naist-nlp/zeshel huggingface dataset:
Gutted Mine The Gutted Mine is a small silver mine high in the Jerall Mountains , southwest of the Shrine of Azura . It is locked and can only be opened by doing the Azura . The mine is occupied by five vampires called " Afflicted Brethren . " It ' s dotted with various silver veins and the coffins often contain gold . After the quest is completed it ' s only possible to access part of the cave , a large stone has blocked the corridor half way in . Quests . Azura . Ages ago , five of Azura ' s followers fought and destroyed the vampire Dratik , but all were infected with Porphyric Hemophilia . Knowing their fate , they locked themselves in the Gutted Mine to prevent themselves from ravaging the world . Azura , caring for her worshipers , wants them killed and freed of the curse .
Glass Battleaxe The Glass Battleaxe is a two - handed weapon found in . Locations . Unenchanted glass battleaxes will begin to appear throughout Skyrim at level 27 , and enchanted battleaxes can be found at level 28 . These locations include : Smithing . A Glass Battleaxe requires a Smithing level of 70 and the Glass Smithing perk to create . It can be forged at a blacksmith ' s forge with the following components : It can be upgraded with a Refined Malachite ingot at a grindstone . The Glass Smithing perk doubles the improvement .
Kwama Queen ( Morrowind ) Kwama Queen is a creature in . Background . Kwama Foragers are described by characters in Vvardenfell as follows : " The Kwama queen is the huge , bloated Kwama that produces the nest ' s eggs . They are too large and fat to move , and all their needs are attended by worker Kwama . " Kwama Queens will not attack unless provoked . Locations . There is one Kwama Queen in each of the Egg Mines in Vvardenfell . These sometimes have different statistics . The following is a list of the standard Kwama Queen locations : Variations . Variations exist in several of the other Eggmines throughout Vvardenfell . Each of these has a unique ID , and carries the Ash - chancre . Their IDs are as follows :
Scout ( Oblivion ) The Scout is a premade class . Description and use . The Scout is a light combat - oriented class . Like the Barbarian , they are based around agile and speedy skirmish combat , rather than the strong and slow combat of Warriors or Knight s . The Scout excels at avoiding damage by dodging , rolling and blocking . Long treks in the wilderness are the forte of the Scout . This requires them to have the ability to move quickly and navigate tough terrain , so the Scout must be skilled in Athletics and Acrobatics . Scouts usually have traveled far and wide , and know the geography of the land very well . Scouts also have to know names and usage of the plants and wildlife they meet on their expeditions , so Alchemy is another of the Scout ' s skills . This skill is very useful for making potions and poisons . A poisoned blade can give the extra damage needed for difficult battles and the use of potions allows for the versatility and heal ing powers of magic . Scouts are often required to fight hostile creatures or people while travelling . For this reason , a Scout knows how to use a Blade , how to Block incoming attacks and the use of light armor to provide protection while not significantly hindering movement . The best method of fighting as a Scout is to attack quickly with a shortsword , longsword or katana ( daggers have too short of a reach and give too little damage for hit - and - run , while claymores are generally too slow for skirmish tactics ) , then run from or dodge any incoming counter - attacks . If the attack cannot be dodged , quickly block with a light shield ; the protection afforded by lighter armor is not enough to be completely dependent on the armor absorbing the damage like a suit of heavy armor would . While on a reconnaissance mission for long periods , a Scout ' s equipment will need to be kept in good condition without the luxury of a nearby blacksmith . A good Scout knows how to be his or her own armorer to sew back the dents and scrapes done to his light hide like armor , which is easier to mend than metal . Unlike some classes which give you multiple weapon and armor styles , the scout ' s skills are well balanced . Alchemy for potions , Blade for fighting , Block for avoiding damage , Light Armor for defense without hindrance , Acrobatics for jumping in and out of trouble , Athletics for either escaping a powerful foe or running / swimming great distances without getting winded , and Armorer for repairing their weapons and armor on the fly . As you can see , scout ' s are survivors and will stand the test of whatever Oblivion throws at them .
