naist-nlp/zeshel huggingface dataset:
Rasaba ' s Note Content . How is it that I found an infiltrator among the ranks while you lot stood around like useless clots of clay ? Were you lot too busy drinking or coming up with more ridiculous stories of past exploits ? Did this hapless spy bribe you with sweet rolls ? Perform better , or you ' ll get a surprise from me . And my surprises usually involve a sharp dagger , flung from a distance , and piercing your heart . You ' ll be dead before you can form a last thought . Bah ! Why do I bother ? I ' m not even sure you idiots can read . — Rasaba
Winter Gate Winter Gate is a location that appears in . Description . The milegate is located northwest of Kingscrest Keep . It is built to favor defenders , with a tower above the gate where flaming oil can be poured over a narrow entrance and multiple spots to place siege weapons to fire out .
Rid - Thar ' s Solace Rid - Thar ' s Solace is a Landmark located northeast in the region of Hazak ' s Hollow in Khenarthi ' s Roost . It is surrounded by hostile thunderbug s . Other than the note " Salvager ' s Torn Journal " , there is nothing of significance at this location .
Tip of the Spearhead Tip of the Spearhead is a quest available in . Now that the Vestige has recruited at least one of the people Kaleen wanted , they can pull off her heist whenever ready . The goal is to break into Headman Bhosek ' s palace and steal the shipping logs from his lockbox . Walkthrough . After recruiting Lerisa , Neramo and Jakarn , meet Kaleen at her hideout in Stros M ' Kai . " Time to make some money , " she says and reveals the big plan and the target . It ' s Headman Bhosek and they are stealing his shipping logs . They are the key to their fortune , records of every ship and stolen cargo and every illicit payment made to Bhosek . He has violated King Fahara ' jad s orders to stop raiding Breton ships and these papers will prove this to the king . The king is willing to pay for those paper . The Vestige ' s job will be to get into Bhosek ' s palace , steal the logs and get out of there without being detected . For this they will need a disguise , maybe Lerisa , Jakarn and Neramo can help . Talk to all three and ask for assistance and Lerisa will find a disguise . Jakarn will help obtaining the key and Neramo will help disable the guard if they are willing to test this new dwemer shock rod on him . With both Jakarn and Neramo there are two options to choose from , either they help or the Soulless One decline their help . Head over to the palace to meet Lerisa and get the disguise . After equipping the robes , enter the palace and ask one of the servants about the whereabouts of Bhosek . She points them to the court yard where he entertaining the latest slatters from the mainland . Head out to the court yard but there is Jakarn with the two girls , Agrash and Firneril . Bhosak is not to be found . Talk to Jakarn and he ' ll hand over the key , Bhosek has gone back inside to sleep of the attention of the two lovely ladies . Enter the palace again and go upstairs to find the lockbox guarded by Helthar . Use the dewer device from Neramo on him to disable him and he ' ll fall to the floor in a second . Open the lockbox and get the shipping logs . Head to the docks to find Kaleen and talk to her . She is waiting with King Fahara ' jad ' s envy beside the ship . Hand over the records and she ' ll handle things from here . When ready , follow Kaleen on the ship and talk to her . Either learn to know the crew better or leave at once . The ship leaves for Betnikh , the Orc island that hasn ' t yet joined the covenant , Kaleen hopes to change that . After arriving at Betnikh talk to Kaleen again and she ' ll reward them with the Gallant Chain and some .
Letter to King Folbert Content . To his most royal Highness , King Folbert of Daggerfall My king , it is with all respect and humility that I write you once again . I have served faithfully as a Knight of the Crown here at Watcher ' s Hold since I was old enough to lift a sword . Just like the other knights here , my father served here before me and his father before him , going back to the time Queen Prolyssa first assigned us to maintain vigil here . Our forefathers were promised relief at that time , but nearly 150 years later , that relief has still not arrived ! Furthermore , it seems the shipments from Daggerfall have stopped coming as well , and we have fallen on hard times . Honoring our forefathers ' commitment , we knights of Watcher ' s Hold have remained here out of sense of duty , but morale has never been lower and I fear we must soon resort to common banditry to get much - needed food and supplies . This is the seventh time I ' ve written to you and received no response . I begin to wonder if you have simply forgotten us . Your faithful servant , Sir Gregoire Talais 27th Frost Fall , 2E 570
Velothi ' s Shield Velothi ' s Shield is a light shield that is enchant ed to restore lost Health . Enchantment . Enchantment ID : " veloth ' s benison _ en " Acquisition . Velothi ' s Shield appears exclusively as a leveled item . There are 31 instances that it can possibly be generated .
