naist-nlp/zeshel huggingface dataset:
Gaspard Esmery Gaspard Esmery was a mercenary who founded and led the Gaspard ' s Stalkers mercenary group . Gaspard was known to have recruited Kurog gro - Bagrakh and his acquaintances into the guild sometime before 2E 566 , who then became some of the best and prominent members . During the Alliance War , Gaspard wrote the book " " detailing the craftsmanship of mercenary armor , and the revival of the trade thanks to the Alliances fighting all across Tamriel .
Wood Elf Etiquette : An Imperial Perspective Content . The Empire now extends its reach into the Kingdom of Valenwood . Do not be surprised if during your travels you run into the Mer of the forest . The Wood Elves are surprisingly social , and can be very friendly with outsiders , but you must be aware of their peculiar culture and customs so as not to provoke them to anger . The Wood Elves follow a strict religion called the Green Pact . Any Wood Elf who willingly takes up this pact is prohibited to harm any tree or plant in Valenwood . This includes chopping down trees , harvesting fruit , or digging vegetables from the ground . As a result of this , Wood Elves who follow the Green Pact eat a strict diet of meat and cheeses . This very specific restriction in what they eat leads to certain physical reactions which you may not typically encounter in public , or with such frequency . If a Wood Elf makes mention of " feeding the fire , " simply grow accustomed to breathing through your mouth for the count of twenty heartbeats . While few Wood Elves will think badly of you for picking a flower or tapping a tree for sap , some will see this as an act of disrespect . Strictest adherents to the Green Pact may react quite strongly , perhaps violently . This is not meant to alarm you ! Remember to treat the forests of Valenwood with respect . If you are uncertain , speak with the nearest Wood Elf " treethane " for guidance . You never know who is watching .
Threat of the Baandari Pedlars Content . This week , O faithful ones , my sermon is not a homily or a parable , but a warning : a warning to all true Redguards to beware the wiles of the devilish cat - people , those thieves and heretics who infest the fields outside our gates and call themselves Baandari Pedlars . Long have we known that these itinerant beast - people use the mask of merchant to hide their true trades of theft , fraud , and chicanery . Why , then , do the magistrates continue to allow them to set up camp before the gates of our towns ? Why are they not driven from our lands and never allowed to return ? Clearly other powers are at work here , infidel powers of sacrilege and evil . How else to explain the folly of those who patronize these creatures , and the blindness of those in authority who tolerate their open pandering and vice ? " But how do you know this , O Zuladr ? " you may ask . " How has this truth been revealed unto you ? " And I ask you : what do we say when someone sneezes ? We say , " Tu ' whacca bless you " — do we not ? And why do we say this ? Because , as the ancient writings tell us , a sneeze is a sign of the presence of an evil spirit . And what happens to many of the faithful , myself very much included , when in the presence of one of these cat - people ? We sneeze . We sneeze , our very eyes water , and we sneeze again . Heed , I say hearken to the warning of Tu ' whacca . These Baandari are evil spirits incarnate . Abjure their company , avoid their camp , suffer not their tainted wares to be brought into your abode .
Kroma kra - Magla Kroma kra - Magla is an Orsimer residing in the city of Orsinium . Interactions . Those Truly Favored . Dagarha learns that the Winterborn , a faction of Reachmen raiders , seek the Vengeful Eye , an old relic of Malacath . She plans to claim the Vengeful Eye before the Winterborn can reach it , and will ask the Vestige to help when they first engage in dialogue with her .
Grisvar the Unlucky Grisvar the Unlucky is a Nord imprisoned in Cidhna Mine . Background . Grisvar is a prisoner of Cidhna Mine in Markarth who has been in and out of the prison numerous times for stealing , and is now imprisoned for life . Interactions . No One Escapes Cidhna Mine . After the Dragonborn speaks to Uraccen , Grisvar offers them a shiv in return for a bottle of Skooma , which can be pickpocket ed from or beaten out of several others in the mine . Alternatively , the Dragonborn can persuade Duach to give them his supply of Skooma . The shiv can be used to bribe Borkul the Beast into opening the door to Madanach ' s cell . After speaking to Madanach , the Dragonborn is instructed to kill Grisvar as he has outlived his usefulness to Madanach .