Dubok gro - Shagk Dubok gro - Shagk is an Orsimer member of the Fighters Guild found in Leyawiin during the guild quest " Drunk and Disorderly . " He will be found with his guildmates Vantus Prelius and Rellian at the Five Claws Lodge . Quotes . Dubok and his mates yell insults and other phrases at each other as well as Witseidutsei and the Hero at the lodge . Dubok ' s complete list of phrases : Interactions . Drunk and Disorderly . Modryn Oreyn sends the Hero to Leyawiin to investigate what has happened to three other Guild members . Apparently , they have been drawing a lot of negative attention towards the Fighters ' Guild and causing trouble at the Five Claws Lodge .
Bonemold Armor ( Morrowind ) Bonemold Armor or Great House Armor is a set of medium armor in , favored by Hlaalu ( Armun - An ) , Telvanni ( Armun - An with Cephalopod Helm ) and Redoran guards ( Gah - Julan ) . It is available early on in the game and is in great abundance throughout , though guards can be extremely difficult to fight at low levels , especially in groups . The helmets , shields , cuirasses and pauldrons on guards can vary based on location , or rather , which Great House is predominant in a given location . The armor itself is made of bones which have been specially shaped before being fixed with resin glues . According to the book , " Bone , Book I " , Bonemold Armor is created using dead livestock , having been created by Gorkith , the armorer and slave of Arslick Oan . Attributes by piece . Chuzei Bonemold Armor . Native Chuzei Bonemold Helm
Puzzle Canal Blessings Puzzle Canal Blessings is a unique Alteration spell in that permits the Nerevarine to breathe underwater while simultaneously increasing the swimming speed for the duration . Effects . Both effects are for 48 minutes on touch : Quests . Pilgrimages of the Seven Graces . The Nerevarine must read the riddle " " Breathe the Waters of His Glory and the Way is Made Clear " " by interacting with the Shrine , then must go across the bridge to hand a Silver Longsword to the Dremora named Krazzt to receive this blessing .
Hand of Decay ( Daggerfall ) Hand of Decay is a Destruction spell available in . It is a spell with a low - medium chance to disintegrate ( instantly kill ) a target in the game . It has a 10 % chance to work when cast , and adds 3 % with each level of the Hero .
Windhelm Docks The Windhelm Docks can be found just outside the city of Windhelm on the eastern side of the city . Some locations and ships can be found here , and the Dragonborn can get passage to Solstheim from Gjalund Salt - Sage , the captain of the " Northern Maiden " .
Rogue Fleet of foot as well as tongue , the Rogue is a class akin to the thief . Trained in weapon and armor arts , rogues possess agility and cunning , suiting them for a diverse role - playing experience . Rogues employ speed in combat rather than physical prowess . Persuasive in conversation , a rogue ' s tongue is as sharp as a blade . In addition to their weapon proficiencies , rogues are inclined to pick locks and pockets . Depending on their agility when their tongues fail them , rogues typically stick with light armor types . Oblivion . Popular usage . Due to their lightweight armor and average health pool , Rogues employ dexterity and swift reflexes to land and dodge attacks , blocking with a shield or weapon when necessary . Use of Illusion spells such as Invisibility and Paralyze can assist the Rogue with avoiding combat altogether . Rogues do not perform well against mobs of enemies . To prevent this type of battle from taking advantage of the Rogue , employ spells such as Fear or Demoralize to scatter the enemies while striking them with arrows or bladed attacks from behind . With Alchemy , poisons with an array of effects can be crafted and added to blades , allowing for quicker kills . Rogues are , by nature , dishonest , unprincipled , and mischievous characters . Despite only having two stealth skills , Light Armor and Mercantile , rogues are akin to thieves and villains . However , unlike the thief , they love getting their hands dirty , eager to go toe to toe with any opponent when threatened . In addition , since their skills are widely varied , they could easily do all factions and quests . Illusion could help them in the Thieves Guild and the Dark Brotherhood , the Alchemy and Illusion could aid with the Mages Guild , and their combat skills are well - geared for the Fighters Guild and Arena . With this in mind , the Rogue is one of the most versatile of the pre - made classes .
Dushnikh Mine Dushnikh Mine is a mine in . It is inside the Orc stronghold of Dushnikh Yal , which is due southeast of Markarth . The mine is a very good source of orichalcum ore . The only way to reach it is through the stronghold , which is controlled by tribal Orcs . All collected ore can be sold to the smith .
