naist-nlp/zeshel huggingface dataset:
Random Encounters ( Skyrim ) Random encounters are world events that can happen in when the Dragonborn enters an area . Instead of having set locations for each creature to spawn , the game generates an encounter based on decisions the Dragonborn has made , the status the Dragonborn has with a specific faction , the Dragonborn ' s level , and so on . Random encounters can occur at a large number of pre - fixed locations scattered around the game world . Different encounters can occur at the same location , if it is revisited after some time has passed . Additionally , most encounters can occur several times in one playthrough of the game ; even encounters that involve unique characters might occur more than once . Some random encounters happen for role - playing purposes only and won ' t affect the Dragonborn , such as a hunter chasing a fox or M ' aiq the Liar commenting on the world . Others will begin quests , such as finding Alik ' r warrior s interrogating Redguard females . There are also encounters that will spawn a hostile group that will attack the Dragonborn . There are a total of 95 Random Encounters in " Skyrim " . Not all can be encountered in the one game , as some counteract each other , depending on choices made during quests . More encounters are included when add - ons like have been installed . Notably , most enemies that are unique to random encounters ( e . g . Scavengers , robbers , Assassins , Werewolves , Vampires , rival adventurers , Bandits dressed as imperial soldiers , etc . ) level with the Dragonborn , and can be unusually powerful opponents at higher levels . While most random encounter characters disappear once the Dragonborn leaves the area , some random encounter NPCs including the Revelers , the Frightened Woman , and Sond and Bottar will travel to the nearest farm or mill after the encounter occurs , where they will take up residence as laborers and can be found for the rest of the game . Random encounters are not limited to the wilderness of " Skyrim " , as they can occur inside various buildings , such as the Vilemyr Inn .
Ronthil Ronthil is a Bosmer vampire residing in Castle Volkihar . He is an assistant to Feran Sadri and serves as a General goods merchant and Expert Speech trainer . Background . Most likely a new initiate , Ronthil does not hold very much respect among the other Volkihar vampires . So little that he sleeps not in a coffin , but on the floor space behind a bookshelf in the alchemy room of Castle Volkihar . He is determined to seem useful to the other members of the court and is very eager in pleasing others as much as possible . He believes it ' s good to have powerful allies , which perhaps explains his enthusiastic disposition . He is very grateful that Feran Sadri has allowed him to be his assistant and follows his orders without question . He is also known to carry out tasks that Feran or Garan Marethi find distasteful or consider beneath them . Interactions . He will offer his services as a general goods merchant to Dragonborn if Harkon ' s court is joined . He will also offer training in Speech to an expert level . During the Dawnguard side of Kindred Judgment , he will take refuge in the room of coffins and attack with a bow and arrows if discovered .
Cultist A Cultist is an enemy type found in . They are followers of the dragon priest Miraak and are encountered during the main questline . They wear a mixed selection of clothing , heavy and light armor consisting of robes , gloves , boots and a mask . They also carry a leveled dagger . They are typically Dunmer , although they can also be Nord on occasion . Interactions . Dragonborn . Some time after starting the quest " The Horn of Jurgen Windcaller , " two cultists will approach the Dragonborn in any town or the wilderness and ask if they are the one they call Dragonborn . Every answer results in them attacking . After they have been killed , they can be searched for a note that explains their motives and triggers the quest " Dragonborn . " Further encounters will occur in Skyrim and Solstheim from time to time until Miraak is defeated . The Temple of Miraak . After traveling to Solstheim , Cultists will appear inside the Temple of Miraak and around some All - Maker Stones . After the completion of the main Dragonborn questline , two cultists will spawn outside the Temple of Miraak and respawn after a given time . Combat . They typically use fire and shock spells , alongside a ward . If an opponent gets into melee range , the Cultist will switch to wielding a dagger . They sometimes will summon Flame Atronachs to help them . Variants . Cultist . The lowest level of cultist typically encountered at lower levels . Cultist Adept . The Cultist Adept is a medium to high level regular cultist . They are not as powerful as an Ascendant Cultist . Ascendant Cultist . An Ascendant Cultist is the strongest form of regular Cultist . They are not as powerful as the boss level Arch Cultist , but are more powerful than the Cultist Adepts . They use lightning spells , including Lightning Storm . Master Cultist . The Master Cultist is the second strongest cultist , and the weakest boss cultists . They attack much like a regular cultist using fire or shock spells . Master cultists use the same spell set as ascendant cultists . They have more health and magicka than other cultists . Arch Cultist . An Arch Cultist is the strongest form of Cultist . They are typically bosses and use lightning spells , including Lightning Storm . At times they can be very sloppy and slow and can be taken advantage of at this time .