Rulantaril ' s Notes Content . I write this in the hope that my son , Telbaril , someday understands why I did what I did . Learning proper magic is something they teach you here at the guild , but it is not the only way . There is so much knowledge that is traditionally forbidden by the decrees of those who fear true power and those who wield it . Know that there are places beyond Tamriel where the cunning and the wary can go to learn forgotten spells . I speak of the planes of Oblivion . The sea of limitless dimensions contains an endless series of islands . Some are controlled by the mighty Daedric Princes ; others are loosely connected to one minor Daedra Lord or another . On these islands , creatures dwell who possess secrets out of time . Some are there of their own volition , but others are banished there for crimes either heinous or imagined . If you are reading this , Telbaril , know that I found one such place long ago . Know that it is not far from the city in which you now sit within a tiny cave by the docks . It is called the Crow ' s Wood . And son , if you decide to follow me , bring all of your cunning with you .
Memo to Captain Doronil Content . Captain Doronil , I simply cannot understand the intent of these new orders from the General . The way he commands the watch to be set leaves gaping holes in our defenses during parts of the evening . If we were short - handed that would be one thing , but we have plenty of soldiers for the job . Please share your thoughts . I wish to understand the purpose of these orders . — Commander Taldyn
Nimriel Nimriel is a Bosmer farmer at the Pelagia Farm outside of Whiterun . Background . Nimriel tends to the crops on the land belonging to Severio Pelagia with the her coworker Gloth . She is also Severio Pelagia ' s lover . Interactions . Hired Muscle . Nimriel is a possible target needed to be intimidated by initiating a brawl . Rescue Mission . Nimriel is a possible target needed to be rescued from a bandit camp . Possible locations of where to rescue her : ( Others not listed )
Santaki ( Daggerfall ) Santaki is a landlocked region in the province of Hammerfell . It is shares borders with the Alik ' r to the west , the Dragontail Mountains to the east , and Dak ' fron to the south . Stendarr is the patron deity of Santaki . The military forces from the region are called the Knights of the Hawk . They act as the warriors and protectors of the realm , and the royal family of Santaki . Many have trained since childhood to join the knightly order , mainly for honor and prestige .
Abal at - Inzil Abal at - Inzil is a Redguard priest of Tava on the island of Stros M ' Kai . Background . Abal at - Inzil believes that the Orcish god Mauloch is simply a guise for Malooc , the Horde King and hated enemy of the Redguards , and that those who despise his worship do so rightly . He advises his faithful to focus their anger about allying with the Orcs into their daily training and practice .
Battle of Molag Beran The Battle of Molag Beran was a battle that took place between two Dunmer clans . House Retheran and House Drenim were the two houses that fought in this battle . House Drenim was successful in this battle , routing the Retherans at Tadras Banks .
Tukushapal Tukushapal is a cavern in . Description . The cavern is located in the Azura ' s Coast region . Tukushapal can be entered by passing through the Marvani Ancestral Tomb . An entry platform , with stairs descending to the left and right , overlooks the area . It has been transformed into a gigantic labyrinth with very high walls . A large natural stone pillar dominates from the center of the main area , with large lava vents pouring forth steam . The floor has been paved flat with flagstones and is entirely flooded with water . Navigating the maze leads to a tomb entryway built into the base of the central pillar . This leads to Tukushapal Sepulcher . Background . According to an old Nord reaver , Ennbjof , the Nerevarine can find in The Lizard ' s Head in Vivec City . The cavern was built to honor and act as the final resting place of Olmgerd the Outlaw . Olmerd was also the bastard son Harald Hands - Free , the High King of Skyrim during the First Era . Olmgerd was said to have been buried with his enchanted axe , Stormkiss , in his ship . Tukushapal , Sepulcher . The sepulcher lies within the central pillar and consist of a single large natural cavern . The ceiling vaults overhead with jagged rocks hanging down . Sitting in the middle of the water is an ancient Nord ship , the final resting place of Olmgerd . Upon the ship is a corpse with treasures surrounding it , including the unique axe Stormkiss . Swimming down into the lake reveals three raw ebony nodes . Standing on the entry platform , it is possible to hear the musical tones emitted by the glowing , purple crystal clusters , although none are visible . High above the entry platform is a hidden ledge with the crystals that is only accessible via Levitation , which contains a unique item – the Daedric Face of God . Notable items . The Tukushapal Sepulcher contains several unique and rare pieces of treasure :
