naist-nlp/zeshel huggingface dataset:
Aerin ( Skyrim ) Aerin is an Imperial who lives in Aerin ' s House in Riften , and can frequently be found with Mjoll the Lioness at the Bee and Barb . Background . Aerin saved the life of Mjoll the Lioness , whom he found dying outside the Dwemer ruin of Mzinchaleft . Mjoll says that a Dwemer Centurion bested her in battle , but she was able to crawl out of the ruin just before losing consciousness . When she awoke , Aerin was there , and he brought her to his home and nursed her back to health . According to Mjoll , Aerin told her of the problems of his home city of Riften , and Mjoll decided to stay and purge the city of its ills . Since that time , Aerin has followed Mjoll and she continues to reside in his house . Interactions . Aerin always follows Mjoll unless she is recruited as a follower of the Dragonborn . Aerin will accompany Mjoll to her new home if she marries the Dragonborn and is not a follower . If Mjoll joins the Blades , Aerin can be found in Sky Haven Temple . If Mjoll and the other Blades meet up with the Dragonborn to slay a dragon , Aerin accompanies them . He rarely survives such encounters . If one is annoyed by the constant presence of Aerin ( after marrying Mjoll the Lioness ) , he can be killed . Mjoll will attack the Dragonborn if she spots them attacking Aerin , but leaving the house and waiting a while or paying off the bounty ( if received ) will calm Mjoll . Another known tactic is to recruit Mjoll as a follower and order her to wait somewhere such as in Honeyside ( if owned ) - anywhere outside Aerin ' s house . Aerin will usually automatically return to the home after Mjoll is recruited . Aerin can be easily killed inside the home without detection ( though the Dragonborn can optionally wait until late hours when most NPCs are known to sleep before doing this ) . This avoids gaining a bounty or even drawing Aerin ' s death to Mjoll ' s attention at all . This will work best if married to Mjoll , as the Dragonborn will receive a key to Aerin ' s house , and after moving with her to another house such as Honeyside . Obviously , killing Aerin renders him unavailable for any of the missions mentioned below though his absence doesn ' t negatively impact any of them ; the Dragonborn can always wait until after completing these missions before eliminating Aerin . Rescue Mission . In this radiant quest , Aerin may be found locked in Rannveig ' s Fast in one of Sild ' s cages after escaping from the trap . The Fishing Job . As part of this radiant quest , Aerin ' s Silver Sapphire Necklace is one of numerous potential targets provided by Delvin Mallory of the Thieves Guild . Hunting the Monster . Aerin may be one of the possible contacts to find the location of a vampire in .
Andurs ' Amulet of Arkay Andurs ' Amulet of Arkay is a quest item in . Quests . Andurs ' Arkay Amulet . Andurs will ask for help to retrieve the amulet from the catacombs , which has recently experienced the re - animation of a few skeletons . Locations . It can be found in the Hall of the Dead in Whiterun .
Kireth ' s Journal , Page 19 Content . Curse the luck ! Stupid , cheap journal binding ! Some of my best entries have fallen out ! Oh , well . This whole place rumbles every so often . As I get deeper into the ruins , Mzulft feels more and more unstable . It ' s like the entire structure is about to collapse or something . That would be bad . I came across spots where the walls and ceiling have fallen in , letting in snow and sunshine . And I feel a cold breeze blowing from deeper in . I hope the passage I ' m looking for isn ' t buried . Damn ! The wind took another page !
The Windstorm The Windstorm is a Ship docked in the port of the town of Seyda Neen , and is the first location visited if entering Vvardenfell through the aforementioned town . Sublocations . The Windstorm . The inside of the hull of the ship . It has no characters or objects of interest . Quests . Divine Conundrum . As the first trip to Vvardenfell , the Vestige can either use travel options to either Vivec City or Seyda Neen , and if chosen Seyda Neen , the first location and ship of usage would be the Windstorm .
