naist-nlp/zeshel huggingface dataset:
The Elder Scrolls V : Hearthfire The Elder Scrolls V : Hearthfire is the second official add - on for the fifth installment in series , . Released for the Xbox 360 on September 4th , 2012 . " Hearthfire " focuses around purchasing land and designing , building and maintaining a homestead . The option to hire stewards , carriage drivers and a personal bard are also available . With five pre - built purchasable houses already present in , it ' s now possible to own property in every hold , except Winterhold . In addition , an adoption mechanic has been introduced that allows the Dragonborn to adopt children and raise them in the newly built home , provided there is room for them . Previously bought homes can be altered to have a children ' s bedroom fitted into them . Building a homestead . The first step to building a homestead is to purchase one of three plots of land available and obtain a title deed from the local Jarl or steward . Multiple plots can be purchased , and a house can be built on each . The locations for building a homestead are : After a plot has been purchased , the Drafting Table is used to plan any structures to be added , and the Carpenter ' s Workbench is then used for the actual building of the house . The building itself is typically composed of several housebuilding materials , including Quarried Stone , Clay and Sawn Logs , that when combined make up the structure of the house . Furnishings . Once the main building or a wing has been constructed , an interior workbench can be used to furnish each room . Furnishings can be either bought directly from a steward or crafted using a wide variety of items . Furnishings vary for each type of building addition and include : Servants . Several types of servant can be hired to perform different tasks around the house : Family life . Once the house is complete , the option to move in with a spouse or adopt a child is available . Additional options will be present for any adopt ed children , such as giving gifts , playing games or instructing them to do their chores . The option to allow them to keep pets is also included . Children will ask to keep a dog if one shows him or her the dog , setting the dog ' s home to the Dragonborn ' s . Occasionally the home may become subject to skeever infestations , giant attacks , marauding bandits , kidnappers , wolves , Draugr or armed bandits that must be slain . Items . 10 new crafting materials have been added , which are used in the construction of a homestead . Several new food items and consumables are also added , including updated models for all soups and stews , giving each a distinctive look . Achievements . There are 5 possible achievements , totaling 50 gamerpoints .
Old Blue Fin ( Creature ) Old Blue Fin is an abnormally large slaughterfish terrorizing the people at the docks of Ald Velothi . Quests . Old Blue Fin . Theldyn Virith , of House Redoran , sends the Nerevarine to kill Old Blue Fin in order to bring business in Ald Velothi back to normal .
Darksun Shield Darksun Shield is a unique heavy shield used by Ano Vando , who can be found roaming outdoors in the city of Ald ' ruhn . If equipped by a vampire it rapidly damages the wielder ' s health and the following message is received : Enchantment . Enchantment ID : " darksun _ en " All effects are constant on self : Acquisition . Ano Vando can only be found during " The Vampire Hunter " quest , which is available exclusively to a vampire Nerevarine who is a member of Clan Aundae . This shield is otherwise unavailable during regular gameplay . On the PC , it can also be acquired by using the console command : codice _ 1
Hunter ( Dragonborn ) Hunter is a generic character in . They can be male or female and are encountered randomly in the wilderness . They wear pieces of Skaal clothing and make references to the All - Maker , suggesting they are from a Skaal background . Interactions . The Netch Hunt . Four Hunters can be randomly encountered near a Netch . One will approach and mention that they plan to hunt the creature , and that the Dragonborn is welcome to join : Once the conversation has ended they will begin the attack the Netch . If they kill the creature , they will repeat the following four lines : Should one or more of the hunters die in battle , the survivor ( s ) will say : " "
Imperial Documents Imperial Documents is a quest item found on the Imperial Courier during the Stormcloak quest " A False Front . " The documents outline detailed Stormcloak activity in Hjaalmarch , more so than Galmar Stone - Fist had originally anticipated the Imperials were aware of . However , they also contained updates and requests for reinforcements for Fort Snowhawk . These documents are the target of interception during the quest ; once in possession , they need to be altered in favor of the Stormcloaks and subsequently delivered to Legate Taurinus Duilis in Morthal . Quests . A False Front . The Imperial Documents can be found on the Imperial Courier .