Scourg Barrow Scourg Barrow is a dungeon and the main headquarters for the Necromancer s . It is located in the Dragontail Mountains , in a secluded area . Although they are opposed by many , the King of Worms ' influence spreads throughout western Tamriel . Walkthrough . To get to the king of worms , enter the door on the central dome in the exterior of the dungeon . Upon entering , there will be seven white tombs . Open the second one on the left of the entrance , and head down the hidden passage . There will be some damage taken but will not kill you at full health . To the right will be a green tapestry , that when activated , grants levitation for 20 seconds . Continue on down the hallway ( using the levitation is optional ) , and head down the to the left stairs . At the bottom of the stairs will be a door on the left . When reaching it you will be confronted by two zombies . It is suggested to jump on the stairs and fight them off , as they cannot walk up them and deal a lot of damage to you . Upon entering the room from the door , there will be eight other doors . Take the one on the immediate left and continue down the hallway . There will then be a second door , that when opened will show a " T " intersection with two other hallways . Take the one on the left , which will lead to a downward spiral cave . The cave will contain a fair amount of giant bats . After traveling through the cave take the first right passage . Head down and you will then appear in a room . Go to the left of the room and open the door . Upon opening the door you will see a large room , containing some guards , dancers , ancient liches and vampires , and the King of Worms himself . To get out , head back the way you came . Go to the downward passage that originated from the tomb in the first area . You can travel back up using climbing mode or a levitation spell . If you have no levitation spell or not very skilled in climbing mode , activate the green tapestry and use the temporary levitation spell to get out . Quests . Morgiah ' s Message . Morgiah , the princess of Wayrest , wants to gain power from the Necromancers . She sends the Hero of Daggerfall to deliver a letter to him within 30 days . If delivered , Mannimarco will then give a reply letter to the hero who needs to deliver the letter to Morgiah . If it takes too long to complete the quest it will be failed .
Ogrim Titan Ogrim Titan is an ogrim in . Description . They are large , reptilian - like Daedra , they are a higher leveled type of Ogrim . It is said , that , they are sent to the mortal plane for the amusement of Daedric Prince s . Ogrim Titans are associated with Malacath . They are found randomly around Vvardenfell ' s Red Mountain Region , and will start to appear once the Nerevarine has reached level 15 . This creature is immune to normal weapons , and can regenerate its health .
Falkreath Stormcloak Camp Falkreath Stormcloak Camp is a Stormcloak encampment in . Background . The Falkreath Stormcloak Camp is the Stormcloak base of operations in Falkreath Hold . It holds strategic importance due to its proximity to Helgen , Riverwood and Fort Neugrad . Ultimately , this camp serves as the staging area for the " Rescue from Fort Neugrad " quest . The fort ' s subsequent capture will solidify Ulfric Stormcloak ' s hold over Falkreath Hold , which is a milestone in the Liberation of Skyrim . After completing " Rescue From Fort Neugrad " during the Liberation of Skyrim , all the members of the camp will be relocated to Fort Neugrad , the map marker and the camp itself will be removed from the World Map and Skyrim . If the Imperials win the civil war , the camp remains with its leader and his Stormcloak remnants planning for the unknown . Facilities . If they are Stormcloak , the Dragonborn can use various crafting facilities , check the map on the table found in one of the tents in order to update their own as well as search a few chests for a random loot .
