naist-nlp/zeshel huggingface dataset:
Riverwood Trader The Riverwood Trader is a small general goods store located in Riverwood . Background . The Riverwood Trader is run by the siblings Camilla and Lucan Valerius . When first entering the shop , Lucan will mention that the shop was robbed recently , and the thieves stole Lucan ' s prized Golden Claw . Lucan will give the Dragonborn a quest to retrieve the claw from Bleak Falls Barrow and bring it back to him in exchange for the coin from his latest shipment .
Staves ( Skyrim ) Staves are a subcategory of weapons in . They can be equipped in the right or left hand , making it possible to dual wield them . It is possible for followers to use staves . Staves have a set amount of uses before they are depleted . They can be refilled with soul gems . The effects of staves are further categorized in magic schools . Usage costs drop when the skill level in its associated school rises . Most staves of the same school share appearances . It is impossible to deplete any charge with the use of enchantments . Dragon Priests are known for their usage of staves . Several reports indicate that other enemies might wield staves as well at higher levels . Alteration . Staves in this category wield spells from the school of Alteration . Having a high skill level in Alteration reduces the usage costs of these staves . The Fortify Alteration enchantment further reduces the costs , making it possible to achieve a 100 % reduction . Conjuration . The main purpose of these staves are summoning and banishing creatures . The head of the staff holds what appears to be a Soul Gem . The usage costs can be reduced by Fortify Conjuration enchantments and by having a high skill level in Conjuration , it is feasible to achieve a 100 % usage cost reduction . † adds a Falmer variant of this staff with the same name and effects , but a different appearance . Destruction . Many staves of this school are based on Destruction spells . Having a higher skill level in Destruction reduces the usage costs of these staves . The Fortify Destruction enchantment further reduces the cost . The power does not relate to the skill level . The model of the staff resembles a dragon . ( As of Patch 1 . 5 it is now possible to engage a kill cam with Destruction staves ) . † adds a Falmer variant of this staff with the same name and effects , but a different appearance . Illusion . Staves in this category wield spells from the school of Illusion . Having a high skill level in Illusion reduces the usage costs of these staves . The Fortify Illusion enchantment further reduces the costs , making it possible to achieve a 100 % cost reduction . Restoration . The staves in this category are based on Restoration spells . Having a higher skill level in Restoration reduces the usage costs of these staves . The Fortify Restoration enchantment further reduces the cost , making it possible to reach a 100 % reduction . The power of the effect does not relate to the skill level in Restoration magic . Daedric . The staves in this category can be obtained by completing Daedric Quests . Other . The following staves do not have any effect and are considered unobtainable in the game , without using console commands .
Origin of the Gray Prince Origin of the Gray Prince is a quest in . After becoming a combatant in the Arena , this quest can be started by talking to the reigning Grand Champion , Agronak gro - Malog in the Imperial City Arena Bloodworks , about his past . Background . Agronak gro - Malog claims he is of noble birth . He wants the Hero to travel to Crowhaven , a fort north of Anvil , to find evidence of his birth . Walkthrough . After being spoken to , Agronak will give a key to the Hero so they can enter the last room . Head to Crowhaven , outside are a few skeletons . Defeat them and enter the fort . Simply follow the marker and find his father , Lord Lovidicus , he will be in the last room in the first level . Most of the way there is only one direction you can travel , so locating him should be fairly easy . The only other enemies inside the fort are animals like rats and wolves . The Lord turns out to be a vampire . Fight and defeat - or sneak past - him and bring back the vampire ' s journal to Agronak to get the reward . Upon receiving the reward , Agronak will begin a self - loathing phase that continues through the final bout in the arena , which is with him . Agronak will just give up the fight and let himself be killed .