Solea Nuccusius Solea Nuccusius is an Imperial Battlemage serving the Imperial Legion at Moonmoth Legion Fort . Background . She is currently serving as a guard in the Prison Towers , but since there is nobody currently in prison , her main duty consists of keeping an eye on the Chest marked " Evidence , " where the Nerevarine ' s stolen goods will be stored if he or she is arrested in the area . To supplement her wages , she also sells a selection of spells . However , she is not involved in any quests and does not provide any unique information .
Daynila ' s Corpse - Kebab Content . Daynila ' s Corpse - Kebab A favorite of mine . Works for all Mer and Men , although Argonians can be tough and somewhat gamey . In general , avoid the tail . Cut the most convenient and tender parts of the corpse - including eyeballs and internal organs - into gobbets . Skewer these on brochettes , interspersed with chunks of dried fish or snake , then cook over an open fire to desired doneness . Best served with red wine !
The Boy Who Became a Kagouti Content . There was once an unruly boy who refused to respect his elders . " Eat your bittergreens , " commanded his mother , and the boy said , " I won ' t ! " " Bow your head to your ancestors , " commanded his father , and the boy said , " I won ' t ! " And so it went , day and night , until one afternoon when the boy explored the nearby fen . He smelled the scent of sweet yam pie and followed it to a strange house . The pie sat unattended on the sill and he made to grab it when an old man came forth . " Leave my pie be ! " commanded the wizard , and the boy said , " I won ' t ! " " If you wish to behave like a wild Kagouti , then so be it ! " cried the wizard . Just like that , the boy became a kagouti . He ran back to his home and roared in despair , but his father chased him away with a shovel , for everyone knows kagouti are dangerous and diseased . Never again would he play with his friends or enjoy his favorite treats . Don ’ t make the same mistake as the boy who became a kagouti .
Cultural Exchange Cultural Exchange is a quest available in . Rigurt the Brash , leader of the Expedition for Nord Cultural Exchange , has asked for the Vestige ' s assistance . They ' ve agreed to trade a Nord book , clothes , and relic for similar Dark Elf items . Walkthrough . This quest can be started after speaking with Rigurt the Brash , a Nord located in Mournhold . Rigurt complains that he ' s been waiting several days for the Dunmer bureaucrat to return and grant him access to begin his cultural exchange program . He asks the Vestige to help . His aim is to help exchange Nord culture amongst the Dunmer . To this end , he has three items that he wishes to exchange for similar Dunmer items - a Nord Book , Nord Clothes , and a Nordic Relic .
Legate Cassia Legate Cassia was an Imperial Legate during the Great War between the Third Aldmeri Dominion and the Third Empire . She joined the Forgotten Hero during his quest to aid the Empire , after the Hero had taken down a group of Imperial Deserters . With the company of the Hero and his followers , they went to the Imperial City , posing as Gladiators , to find out the source of Naarifin ' s power . During the Battle of the Red Ring , Cassia commanded a part of the Imperial forces .
Electrical Discharge Electrical Discharge is a unique Destruction spell in that inflicts elemental shock damage upon multiple victims . Acquisition . Although it is not intended to be cast during combat , Electrical Discharge can be added to one ' s repertoire of spells on the PC by using the console command : codice _ 1
Treras Dres Treras Dres is a Dunmer sorcerer who resides in the tower of Hanud . He is an oathman of House Telvanni , and appears to be in charge of Hanud . He is hostile towards the Nerevarine , however , and will attack them on sight , even if they are a fellow member .
