to Eorlund Gray - Mane . " Note : " The Dragonborn cannot use magic against Vilkas , unless they are able to use Bound weapons . If the Dragonborn is wearing Ebony Mail , Vilkas will not fight because of the poison effect of the Ebony Mail , which counts as magic . Any enchanted weapons also count as magic , and cannot be used . If the Dragonborn is a high level and has grown powerful , Vilkas can yield after only one hit . This will result in him to become hostile and attack . If the Dragonborn can make him yield in two hits , Vilkas will tell them that they are stronger than they look . Give Vilkas ' s Sword to Eorlund . Eorlund Gray - Mane is found right next to the courtyard , up a set of stairs and next to the Skyforge . Once the Dragonborn explains that Vilkas sent them with his sword , he rightly assumes the Dragonborn to be the newcomer . He will then ask them to do a favor for him by taking Aela ' s Shield back to her . Bring Aela Her Shield . Leave the Skyforge and go to Jorrvaskr ' s Living Quarters . Aela the Huntress can be found in her room speaking with Skjor . Once she is given back her shield , she will recognize the Dragonborn from their first encounter after fighting a Giant . Aela will then tell Farkas to show the Dragonborn their sleeping quarters , completing the quest . Follow Farkas . After being shown the sleeping quarters , Farkas will express that he is pleased to see a new face , and suggests for them to talk to him or Aela if they are looking for work . This completes the quest and the Dragonborn will unlock the ' Take Up Arms ' achievement . Farkas will offer the Dragonborn to help with some trouble in Whiterun Hold . Accepting his offer will start the quest " Trouble in Skyrim . "
Cleric Arvina Cleric Ervina is an Imperial priest of Arkay . He is found inside the Mages Guild branch in Anvil . He has posted a bounty for the killing of Exulus , a dangerous wispmother residing within Hrota Cave , which is responsible for the deaths of many knights of Arkay .
Keys ( Arena ) A Key allows a person to open specific locks which grant access to items or areas that otherwise are not accessible . Overview . Keys can be used to avoid the need to lock pick open doors . They can be obtained by finding them in dungeons , lying on the ground . Areas for which a key is available may be accessible by picking the lock , or by breaking it open at the expense of weapon damage . Characteristics . Keys have no weight or value . They must be expended after acquiring , and cannot be stolen . Most keys generally have a one - time use on doors , and nothing else otherwise .
Captain Roberto Jodoin Captain Roberto Jodoin is a Breton shipmaster found in the Isinfier Plains . He was hired by Louis Beauchamp as a Patchwork Airship captain . Background . The captain ' s mission was to discover Hrothmund ' s Bane in Moesring Mountains . Captain Roberto Jodoin and his crew have reached Solstheim , but eventually on the 11th day blizzard hit the airship and it fell . Jodoin was resisting the cold and hunger for two days , but died from the snow wolf attack on the 13th day of his expedition . Interactions . The Patchwork Airship . Captain Roberto Jodoin was writing an expedition journal which Beauchamp is looking for .
Iron Golem Iron Golem are elemental creatures encountered in . Description . Iron Golems are humanoid creatures assembled with iron , often encountered inside high level quests . These large titans are one of the three elemental Golems , the other two being Ice Golem and Stone Golem . They are created by wizards to defend dungeons , ruins and carry other important tasks . This elemental has the appearance of a great humanoid composed with large metal plates , highlighting the giant shoulders . The Golem ' s head is attached to two long horns and has a red shade representing eyes . The Iron Golem is the strongest of the three elementals , having more Health and strength ( in both meanings , power and attribute ) . Furthermore , the Iron Golem is the only elemental which can be considered a member of the most dangerous creatures in the game , along with Fire Daemon s , Medusa s , Vampires and Liches . This creature is indeed a dangerous opponent , specially during its early appearances , the Iron Golem has a large amount of Health , besides its immunity to non - enchanted weapons below Mithril . They are first seen in Labyrinthian , during the quest of the same name .
Belt of the Hortator Belt of the Hortator is a unique enchant ed belt in . The Nerevarine receives it from Crassius Curio as a reward for becoming Hlaalu Hortator during a quest . It is enchanted with Fortify Magicka for 20 points points as a constant effect on self . The belt is a variant of the Exquisite Belt .