Tale of the Tongues Tale of the Tongues is a song sung by bards in . It is only available after the completion of the main quest . Many bards believe that the song should give credit to the Dragonborn , and Sonir , Mikael , Karita , Oriella , and Llewellyn the Nightingale specifically say the song is dedicated to the Dragonborn before playing it . The song can be found printed in a book titled " Songs of Skyrim " , which can be found at Pelagia Farm . Lyrics . < poem style = " text - align : center ; " > Alduin ' s wings , they did darken the sky , His roar fury ' s fire , and his scales sharpened scythes . Men ran and they cowered , and they fought and they died . They burned and they bled as they issued their cries . We need saviors to free us from Alduin ' s rage , Heroes on the field of this new war to wage . And if Alduin wins , man is gone from this world , Lost in the shadow of the black wings unfurled . But then came the Tongues on that terrible day . Steadfast as winter , they entered the fray . And all heard the music of Alduin ' s doom , The sweet song of Skyrim , sky - shattering Thu ' um . And so the Tongues freed us from Alduin ' s rage , Gave the gift of the Voice , ushered in a new Age ! And if Alduin ' s eternal , then eternity ' s done , For his story is over and the dragons are gone . < / poem >
The Experiment Content . My old compatriots from the Queen ' s Court have fallen into my open hand . My experimentation has reached entirely new levels ! Perhaps there is a touch of revenge present in my actions . They were , after all , the engineers of my downfall . So be it . Lanitaale , the Queen ' s Treasurer , finds a beauty in coinage that belies a deep desire for status . Perhaps her low - class upbringing contributed to this . Simply unleashing her on my pile of rare , useless trinkets has allowed me to observe her mind at work . The Queen ' s Herald , Nuulehtel : a man unable to speak to people on a personal level . He often told me he couldn ' t sleep the nights before and after a major public announcement . A snowy cave , far from the comforts of home , isolates and crystalizes [ sic ] his deepest insecurities . Should be an interesting experiment . I often thought about Minantille ' s descent into disgrace . Her wartime heroics are far better documented than the defeat that destroyed her career . It ' s time I learned the details . Channeling her rage in a volcanic setting should result in interesting phenomena . Merion , my old friend . His weakness is passion . He spoke often of bedroom conquests . In the face of true desire , how far would he go ? To his death ? I shall create the perfect embodiment of his desires and see how deeply he falls .
Health ( Morrowind ) Health represents the total amount of damage an entity can take before dying . suggests that health also affects the ability to resist disease , but this is untrue for other titles . Referred to as in most games , it is vitally important for the player to keep track of his or her health score . Should the health pool reach zero or below , the entity is dead . Essential Characters cannot be killed , so they become incapacitated when their health reaches zero or below . Health increases with each level gained , when certain items are equipped , and if certain spells are currently active . Non - player entities have Health equivalent to their level and items . Health can be restored through magic , consumption of potions and beverages , or by leveling up . Fast traveling and wait ing fully restores health . Mechanics . In " Morrowind " , starting Health is equal to the sum of Strength and Endurance divided by 2 . The birthsign The Lady does not effect starting health . The bonus health gain from leveling up is not retroactive . Therefore , it is most advantageous to build up Endurance early on . However , future changes in Endurance still affects base Health . The primary way to permanently raise Health is to level up and to raise the Endurance score when leveling up . Restoration . Health can be restored through magic , consumption of potions and beverages , or by leveling up . Wait ing fully restores health . Rest ing in a bed or on a bench constitutes as waiting , thus producing the same vitalization effects . Spells . Spells that restore health : Alchemy ingredients . Unless the ingredient has one of these health - related effects has its first effect , the ingredient must be first combined with related ingredients via Alchemy to make a potion with that effect . Conversely , several effects also Damage Health or drain it . Damaging health . Health can be damaged by various combat means , from magic spells to sword cuts . Potion ingredients and spells can also reproduce these effects .