Earth Stone ( Dragonborn ) The Earth Stone is one of the representative stones of the Skaal deity known as the All - Maker . It is west of Raven Rock on the island of Solstheim . When the stone is firstly encountered , many inhabitants of Raven Rock will have been indoctrinated by Miraak , being forced to construct something around the stone . Quests . Dragonborn . If Adril Arano is asked about Miraak , he will eventually direct the Dragonborn to the Earth Stone , where , during his observations of the indoctrinated , Neloth will then provide the location of the Temple of Miraak . Cleansing the Stones . After learning the Bend Will shout , the Dragonborn is tasked with removing Miraak ' s influence from the All - Maker Stones in Solstheim . Characters . When the stone is first approached , the Telvanni wizard Neloth can be found nearby , however he later moves to Tel Mithryn . Bralsa Drel , Rirns Llervu and three Redoran Guard will work at the stone day and night . Raven Rock citizens Cindiri Arano , Dreyla Alor , Fethis Alor , Glover Mallory and Milore Ienth typically visit the stone at night and begin work like the others . Free from their indoctrination , all workers will return to Raven Rock after the stone is purged in the quest " Cleansing the Stones . "
Her Hand ' s Greaves Her Hand ' s Greaves is a piece of heavy armor in . These greaves belong to the Her Hand ' s Armor set worn by High Ordinators in Mournhold . Greaves cover the upper legs , knees , and groin . This piece of armor is worn exclusively by High Ordinators and the Hands of Almalexia . The version worn by the Hands of Almalexia is visually indistinguishable from this piece but carries the constant effect of Fortify Medium Armor 5 points on self . Unlike the cuirass and the helmet , wearing either version of this piece of armor will not trigger any hostility from High Ordinators encountered . Enchanted version . The greaves equipped by the Hands of Almalexia have the same name , appearance , and stats but include the enchantment mentioned above and the associated glimmer that comes with enchanted items . It also has a different ID for use with the console . This version ' s ID is " Indoril _ Almalexia _ Greaves . "
Staff of the Silver Dawn Staff of the Silver Dawn is a House Telvanni quest potentially undertaken by the Nerevarine during the events of . Walkthrough . Once the Nerevarine has given Arara Uvulas the Sload Soap she needs for her potions , she will ask the Nerevarine to locate and return the Staff of the Silver Dawn to House Telvanni . Rumor has it that the Staff is currently owned by a member of the Mages Guild in the nearby fort , the Wolverine Hall . The Cost of Silver Dawn . Asking around Wolverine Hall ' s Mage contingent will reveal that Arielle Phiencel is the current owner of the Staff and may be willing to sell it . Her fee for the Staff will be 300 and she will gladly part with it when the Nerevarine gives her the money . The Nerevarine may now take the Staff to Uvulas to complete the quest , and obtain the reward of a Glass Jinkblade and be taught a Blind spell .
Myriad Realms of Revelry The Myriad Realms of Revelry are a series of over 100 , 000 pocket realms created and ruled over by the Daedric Prince Sanguine . The realms are used as " pleasure pockets " where guests can personally customize them to a great latitude , as to meet the needs and desires of its visitants . Sanguine does not enforce absolute control over the realms , as it is his nature indulge his visitors . The Dragonborn visited one of these realms , the Misty Grove , in 4E 201 . It appeared to be a mist - filled copse of trees by burbling streams and paths with stone bridges . Lit by lanterns , it appeared to be a realm in an eternal early - evening . Sanguine used it to host a feast for the Dragonborn , after the two had spent a night having some drunken adventures around the province of Skyrim .
Two Sisters Lodge The Two Sisters Lodge is a three - story inn located in Skingrad . It is located south of the west gate , across from Glarthir ' s House . The lodge is run by Mog gra - Mogakh and her sister Ugak gra - Mogakh , who also runs the Grateful Pass Stables outside the gates .
Reanimate Corpse Reanimate Corpse is an Apprentice - level Conjuration spell in . Effects . Reanimate Corpse allows the Dragonborn to bring certain corpses back to life to fight for them . This is not limited to humans ; a dead bear or wolf can be reanimated as well , as long as it is of a low enough level . Characters raised with this spell may turn into dust after being killed again .