Privateer ' s Hold Privateer ' s Hold is a bandit stronghold located along the southern coast of the Kingdom of Daggerfall , amidst the Iliac Bay of the province of High Rock . Privateer ' s Hold is one of the many bandit strongholds found throughout the forests of Daggerfall . Description . Geography . Privateer ' s Hold is situated along the coast of the Northern Iliac Bay , and it serves as both a bandit stronghold and a cove amidst the water . The bottom of the cavern has an opening to the Iliac Bay , and an open area where the cavern meets the sea . The Caves are vast and sprawling across the underground . The entrance itself is practically invisible , containing a wooden door leading to the stone hallways underneath . It was likely an ancient stronghold to Daggerfall until it was sunken into the ground . There is a large hall with a massive staircase and a throne on the top , likely where the leader of the hold sits and watches over the area . History . Third Era . Privateer ' s Hold was populated by pirates hiding out in the Kingdom of Daggerfall , being insignificant to the residents of the region . In 3E 405 , Uriel Septim VII had sent agents of the Blades to the Iliac Bay when news about the sudden appearance of King Lysandus ' ghost began to appear in the Iliac . One such Agent had crashed landed on the coast of Daggerfall , during a harsh storm , washing up on the shores of the lower caverns in Privateer ' s Hold . The Agent was barely able to escape the bandit stronghold but was able to escape nonetheless , rendezvousing with Brisienna Magnessen in a tavern somewhere in the Kingdom of Daggerfall . Lord Naigon Strale was an Ambassador sent to the Kingdom of Wayrest that suffered a similar attack like the Agent , where a wall of water attacked his ship in the Bjoulsae River . He felt suspicious about this and traveled to Wayrest to learn more . However , in 3E 417 , he learned that the forces of Wayrest and Orsinium waged war against each other around Gavaudon . These events were tied with the Warp in the West that occurred in the same year .
Imperial Cult The Imperial Cult is a religious organization devoted to worshiping the Nine Divines , including the former emperor Tiber Septim also known as Talos . The Imperial Cult , as a missionary organization , focuses its activities on the remote provinces of the Empire , Morrowind for instance . It is closely connected to the Empire , as in it the Divine Plan becomes manifest . The Emperor , as the defender of the faith , is the Head of the Imperial Cult . Activities . Alms for the Poor . The Imperial Cult raises alms from members and sympathizers for various projects , many , though not all of them , for the benefit of the poor . Most of the good work done by the cult depends on these gifts . Lay members of the cult can earn higher regard and ranks by raising alms for the poor as almoner . All almoner ' s quests are given by Iulus Truptor in the Imperial Chapel in Ebonheart . Faction . The Imperial Cult is a joinable faction in . The center of the organization on Vvardenfell is in the Imperial Chapel , behind the Ebonheart castle . Doctrines . Members of the Imperial Cult believe in the Nine Divines . The Nine Divines serve the Imperial Cult members as model for their own lives . They also believe in and preach the Nine Virtues ; Humility , Inspiration , Piety , Work , Compassion , Justice , Learning , Ambition , and Civility . Ranks . The members of the Imperial Cult are organized in ten different ranks . They are the following , listed from lowest rank to highest rank : Locations . Vvardenfell . The Imperial Cult is a foreign organization on Morrowind ' s largest island Vvardenfell , and their chapels are all closely associated with the Imperial Legion . Facilities of the cult can be found at the following locations : Healing altar . All the Cult Shrines have an altar at which the Nerevarine can pray for healing . Non - members must pay 25 drakes for the privilege , while members below the rank of Initiate must pay 10 drakes ; there is no fee for higher - ranked members . Once any fee is paid , the Nerevarine is given the choice of curing a disease , curing blight , curing poison or restoring attributes .
Blue Dartwing Blue Dartwing is an ingredient in . It can be used to make potions at an alchemy lab as part of alchemy . They are one of many insects found living in Skyrim . Harvesting . Like most flying insects , the process of harvesting dartwings can be slow - going , although two wings are added to the inventory for each successful catch . Unlike butterflies , dartwings startle easily , and once the player moves near to them it will not be long before they flee the area entirely — thus , they must be captured quickly upon approaching them . Early in the game , a reasonable quantity of dartwings can be obtained in relative safety and without the aid of magic by swimming around Lake Ilinalta . Swimming around the perimeter of the lake , one will encounter groups of 3 small fish swimming near the surface ; these fish can be caught for reagents as well , but there will be a group of 3 dartwings hovering just overhead above the surface . It is best to catch the dartwings before the fish , as the former quickly dart away once disturbed whereas the fish will remain . Since this process involves swimming , it may be easiest to carry it out in the first person view . Spotting the group of fish from a distance while under water , then surfacing to line up with the dartwings , then rushing forward to grab as many as possible can be an effective technique . The fish will not startle or swim away and can be harvested themselves for additional reagents afterwards . For faster harvesting later in the game , one can use the Destruction spell Ice Storm which will speed the process up significantly . This is because insects caught in this spell ' s " field of effect " are not flung away , but rather remain frozen in place then fall directly to the ground where they may be easily picked up . Telekinesis is great for retrieval or to simply locate items in grassy areas . The fish hatchery included in the add - on is the best known location for harvesting . Just cast Ice Storm so that it skims over the water and the frozen dartwings will fall to the bottom . The unique color of the lake floor makes this location ideal for easily locating the frozen dartwings . This technique can also be used inside the garden wing ( if built ) and if aimed carefully will cause little to no chaos with the placed items . Sometimes casting straight up will cause insects previously unseen to fall . Potions . " † multiple effects "