naist-nlp/zeshel huggingface dataset:
Tattered Note ( Bloodmoon ) Tattered Note is a message sent to a group of mercenaries hired by Carnius Magius to attack Raven Rock , massacre the miners , and frame the Skaal . Interactions . Under Siege . After bring sent on a errand by Falco Galenus to fetch silver weapons , the Nerevarine returns to Raven Rock and finds it under attack . While slaughtering the assailants this note is found on the remains of Toralf . After conferring with Falco , the Nerevarine confronts Carnius with this piece of evidence . He admits to being the author , and in a fit of rage , attacks the Nerevarine . Content . Land somewhere NE of the colony . Wait until % PCName has left the site ( the % PCRace can be identified based on descriptions previously provided . ) Kill every living thing in the colony . Be sure to leave behind some Skaal armor and weapons ; there needs to be evidence readily available , should the Empire choose to investigate . Payment will be delivered at the designated meeting point once proof of the task ' s completion is presented . C
Spirits of Skyrim Content . A wide variety of spirits roam the lonely paths of Skyrim . Some are fierce and terrible , hateful and jealous of mortal creatures . Others are simply mischievous , full of playful wickedness that can turn dangerous if the target isn ' t completely aware of what ' s happening . A few can be benevolent , but even these can turn hostile if the proper decorum and respect aren ' t adhered to . These spirits range from free - roaming Daedra to the mortal dead to nature personified , though such distinctions may not matter much if you become embroiled in a haunted encounter . What do you care if the spirit harassing you is a marauding Daedra or the lingering shade of a village peasant ? It ' s still just as insubstantial . It ' s still just as dangerous . The Haunted Wood , far to the south of Windhelm , has long been a place of mystery and danger . A multitude of stories describe how sparkling lights or compelling whispers lure travelers deep into the forest . Of even local farmers and loggers who should know better falling victim to strange sounds and even stranger sights that can occur when the sun rides high in the sky or when darkness covers the land . One such spirit is a guardian spirit tied to a specific natural landmark , such as a lake , a hill , or a copse of woods . The guardian spirit haunts the area it is connected to , and cannot abandon or wander far from the location . A guardian spirit might take on a mortal shape when appearing before mortal creatures , but make no mistake : these spirits were never mortal and are as different from the mortal world as the residents of Oblivion . They might imitate mortal behavior , but they neither understand it nor have any but the most tenuous connection to it . A guardian spirit might get bored with its routine . It might become curious about new creatures wandering into its environment . It might even become angry at a presumed slight by a mortal visiting its realm . Any or all of these situations might draw the attention of a guardian spirit upon you . Or it might be something else entirely that draws them to you . Who can tell what motivates these strange entities ? The guardian spirit associated with the Haunted Wood tends to be curious and mischievous , but has rarely shown outright hostility to mortal visitors . Stories abound of missing objects , strange appearances , and playful teasing , but there are few accounts of the forest turning against mortal visitors . It seems that , for this spirit at least , some kind of connection is trying to be made . Or , perhaps , this too is a misinterpretation of intent . Perhaps this guardian spirit is simply attempting to lull visitors into letting their guard down . And then the spirit will pounce .
Second Barrier Second Barrier is an Alteration spell in that creates a magic al shield around the caster ' s entire body increasing their armor rating . Characters . The following people use and / or sell this spell : Creatures . The following creatures use this spell : Merchants . Second Barrier can be purchased from the following spell merchants :
Mirisa ( Bloodmoon ) Mirisa is a Redguard monk and a member of the Imperial Cult . Background . Before going missing , Mirisa was in a relationship with Jeleen . Mirisa set out on a mission to teach the warriors of Thirsk about the Imperial Cult and how drinking mead is a sin . Erich the Unworthy was angered by this statement and in his rage he knocked her unconscious . She then awoke in his chambers , which by the time the Nerevarine reaches her , was over three weeks ago . Since that time she said Erich would come taunt and beat her everyday , and all she was given to eat and drink was mead . Interactions . The Missing Missionary . Speaking to Jeleen about Mirisa will activate this quest . He will send the Nerevarine to Thirsk in the northern area of Solstheim in search for her . Asking most members about Mirisa will have direct them to Erich . Erich will act as though he knows nothing when spoken too . Mirisa is upstairs behind a level 50 locked door . Erich carries the key to this door which can pickpocketed from him or looted off his corpse . If The Mead Hall Massacre has begun , she will instead be in the cave of Solvjord . Upon rescuing her she will need to be guided back to Fort Frostmoth . It should be noted that she will attack any enemy in sight and is quite weak , often resulting in her being killed . If she is returned alive , she and Jeleen will be reunited . She can then become a merchant and buys potions and ingredients If she is rescued but killed before reaching Fort Frostmoth , there will still be a reward though Jeleen will commit suicide in his grief .