The Book of Reason Content . Thoughts are what separate man and mer from beasts . Without thoughts , we have no empathy , no capacity to care for those around us . Ancient remedies , handed down by word of mouth through the generations , provide us with the peace of mind necessary to sustain our existence . Due to the sensitive nature of our illness , and the curative properties of our sheltered hamlet , residents are required to remain in the village for the length of their natural lives , lest the illness spread . " By the light By the dark Within and without , Bound to one another By hope By thoughts By the land Until our souls take flight " Speak the words and believe in them . We restrain ourselves by keeping to ourselves . Our thoughts hold the descent at bay , and allow us this peaceful existence . The shelter of the village comes from times long - forgotten , from those driven to this place by their need . Their suffering sanctified the land upon which we live . Our promises keep it sacred .
Avatar of Akatosh The Avatar of Akatosh was the form Martin Septim took when he shattered the Amulet of Kings upon the altar at the Temple of the One , combining the blood of Akatosh with his own . This transformed him into a brilliant Golden Dragon and he used this form to banish Mehrunes Dagon back into Oblivion and save Tamriel . After the battle this form was frozen in stone for all of the Imperial City to see . Thus ending the Septim Dynasty , and preventing the need for an Emperor to protect Tamriel from invasions from Oblivion .
Keeper of Tomes Content . In time , we realized we required a guardian - one as ageless as our repository , to ward our histories against Lorkhan ' s children ' s all - consuming march . We scoured the planes of Oblivion in search of such a being . Many were found wanting : some the right hands of Daedric Princes , others less - known denizens of its darkest corners . In time , the one for we searched found us . Ukaezai was her name . A mighty Dremora of great skill , capable of preserving the most delicate substances against the vitriol of our most destructive conjurations . We summoned Ukaezai and bound her to this space for so long as its stones would last . She would walk its halls and explore our most well guarded secrets in exchange for her stewardship . We bound her to the foundation and the very ground beneath . So powerful was this binding that she will remain long after the ruins have crumbled to dust . We trust her to keep her task - for what is time , to a Daedra ?
Imperial Light Boots Imperial Light Boots are a piece of light armor and part of the Imperial Light Armor set found in . Locations . They can be found in abundance during the quest " Unbound " and the Civil War questline , as it is worn by many Imperial Soldiers . Smithing . Imperial Light Boots require a Smithing level of 20 and the Steel Smithing perk to forge . They can be crafted at a blacksmith ' s forge with the following components : They can be upgraded with a piece of leather at a workbench and also benefits from the Steel Smithing perk , which doubles the improvement .
Ringmaker Ringmaker is a quest available in . It is a miscellaneous quest received from Madesi in Riften . Walkthrough . Speak to Madesi about his jewelry . He will ask the Dragonborn to gather some components , because the roads are dangerous due to attacks of the bandits . After finding one mammoth tusk , one gold ore , and two flawless sapphires , return to Madesi . In return , he offers a leveled jewelry as a reward .
Handedness ( Oblivion ) Handedness refers to whether a weapon is one - handed or two - handed in . One - hand . One - handed weapons are held in a single hand , in contrast to two - handed weapons . They generally do less damage , have lower reach and higher attack speed than their two - handed counterparts , but they allow for the use of a shield or torch in the other hand . Note that while a torch can be equipped with a two - handed weapon , the player only benefits from its effects while the weapon is not drawn . As a side note , it seems that everyone in Cyrodiil is right - handed , including the player . Two - hand . Two - handed weapons require the use of both hands to wield , making the use of secondary items such as a shield or torch impossible while the weapon is equipped and drawn . Two - handed weapons generally do more damage and have a longer reach , but they also have a lower attack speed . Shields . Although not technically weapons , shields are wielded in the left hand . Wearing a shield prevents the player from using two - handed weapons . However , the enchantments of a shield can still be " worn " while wielding a two - handed weapon , but the armor rating does not apply .