Riekrs of Wrothgar : Observations Content . Day 1 Upon applying Master Sterone ' s Goblin - stench formula , the Riekrs seem to have accepted me into their number . They are very social creatures , with each Riekr expected to do his part . I have been assigned the task of smashing rocks with a hammer . I have yet to determine the purpose of this task , but that does not seem to trouble the other rock - breakers , who have taken to the task with gleeful cackling . Day 2 More rock - breaking . I fear I have pulled some kind of muscle in my forearm . Day 3 Further observation of the Riekr social structure reveals a strange attitude toward magic and its practitioners . Being creatures of limited intelligence , they lack the kind of formal training in magic that one sees in other parts of Tamriel . They make up for this through an innate connection to the magic of the world , so to speak . When a Riekr demonstrates a connection to magic , he is immediately shunned by his brothers . They throw stones , such as the ones we broke when I first joined the clan , to drive him off . The mage must then flee into the wilderness or face certain death . After a period of exile , the Riekr mage buys his way back into the clan with an offering of food , such as freshly slain deer , bear , or echatere . After that , the mage is elevated into a revered member of the clan , suddenly gaining power and influence with the Riekr chief . Day 5 The mages have gathered in a council and the signal has been given for a migration . It seems a new food source has been located . Day 6 We have arrived in a cavern filled with food crates . It is clear this was some encampment , though I have yet to see the owners . Day 7 One of the Riekrs found a book among the crates . He asked me what it was . It appeared to be a book of recipes . I told him as much and he eagerly took a bite out of it . " Recipes no taste good , " he said and spit the book out . Day 8 My rock - breaking has not kept pace with my fellow Riekrs , and I ' m afraid the others are starting to look upon me with suspicion . The Riekrs do not take kindly to those who can ' t pull their own weight . I should probably leave soon , before I am completely found out .
Regenerate Magicka ( Skyrim ) Regenerate Magicka , also known as Fortify Magicka Regen , is an alchemical and enchanting effect in . General information . Magicka Regeneration is slowed during combat , outside of which it naturally regenerates at 3 % of the Dragonborn ' s maximum magicka per second . Thus , having 100 maximum magicka yields 3 magicka per second . This means that an increase to magicka is usually preferable to an increase to magicka regeneration , as the former naturally comes with a certain amount of the latter . For instance , if a character with 100 magicka gains an extra 100 % magicka regeneration , that character will regenerate their 100 magicka at 6 % per second , or 6 points . If that same character gains an extra 100 magicka instead , they will regenerate their 200 magicka at 3 % per second , or 6 points . While the magicka bar will appear to refill more slowly , this is simply because there is more total magicka to regenerate . However , magicka regeneration items will be preferable if the Dragonborn has already been investing a lot in base magicka as they level up . For example , a character with 300 base magicka and 100 % magicka regen bonus will regenerate 18 points per second ( 300 * 6 % ) . If that same character gains an extra 100 magicka instead , the regeneration rate will be 12 points per second ( 400 * 3 % ) . Use a mix of regenerate and fortify magicka effects for optimal results . Starting with 300 base magicka , plus 50 from Highborn and 50 from Savos Aren ' s Amulet , results in 400 magicka and 12 points regenerated per second . Adding 300 % regeneration ( from Apprentice Stone , Morokei Mask and the Archmage ' s Robes ) , gives recovery of 12 % of the Dragonborn ' s magicka or 48 points per second , which is sufficient to cast powerful spells without worry of being vulnerable for long periods of time . Sources of this effect unrelated to alchemy or enchanting include the Highborn racial ability , The Apprentice Stone , and the Recovery perk . Alchemy . Potions with Regenerate Magicka can be made at an alchemy lab . When consumed , they temporarily increase the rate at which magicka regenerates . The strength of the effect is determined by the Dragonborn ' s alchemy skill and any fortify alchemy enchanted gear equipped . Ingredients . The following ingredients contain this effect : Enchanting . Chest pieces , headwear , and rings can be enchanted with Fortify Magicka Regen at an arcane enchanter . Apparel enchanted with this effect increase the rate at which magicka regenerates while equipped . In particular , robes often possess powerful Fortify Magicka Regen effects . The Amulet of Akatosh is notable in that it is the only amulet to have this effect .
Elethus Tobor Elethus Tobor is a Dunmer rogue who resides in the Vivec , St . Delyn Canton on the Ascadian Isles on Vvardenfell , Morrowind . Location . Elethus Tobor stands in a bedroom on the lower floor of St . Delyn Potter ' s Hall , which can be accessed from the plaza level in the St . Delyn Canton in Vivec City .