Haknir ' s Crew Haknir ' s Crew are enemies found in . Quests . Deathbrand . Up to seventeen of Haknir ' s Crew can be encountered in deep within Gyldenhul Barrow at the conclusion of the quest " Deathbrand . " They are summoned by the ghost of Haknir Death - Brand to aid him during battle . Combat . A mix of melee warriors , archers and mages .
Wild Animal Wild Animal is a Fighters Guild quest available during the events of . The Agent is sent into a local building to kill a wild animal that has broken into the property . Background . Having proven their worth by completing some menial tasks , the Agent can join the Fighters Guild in the Iliac Bay . With full Fighters Guild membership , the Agent will be paid for completing quests for the Guild , and will improve their reputation to gain ranks within . Walkthrough . With full Fighters Guild membership comes more difficult tasks for the Agent , as revealed by one of the Guild ' s Questgivers when spoken to . This time , the Agent is told that a wild animal has broken into a local building , and the Guild has been paid to remove it . Accepting the quest reveals that the animal , either a grizzly bear , sabertooth tiger , giant spider or a harpy , will need to be destroyed . A Beastly Nuisance . The Questgiver will not mark the building ' s location on the Agent ' s map , so a brief interrogation of the local populous is required to find the building . Once inside , the Agent will be instantly attacked by the creature , which has an equal chance of being any of the four listed above . It is important to note that the Agent will need to use magicka , and / or a weapon of Dwarven quality or better , if the creature proves to be a Harpy . Once the animal lies dead , the Agent must return to the Questgiver before the time limit expires to claim their reward . Rewards . The Agent will be paid a random amount of for killing the animal , as well as a standard boost to their reputation within the Guild . Furthermore , the Agent has a one in four chance of receiving a random map from the Questgiver for successfully killing the creature . Failing the quest will not only see the Agent forefit a reward , but also have their standing with the Guild harmed :
Eldbjorg ' s Needed Ingredients Content . < poem > 14 Dremora Toes ( preferably " pinky " toes ) 12 Cured Kwama Skins 3 Life - size Orchicalc Skeever Statuettes 2 bowls of Molding Merringar Chowder 7 Werewolf Nosehairs ( can substitute another Lycanthrope ! ) 12 horn - fulls of green - dyed cotton 25 Seadrake feathers 1 Fossilized Dwarven Fingernail 3 drams of a Bosmer Maiden ' s Blood 2 barrels of Vampire Dust 3 locks of curly Wyress hair ( blonde or brunette , not black ) 3 Unfinished Grimoires 1 Filled Lich Phylactery 28 Khajiit Tails 4 Moistened Hagraven Lips ( upper and lower ) 3 Iron Ingots < / poem >
Imperial City ( Arena ) The Imperial City is a large city in the center of the Imperial Province . It is one of several possible locations that the Eternal Champion will have to visit in . The Imperial City is the final place for " Arena " ' s main quest line , where both the Eternal Champion and Jagar Tharn have their final duel . Layout . The Imperial City is a substantially large city , which unlike all other randomly generated cities in " Arena " , appears to be handcrafted . The city consists of a long , empty stretch of brick road that spans from the city gates to the north , to the palace gates which are directly south . The entire city is a spaced out set of buildings , set up in a block - like fashion . Multiple statues , lamps , and foliage are set around the central walkway . Geography . The Imperial City is connected by six roads each leading to their own separate settlement within six of Tamriel ' s provinces , with the exception of the Summerset Isles and High Rock . To the north is the village of Riverwood in the southern parts of Skyrim , to the south is the city - state of Riverhold in the northern parts of Elsweyr , to the west is the village of Stonedale in the eastern parts of Hammerfell , to the east is the city - state of Kragenmoor in the western parts of Morrowind , to the southwest is the city - state of Arenthia in the northwestern parts of Valenwood , and lastly to the southeast is the city - state of Gideon in the northwestern parts of Black Marsh . Quests . Escape From Prison . The first main quest of " Arena " . After being imprisoned by Jagar Tharn , Ria Silmane brings the Eternal Champion up - to - date on Tharn ' s betrayal in his prison cell , and after gaining the cell ' s key the champion starts his ten - year journey to rebuild the Staff of Chaos . Imperial Palace . The last main quest of " Arena " . After collecting all of the eight split pieces of the Staff of Chaos from the eight provinces of Tamriel surrounding the Imperial Province , the Eternal Champion ' s final quest lies in a fight to reach the final floor of the Imperial Palace , where Jagar Tharn , the Jewel of Fire , and an army of monsters await .