Dunel Saryon Dunel Saryon is a Dunmer Trader residing at The Pilgrim ' s Path inn , within the city of Molag Mar ' s waistworks . He can purchase ingredients from the Nerevarine , but sells nothing himself . Interactions . Dunel is not involved in any quests . Services . Merchant – Ingredients ( purchaser only – no inventory ) Equipment . Dunel has the following items in his inventory : Attributes . He has access to the following :
Troll ( Skyrim ) Trolls are large , hairy , ape - like creatures with sharp fangs , claws and long , powerful arms . These creatures have three beady black eyes , their skulls being easily recognized by their three eye sockets . Commonly found in forests , such as the Rift , trolls also inhabit caves , ruins , and mountains . While they are not very intelligent , Trolls compensate with tough physical prowess and the ability to regenerate health , which makes them very hard to kill at lower levels . Many trolls may display a weakness to fire damage , spells , weapon enchantments and poisons that deal fire damage or raise susceptibility to fire damage . Variants . Armored Trolls . The large armored trolls are fierce animal companions . The Dawnguard use these trolls to fight vampires . An armored troll can be bought from Gunmar for 500 , who has an infinite supply of trolls , in Fort Dawnguard . An armored troll will leave the Dragonborn ' s services if told to wait somewhere for too long . The armored troll counts as an animal companion , so the Dragonborn cannot have an armored troll and another animal companion at the same time . There are two types of armored trolls : normal trolls and frost trolls . To get an armored frost troll , the Dragonborn must be at least level 20 . Frost Trolls . Frost trolls are larger in size than those found in Cyrodiil , but are much slower as well . Frost Trolls are considerably stronger than regular Trolls , and are tough adversaries . Trolls are weak to fire damage and resistant to frost damage . Trolls should be taken out as fast as possible as a prolonged battle will allow them to heal their wounds . Udefrykte . The Udefrykte is a unique Troll found during the Dark Brotherhood quest , " The Cure for Madness " , at the Dawnstar Sanctuary in an ice cave .
The Battle of Molag Beran Summary . " The Battle of Molag Beran " is included in " The Entertainers " official plug - in . Content . The Battle of Molag Beran Did you come to hide from war , Or come to herd the guar , Or were you with the House Guard At the Battle of Molag Beran ? For I was there , and fought and cried , And tasted blood and thunder . I stood in line with mace and shield As Dunmer clan slew Dunmer . The guard of House Retheran Were bright arrayed for battle . They came in pride , in columns wide , But ran like frightened cattle . We stood our ground on Tadras Banks , Then turned their flanks and roweled them . The field was bright with cousin ' s blood Spilled by doughty Drenim . We lost some gallant gentlemen From ranks of brave House Drenim . And many a wand ' ring widow weeps On the hills of Molag Beran . Some fell for wrong , some fell for right , All for the colors wearin ' , And many bade the world good - night At the Battle of Molag Beran .
Supernal Dreamers Offering Site Supernal Dreamers Offering Site is an offering site for the Supernal Dreamers Cult ists located west of the Nurin Farm . Here the cultists make sacrifices to Vaermina . Quests . A Family Affair . The Nurin family needs help . They awoke this morning to find their farm burning , overrun by Dremora , and their father , William Nurin , is missing . The Vestige volunteered to help .