Dwarven Sphere ( Skyrim ) Dwarven Spheres are partially - humanoid machines that serve as sentries or guards in Dwemer Ruins and other select areas . Behavior . Dwarven spheres can be found in all Dwemer ruins . When not engaged in combat , they are found folded up into a large metal ball shape roughly a meter in diameter , rolling around via a pair of diagonal wheels on either side . When they sense an intruder nearby , Dwarven Spheres will open up and unfold their body to full height , attacking with whatever weapons are mounted on their forearms . They can also appear out of massive pipes in the walls , popping out when a nearby trap is triggered , or simply if an intruder gets too close . Combat . Though they appear lanky , Dwarven Spheres are fast and tough , and can easily defeat those who are low - leveled . They are often armed with a sword blade mounted on one forearm and a crossbow on the other , allowing them to attack both up - close and from afar . Dwarven Spheres are stalwart opponents , resistant to all magic , and immune to poison , frost , and Illusion magic ( unless the Dragonborn obtains the Master of the Mind perk ) . When using Dragon Shouts , they cannot be frozen with Ice Form , and a fully charged Unrelenting Force will only stagger them , not send them flying . They can also be staggered with the Impact perk , albeit very briefly . Loot . When defeated , Dwarven Spheres will drop a random number of Dwarven metal parts , Dwarven oil , as well as varying levels of filled soul gems , making them useful for those who wield magic staves or enchanted weapons . They will also drop dwarven bolt s if has been installed . Rarely , they will also drop Centurion dynamo cores . Variants . " < nowiki > * < / nowiki > "
Rescue Madura Seran Rescue Madura Seran is an Imperial Legion quest that can be obtained from General Darius in Madach Tradehouse , in Gnisis . As stated in the quest name , it involves the rescue of the pilgrim Madura Seran , who has been kidnapped . It leads the Nerevarine northwards to Aidanat Camp and Ald Velothi . Background . General Darius has received a report from Ald Velothi , stating that Madura Seran , a pilgrim and one of their own people , is held hostage in an outcast ashlander camp . Darius tasks the Nerevarine with her rescue . It is likely that the kidnapping is related to the Ashlanders ' s custom of taking away villagers to us them as slaves . Like other Dunmers , the Ashlander practice slavery , but unlike their cousins , they consider Khajiit and Argonians unfit for slave labor . So instead , they use exponents of other races for their purpose . Detailed Walkthrough . After the Nerevarine has finished the Imperial Legion quest " Gnisis Eggmine " , chatting with General Darius about " orders " will start the quest . He tells the Nerevarine about reports of a kidnapped pilgrim named Madura Seran . A group of outcast Ashlanders are suspected to be responsible . If the Nerevarine decides to visit Ald Velothi before saving the pilgrim , the villagers are worried about the kidnapping and hope for someone to put a stop to this activities . Madura Seran is held captive at Aidanat Camp . when spoken to about Madura Seran , the two Ashlanders outside the only tent direct the Nerevarine inside to Abassel Asserbassalit Here , the Nerevarine has a choice . He can either free Madura Seran without the consent of Abassel Asserbassalit , thus provoking him and his clan members to attack . If the Nerevarine chooses to fight , Madura Seran will assist him . Alternatively , he can raise Abassel Asserbassalit ' s disposition until he is willing to let the pilgrim go for a ransom of 500 . Either way , the Nerevarine must then escort Madura Seran back to Ald Velothi Outpost . Once savely back there , Madura Seran leaves the Nerevarine ' s company and he is free to return to General Darius and report his success .
