naist-nlp/zeshel huggingface dataset:
The Daggers The Daggers are a small group of mercenaries formed in the city of Daggerfall . It was founded and lead by Gelvin Feldrin . Unlike many other bands of mercenaries , the Daggers kept themselves on the right side of the law at all times . Although at a later date the group stopped using the name for themselves as they received strange messages and threats by somebody else who had suppository used the name for themselves before the mercenaries even united . History . The Daggers were formed from peddlers and drunkards of Daggerfall during the Three Banners War . Those who were not accepted by the Fighters Guild or the City Guard , decided to join their forces and prove themselves to be worth something . They were united by a Breton by the name of Galvin Feldrin . Shortly after the formation of the band , the mercenaries were celebrating in The Rosy Lion . People from the House Diel approached them to offer them their first contract . The Daggers were tasked to help Lord Alain Diel with an investigation into harpies infesting the Shrieking Scar , who had become more aggressive than usual . The first job didn ' t go as smoothly as expected as the members of the group were not experienced . Lord Diel became impatient and hired Vestige . Some members of the Daggers began to doubt Lord Diel ' s motives and eventually uncovered that the House Diel had caused the chaos themselves for personal profit . Lord Diel threatened the mercenaries , but could not overpower them . The Daggers exposed Diel plan to the city of Daggerfall gaining some renown in the city and becoming known as experts on harpies . The Daggers later traveled in search of employment and found that the Fighters Guild had stopped doing minor jobs and started to focus on the Daedra infestations . This allowed the Daggers to find some jobs here and there gaining more and more renown . Eventually the Daggers found themselves in the Rivenspire , Gelvin and Granette went to Shornhelm in search of more jobs , while Bumnog and the Remly brothers were hired by the Horsemen to help with their own harpy infestation . An invention of the Remly brothers - a scent that lured the harpies into traps accidentally caused a harpy invasion of the Horsemen village . The attack was , however , dealt with by the Vestige . Quests . The Dagger ' s Edge . Lord Diel of Daggerfall and his sons are investigating the recent harpy attacks along the coast . They hired a group of mercenaries called the Daggers to help them with their research , but the Daggers never returned from the Shrieking Scar . Rusty Daggers . A crew I once helped in Glenumbra was hired to hunt harpies in Silverhoof Vale . They may need my help to complete the job .
Note on Broken Crate Content . The plan begins ! The amount of the concoction contained within isn ' t viable when diluted in water . To achieve our goals , more of the elixir will be needed . To this end , more crates are on their way . Stay alert and watch for the next shipment . — M Trivia . Inventory ( quest ) name is " Shipment note " .
Abandoned Prison The Abandoned Prison is a prison that has collapsed due to excessive flooding . It is located in Eastmarch , just slightly northwest of Fort Amol , on the other side of a waterfall along the White River . Interior . Inside , there is only one route that is open . It leads to a room containing many cells and three ghosts . At the back of this room , on a table , will be a key . This key will unlock any of the locked cells , which are expert - level locks . When facing the table with the key , there will be a cell on the left that has a hole in its wall , leading over to the next block of cells , via another cell . Through this cell and out of its conjoined cell is another ghost up the stairs at the opposite end of the room from its entrance . At the end of the hall , enter the room on the right , turn right to a chest . The Two - Handed skill book , " Song of Hrormir " , will be leaning against this chest . The chest that has the " Song of Hrormir " leaning against it also has a master - level lock , however , the key found earlier opens it . There is a note , " Guard ' s Orders " , in the same room with the book " The Legend of Red Eagle " . The note explains that the guards were to evacuate before the storm took over the tower , explaining the reason why the prison is abandoned . In the first room of the prison ( with the ghosts ) , there will be a skeleton on the ground near the " Prisoner ' s Plan " note , which suggests that there was a plan for the inmates to overpower the guards and escape . There is a trap door in the last cell on the right in the first cell - block , opposite the cell with the hole in the wall , that leads outside .