Brusef Amelion ' s Shield Brusef Amelion ' s Shield is a light armor shield found in the Amelion Tomb . The Hero can keep this shield as it is only the sword and the Brusef Amelion ' s Cuirass that they must give away instead of paying the money to complete the " Amelion ' s Debt " quest .
Fast Eddie Edd " Fast Eddie " Theman is a Dunmer Sorcerer . He resides in his house in north - central Balmora while " things cool off a bit in House Telvanni . " Background . Fast Eddie is a Sorcerer , and a Lawman with the Telvanni , for whom he offers quests . He has some House - related grievances with Dratha and Gothren . Eddie is the only one that can become the Nerevarine ' s Mouth ( spokesperson ) if they are a member of House Telvanni . Items . Edd wears Common Pants , Common Shoes , a Common Shirt and a Common Belt . He fights with an Iron Dagger and carries an Apprentice Lockpick .
Custom Armor Price List Custom Armor Price List contains all the information needed to retain Bols Indalen ' s services . He provides the list upon request at his stall on the first floor of Craftsmen ' s Hall . Contact . YOUR LIFEDEPENDS ON IT ! When your life is on the line , you demand the very best . And the very best is . . . CUSTOM ARMORBY BOLS INDALEN Hand - crafted glass , adamantium , and ebony armors , custom - fitted to your frame , provide the very best protection . For generations , the Indalen family have provided custom armors for the greatest nobles and warriors of Mournhold - - and at a price you can afford . You provide the materials and pay for our peerless craftsmanship . . . and in 24 hours , you can be wearing your very own custom armor . MATERIALS AND PRICE LIST EBONY ARMORS Ebony Cuirass : 30 raw ebony and 24500 gold Ebony Left Pauldron : 21 raw ebony and 16800 gold Ebony Right Pauldron : 21 raw ebony and 16800 gold Ebony Left Bracer : 12 raw ebony and 7000 gold Ebony Right Bracer : 12 raw ebony and 7000 gold Ebony Greaves : 18 raw ebony and 15400 gold Ebony Boots : 9 raw ebony and 7000 gold Ebony Helm : 12 raw ebony and 10500 gold GLASS ARMORS Glass Cuirass : 30 raw glass and 19600 gold Glass Left Pauldron : 21 raw glass and 13400 gold Glass Right Pauldron : 21 raw glass and 13400 gold Glass Left Bracer : 12 raw glass and 5600 gold Glass Right Bracer : 12 raw glass and 5600 gold Glass Greaves : 18 raw glass and 12300 gold Glass Boots : 9 raw glass and 5600 gold Glass Helm : 12 raw glass and 8400 gold ADAMANTIUM ARMORS Adamantium Cuirass : 10 adamantium ore and 6000 gold Adamantium Left Pauldron : 7 adamantium ore and 500 gold Adamantium Right Pauldron : 7 adamantium ore and 500 gold Adamantium Left Bracer : 4 adamantium ore and 600 gold Adamantium Right Bracer : 4 adamantium ore and 600 gold Adamantium Greaves : 6 adamantium ore and 6000 gold Adamantium Boots : 3 adamantium ore and 4200 gold Adamantium Helm : 4 adamantium ore and 3000 gold
Jiub ( Dawnguard ) Jiub is a Dunmer ghost who may be found in the Soul Cairn . In life , he was a prisoner in the boat which the Nerevarine took to Morrowind , and eventually became a saint . He died during the Oblivion Crisis , where his soul was captured by Mehrunes Dagon . Background . Jiub ' s early life was dark and a time that he himself deeply regrets . Murder was always in demand in his homeland of Morrowind , and so he worked as a low - grade assassin to feed his skooma addiction . It was a choice that led to his eventual incarceration . Prisoner . Jiub was sent to prison after a failed assassination on a high - ranking official of House Redoran . A rival assassin from the Morag Tong reached his target first and alerted the guards to cover his tracks . Jiub was sent to jail in Vivec City after his trial . Upon his release in 3E 427 , he was transferred by ship alongside the Nerevarine from the Imperial City to Morrowind . It was at this time he decided to turn his life around to seek redemption . He felt compelled to give something back to the people of Morrowind , so he decided to embark upon a crusade against the Cliff Racer s who plagued his homeland . Slayer . In the following years , Jiub sought out and slayed the winged menace across the ashlands of Morrowind and beyond . On one occasion , a Cliff Racer he was pursuing