Adding Adding is a Nord Barbarian found near Esutanamus , a shrine to Molag Bal in which he resides . He wields a Nordic Battle Axe and wears full Bonemold Armor , aside from the helmet . Equipment . Adding uses or carries the following : Attributes . Adding has access to the following magic :
Blood Ties Blood Ties is a Clan Aundae quest in available exclusively to a vampire Nerevarine . Although it seems impossible to imagine , the vampire elder was once a mortal , and had a family . She would like me to find what happened to a son of hers , Vilandon . After she was turned , she abandoned her family , and now feels a curiosity about what may have become of her son . I have agreed to find out what became of Vilandon . Walkthrough . Ashmelech . Travel to Ashmelech , where levitation can be useful to reach Dhaunayne Aundae without risking severe damage or death . Her disdain towards the Nerevarine prompts her to request a task involving contact with outsiders , risking attack by hostile vampire hunters and exposure to sunlight . She reveals that she bore a son before being turned vampire , and requests that the Nerevarine determine what happened to him , although he is likely long dead . She provides a signet ring with her family crest as an aid , and suggests travelling to Sadrith Mora as a starting point . Sadrith Mora . Speak with Tusamircil at the Sadrith Mora Mages Guild in Wolverine Hall . He recognizes the ring , having seen one on Sinyaramen ' s finger many times before . He offers the Nerevarine one of Sinyaramen ' s custom potions to deliver as an incentive to get the vampire - hating trader to talk about his family ' s history . Unfortunately , he doesn ' t know where exactly to find him , and suggests speaking with Iniel . He too recognizes the ring , and recalls seeing someone wearing one at the Gateway Inn . Gateway Inn . Sinyaramen is on the second floor of the inn . Speak to him to discover that Dhaunayne ' s son was his grandfather . He reveals that Vilandon blamed vampires for the assumed death of his mother , and became a vampire hunter seeking vengeance as an adult . He met his fate while on duty at the hands of a vampire by the name of Kjeld . Return to Dhaunayne , who requests that Kjeld of the Clan Quarra be slaughtered . Druscashti . Travel to the Druscashti ruins near Khuul in search of Kjeld , where he can be found on the upper level . He has Daedric Greaves ( an extremely rare find in ) , and there are Ebony Boots in the ruins that can be taken in lieu of a proper quest reward , which Dhaunayne will not provide . After dealing with Kjeld , return to Ashmelech to complete the quest .
Ashes of Hindaril Ashes of Hindaril is a quest item in . It is identical in effect to Vampire Dust . This ingredient is acquired by killing the vampire Hindaril in the " Vampire Cure " quest . Quests . Vampire Cure . The Hero needs to collect the ashes of the vampire Hindaril in order to receive a cure for vampirism .
Ingredient Classification 22 : Daedric Deposits Content . When the servants of Molag Bal arrive to infect our lands with turmoil and strife , we only benefit from their deaths and the removal of their essence before they disappear to account for their actions at the feet of their princes . Seek the dark hearts of these devils , and be quick with your plunging knife : wrench apart the ribs just after death , cut deep , and sever the organ without piercing it . It should weigh your hand down as would a large pebble of granite . Any Daedra heart commands a high price , but harvest only from those beasts known to carry such a heart ; expect a shriveled muscle or void when opening a winged twilight , scamp , or atronach . Although they are hardy ( occasionally such hearts have continued to beat for days after extraction ) , it is best to add a protective bowl , cloth , or other carrying device , as a heavy fall can cause the heart to burst , possibly contaminating other ingredients you may be hoping to sell . As Daedra are seemingly immortal , there is a knack to capturing the strange salts they leave behind . Firstly , it is important to distinguish between fire and void salts . Glowing , red , crystalline rocks are a compound residue from the banished remains of a flame atronach . Faintly pulsing , ash - like sludge is a similar ingredient , but scooped from the diminishing form of a storm atronach . After seeking out the location of either creature and bringing it to heel with your blade or incantation , be certain you scrape at the disappearing dust and capture the salts in this realm , before all evidence disappears to Oblivion . Void Salts . The blackened , crystalline sludge deposited by a departing storm atronach . Unpleasant to the touch . Proven Benefits ( in Enchanting ) : Fire Salts . The tiny glowing , crystalline rock residue left behind by a flame atronach . Warm to the touch . Proven Benefits ( in Enchanting ) : Daedra Heart . The still - beating heart of a hated Daedra , ripped from behind the ribs prior to the fiend ' s departure from this mortal realm . Proven Benefits ( in Enchanting ) :
Dakin Kuntarnammu Dakin Kuntarnammu is a Dunmer Barbarian who resides in the Ashlands of Morrowind . He is found in a small campsite along with Zanat Assarnuridan , located not far from Huleen ' s Hut outside Maar Gan . They are both hostile and will attack the Nerevarine on sight .