J ' zhar J ' zhar is a deceased Khajiit found in Alftand . Background . He can be found dead with many wounds next to his brother J ' darr inside of the Alftand glacial ruins . It is unknown how he died , but it could be because he was killed by his brother , or that he died from wounds sustained during battle with Falmer . Next to him lies " J ' zhar ' s journal " .
Maelstrom Maelstrom , also known as the Maelstrom Arena or Arena : Maelstrom is a location that appears in . It is a pocket realm of Oblivion ruled over by Fa - Nuit - Hen , consisting of multiple arenas created by his Barons Who Move Like This . Locations . Entrance . The entrance is found in northeastern Wrothgar . It is a run - down stone building with no inhabitants . Inside , there is an Oblivion Gate that can transport you to the Redguard Manor . Arena 0 : Redguard Manor . The starting point of the Arena is a Redguard Manor . It is surrounded in a circle of rocks and boulders , the manor located in a barren desert with a small river . Fa - Nuit - Hen can be found inside the farthest house with Tutor Riparius , alongside the hall with the champion busts . The portal is located inside the doors behind him . Arena 1 : Vale of the Surreal . The Vale of the Surreal is a Shivering Isles - themed arena . The environment is large mushrooms and Altmeri architecture , with a large tree in the center . Arena 2 : Seht ' s Balcony . An arena based on Sotha Sil ' s Clockwork City . The architecture is a series of brass structures with spinning blades and electric hazards in the middle . Arena 3 : Drome of Toxic Shock . The Drome of Toxic Shock is based off the environments of Murkmire in Black Marsh . It is a swampland with some mounds of land covered in grass . It is surrounded by stony hills and a wooden barrier . Arena 4 : Seht ' s Flywheel . A second arena themed after Sotha Sil ' s city , this arena is similar to the Balcony . The design is different , being much more closed in with a thick brass pillar towering in the center . It is surrounded by tall brass walls . Arena 5 : Rink of Frozen Blood . A sub - zero arena based off the Wrothgarian Mountains . It is a large pond with toxic freezing water and three vulnerable ice platforms . There are a number of trees and mountains surrounding it . Arena 6 : Spiral Shadows . An arena based off the Spiral Skein , this location contains gloomy fog and an eroded stone landscape . There are glowing mushrooms and stone structures dotting the arena . Arena 7 : Vault of Umbrage . Another arena based off Murkmire , this location takes place in an underground Ayleid ruin . Moss hangs from the ceiling while mushrooms grow on the ground . Arena 8 : Igneous Cistern . The Igneous Cistern takes place in a cavern found deep underground . It is surrounded by lava , with barren dirt mounds making up the only traversable land . Arena 9 : Theater of Despair . The final round of the realm , this arena is based off Mehrunes Dagon ' s Deadlands . It is a large stone circular platform with a floating ring of stalactites hovering above . Quests . Maelstrom Arena . Survive the nine arenas of Maelstrom . Bosses : Enemies . Rink of Frozen Blood . Bosses : Spiral Shadows . Bosses : Boss : Final Boss : Valkyn Temphra ( Dremora Boss ) Theater of Despair . Bosses : Final Boss :
Stonefalls ( Arena ) Stonefalls is a village in the province of Morrowind . It is one of several possible locations that the Eternal Champion may discover in . Geography . Stonefalls is connected to four settlements . To the east is Ebonheart , to the south is Riverbridge , to the west is Karththor Dale , and to the southwest is Kragenmoor .