Lich of Lost Boy Cavern Lich of Lost Boy Cavern is a quest in . This quest does not appear in the Journal . The quest begins when Lost Boy Cavern is discovered and a nondescript journal is found lying outside . The journal tells of a man named Vangaril , who entered the cave prior to the Hero to seek out an erstwhile friend named Erandur - Vangaril , who has turned himself into a lich . Having tried and failed to recruit the assistance of the Mages Guild , Vangaril set out to save his friend ' s soul on his own . Walkthrough . As the Hero explores the cave ' s great emptiness , notes are found littering the floor , ranging from a personal note left by Vangaril with a rhyme he used to memorize his route of safe passage through the darkness , to a threat left by Erandur stating that he will , " . . . consume Vangaril from within . " The Hero then enters the deepest reaches of the cavern , the Lost Boy Hidden Bastion , after encountering necromancers and undead . A secret bastion is revealed , inhabited by the Lich of Lost Boy Cavern . After slaying the lich , who drops a leveled staff , they may notice behind a throne occupied by the skeletal remains of someone , possibly Erandur , a chest locked with an ' average ' level lock and a note proclaiming Vangaril ' s supposed " success " in vanquishing the lich and exorcising it from Erandur ' s body . Having been expelled from the Mages Guild due to accusations of necromancy , Vangaril was far too inexperienced to properly banish the demon . The note goes on to say that he will now search the cavern for such treasures as he may find to appease the mages of the guild . Further exploration yields more documents . On a table , along with several tools of necromancy , as well as a severed head , are three notes to the Mages Guild , two of which have been hastily crumpled and cast aside . The first is a respectful missive , named " An Open Letter to the Guild of Mages , " informing the guild that " an evil has taken root in [ Vangaril ] , " and then abruptly stops , as the writer had discarded it . The second is more aggressive , titled , " A Letter to the Once Great Guild of Mages , " saying that it is their fault that he was inexperienced in his work , and that for his subsequent possession they are to blame as well . This note as well trails off suddenly , before the writer finally began their completed message . The final note , " An Open Threat to the Guild of Mages , " is written in a blatantly angry tone , threatening their downfall at the hands of the lich Erandur - Vangaril and the necromancers . It goes on to mention both Kvatch and Mannimarco , then finishes with a string of Daedric symbols .
Cleansing the Stones Cleansing the Stones is a quest in . After learning the Bend Will shout at Saering ' s Watch and using it on the Wind Stone , the Dragonborn will be asked to cleanse the other four stones ( Sun , Beast , Earth , and Water ) to release them from Miraak ' s influence . Walkthrough . After speaking to Storn Crag - Strider , the Dragonborn can travel to the remaining four All - Maker Stones , located around Solstheim , and use the newly learned Bend Will shout on all of them . They will all be marked on the map . After shouting at each one , a lurker will appear , attacking the Dragonborn and the people surrounding each stone . Reward . As each stone is cleansed , access to its powers ( powers of the All - Maker Stones ) will be granted , namely :
Oblivion Walker Oblivion Walker is an achievement / trophy in . To obtain it , 15 Daedric artifacts must be collected . Note that due to updates , one need only to have possessed 15 Artifacts ( not including the Skeleton Key ) . They do not all need to be in the inventory , or even in possession , one just needs to have finished the requisite quests and obtained the items at some point . For example , one can read the Oghma Infinium without penalty . By the same logic choosing to kill Sinding in " Ill Met by Moonlight " appears to grant two artifacts for the purpose of the achievement . This is because the Ring of Hircine is given to the Dragonborn during the quest , but replaced with the Savior ' s Hide at the end . There are 17 Daedric artifacts that can be obtained on one save file in Skyrim , but the Skeleton Key does not count toward this achievement / trophy . Missable Daedric Artifacts . There are 7 Daedric artifacts that could be accidentally passed up on :
Vampirism Cure Potion Vampirism Cure Potion , also known as the Cure for Vampirism , is a potion in , made from Garlic , Bloodgrass , Nightshade , and the blood of an Argonian . Two samples are given by Melisande , the witch of Drakelowe , during " Vampire Cure . " One is intended for consumption , while the other is reserved for Rona Hassildor , Count ess of Skingrad . Properties . As a quest item , it cannot be dropped , sold , or destroyed without use of console commands . Drinking it permanently cures vampirism and restores Health , Magicka , and Fatigue by 500 points . After it has been drunk , vampirism cannot be acquired again without console commands , although Porphyric Hemophilia can .