Moonmont Moonmont is an ancient Khajiit i temple located in the southern hills of Reaper ' s March , on the edge of the province of Valenwood . Moonmont is a revered temple to the twin moons , Jone and Jode . It is where the Dark Mane was sealed away . It is one of the Temple of Two - Moons Dance that are scattered throughout Elsweyr and surrounding areas . Description . Geography . Moonmont is situated in Reaper ' s March , the border region between the provinces of Valenwood and Elsweyr , the latter giving influence on Moonmont . The temple settlement is built in Ancient Khajiiti architecture and has memorabilia to the twin moons , Jode and Jone . In fact , Moonmont is sacred in this regard , having pilgrims throughout that side of Anequina . Moonmont itself is situated on the lowermost end of the Crescent River , which makes the border between the two provinces , just before Grahtwood . There is one main temple along the waterfalls where monks congregate . East of the Temple is several prayer mounds , with pillars in each of them . The southern end of Moonmont is the Temple Vault , with various artifacts collected throughout the eras . The nearest settlement to Moonmont is the town - brewery , Willowgrove and the forest of Selene ' s Web . History . Second Era . During the Interregnum in 2E 582 , the temple of Moonmont was left abandoned . It was when the Legion of the West Weald under Javad Tharn had invaded Reaper ' s March ; the Two - Moons Clergy was forced to flee until the conflict was resolved and pilgrims stopped coming . But the Temple of Moonmont was still being used when the time came to seal the Dark Mane away for good . After the rebellion in Arenthia , the Dark Mane fled to Moonmont and corrupted the beacons that made the site holy . The Lunar Champions , Khali and Shazah met with the Moon Hallowed at Moonmont , to deal with the Dark Mane once and for all . The Moon Hallowed traveled throughout the site and purifying the beacons . With the corrupted power gone , the three entered Moonmont and confronted the Dark Mane . After a heated battle , the Moon Hallowed was forced to seal one of the Lunar Champions with the Dark Mane . In the end , one of them was sealed inside Moonmont , and the other went on to become the Mane . The conflict continued in the city - state of Dune , where Javad Tharn was ultimately defeated . Third Era . During the Imperial Simulacrum from 3E 389 to 3E 399 , Emperor Uriel Septim VII was imprisoned along with Talin Warhaft in the Deadlands by Jagar Tharn . Tharn planned for months to capture the throne , and he was able to achieve so in the span of ten years . Tharn had a powerful weapon called the Staff of Chaos , and he split it into nine pieces and scattered them across Tamriel , the staff was the only thing keeping Uriel Septim and Warhaft in Oblivion . A warrior escaped his clutches and traveled all corners of Tamriel to retrieve the missing pieces . The hero was known as the Eternal Champion , and he assembled the staff and defeated Jagar Tharn at the Imperial Palace . The Eternal Champion had at one point visited the town of Moonmont in their quest to recover the pieces .
Xedilian Xedilian is an old fort in Dementia and is located on the Pinnacle Road , southeast of The Fringe and just east of Rotten Den . History . It was once used to test those wishing to enter the Shivering Isles . It is restored during " A Better Mousetrap " and , immediately following , is used to destroy a group of adventurers in the quest " Baiting the Trap . "
The Hind - Quarters Registry Content . Entry 1 — Khajiiti sugar merchant checked in with guard . Entry 2 — High Elf pilgrim checked out . Entry 3 — Group of Maormer sailors checked in . — All beds filled . No vacancies . Entry 4 — Khajiiti merchant and guard checked out . Claimed they were " encouraged " to do so by the Maormer . — Two Maormer sailors checked in immediately after merchant ' s departure . — All beds filled . No vacancies . Entry 5 — Entire Maormer contingent checked out . Refused to pay for final week ! Will send a bill to Ambassador Ulondil .
Arrowshaft Cavern Arrowshaft Cavern is a large , multi - level cavern in the eastern Nibenay Basin just south of Collapsed Mine . There are a lot of chests within the cave . Loot . There are plenty of chests , as well as a generic selection of level - dependent creatures guarding them . There is a 10 % chance that an Orcish Adventurer will spawn inside Arrowshaft Cavern . The final chest found at the end of cavern contains random leveled items and additional valuable treasure , and is guarded by a " boss " monster ( at higher levels , in most cases a Minotaur Lord ) .
Stands - In - Shallows Stands - In - Shallows is an Argonian living in the Argonian Assemblage on the Windhelm Docks in Windhelm . He is likely one of the older Argonians residing on the docks , as he remarks how the young have forgotten the freedom of home . He is also a skooma user and will ask the Dragonborn to " acquire " some in order to feed his cravings .