Small Corprusmeat Hunk Small Corprusmeat Hunk is an alchemy ingredient consisting of flesh infected with Corprus disease . It is abundant in areas occupied by members the Sixth House Cult . They are typically found tied to a rope and left dangling from the ceiling , or collected in troughs . The Nerevarine cannot contract the disease from handling or ingesting the meat . Effects . All varieties of Corprusmeat have the same alchemical effects : Uses . Corprusmeat can be used to train one ' s Alchemy skill by crafting detrimental potions . Although of no practical use to the Nerevarine , the potions can be sold to Merchants for some . Acquisition . Small Corprusmeat Hunks can be found at the following locations :
For Shelly Content . Shelly , Your ship should have arrived weeks ago and I fear the worst has happened . I ' ve set up camp on this rock as your ship should pass by here and hopefully one of these days we ' ll be together again . If you ' re reading this I ' m probably out hunting or bringing in some supplies . I ' ll be waiting here until I see your face again . Faithfully yours , Trius
Note ( Soul Cairn ) Content . They warned me not to go through that portal . What did I have to be scared of ? I been adventuring for years , and I never seen nothing that I couldn ' t wallop . But this place . . . Ain ' t nothing living here . Just dead things up and about when they should be in the ground . I can hear their bones scratching at the rocks and knocking together when they walk . If I get home , I ' ll hang up my sword and never go out again . . .
Trebonius ' Potion of Curing Trebonius ' Potion of Curing is a potion that appears in . Aquisition . The potion can be found in Trebonius Artorius ' inventory . He will give it to the Nerevarine during the events of the quest A Rash of Insults . Quests . A Rash of Insults . The potion is given to the Nerevarine by Trebonius , as the only way to make Tarer Braryn ' s rash disappear .
Spiked Armor Spiked Armor is a Dragonknight active skill in the Draconic Power skill line in . Prior to Update 6 , the Morph , Hardened Armor , was known as Razor Armor . Description . Increases armor by 25 for 17 seconds and returns 2 physical damage to melee attackers . ( Level I )
The Hist The Hist is a quest in . Furious with the Blackwood Company ' s vile illegal activities , Modryn Oreyn sends the Hero into their base to defeat Ri ' Zakar and destroy the dangerously powerful Hist . Walkthrough . Modryn Oreyn tells the Hero to destroy the Hist Tree before the Blackwood Company commits any more atrocities , and that Ri ' Zakar probably has it locked up , thus requiring his key . Head to the Blackwood Company Hall in Leyawiin . Upon entering , Ja ' Fazir will approach and state that he knows the Hero is a Fighters Guild spy . He will immediately become hostile and attack with the others waiting in the hall . There are three Blackwood Company guards in the room : a warrior , a spellsword , and an archer . be sure to get Jeetum - Ze ' s key off of Ja ' Fazir ' s body . Go upstairs , and use the key to enter Jeetum - Ze ' s room . Kill him and obtain Ri ' Zakar ' s room key . Head to the third floor , and open the door Ri ' Zakar ' s room . Kill him and find the basement key on his corpse . Head back down to the first level , and open up the basement door . In the basement , there will be two more guards , Hears - Voices - in - The - Air and Sings - Like - Thunder . Dispatch them , but be aware they both use invisibility rings in their favor . Now , the Hist tree must be dealt with . On the ground and on a table , there are two pipes . Pick them up , and then activate the two large gear boxes to jam the gears with the pipes . This will cause the machinery to break , and the tree to burst into flames . A quest update will indicate to head back to Chorrol and report to Modryn Oreyn . However , upon leaving the basement , Maglir will be waiting at the enterance . After commenting that the Hero has ruined everything , he will attack . Kill him and return to Chorrol . Oreyn gives the Hero the Helm of Oreyn Bearclaw and tells them to speak to Vilena Donton . Go see Vilena . At first , she will be angry because of the Hero and Oreyn plotting against the Blackwood Company behind her back , and thus strips the Hero ' s Champion rank . However , she is happy that the threat of the Blackwood Company has been destroyed , and thus promotes the Hero to Master of the Fighters Guild . She will then suggest that Oreyn to be named second - in - command . Go back to Oreyn ' s house , and tell him the news . He will inform the Hero that since they are in charge , they will receive a percentage of the monthly take for all contracts , as well as any useful items that the Guild finds . Afterwards , he can be commanded to concentrate on recruiting new guildmembers , who , when finding new contracts , will increase the useful items received , which will increase the total earnings , or both equally .