Sacellum of Boethiah The Sacellum of Boethiah is a Daedric Shrine east of Windhelm . After level 30 , it will be populated by Cultists of Boethiah . Location . From Windhelm , travel northeast until passing Hlaalu Farm and Hollyfrost Farm . Keep following the road east and stay slightly to the right until one comes upon Traitor ' s Post , a bandit hideout . There is a fork in the road here ; stay to the right until parallel to the road the Dragonborn was just on and traveling west . On approach , the sky will slowly turn to night , regardless of whether it is day . A scavenger and troll may be encountered on this road . Many burned bodies are lying around the Sacrificial Pillar meaning that a lot of people have been sacrificed before . Quests . " Note : if the Dragonborn visits the location prior to level 30 the quest will not activate , and the location will be empty . " Daedric Markings . The Daedric markings on the pillar read : This translates to : " " I am alive because that one is dead . " " I exist because I have the will to do so . " "
Isle of Balfiera The Isle of Balfiera , also known as Balfiera Island , is an island in the Iliac Bay . It has been used for centuries as a neutral meeting place for diplomatic negotiations and treaty signings by the kingdoms of High Rock . It consists of six islands , one is uninhabited . It is also famous for the enigmatic structure known as Direnni Tower , a circular tower soaring hundreds of feet into the air . The traditional ruler of the island is known as the Castellan of Balfiera , perhaps reflecting his original role as commander of Direnni Tower , which was used as a fortress , palace , and prison by the infamous Direnni Hegemony . Even more curiously , the hereditary Castellans are High Elves , the only known Elven ruling family remaining in human lands . The Castellans continue to reside in the Tower , though its true provenance and purpose remains a mystery . History . A recent archaeological study , using the newer techniques of divination and sorcery of the Third Era , has pushed the Tower ' s construction date back to around ME 2500 , making it by far the oldest structure in Tamriel . Although it has been much modified and added onto over the years , its core is a smooth cylinder . The Tower is believed to extend at least as far beneath the surface as is now visible above , although its deepest bowels have never been systematically explored . Following the take - over of Bisnensel by High Priest Uluscant in 1E 460 , Ayleid King Laloriaran Dynar and his family fled to the island , where they were given sanctuary by the Direnni . He later became a tactician and strategist to the Direnni , and with his services Hoag Merkiller was defeated , and the Battle of Glenumbra Moors was won . In 1E 2200 , when the Thrassian Plague killed half of Tamriel ' s population , the island was used as a refuge for nobility from Daggerfall , Sentinel , and Wayrest . Shortly before the Warp in the West , the Hero of Daggerfall came to the isle in 3E 405 , and rescued Medora Direnni from the Adamantine Tower . They then managed to lift the curse put on the tower of Nulfaga .
Belt of Nimbleness " Belt of Nimbleness " ' is a generic belt enchant ed with Restoration magic . Locations . Belt of Nimbleness appears as random loot , and there are 18 possible instances where it can spawn . It has only 1 static occurrence , included in Sorkvild the Raven ' s inventory . He resides at his tower in Dagon Fel .