Royal Guard ( Tribunal ) The Royal Guard are bodyguards to King Helseth Hlaalu and serve him in the capital of Morrowind , Mournhold . Background . The Royal Guard are guards to the Royal family of Morrowind and are seen in various locations in Mournhold such as Plaza Brindisi Dorom . They are hand - picked by the King himself from the best warriors in Tamriel and some have been with the King from his time in Wayrest ; Tienius Delitian has been with him for many years . He is the Captain of the Royal Guards in Mournhold . Despite the Royal Guard ' s reputation , Almalexia believes that only the Hands of Almalexia are the greatest warriors in Tamriel . The patriarch of the temple in Mournhold Gavas Drin thinks that the Royal Guards are nothing but " Helseth ' s hand picked thugs " and think that only the High Ordinators are necessary to guard Mournhold . Armor . Members of the Royal Guard use a distinct type of medium armor , the Royal Guard Armor . The reddish color of this armor makes them easily distinguishable .
Conjure Mistman Conjure Mistman is an Adept level Conjuration spell found in . The spell is used to summon a mage Mistman for 60 seconds . Spell tome . Acquisition . In order to find the tome , while in the Soul Cairn go to the area where the most northern Keeper on the floating tower is found . Head southeast from the tower and near the barrier is a structure with steps and a small pillar with the tome . The Tome can be missing so just reload a save or use Unrelenting Force on the pedestal it should be on . If it is missing it may be stuck in the geometry and can be knocked loose . If the tome is missing from the pillar it might also be found down right behind the structure itself . Jiub ' s Opus ( Page 7 ) can be found here , and Arvak ' s Skull can be located directly south west of this location in a tall structure .
General Takar General Takar was a Redguard General of the Imperial Legion during the Umbriel Crisis . History . General Takar was originally a General from Hammerfell who fought against the Empire until Titus Mede won him over , supposedly through personal combat . However , Mazgar questioned that version of the story . As of 4E 40 he ' s one of Mede ' s most trusted Generals . He led an assault against Umbriel west of the Imperial City with around five thousand men , which mainly consisted of mounted infantry and mages , along eight siege engines that were used to assault Umbriel . His assault failed and got defeated by Umbriel , after which the General retreated .
Broken Steel Greatsword Blade Broken Steel Greatsword Blade is an item in . It is a set of two , coupled with the Broken Steel Greatsword Handle . Location . The broken steel greatsword handle and blade can be found beside a grave behind the house of Clan Battle - Born in Whiterun along with an ancient Nord helmet and an iron shield .
Steward ' s Registry Content . Drothmeri Army ; Forward Detachment Registry of Departures and Arrivals Second Seed through _ _ _ _ _ _ _ _ _ 6 , Second Seed New Recruits , grade I salary paid 10 infantry 4 archers 18 , Second Seed Cavalry Detachment , granted shelter Assigned to Tenmar outpost 12 , Mid Year Infantry , Drothmeri Departure to Narsis ; Courier detail 1 cavalry 15 , Mid Year Veterans , Grade III salary paid 6 mage - trained 19 , Mid Year Infantry , Drothmeri Returned from Courier detail 1 cavalry 21 , Mid Year Platoon , Grade II salary paid 12 Soldier infantry Dranmis Drethari Discharged for family emergency
Bloodworm Helm ( Oblivion ) The Bloodworm Helm is a helmet quest item that is part of the Mages Guild quest " The Bloodworm Helm . " It must be returned to Hannibal Traven at the end of the quest and cannot be subsequently retrieved . The level 1 – 4 helm also allows one to cast the apprentice - level version of the " Essence Drain " spell when wearing the helm . The higher level versions of the helm are " supposed " to also provide higher level " Essence Drain " spells , but there is a glitch in all of the helm scripts .
Library of Dusk Library of Dusk is an Ayleid Ruin located in the Shrouded Plain region of Coldharbour . Quests . Through the Daedric Lens . Get inside the Library of Dusk . The Library of Dusk . Rescue the mages caught in the spell ' s web . Enemies . Above : Inside :
Ulfric ' s Uprising Ulfric ' s Uprising is an action card in , introduced in the " Forgotten Hero Collection " set . Acquisition . This card can be acquired by buying the " Forgotten Hero Collection " set for real money ( USD / EUR $ / €9 . 99 ) or 1500 .
Kiseena Kiseena is a Khajiit Slave residing in Slave Shack One at Caldera Mining Company in the West Gash region of Morrowind . She has lately sustained a grave burn through an explosion caused by a mage ' s fire spell interacting with flammable gases deep in the mine .