Children of the Sky Summary . The text details aspects of Nord ic culture , with a primary focus on thu ' um and its correlations with Akaviri " kiai . " Content . Nord s consider themselves to be the children of the sky . They call Skyrim the Throat of the World , because it is where the sky exhaled the North Winds on the land and formed them . They see themselves as eternal outsiders and invaders , and even when they conquer and rule another people ; they feel no kinship with them ( this especially with the Chimer and Dwemer in the days of the Dwemereth and the first forming of the Great Houses ) . The breath and the voice are the vital essence of a Nord . When they defeat great enemies they take their tongues as trophies . These are woven into ropes and can hold speech like an enchantment . The power of a Nord can be articulated into a " dragon " shout , like the kiai of an Akaviri swordsman . The strongest of their warriors are called " Tongues . " When the Nords attack a city , they take no siege engines or cavalry ; the Tongues form in a wedge in front of the gatehouse , and draw in breath . When the leader lets it out in a kiai , the doors are blown in , and the axemen rush into the city . Shouts can be used to sharpen blades or to strike enemies . A common effect is the shout that knocks an enemy back , or the power of command . A strong Nord can instill bravery in men with his battle - cry , or stop a charging warrior with a roar . The greatest of the Nords can call to specific people over hundreds of miles , and can move by casting a shout , appearing where it lands . The most powerful Nords cannot speak without causing destruction . They must go gagged , and communicate through a sign language and through scribing runes . The further north you go into Skyrim , the more powerful and elemental the people become , and the less they require dwellings and shelters . Wind is fundamental to Skyrim and the Nords ; those that live in the far wastes always carry a wind with them .
Legate Skulnar Legate Skulnar is a Nord warrior and a Legate of the Imperial Legion who resides in the Jarl ' s Longhouse in Falkreath . Interactions . He can tell the Dragonborn more about joining the Imperial Legion . If the Stormcloaks take Falkreath during the Civil War , Skulnar will thereafter be found in the Falkreath Imperial Camp .
Cheydinhal Fighters Guild Cheydinhal Fighters Guild is the local Fighters Guild located in Cheydinhal , near the Cheydinhal Mages Guild . Background . This guildhall is led by Burz gro - Khash , who will give quests to the Hero as the Fighters Guild is progressed through . Ohtimbar , Keld of the Isles , and a Fighters Guild Porter also reside in this guildhall . Layout . This building ' s interior is actually smaller than it looks from the outside . It is divided into three main areas : Ground floor , basement , and second floor . The ground floor simply consists of a small lobby area with a dining area . The Porter is usually the only one on the ground floor . Burz can usually be found on the second floor , which has a seating area as well as a bedroom with three beds , only two of which are used . The basement consists of the standard Fighters Guild training area . Quests . Burz gives the following quests in order :
Alkosh Alkosh , colloquially known as the Dragon King of Cats , is the chief deity of the Anaquinine Khajiit religion , which was loosely based on the Nine Divines and Altmer religions , and was a variation of the Aldmeri god Auri - El and the Imperial god Akatosh . He is depicted in ancient Khajiit legends as a fearsome dragon , but in the Third and Fourth Era s the Khajiit adapted the legends into claiming that he was actually just a big cat . Alkosh is the most powerful of the Khajiit gods and was a god formed before the Ri ' Datta Dynasty . After the creation of the god Riddle ' Thar , Alkosh lost many of his worshippers in the majority of Elsweyr , but he remained immensely popular in Elsweyr ' s wasteland regions . Alkosh is later mentioned during the book , " Where Were You When the Dragon Broke ? " , as having been broken by the humans , and R ' leyt - harhr remarks how difficult an achievement that would have been . Alkosh is often referred to as the " First Cat " by the Khajiit .