Manual of Armor Content . This manual is commissioned by General Warhaft to serve as a guide and manual to armor for all officers in the Imperial service . On the battlefield , a soldier ' s armor should reflect his principal duties . Scouts , light cavalry , archer s , and raiding skirmishers should wear light armor . Mobility and speed is of paramount importance to these troops . It is recommended that a cuirass and greaves be worn at all times . Helmets , gauntlets and boots are of value to cavalry and skirmishers , but not scouts or archers . Light armor is made from fur , leather , chainmail , mithril , elven or glass . This is also the order of their quality and expense , fur being the least protective and cheapest , and glass the best and most expensive . Fur , leather armor , and chainmail are readily available throughout the empire . Mithril , elven and glass are exceedingly rare and are only found in ancient ruins and remote tombs . Heavy armor should be reserved for the frontline infantry , pikemen , heavy cavalry or foot knights . All officers should be issued heavy armor . Helmets , cuirass and greaves should be standard issue at all times . Boots and gauntlets are only necessary for the cavalry and foot knights . Blacksmiths can forge heavy armor from iron , steel , dwarven , orchish , ebony or daedric . This is also the order of their quality and expense , iron being the least useful and cheapest , with daedric the most effective and expensive . Iron and steel plate mail can be found in most any blacksmith ' s shop . The other materials are rare and armor made from them is only found in ancient treasure hoards hidden deep underground . Advanced practitioners in the Mages Guild know the secrets of placing enchantments upon pieces of armor . The greatest enchantments are typically placed on armor made from rarer , more durable materials , such as ebony and daedric , but even iron can be made to take an enchantment . The self - styled Bard of Battle , Amorous Janus , once penned a comedic ballad about a Colovian general who was constant removing and re - equipping his armor every few minutes to conserve the magicka powering it . By way of response to the implied criticism , the general had him mounted on the front of a battering ram during the siege of Castle Fallow .
Journal of Fryssa The Journal of Fryssa is a missive found on the corpse of Fryssa at Benkongerike , northeast of Castle Karstaag . Content . I ' ve done it ! The enchant ment is now complete . The robe , which I have named Whitewalker , can turn the wearer into the very essence of snow . Kick me out of the Mages Guild , will they ? Now I ' ll show them all !
Where Spirits Have Lease Where Spirits Have Lease is a quest in . Background . Rumor in Anvil has it that Velwyn Benirus is selling Benirus Manor for 5 , 000 . Walkthrough . Find Velwyn at the The Count ' s Arms and give him 5000 septims to buy the manor . He will then give the Hero the manor deed and the key to the front door . When they first sleep in the manor , they will be visited by three Benirus Manor Ghost s , so it ' s advised to bring a silver or a better weapon to kill them easier . After dealing with the ghosts there is a crash downstairs , head to the first floor and on the floor is a broken vase , a piece of paper entitled Scrap from Lorgren ' s Diary , and a Skeletal Hand all surrounded by a green Glow . Pick up both of these items as they are necessary for the quest later . Reading the paper reveals the house is cursed and haunted . They ' ll need to talk to Velwyn again , but he has left Anvil . Don ' t forget to bring along the piece of diary when meeting up with Velywn as he will not offer to come back with them otherwise . Finding Velwyn . Talk to people in The Count ' s Arms and the Hero will learn that he went to the Imperial City . Head to Imperial City and ask around for Velwyn and people will say that he ' s staying at The King and Queen Tavern in the Elven Gardens District . Talk to Velwyn again and he ' ll say that his grandfather was a necromancer who mysteriously disappeared when the Mages Guild was fed up with his necromancy , and ended his life . He will then agree to go back to Anvil to help lift the curse , but his disposition with the Hero must be at least 60 or he will simply say , " Sorry , but how is that my problem ? " . Anvil . Return to Anvil , meet Velwyn at The Count ' s Arms , and follow him to Benirus Manor . Once inside , there are more Benirus Manor Ghosts . The Hero can ignore them and head downstairs into the basement . Follow Velwyn to the Sealed Portal and he will open it , but afterwards he will run away , leaving the Hero there . This causes all of the ghosts to disappear , but only happens if the portal is opened . Once inside , the Hero must activate Lorgren ' s Altar to proceed . Lorgren will speak and says he wishes to make peace with the Nine . In order to do so , the Hero must bring back his hand and activate his skeleton . Lorgren will then say how easy it was to trick the Hero and will arise from the dead as a Lich . Kill him and the curse will be lifted and the house will be restored . The hero can pick up both Lorgren ' s staff and the book Tome of Unlife to sell or keep . Return to Velwyn at The Count ' s Arms for completion of the quest .