Tama Tama is a Dunmer living at the Weynon Priory in Cyrodiil , east of Chorrol . Background . Tama spent her youth growing up in Deshaan , and was taught the faith of the Tribunal - the gods Almalexia , Vivec , and Sotha Sil . One day , she had an encounter with a priest of Akatosh . The priest , at great personal risk , came to the city to spread the word of Akatosh . While most the people around her jeered and threw rotten Kwama eggs at him , Tama felt a " divine presence " fill her heart . Unfortunately , the priest was tortured and killed by a mob . That night , Tama ran away to Weynon Priory , remembering the priest saying that this was where he came from . After arriving at the priory , Tama praised Akatosh for protecting her during her travel and dedicated her life to serving him .
Weye ( Oblivion ) Weye is a small settlement on the west end of the Imperial City Bridge . At Weye , there is a single house on one side of the road and a tavern called Wawnet Inn ( owned by Nerussa ) on the other side . The player can obtain the quest Go Fish from the fisherman Aelwin Merowald who lives in Weye , and the quest A Venerable Vintage from Nerussa . Nearby is the Ayleid Ruin Fanacasecul .
Nerussa Nerussa is an Altmer who runs the Wawnet Inn in the Weye settlement outside of the Imperial City . She is an avid collector of fine wines and will pay 1 , 000 for six bottles of the very rare Shadowbanish Wine , and then 100 for each subsequent wine bottle . Interactions . A Venerable Vintage . An alchemist who was also a vintner created the wine for the Imperial Legion soldiers who were posted at the forts dotting the countryside . The wine not only tasted good but also granted Night - Eye , making it useful for the night watch .
Vuldngrav Vuldngrav is a dungeon located in the province of Skyrim . Explore Vuldngrav is a quest objective in the quest " Simply Misplaced . " It is inhabited by several Draugr and the Dragon Priest Korthor . Walkthrough . Upon arriving to the portal destination , the Vestige and Shalidor will be in Vuldngrav , a Nordic tomb . Progressing further down the hallway will be a door . Opening the door will lead to a large room with many urns and an ice barrier at the gate . A box will lie at the right side of the room guarded by two Draugr . Opening the box will reveal that there is nothing in it and Korthor will begin speaking . He will send out three waves of Draugr in an attempt to kill the Vestige . Upon defeating the Draugr , Korthor will challenge Shalidor and the Vestige to face him . He will remove the ice barrier from the gate . Upon going through the gate , a stairway will lead up to a corridor . Two Draugr will be stationed there , and can easily be killed . To the left and right will be two small hallways , though they will both lead to the same place . Upon going to the meeting place of the hallways , three Draugr can be seen . These Draugr can easily be bypassed if the Vestige goes invisible and walks by them from their left or right or can be killed in combat . Behind them will be a staircase leading up to a large room with Korthor . A Draugr can be found walking back and forth patrolling the small hall in front of Korthor and can be defeated easily . Korthor will be found levitating on a Daedric rune . Once he notices the Vestige and Shalidor , he will get on his feet and pull out his sword . He will then summon a bone - like Daedra to help him fight and will cast spells against the two . Once he is defeated , the Fork of Horripilation can be found on his body . Haskill when then appear with a portal behind him . Quests . Simply Misplaced . Haskill asks the Vestige to recover two of the Daedric Artifacts of Sheogorath , the Fork of Horripilation and the Wabbajack .
Red Rook Orders : Cryptwatch Content . The feeble Lion Guard has left yet another fort abandoned and ripe for plunder . This one , called Cryptwatch Fort , is located near Crosswych . Your orders are simple : find the fort and turn it into a base of operations for the Red Rooks . What could be better than a fort we can move right into ? It will help us further establish our presence in King ' s Guard , and it will provide another layer of protection in case the Bloodthorn Cult turns against us . Also , prepare for a meeting with Valenwe and her entourage . It would be good to add their unique skills to our cause .
Sunguard Sunguard is a town in the province of Skyrim . It is one of many possible locations that the Eternal Champion may discover in . Geography . Sunguard is connected to three settlements . To the west is Nimalten City , to the northeast is Reich Corigate , and to the southeast is Greenwall .