Mephala ' s Quest Mephala ' s Quest is a quest undertaken , on behalf of the Daedric Prince of Obfuscation and Secrecy , by the Nerevarine during the events of . Walkthrough . The first part of this quest can often prove a challenge , particularly as Mephala is the only Daedric Prince not to have a statue of herself to form the shrine . Instead the shrine resembles an Imperial Cult Altar and ( rather than being found in a Daedric Ruin ) is hidden within the Morag Tong headquarters in the Arena Canton ( within the Storage area of the Canalworks ) . Inside , the Nerevarine must speak to Taros Dral . Dral ' s " Sensitive Matters " . Initial conversation with Dral about " " Sensitive matters " " will reveal that the Daedric Prince Mephala has given him information which must be acted upon . Further inquiry causes Dral to reveal that Mephala has learnt of a Morag Tong member , Balyn Omavel , has been working outside the order and has tasked Dral with finding a method of removing him . Dral will give the Nerevarine the task of poisoning Omaven , using some Treated Bittergreen Petals , to be placed in Omavel ' s food . Removing a Free Agent . Omavel ' s house can be found in Balmora , just south of the eastern guard tower . Omavel can be seen patrolling the front of his house ( he will look towards it frequently ) . To enter , the Nerevarine may use the trapdoor at the top of the property ( without being spotted ) . Once inside , the Nerevarine must place the Treated Bittergreen Petals into the cauldron on the wall . Again the Nerevarine must remain undetected whilst they exit the house , before returning to Dral . Dral , upon the Nerevarine ' s return , will instruct them to speak with Mephala through the Shrine . Mephala will thank the Nerevarine for their work and reward them with the Ring of Khajiit , an artifact entwined with Mephala ' s powers .
Shivering Apothecary Shivering Apothecary is a creature card in , introduced in the " Madhouse Collection " set . Acquisition . This card can be acquired by buying the " Madhouse Collection " set for real money ( USD $ 10 / EUR €9 . 99 ) or 1500 .
Ancient Shrouded Boots The Ancient Shrouded Boots are a unique pair of Shrouded Boots and a part of the Ancient Shrouded Armor set found in . Acquisition . The boots , along with the rest of the armor set , can be obtained at the conclusion of the Dark Brotherhood side quest " Locate the Assassin of Old . " The quest is given by Olava the Feeble and can only be accepted if the bonus requirement of Breaching Security has been met . The armor itself can be found on the corpse of an assassin inside a secret room in Hag ' s End . While Hag ' s End can be accessed before accepting the quest , the pull chain to open the secret door will not appear until Olava has been visited . Enchantment . Wearing this piece of armor grants the following bonuses : In addition , wearing the full Ancient Shrouded Armor set grants a 25 - point armor bonus . It cannot be disenchanted . Smithing . The Ancient Shrouded Boots can be upgraded at a workbench with piece of leather and the Arcane Blacksmith perk , however they do not benefit from any Smithing perks . This means the boots cannot be improved past flawless quality without boosting the Smithing skill over 100 . This can be achieved by using enchanted items and / or blacksmithing potions to fortify Smithing .
The Internment of Feremuzh Content . Know , O Descendant , the difficulties faced by your ancestors in their own lives . Herein follows the tale of Feremuzh . Feremuzh abandoned the tradition of his ancestors to join the unholy Undead . He became a creature that degraded itself to hide from the sun and consume the blood of the living . He plagued the land , consuming life and turning the dead he created into his own followers . Your ancestors were bound to tradition — they could not lift blade against the honored dead , they could not resist the plague that Feremuzh had brought with him . The wisest of your ancestors , O reader , were gathered . In time they concluded that there was only one method to deal with the villain Feremuzh . A group of the strongest males would have to seek out the lair used by Feremuzh to hide from the bright Alik ' r sun . The strongest men were assembled , and sent forth to seek out the villain ' s lair . The men were instructed to only travel in the protection of the sun , and to hide under the moon when Feremuzh would be out to hunt . The men were wise to follow their elder ' s advice , and they remained unfound and untouched till they happened upon Feremuzh ' s lair . Know , O reader , that what ensued is unclear , but what is clear is that the men sacrificed themselves to bring the lair down upon Feremuzh . In doing so , your ancestors trapped Feremuzh in a tomb of earth for time eternal . That earth has been deemed unholy and accursed . Know the marks of the cursed land so you may avoid it . The entrance is tucked into the base of a sharp cliffside , at the end of a path cutting through the rocks . On a bright day one can see and hear the nearby shore , don ' t let the sea lull you in a false sense of security . Ruins of our ancestors watch over the cursed land . Avoid this place , and leave the damned to rot .