led him into an ambush . According to Jiub , the entire nest attacked him - but over the course of two full days Jiub was victorious after killing seventy six of them . Saint . For his efforts in wiping out the Cliff Racers from Vvardenfell , he was saint ed by the Tribunal Temple . He became a hero across the region of Morrowind and even had a festival , known as Saint Jiub ' s Fair , named after him . Death . During the events of , Jiub later moved to Kvatch in Cyrodiil to focus on his writing , but his life was tragically cut short when an Oblivion Gate opened outside the city in 3E 433 . His soul was captured by a Dremora during the attack on the city and sent to the Soul Cairn . Interactions . Impatience of a Saint . The Dragonborn can interact with the spiritual essence of Jiub and accept a quest to find the pages of his first volume of his autobiography ; its pages are scattered across the barren landscape of Soul Cairn . Jiub also mentions life in Morrowind and Cyrodiil and how he was imprisoned . When he is first encountered he is under the impression that he is imprisoned in Tamriel , although he has no idea how he came to be imprisoned or that he has been dead for over 200 years .
The Source of the Bone Content . By Selalleth The bones of every beast have stories to tell . They have memories of stalking through the vines , of flying through the canopy . Of hunting and killing and eating . When we shape the bone into arrows , we prepare a Death Story , and the bone we choose has great meaning . Some laugh at this or roll their eyes , calling any arrow " just an arrow , " but the Bosmer know bones tell the best tales . Bones from birds of prey rarely miss , and those of great lizards and snakes are quick and sharp . Arrows made from prey creatures are fleet , those from hunters bite deep into their marks . Cheerful arrows for warning shots are best made from monkeys . The more dangerous the beast , the more deadly the result . These are but a few we know : The river droop , torpid bottom - dweller , bristles with venomous spines that induce sleep plagued by nightmares . The size of a large dog , it is lazy and easy to catch , but it is tricky to handle and worthless to eat . An arrow fashioned from its dense ribs and spine carries the weight of sluggish rivers and tortured sleep , and it dulls a foe ' s senses . Wounds from senche - tiger arrows bleed foes dry . They should be cut jagged and cruel , like the claws of the beast . They are swift and silent , remembering the way to stalk through the undergrowth and pounce , thirsty for the tang of warm blood . Bones from a senche - tiger you did not kill do not speak with the same power ; respect must be earned . Old whispers say that arrows made from the mighty swamp - beast , the wamasu , carry a jolt that rattles deep inside the bones . Pursuing this terror is a worthy task ; it lurks deep in the mires of Black Marsh and slaughters nearly all who stumble upon it . Its bones shine black as night . Touching them tingles . The power lingers for years . These truths are not often written , like so much of my people ' s knowledge , so treat them with honor . Know that every archer favors a different beast and forms a bond with it through the hunt . May you find your own , and may your shots strike true .
Clan Quarra Clan Quarra is one of the three major vampire bloodlines found in . The vampires of the Quarra Clan are fierce warriors that fear nothing . They are the physically strongest of all the Vvardenfell vampire clans . Volrina Quarra led the clan from the Dwemer Ruin of Druscashti at the end of the Third Era . They , like their rival vampire clans , also had a presence in the many ancestral tombs around Vvardenfell . In 3E 427 Volrina Quarra was slain , as a vial of her blood was wanted by both Mistress Dratha of House Telvanni and the Clan Berne . Aundae Clan then killed many of the remaining members of the clan .
Zanabi Zanabi is a cave in located directly west from Balmora and just south of Hlormaren . Four smugglers and a couple of Nix - Hounds inhabit the cave . A large amount of loot , including Skooma , Moon Sugar , some Dwarven weapons and armor , and crates with random items can be found here .