Delayed Burial Delayed Burial is a quest available in . This is an optional quest , and may be skipped once the Dragonborn starts the quest " Sanctuary . " Background . While traveling north of Whiterun , the Dragonborn may encounter a peculiar man in a jester ' s outfit with a broken - down cart . It turns out his name is Cicero and he will beseech them to aid him , stating he needs repairs for his wagon wheel to move his " mother ' s " ( actually The Night Mother ' s ) corpse to a new burial site . Alternatively , if they have spoken to Vantus Loreius first , the farmer states that he is afraid and suspicious of Cicero , and does not wish to get involved in possible illegal activities . Walkthrough . By heading up to Loreius Farm and speaking with Vantus , the Dragonborn will receive the quest . One can also receive the quest by talking with Cicero first , where he will moan about the broken wagon wheel and tell the player to go find Loreius so he can fix it . The player can choose either to report Cicero to the guards , or persuade Vantus to help him . If the latter is chosen , when Cicero is later encountered at the Dark Brotherhood sanctuary in Falkreath , he will recognize the Dragonborn and compliment them , and will reward them with some gold . Going back to Cicero and telling him he will get help from the farmer will make him very happy and reward the player with some . If helping Vantus , he will also reward them with some for helping him get rid of the troublesome jester .
Cormount ( Online ) Cormount is a town in the region of Grahtwood , Valenwood . When first visited , the area is on the brink of civil war with the threat of a Blacksap rebellion against the ruling King Camoran ( backed by the First Aldmeri Dominion ) of Valenwood . Treethane Lirdel has been delegated by King Camoran to oversee the town and its surrounding areas . Enemies . Blacksap Rebellion Members :
Mikael Mikael is a Nord bard in Whiterun . He tries to gain a reputation for his flirtatious behavior with women , whether or not it is desired . Interactions . Located inside The Bannered Mare , he sings or plays his lute upon request . In a quest , Carlotta Valentia asks the Dragonborn to talk to him about leaving her alone . He can be persuaded , paid - off , or brawled . After he is convinced to leave her alone , Carlotta Valentia presents a reward of leveled . He has great respect for the Dragonborn , and dedicates the song Tale of the Tongues to them before playing it , like most bards . Personality . Mikael is a very boastful and flirtatious man and has a very inflated opinion of himself , as evidenced by the fact that he claims to be a master at womanizing , though his intended targets usually feel discomfort around him . He also believes himself to be famous , stating that it is likely for strangers to know him and thinking that people in Cyrodiil still talk about him , though this is likely delusional self - fantasy . Sometime prior to the events of , he worked as a bard travelling through Cyrodiil .
Old Gate ( Arena ) Old Gate is a town in High Rock . It is one of several possible locations that the Eternal Champion may discover in . Geography . Old Gate is connected to three settlements . To the south - southwest is Shornhelm , to the east is Thorkan Park , and to the north - northeast is Normar Heights .
Security ( Oblivion ) Security is a stealth skill that allows the Hero to pick doors and container locks . Increased proficiency in Security allows the Hero to easily lockpick more complex locks as the tumblers will fall more slowly . However , even a Very Hard lock can be opened with a Security skill of 5 . Leveling tips . Security will increase every time a tumbler locks into place so it is possible to level security from 1 – 100 without ever opening a lock . Simply lock all but one tumbler into place , then close the minigame and do it again . If you ' re very good , or the game is saved many times , this could be done with just one lockpick . Once you have obtained the Skeleton Key from the Shrine of Nocturnal , Security will be virtually useless , as it is an unbreakable lockpick and grants an extra + 40 bonus to security for having it in your inventory . If you have The Thieves Den content , then you can practice on a chest that never opens . As you walk into the large area it is on the right once you have upgraded the security expert . Note : The " History of Lock Picking " does not increase any skills . Leveling text . Apprentice - level text : Journeyman - level text : Expert - level text : Master - level text : NPC dialogue . Once one ' s Security level is 70 or more , NPCs will say : " " You ' ve got some nimble fingers . What have you been getting into ? " "