Gothway Garden Gothway Garden is a city in the region of Daggerfall , High Rock . It is the nearest city to the Privateer ' s Hold . It contains a bank , five general stores , a Mages Guild hall , and a Fighters Guild hall , a Temple of Kynareth , a Resolution of Z ' en chapter , and three taverns .
Sanctuary ( Morrowind ) Sanctuary is a magic al effect and a spell that increases the target ' s chance of dodging attacks . It impacts hand - to - hand combat , and evading attacks made with melee or ranged weapons , but has no effect on magic . Sanctuary is a member of the Illusion school of magic , governed by Personality . Its base Magicka cost is 1 point . This effect ' s magnitude is added directly to the target ' s percent chance of evading physical attacks . For example , a person with a 15 % chance who uses a 10 - point effect will have a 25 % chance for the duration . The portion added by the effect is not influenced by Fatigue . Sanctuary has a greater impact on the chance of evasion than fortifying Agility or Luck attributes by the same amount ( even when fully rested ) for the same Magicka base cost . Character creation . There are three ways to acquire a Sanctuary spell during character creation : Spells . The following spells consist of a Sanctuary effect . They may include additional effects . See articles for details . Merchants . The following spell merchants are purveyors of a spell consisting of a Sanctuary effect : Items . The following items consist of a Sanctuary effect . They may include additional effects . See articles for details .
Thalmor Wizard The Thalmor Wizards are an elite group of Altmer mages . They are competent in both Destruction and Illusion magic . Outfitted in Thalmor Robes and Hooded Thalmor Robes , which decrease Destruction spell costs by 12 % , each one also posses an Elven Dagger . In battle , Thalmor Wizards switch between ranged shock spells such as Sparks , Lightning Bolt or Chain Lightning and Ward s . Some Thalmor Wizards summon Storm Atronachs or Flame Atronachs ( level - dependent ) . Interactions . Thalmor Wizards appear at the Thalmor Embassy , serving as guards to the restricted areas . Several more accompany Thalmor Soldiers in The Ratway Vaults and The Ratway Warrens , searching for Esbern and the Dragonborn . The Illusion perk Kindred Mage is needed for Thalmor Wizards to be affected by Illusion spells such as Fear and Pacify .
Snowclad Ruins Snowclad Ruins is a location on the island of Solstheim in . Background . The ruins are located near the Temple of Miraak , and are slightly dilapidated , and a pool of water sits to the side , eventually giving way to a waterfall . There is little to be found at the ruins themselves , aside from a skull , a deer hide , and a rabbit to harvest . There is a chest located in the pool ; just to the left of the stairs that lead into the water , directly under the waterfall . Another chest is located on the roof of the ruin accessed by jumping up the angled rocks on the right side of the structure .
Cori Silmoor Cori Silmoor is a village in the province of Valenwood . It is one of several possible locations that the Eternal Champion may discover in . Geography . Cori Silmoor is connected to three settlements . To the north is Emperors Run , to the southeast is Glenpoint , to the southwest is Woodhearth .
Fort Linchal Fort Linchal is a fort found north - northeast of Kvatch and north of Sandstone Cavern or Shetcombe Farm . There is a necromancer altar outside of the entrance to Fort Linchal . Some distance to the east is an Ayleid Well and a short distance to the south is an Ayleid Well . Viper ' s Bugloss and Motherwort plant s are scattered about the ruins .
Norbert Lelles Norbert Lelles is a Breton trader and the proprietor of Lelles ' Quality Merchandise outside of the walls of Anvil . He sells general goods , and is an Apprentice in Mercantile skill . Interactions . The Unfortunate Shopkeeper . He and his shop are involved in this Fighters Guild quest . Norbert is having a lot of break - ins at his store , in the waterfront area of Anvil . He invites the Hero to stay overnight and discover who the thieves are .