Skylamp ' s Shadow Skylamp ' s Shadow is a Restoration spell available in that temporarily increases the value of the speed attribute . Characters . The following people use this spell : Acquisition . This spell is not available for purchase in " Morrowind " or expansion packs . Although not intended for use by the Nerevarine , it can be acquired on the PC by using the console : codice _ 1
The Crystal of the Tower Content . By Larnatil of Lillandril , Sapiarch of Arcanology The Crystal Tower rises over northern Summerset , standing as a beacon and a symbol of everything the Altmer hold dear . Also known as the Crystal - Like - Law , the tower , contrary to the beliefs of those who live beyond our cherished borders is not made of crystal . No , the tower is named for the crystal that resides at the utmost level , Transparent Law . Transparent Law lends power and energy to the Crystal Tower , which allows the mystical structure to offer its protections to all of Summerset . The energy radiates from the tower , spreading across the land like an invisible awning to keep the island safe and secure . Now , these protections are ancient and were set in place long ago when the crystal was within the tower by the Aldmer who erected it . In truth , for all our knowledge , the Sapiarchs do not fully understand the exact workings of the tower of the crystal . We know that the Aldmer constructed the Crystal Tower to preserve the graves of the early Aldmeri settlers and forever remember the spirit of the Elven people and mark that brief moment in history when we were fully unified . As for the significance of Transparent Law , I should think that to be self evident . One only has to break down the meaning of the name and all becomes clear . To be transparent is to be easily recognized or detected , to be made manifest , to be open , obvious , and candid . Law , meanwhile , refers to the principles and regulations that govern some specific portion of reality . In this case , the crystal manifests the clear and unequivocal fundamental principles of our Aldmer heritage . Indeed , we suspect that the crystal may even be a fragment of divinity given physical substance . Obviously , theories concerning the Transparent Law and its significant to the Crystal Tower abound within the College of Sapiarchs . I like to believe that the crystal absorbs the drive for perfection that marks the Altmer and reflects it back , driving away any imperfections that would weaken or endanger the island . Not everyone agrees with me , but I see a correlation between the pride and admiration our people feel for the Crystal Tower and the feeling of security and safety that it , in turn , projects across the land . It is a symbiotic relationship . Or , it could just be ancient Aldmer magic . Who can really say ?
Purewater Run Purewater Run is a cave located in The Reach . It is a small cave southeast of Markarth . Overview . It contains two Nirnroot plants , a quicksilver ore vein , and two Dwemer chests underwater near a typical huge Dwarven head sculpture , which is , in turn , guarded by two slaughterfish . One of the chests contains a smithing Skill Book called " Cherim ' s Heart of Anequina " . There are Abecean Longfin s , Silverside Perch , and Salmon as well as several Slaughterfish Egg clusters in the underwater areas .
Fort Cuptor Fort Cuptor is a Fort Ruin in . It is located at Lake Canulus , east of Silverfish River . Background . Fort Cuptor is a necromancer lair . It also contains undead enemies . It is located on the southwest shore of Lake Canulus . Stay away from the floor grates on the second floor . They drop into a warren of sewers and the switch to open the exit gate will need to be found . There is also a skeleton that will ambush from behind a drapery and a partially dissected skeleton of a child , who was apparently wearing overalls .
Rosentia Gallenus ' s House Rosentia Gallenus ' s House is located near the center of Leyawiin . Overview . This sumptuous , two - story house is inhabited solely by Rosentia Gallenus . Contained downstairs is a dining room , living room and kitchen . Upstairs there is a bedroom . There is a leveled chest downstairs . Rosentia Gallenus is involved in the miscellaneous quest Whom Gods Annoy .
Chimera of Desolation The Chimera of Desolation is a small , lordless realm created by Mehrunes Dagon , who threw Caecilly Island ( a small island off the coast of Northmoor ) into the Void as an act of revenge against Chimere , a mortal conjurer living there . The abandoned town of Trybador still stands on the desolate island .