Cattle ( Morrowind ) Cattle are non - hostile characters which are used to feed vampires in . The Nerevarine can feed on them if they are a vampire as well . Interactions . Quests . Cattle are factoring characters in the result of three quests called " The Quarra Amulet " , " The Vampire Merta " and " The Vampire Hunter " . They are also available to the Nerevarine as an easy source of feeding instead of preying on other NPCs . Equipment . Inventory . Clothing : Armor :
Ruunvald Excavation Ruunvald Excavation is a location in . It is located southeast of Tolvald ' s Cave and directly east of Shor ' s Watchtower . " Volk ' s Journal " is just outside the entrance , in a tent . Quests . The cave is accessed during the quest Bolstering the Ranks , in which several Charmed Vigilant s can be found , the vigilants who went missing . Inside the temple , Florentius Baenius can be found . He has been captured and held in a cage . He can be freed by taking the Ruunvald key off of Minorne ' s corpse .
Fargoth ' s House Fargoth ' s House is a location in Seyda Neen owned by Fargoth . Entering the house will reveal a dining table along with cupboards ( that contain some good valued jugs ) and a bed . Other than this and the random containers , there is nothing of importance in Fargoth ' s shack .
Leech Vitality Leech Vitality is a Journeyman level Restoration spell added by the fourth plug - in " Spell Tomes " . Locations . As with all Spell Tomes , Leech Vitality spawns randomly depending on multiple factors such as the character ' s level and spell level . However , for the best odds of finding a Spell Tome , search boss - level chests in Necromancer and Conjurer lairs .
Soris Arenim Soris Arenim is a Dunmer commoner and wizard who lives in the Talos Plaza District of the Imperial City with his wife Erissare Arenim . It seems that Soris has a penchant for mage ' s staves . Interactions . Bravil Recommendation . He is the central character in this Mages Guild quest . Ardaline ' s mage ' s staff must be bought or stolen from him and returned to Kud - Ei .
Slow Time Slow Time is a dragon shout in . Effects . When activated , the Slow Time shout slows everything down significantly for a short amount of time . Although the Dragonborn is also affected by the time - slowing effects , they are able to move much faster than their enemies while the shout is active , allowing them to attack enemies with less danger of getting hit back . This is particularly useful against enemies that are normally too powerful to afford getting hit by , such as Dragons , Dragon Priests , and Dwarven Centurions . It is also useful for mages using spells which require charging . It can also help those who cannot block , allowing the Dragonborn to dodge them . The shout is affected by an alteration perk Stability , which gives 50 % longer duration to the shout . It is also affected by potions of Fortify Alteration , which can increase the duration . Enchanted gear , however , only reduces alteration spell costs and does not affect the shout . Using the Amulet of Talos and the Blessing of Talos to reduce shout cooldown , and using the Stability perk and potions of Fortify Alteration , it is possible to cause a persistent ( as long as one refreshes the shout by shouting again before the effect runs out ) slow time effect .
Secunda ' s Kiss Secunda ' s Kiss is a giant ' s encampment found in . Located south - west of Whiterun in the tundra plains is what appears to be a mammoth graveyard of sorts . The large rocks in the center of the camp are unlike any other found in giant camps throughout Skyrim , as they are adorned with mammoth bones and skulls as if to indicate a special significance , such as sacrifice or decoration . Behind the camp is a path to Bleak Falls Barrow . Sacred place . According to Hold Guard s , giants consider the place to be sacred as they mention , " " The circle of stones to the southwest ? That ' s Secunda ' s Kiss . The Giants hold it sacred , so tread carefully . " " Two giants are typically present in this sparse camp . In addition , one charred skeever and two mammoth cheese pouches can be found near the bonfire .
Nileno Dorvayn Nileno Dorvayn is a Dunmer Thief who stays in the Hlaalu Council Manor in Balmora . She is a member of House Hlaalu and can give the Nerevarine quests . To start the first job , select " business " and next , " say that again . " She offers training of the following skills : Quests . Nileno Dorvayn gives the following House Hlaalu quests : Merchandise . As a merchant , Nileno Dorvayn offers : NOTE : Negative numbers symbolize replenishment . Equipment . Nileno Dorvayn carries or uses the following : Powers . Nileno has access to the following : Abilities . And benefits from :
Test the Poison Test the Poison is a support card in that is a part of " The Fall of the Dark Brotherhood " expansion . Acqusition . This card is unobtainable and only given to the player during the " . " Strategy . This card is supposed to be used alongside Zaria ' s Poison , which gives Lethal to all friendly creatures .