Damage ( Oblivion ) Damage refers to harming an opponent , either physically or magically . Physical damage . Physical damage amount of damage that a character does with his weapon is affected by several things : The exact calculations to attain the damage done are as follows . ( ) Weapon Rating = Base Weapon Damage * 0 . 5 * ( 0 . 75 + Attribute * 0 . 005 ) * Damage = ( Weapon Rating + Arrow Rating ) * ( Fatigue / Max Fatigue + 1 ) / 2 * Sneak Multiplier * Power Attack Multiplier * Opponent Armor Rating * Opponent Weapon Resistance Physical damage is unable to harm spiritual creatures , such as ghosts or wraiths . Normal , non - enchanted weapon cannot harm them , with the exception of silver weapons and daedric weapons . Enchanted weapons , however , will continue to do damage to these creatures , even when they are fully discharged . Magical damage . Magical damage refers to elemental attack spells , mainly those from the Destruction line . They are used to directly damage an enemy . Certain races and creatures are naturally resistant to specific elemental damage , so some spells may have little or no effect on these opponents . The three types of magical damage spells are : Damaging attributes or skills . Certain spells or enchanted items use magical energy to lower the value of a target ' s attributes , skills , health , magicka , or fatigue . Damaged attributes and skills can only be restored with a Restore effect spell or potion or by praying at an Altar of the Nine . The magnitude is the units lost each second of duration . This also applies to Damage effects , as in the effects of some ingredients .
Boreal Stone Cave Boreal Stone Cave is a small cave located west of Bruma in the Jerall Mountains . It is part of the quest " A Brotherhood Betrayed , " where the Hero of Kvatch will find Raynil Dralas and the artifact he is trying to take . Other than three chests , there is nothing else significant about the cave . Quests . A Brotherhood Betrayed . It appears that a vampire in town was recently killed by Raynil Dralas , a self - proclaimed vampire hunter .
Levitation Act The Levitation Act is a law passed throughout the Empire in 3E 421 that banned the use of levitation magic . The Imperial province of Morrowind is not subject to the law because , although it is part of the Empire , the native Dunmer retained self - rule and house traditions . As such , levitation magic was prevalent in Morrowind and Vvardenfell in the late Third Era .
Evette San ' s House Evette San ' s House is a houses in , in Solitude . Description . This is the home of Evette San , the Spiced Wine seller who resides in Solitude . It is located between Jala ' s House and Addvar ' s House . It is a two - story building with a kitchen , a pantry , and two sleeping areas . There is little of value to loot , just some food items in the pantry , five iron ingots , and some in the chests upstairs .
Circus of Cheerful Slaughter ( Quest ) Circus of Cheerful Slaughter is a quest available in . Valaste cannot find anything in " " Circus of Cheerful Slaughter " " that tells her what the next of Sheogorath ' s trials is . She lets the Vestige try to read the book , and they are transported to Circus of Cheerful Slaughter . Sheogorath wants to put on a play about the Mages Guild and the alliances . He enlists the Vestige to help . Walkthrough . In each of the sections , the player will have to fight characters important to the storyline . One example would be Razum - dar in the Aldmeri section .
Red Wave The Red Wave is a ship in . It is an unmarked ship docked in Solitude ' s harbor outside the East Empire Company Warehouse . It is the location for the last of the Dark Brotherhood side contracts given by Nazir . It has named guards , who do not attack on sight . They initially warn the Dragonborn , telling them they ' re " not supposed to be in here " , although they don ' t actually do anything . Quests . The Dainty Sload . Completing Small Jobs for Delvin Mallory enough times will cause him to reveal the location of Sabine ' s Footlocker , in which the beverage Balmora Blue may be found . The key to the Footlocker may be obtained from Sabine Nytte . The last contract obtained from Nazir . It is best to deal with the Thieves Guild quest above before handling this one . Hired Muscle . Eris , Dorian , and Xander are possible targets in this quest .
Ancestor Guardian ( Morrowind ) Ancestor Guardian is a Dunmer racial power that draws upon the caster ' s heritage to summon forth the spirit of a fallen ancestor . The use of ancestor warding , called " good necromancy , " is a benchmark of Dunmer faith which encompasses Daedric worship and ancestor worship . Acquisition . The spirit of an ancestor can be called forth by members of the Dunmer race to guide the caster ' s movements and protect the caster from harm during battle . The caster ' s percent chance of evading hand - to - hand , armed melee , and ranged attacks is increased by fifty for one minute . This power can be used once per day .
Fendryn Delvi Fendryn Delvi is a Dunmer gondolier who resides near the Telvanni Canton of Vivec City . He wears a gondolier shirt , a gondoiler ' s helm , a pair of common pants , and wields an iron dagger . Services . Transport . His gondola can take the Nerevarine to the Arena Canton , the Temple Canton and the Foreign Quarter Canton .