Aldmer The Aldmer ( meaning First Folk , or Elder Folk ) were the original race of Mer on Nirn , who claim to be direct descendants of the Aedra . The modern races of elves all came from the aldmer as they spread from Summerset Isle throughout Tamriel . As the common ancestor of all mer on Tamriel , the term " Aldmeri " is sometimes used to refer to mer as a whole . Appearance . As far as anyone can determine , the Aldmer vanished as a distinct race sometime during the middle Merethic Era . The Altmer consider themselves the most " pure " descendants of their progenitor race , and attempt to maintain that purity through careful breeding and eugenics . History . The Aldmer came from one of the two direct descendants of the Ehlnofey , the other being the proto - race of man . Some sources claim that the Aldmer , rather than the Old Ehlnofey from whom they are descended , fought against Lorkhan in the Ehlnofey Wars . Originally , the Aldmer were concentrated on the mythic continent of Aldmeris , coming to Tamriel in the Merethic Era . Initially , most of the Aldmer remained on the Summerset Isles , leaving the rest of Tamriel to the ancestors of Khajiit , Argonians and potentially Orcs . It is believed by some scholars that the Maormer diverged from the Aldmer before this time . Other groups of Aldmer began to explore the continent and settle the coasts of Tamriel , becoming the various races of mer that are seen throughout most of Tamriel ' s history , the Altmer , Ayleids , Bosmer , Chimer , the Direnni clan would ultimately become the Bretons , and the Dwemer . Culture . Most information known about Aldmeri culture comes from excavated ruins on the Summerset Isles , and the artwork of private Altmeri collectors . Aldmeri society was primarily agricultural , with an egalitarian government . The Aldmer were also capable of impressive feats of engineering , as the Aldmer built many of the Towers that can be seen across Tamriel , in imitation of the Adamantine Tower . Early Aldmer engaged in a form of ancestor worship , which over time began to focus more specifically on the most powerful of their ancestors , especially Auriel , Trinimac , Syrabane , and Phynaster . It was during this time that various religious groups schismed from the Aldmer , such as the Daedra - worshipping Chimer and the Psijic Order . Over time , the remaining group that would become the developed what is known as the Altmeri pantheon of the Aedra .
Hunting a Gargoyle Hunting a Gargoyle is a quest available in . Walkthrough . To start the quest , the Hero must have a reputation of at least fifty within the Fighters Guild . Speak to any questgiver and they will inform the Hero that they must kill a Gargoyle within a dungeon for a random amount of gold . Accept the quest , and they will point the Hero towards a specified dungeon . Upon travelling to the dungeon , enter it and search for the target . When located , kill the Gargoyle and return to the questgiver for a reward . Reputation with the guild will be lost if the Hero doesn ' t complete the quest within a specified time limit .
Solus Vertilus ' s Journal Content . Beldaburo is just in sight now . There doesn ' t appear to be much remaining of the above ground structure , but Ayleid substructures are known to have endured elsewhere , so I ' ll hope something remains that hasn ' t collapsed . A tribe of minotaurs seems to have taken roost at the Ayleid ruins . Less than ideal , but perhaps it ' s a good sign . Beldaburo can ' t be in terrible shape if the minotaurs camp there . This spyglass was a good investment . I ' ve been keeping watch on the minotaurs from a safe distance for a few days now . I hoped that they were simply using it as a stop over on some migratory journey , but it seems they ' ve made the location their home . I thought I saw light from the ruins tonight . Not torchlight . Something more radiant and steady . Some lingering Ayleid magic ? Something the minotaurs are doing ? I ' ve come to the conclusion that these minotaurs haven ' t delved farther than the exterior of Beldaburo . They don ' t appear to be attempting to expand into the ruins at all , so what has drawn them to this place ? I would have assumed that the minotaurs tend to congregate around Ayleid ruins out of a need for shelter , but that doesn ' t seem to be the case . What if the minotaurs are drawn to these places on some instinctual level ? Is there some throwback echo of memory from Morihaus ' s blood fueling their desire to linger in these places ? The minotaurs have stepped away from the ruins this morning . I think they ' re hunting . I ' m going to see if I was right about there being more to this ruin than just a few visible tumbled stones . The light ! It has a shape to it ! That of a Man or Mer , but it slipped past the door before I could get a good look . I ' ve yet to discern a means of opening the doorway thus far . I hope to figure it out before the minotaurs return from their hunt .