Nightingale Gloves Nightingale Gloves is a piece of unique light armor and part of the Nightingale Armor set found in . Acquisition . This piece , along with the rest of the set , is given by Karliah before performing the initiation ritual of the Nightingales during the quest " Trinity Restored . " All pieces are obtained when activating the Armor Stone , emblazoned with the Nightingales symbol , inside Nightingale Hall . Enchantment . The gloves bears an enchantment , the magnitude of which is dependent on character level . Three tiers are available and the item with the strongest enchantment can be obtained after level 32 . The character level when the quest " Trinity Restored " is started determines which tier will be granted . Wearing this piece of armor grants the following bonuses : Smithing . The gloves can be upgraded at a workbench with void salts and the Arcane Blacksmith perk , however they do not benefit from any Smithing perks . This means they 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 .
Khalama ' s Caravan Khalama ' s Caravan is a location that appears in , in the region of Khenarthi ' s Roost . It is not marked on the map , and is only relevant because that is where Khamala and her group can be located . Herself , her sister , Nindir , as well as Dazur , Aireh , and Hainab are all located there . It is located near Shattered Shoals . Khalama herself states that the group would be there , however , Hainab starts to party like its a " New Moons Festival " whenever he finds Aldmeri Brandy .
Auberon Flyte Auberon Flyte was a male Breton . He and his wife Doryanna Flyte were the rulers of Anticlere , a region near the Iliac Bay , which was formerly known as Reich Gradkeep . Auberon led the Knights of the Flame , the guardians and protectors of Anticlere . He became King of Anticlere following the murder of the former ruler , Lord Graddock , and most of his family during the War for Betony . Only one sickly infant survived the massacre . Auberon and Doryanna ruled as regents until the infant ' s death . Auberon had a strong , yet dictatorial style of governing , which was exactly what Anticlere needed after the Riot in Reich Gradkeep . After the infant ' s death they were elected to the position of king and queen by the citizens of Anticlere .
The Forgemaster ( Dawnguard ) The Forgemaster is a unique Dwarven centurion found guarding the Aetherium Forge in the Ruins of Bthalft . Characteristics . The Forgemaster is bigger and stronger than normal Centurions . It appears after all other Dwemer Animunculi in the chamber have been dealt with , arising from the magma from behind the forge . Parts of its armor and metal appear yellow hot , as it was recently bathed in magma . Instead of a normal Centurion steam attack , it performs a fire breath attack , similar to that of dragons . Upon death its armor cools and it shrinks to the size of an ordinary Dwarven centurion . Interactions . Lost to the Ages . The Forgemaster appears as the final enemy that must be defeated before the Dragonborn can use the Aetherium Forge .
Stendarr Stendarr is the God of Righteous Might and Merciful Forbearance . He is the inspiration of magistrates and rulers , the patron of the Imperial Legions and the comfort of the law - abiding citizen . Stendarr has evolved from his Nordic origins into a deity of compassion or sometimes , righteous rule . He is said to have accompanied Tiber Septim in his later years . In early Altmeri legends , Stendarr is the apologist of Men . Chapels . The Chapel of Stendarr is located in Chorrol , and , according to legend , the Gauntlets of the Divine Crusader are located there . Cults and followers . In Skyrim , the fanatical Vigilants of Stendarr wander the countryside , looking to distribute justice . On being questioned , Vigilants say that they formed their order after the Oblivion Crisis . Their objective is to eradicate certain undesirables from Nirn , namely necromancers , conjurers , and especially Daedra . One of their phrases , " May Stendarr have mercy on you , for the Vigil has none to spare . " is ironic in light of their service to the god of mercy . Verse . " " Come to me , Stendarr , for without you , I might be deaf to the manswarm murmurings of thy people , and forgetting their need for comfort and wisdom , I might indulge myself in vain scribbling . " "
Pale Pass Discovery ! Contents . Fort Pale Pass , the fabled headquarters of Tamriel ' s First Era Akaviri invaders , has been located by an agent of the Countess of Bruma . This fortress was thought to be long lost to the ages , buried in the frozen wastes of the Jerall Mountains . Thanks to an expedition funded by Her Ladyship Narina Carvain , Countess of Bruma , the secret entrance to this great ruin was found . Previously , scholars have offered no persuasive account for why the Akaviri juggernaut , having swept aside Tamriel ' s defenders , should collapse suddenly and completely crossing the Jerall Mountains . Now evidence uncovered at the site indicates a great landslide had covered the fort , trapping the hapless Akaviri commanders within , leaving the Akaviri columns leaderless and isolated in the alpine wilderness passes .