Nirnroot ( Oblivion ) Nirnroot is an ingredient in . It can be found near water sources throughout Cyrodiil . Many Nirnroots are found in pots within shops , homes , and guilds . Taking some of these potted samples is a crime . Biology . Unlike all other plants in the game , Nirnroot does not regrow ; each plant can only be harvested once . Consequently , Nirnroot is a rare plant — so rare , in fact , that no alchemist recognizes what the plant is except a man named Sinderion , located in the basement of the West Weald Inn in Skingrad . Number of plants . There are a total of 306 Nirnroots in Cyrodiil ( 263 outdoors , 43 indoors ) . Locating them . Most Nirnroots are found near bodies of water , some are found in various buildings throughout Cyrodiil . Paying attention to shorelines and potted plants while traveling helps locate these plants without extra effort . A faint , pulsating sound emits from the location of a Nirnroot . Quests . Seeking Your Roots . Speak to Sinderion in the basement of the West Weald Inn in Skingrad , or harvest Nirnroot for the first time then speak to any alchemist to learn Sinderions location . After collecting enough Nirnroot , Sinderion will create an Elixir of Exploration with increasing degrees of strength . He will then sell them to the Champion at a discount , as well as give them one for free . Locations . Region locations . Generally speaking , one can walk or ride along any major or minor body of water and find Nirnroot growing . Sometimes they grow between rocks or behind trees , and so require a bit of searching , but most often they are found relatively out in the open . Traveling along the Niben between Leyawiin and Bravil will yield quite a few Nirnroot . Console . Nirnroot can be added using the console on PC versions of . To acquire them this way , type : codice _ 1 , where codice _ 2 denotes the desired amount .
Ria Silmane Ria Silmane was an Imperial apprentice to Imperial Battlemage Jagar Tharn in 3E 389 . Biography . When Jagar Tharn took control of the Empire in 3E 389 , Ria Silmane tried to warn the Elder Council of his treachery . However , before she could , Tharn used the Staff of Chaos and destroyed her corporeal body . Using her powers as a sorceress , she fought going to the afterlife and instead appeared to the Eternal Champion in the Imperial Dungeons as an incorporeal spirit . She would have gone to the Elder Council instead , but she was killed close to Talin , and appearing to the Elder Council would have taken too much of her energy . She told the champion of Tharn ' s betrayal , freed him from his cell , and set him on his quest to obtain the Staff of Chaos . The more she used her powers after that , the shorter she could remain in the world , so she only appeared to the champion in his dreams from then on , which required less energy . In 3E 399 , the Eternal Champion finally obtained all 8 pieces of the Staff of Chaos , and defeated Jagar Tharn in the Imperial Palace . Ria Silmane then let herself enter into the afterlife .
The Wood Elves of Valenwood Content . Unlike their Altmeri and Dunmeri brethren , the Bosmer have an attitude that is almost affable in particular respects . Certain Imperial diplomats have likened this breezy amiableness to the mellow intoxication a greenmote addict might first experience . But hasten not to categorize these as you would a Khajiiti Skooma fiend ; these tree - folk are vicious , adept at banditry , and worthy of your concern and attention , if not your respect . The Bosmeri race is governed — if one can describe this loose hegemony as such — by the Royal Camoran Dynasty , but there seems little rigidity or exertion of jurisdiction among the disorganized tribes of the Bosmer . Only slightly more stringent are the clan lines , which are matrilineal in nature . Ruled by the Treethane , or head tribesman , these serve little purpose other than providing protection during times of war . The real power is wielded by the priests of the forest deity Y ' ffre , known as Spinners , who enforce the Green Pact , a bizarre code of conduct forcing the Bosmer to feed carnivorously and never use living vegetation of any kind , for any means . These are no woodland nymphs . Wood Elves go to war not to conquer lands or covet precious resources ; they do it for sport . Unless a threat to Valenwood presents itself , Bosmer consider the slaying of others to be simply unnecessary , and wagers are even made prior to raids regarding the theft of prized possessions without a drop of blood spilled . But when called upon , they excel at the bow . Youngsters are trained to a formidable degree to snipe using both range and speed to their advantage . When you walk the woods near Arenthia , hold your purse or satchel close , and report Bosmeri brigands to your local town watch .