Fenrick ' s Doorjam Fenrick ' s Doorjam is an Alteration spell in that locks a container or door . A locked object remains secure indefinitely unless unlocked with a key , lockpick , or Open effect . Characters . The following people use and / or sell this spell : Acquisition . Locations . This spell may be found on the dead bodies at the following locations : Merchants . Fenrick ' s Doorjam can be purchased from the following spell merchants :
Message from Dagoth Ur Content . Lord Nerevar Indoril , Hail Resdaynia My Lord , Friend , and Companion Once we were friends and brothers , Lord Nerevar , in peace and in war . No houseman ever served you better , or more faithfully . Much that I did was at your command , at great cost to myself , and my honor . Yet beneath Red Mountain , you struck me down as I guarded the treasure you bound me by oath to defend . It was a cruel blow , a bitter betrayal , to be felled by your hand . But , remembering our old friendship , I would forgive you , and raise you high in my service . The Sixth House was not dead , but only sleeping . Now we wake from our long dream , coming forth to free Morrowind of foreign rulers and divine pretenders . When the land is swept clean of false friends and greedy thieves , the children of Veloth will build anew a garden of plenty in this blighted wasteland . Come to Red Mountain , old friend . For the fellowship and honor that once we shared , I would grant you counsel and power , if only you would pledge that friendship anew . The path to Red Mountain is long , and filled with danger , but if you are worthy , you will find there wisdom , a firm friend , and all the power you need to set the world aright . As ever , your respectful servant and loyal friend , Lord Voryn Dagoth , Dagoth Ur
A Light on the Moor Content . Walking one night along the rain - sodden roads that mark passage through the Glenumbral moors , a pilgrim spied a lantern in the mist . " My word , " he said , as he stopped to stare , pushing up his funny white hat to get a better view , " Some poor traveler has lost his way ! " " Ho , there ! " he cried , " The road is here ! " Hearing no response , but not being one to leave a fellow mer to the mercy of the marsh , the pilgrim strayed from his own path and waded into the putrid waters between him and the light . Boots sloshing through the blackened muck , he could hardly make the gleam out through the mist ahead of him . Undeterred , he pressed forward , with hardly a thought for his own mortality . " Surely they can hear me now , " he thought , then cried out once more . " Ho , good friend ! The road lies this way ! " Again hearing no response , he took a moment to look around . Mist was all he found there , in the dark . He could see neither his horse nor his barrow , where he had staked it . Shivering there in his own lamplight , hopelessly lost , he wondered whether he would ever return to the road . Deciding two lost souls would fare better than one , and up to his chest in peat and putrid water , he pressed on toward the light . One by one , he lost his boots to the marsh , buried deep in the sucking pits that marked his passage . Bootless , he continued until he could go no further . It was then , coming around a copse of trees , that he came upon a small glass lantern hanging from a tree branch . Searching for any sign of its owner , he spied a wide - brimmed bonnet where it lay abandoned on the ground . As he stood there wondering , the bright yellow flame of the tiny lantern flickered , then guttered out . He looked to his own lantern , bobbing happily in the water above his shoulders , and took another step only to find he couldn ' t . Indeed , he could barely shift his waist , so thick was the muck he ' d mired in . Looking skyward , he reached for the grasping , wooden fingers of the trees above , only to find them beyond his grasp . So he stood there , in the dark , until the murky waters swallowed his throat , his mouth , and his funny white cap . His final breath bubbled up through the muck , and that was the last of the pilgrim . Walking one night along the rain - sodden roads that mark passage through the Glenumbral moors , a merchant spied a lantern in the mist . " My , my , " he said , as he stopped to stare , pushing up his broad visor to get a better view , " Some poor fellow ' s lost his way ! "
Dwarven Black Bow of Fate The Dwarven Black Bow of Fate is a unique Dwarven bow found in . Acquisition . The Dwarven Black Bow of Fate can be found inside Kagrumez , on a rack in the southeast room . In order to find it , the Dragonborn must find the rest of the Kagrumez Resonance Gem s to unlock the gates preceding it , by placing them in the matching order that is depicted on the gates into the center podium of the main room .