Leather Bracers ( Skyrim ) Leather Bracers are a piece of light armor and part of the Leather Armor set . Locations . Unenchanted bracers will begin to appear throughout Skyrim at level 6 and enchanted variants can be found at level 7 . These locations include : Smithing . Leather Bracers do not require a Smithing level or a perk to create . They can be forged at a blacksmith ' s forge with the following components : They can be upgraded with Leather at a workbench , however they do not benefit from any smithing perks . This means the bracers cannot be improved past flawless quality without boosting the Smithing skill over 100 . This can be achieved by using enchanted items and / or blacksmithing potions to Fortify Smithing .
Cult of the Ancestor Moth The Cult of the Ancestor Moth , also known as the Order of the Ancestor Moth is one of the many cults in Tamriel . The members of this order are called Moth Priest s . Background . The priests believe it is their sacred duty to study and discern the Elder Scrolls in order to divine the future and use the knowledge to aid the Emperor . Sometimes , the priests may venture out into the world to search for more scrolls to bring back to the library of the White - Gold Tower . The power of the Elder Scrolls exceeds even the gods , the Aedra and the Daedra . The moth priests are able to read the Elder Scrolls , through a special ritual known as the Ritual of the Ancestor Moth , which involves the ancestor moths , from whom they also gather silk . However , the readings of the Elder Scrolls causes the moth priests to eventually become blind . Even with their blindness they still have the ability to make out shapes or figures of objects and people . The junior members of this cult , who have not fully lost their sight , assist the elder members . The silk of the ancestor moths is gathered through an esoteric ritual of capturing the singing and hymnal spirits of one ' s forebears , which they use to create various vestments and costumes . Monks of the higher orders prefer to wear the moths about the neck and face . They must chant the mantras constantly to maintain skin contact with the ancestor - moths , a discipline that they endure for the sake of some cosmic balance . When a monk interrupts these mantras , in conversation for example , the moths burst from him in glorious fashion every time he speaks , only to light back upon his skin when he resumes the inaudible chant . The ritual of the ancestor moth . The priests are able to attract the ancestor - moths through the application of finely ground bark - dust gathered from the gypsy moth ' s favorite tree , and through the sub - vocalization of certain mantras . The ritual usually takes place within one of the many secluded Ancestor Glade s scattered across Tamriel .
The Battle for Fort Dunstad The Battle for Fort Dunstad is a quest available in . Walkthrough . Legate Rikke issue orders to assist with taking Fort Dunstad from the Stormcloaks . Travel to Fort Dunstad and meet up with your fellow legionnaires . Note that there is a giant ' s camp , Red Road Pass , almost midway in a straight line between the Pale Imperial Camp and the assembly point ; take care to circle around to avoid an extra battle . Approach the Legion soldiers and they will start running towards the fort . Attack the fort with them and dispatch the incumbent Stormcloaks . Take out the archers and destroy the barricades at the fort entrance to allow the Legion to storm in and assist with the rout . Once the enemy percentage counter drops to 0 % , the quest is complete . You may then return to General Tullius for the next quest .
Dwarven Metal Ingot Dwarven Metal Ingot is a crafting material found in . It is used to craft and improve various weapons and armor via smithing . Background . Dwarven Metal Ingots were the metal of choice for the Dwemer . The method of producing these ingots was known only to them , and hence was one of many secrets lost with them . Due to the only source of this metal being the Dwarven ruins , the metal has come to be known as " Dwarven metal , " named after its creators . This metal neither dulls nor rusts . Smithing . Dwarven armor is a set of heavy armor that can be crafted with the Dwarven Smithing perk and the following supplies : Dwarven weapons feature an expanded range including the Crossbow with the DLC . Smelting . The following table shows the ore substitutes that can be smelted to produce dwarven metal ingots . All common miscellaneous Dwemer items , except for Dwemer levers , which begin with an adjective ( such as " small " or " bent " ) are smeltable .