Gilzir Gilzir is a Redguard found in Daggerfall , Glenumbra . He is the boatswain on the ship in the harbor . He can arrange passage for Stros M ' Kai . Interactions . The Broken Spearhead . The Vestige is sent to look for Captain Kaleen and finds Tumma - Shah on the ship in the harbor .
Life Belt Life Belt is a generic belt that is enchant ed with Restoration magic . Locations . A Life Belt can be found at the following location ( s ) : This item appears primarily as random loot . There are an additional 14 instances that it can possibly spawn .
War Chief Yzzgol War Chief Yzzgol is an Orsimer chief residing on the island of Betnikh , Glenumbra . He appears in King Renwic ' s vision . Interactions . Unearthing the Past . Lambur tasks the Vestige to investigate Grimfield , in order to further unravel the plan of the Bloodthorn Cult . The cult has invaded an ancient Breton graveyard , and is raising zombies there . Due to this , the Orcs of the Seamount Clan are concerned , but are waiting for reinforcements to fight and drive them out .
Katla Katla is a Nord who lives at Katla ' s Farm . Background . Katla is a farmer ; she and her husband Snilling live at and own Katla ' s Farm . She is also the mother of Knud . She can often be found walking around her farm and doing mundane chores such as sweeping .
Drain Skill : Hand to Hand Drain Skill : Hand to Hand is a journeyman - level Destruction spell in . It reduces the target ' s Hand - to - Hand skill by 15 points for 25 seconds . Acquisition . Drain Skill : Hand - to - Hand can be purchased from Vigge the Cautious , who resides in the Skingrad Mages Guild .
Agolas Agolas is a Bosmer member of the Roadside Bandits found at Aqueduct Rock in Wrothgar . Interactions . One Ugly Mug . Zabani , a Khajiit imprisoned in Scarp Keep , says she was tricked by Agolas into taking the fall for the crime of stealing King Kurog ' s favorite mug . She asks the Vestige to find Agolas ' s Journal . After reading Agolas ' journal near Aqueduct Rock , Agolas ' invisibility spell will expire , and he will then attack the Vestige . Once they kill him , they must take his journal to Zabani . Combat . Agolas uses Nightblade skills such as invisibility during combat , as well as Dual Wielding two swords .
The Shrine of the Dead The Shrine of the Dead is a quest in . The Nerevarine is tasked with cleansing the long neglected Shrine of the Dead underneath Morrowind ' s capital of Mournhold . Walkthrough . After defeating the Goblin Army , Fedris Hler will direct the Nerevarine to the Lord Archcanon in the temple , Gavas Drin . Gavas will reveal that in order to continue " " serving our Lady " " the Hero must venture once more into the sewers under Mournhold . Drin tasks the Nerevarine with protecting Urvel Dulni while he cleanses the Shrine of the Dead , an ancient shrine which was neglected and now is overrun by leveled undead and Profane Acolyte s , instisting further that no harm must come to Urvel . Drin will , then give the Nerevarine directions to the Shrine . Find the shrine . As instructed by Drin , the Hero will go through the basement of the Temple , before entering the Temple Sewers through a trapdoor . There , they must go through the , then the , there they will have to find the entrance to the . Cleansing the shrine . Within the Shrine area , the Nerevarine will be confronted to a number of Profane Acolytes guarding the shrine . The room is bathed in a red light emanating from the Shrine . Once all of the Acolytes have been defeated , the Nerevarine may return to Dulni to escort him to the Shrine , if they left him behind . Upon Dulni ' s arrival at the shrine , he will perform the ritual to cleanse the Shrine . " ( Optional ) " After he will ask the Nerevarine to escort him back to the temple . With the Shrine cleansed and Dulni returned safely , the Nerevarine may speak with Drin to complete the quest . if they returned with Dulni , Drin will reward the Nerevarine with a Blessed Spear , and inform them to go to Hler , this will complete the quest .