Journal of a Madman Content . They said it was impossible . They , not me . I knew ! The book knew . It knows all . And I know all . All I need to know . To fly ! They laughed . The others were afraid . Don ' t even try , they said . They said it was impossible . They , not me . The book fills me . With knowledge . Secret hidden knowledge . My knowledge . I must hide the knowledge . Hide it away deep inside . I will eat the book . A page at a time . Slowly . Slowly . I will become one with the knowledge contained on its pages . In its pages . In me ! The knowledge of flight . They said it was impossible . Ha !
Leveled Creatures ( Oblivion ) A leveled creature is a creature that keeps pace with the Hero ' s development . As the character increases in level , so does the creature , allowing it , in theory , to present a challenge at any level . Leveled creatures typically will have a set rule after their level , such as maintaining a + 2 level difference with the player character ( for example , if the player is level 12 , the creature is level 14 ) . Only a few select creatures , like the Gatekeeper , Jyggalag , the various other competitors of the Imperial City Arena and the Boethiah ' s shrine quest , and other named enemies are leveled . Leveled creatures carry gear that is scaled to the player , unless otherwise specified , like Umbra ' s Ebony Armor .
Understanding House Hlaalu Content . Written in the 121st Year of the Golden Peace Stand proud , kin of Hlaalu ! You belong to one of the original Great Houses of the civilized Dunmer . From our capital in the city of Narsis , our influence extends throughout the central region of Morrowind . Some call us opportunistic like it ' s a curse . But as Grandmaster Hesleth always implored , " The Dunmer who ignores opportunity deserves every failure that comes his way . " From the earliest days of the House , Hlaalu focused on trade and crafts . Our maxim was simple . The goal for every housekin was to succeed in business and turn a tidy profit . The Book of Grasping Fortune reminds us to " seize every chance to make a profit , but remember that your reputation also has value . " Without huge armies or vast holdings , it fell to our housekin to become experts at diplomacy and negotiation . Our words became our strength . Oh , there were also the less - savory attributes that went along with fast - talking and deal - making . We became thieves and sneaks , blackmailers and backstabbers . Still , we always appreciated the value of the deal . As the Book of Grasping Fortune tells us , " The perfect approach to negotiations is to compromise with an eye toward securing the best possible deal . " Our influence and our wealth has always been distinguished by our willingness to live in peace with our neighbors . While there can be short - term profit in conflict and war , sustainable growth only comes from harmony and fair trade . It falls to House Hlaalu to acknowledge our Dunmer culture with one hand while using the other to adapt to changing conditions as necessary in order to succeed . And what is success ? A satisfying deal and a tidy profit , of course ! There is a dark stain on our history , however . Our natural tendencies encourage others to use bribes and favors to influence our housekin . This means that for every honest and fair councilor Hlaalu produces , there might be as many as four or five that are underhanded and corrupt . Does this concern us ? Not overly , as history shows us that even the corrupt can wind up serving the common good . Or , at least , the profit earned has no moral component . As the Book of Grasping Fortune proclaims , " You can trade with a friend forever , steal from a fool once or twice , and bargain with the dead not at all , so always go for the most sustainable profit . "
Note from Gray Fox Content . It seems that security in the Arcane University is not what it used to be . In fact , that seems to be a problem all over the Imperial City . I would recommend that you get your guards back on duty unless you want more of your precious artifacts to go missing . The Gray Fox