naist-nlp/zeshel huggingface dataset:
Endon Endon is a Redguard silversmith who lives with his family in the city of Markarth , the capital of The Reach . He will become a Fence for the Dragonborn after the quest " Silver Lining " has been completed for the Thieves Guild . Location . He wanders around Markarth with his daughter Adara during much of the daytime , and regularly visits the jewelry stall of his wife Kerah over at the market square . In the evening , he and his family will spend time in the Silver - Blood Inn with several of Markarth ' s other citizens . His house is located right next to that of Ogmund . One of Skyrim ' s easter eggs can be found inside the family ' s house . Like all other fences that are unlocked through the Thieves Guild questlines , Endon has a gold limit of 4 , 000 . Due to his nearness to the Dragonborn ' s house of Vlindrel Hall , he is one of the most convenient fences in terms of location . Interactions . Silver Lining . The Markarth city influence quest for the Thieves Guild . Rescue Mission . Endon may be the target for this radiant Companions quest .
A Plea for Help Content . I ' m trying to reach you . Yes , you . This is harder than you can imagine , writing words to paper that doesn ' t exist . White light . There ' s white light all around me . Am I alive ? Am I dreaming ? Are these the Colored Rooms ? Help me . I want to come home . Please . Darien
Elven Light Boots Elven Light Boots are a piece of light armor and part of the Elven Light Armor set found in . They are identical to their regular counterparts , however they have a slightly lower armor rating and provide the same protection as Leather Boots . Locations . The appearance of the Elven light boots in the world is not level - dependent . It can only be found as dropped random loot from Thalmor soldiers . Smithing . Elven Light Boots cannot be created at a blacksmith ' s forge . They can be upgraded with a Refined Moonstone at a workbench and also benefit from the Elven Smithing perk , which doubles the improvement .
Flagon A Flagon is a miscellaneous item and common drinking vessel found in . Characteristics . Flagons are mainly used to serve alcoholic beverages . Common flagons have a weight of 0 . 5 and a value of 1 . Jeweled flagons sell for a much higher price and are usually associated with the Thieves Guild .
Bow of the Hunt The Bow of the Hunt is a unique hunting bow found in . Acquisition . The bow is located on the altar at the back of Clearspring Tarn , within a cave near the location . Enchantment . The bow bears an enchantment that inflicts 20 points of extra damage to animals . Smithing . Unlike the regular hunting bow , which only requires a single leather strip at a grindstone , the Bow of the Hunt can be upgraded with a steel ingot at a grindstone , and benefits from the Steel Smithing perk , which doubles the improvement .
Ienas Sarandas ( Quest ) Ienas Sarandas is a miscellaneous quest available in Ald ' ruhn , Vvardenfell . Background . Ienas Sarandas has lost all of his money betting on guar and is unable to pay any of the merchants for the items he has purchased . Walkthrough . Three of the five merchants : Daynes Redothril , Tiras Sadus , and Bevene Releth , have shops facing Ienas ' house . The other two , Bivale Teneran and Llether Vari , are on the lower floor of the Manor District . Ienas ' Troubles . Speaking to Ienas will reveal that he is not happy about his situation , and with a disposition above 60 , he will easily be persuaded to give the items back . It is also possible to raise his disposition with one of the following gifts : the book " Saryoni ' s Sermons " , or a bottle of Greef , Cyrodilic Brandy , or Flin . The player can alternatively kill Ienas and loot the items from his body , that however will result in the disposition with the merchants involved to drop . Returning the Goods . Once the Nerevarine has all the items , they must :
Elsweyr ( Room ) Elsweyr is a room in that can only be accessed by using the console command codice _ 1 . To exit , the command codice _ 2 can be used to teleport to a different location . Contents . M ' aiq the Liar is the only entity in the room ; it is believed that this room was made to hold M ' aiq the Liar when he is not encountered in a world encounter by the Dragonborn . However , he is not enabled and thus does not physically appear . The room has no entrances or pathways .
Andandon Andandon is an Altmer ambassador who resides in Greenshade , Valenwood . Background . Andandon works tirelessly to reduce incidences of parasites , theft , and Daedra worship among the Aldmeri Dominion ' s Bosmer allies , while preserving the most important parts of Bosmeri life . Some resistance has come from staunch traditionalists due to these cultural changes .
Nightingale Blade The Nightingale Blade is a leveled , unique , one - handed weapon that appears in . It once belonged to the Nightingale and former Thieves Guild Guildmaster Gallus Desidenius . Acquisition . Karliah gives the blade to the Dragonborn as a reward for completing the Thieves Guild quest " Hard Answers . " Enchantment . The blade bears a unique enchantment called " Nightingale ' s Talon . " This enchantment cannot be learned or applied to other items , though one who has the Extra Effect perk in Enchanting can place Absorb Health and Absorb Stamina on another weapon to emulate the Nightingale ' s Talon effect : Smithing . The Nightingale Blade can be upgraded with an ebony ingot with the Arcane Blacksmith perk . However , it does not benefit from any Smithing perks . This means that the weapon cannot be improved past flawless quality without boosting the Smithing skill over 100 . This can be achieved by using enchanted apparel or blacksmith ' s potions to fortify Smithing . Levels . The damage , weight , value and magnitude of the enchantment is based on the Dragonborn ' s level when the weapon is obtained . The best possible version is available at level 46 .
Guild Master ' s Hood The Guild Master ' s Hood is a piece of light armor and part of the Guild Master ' s Armor Set set found in . It is similar to the Thieves Guild Hood , however the hood is colored black and the enchantment is significantly stronger . Another similar hood is Serana ' s Hood . Acquisition . The Guild Master ' s Hood is given , with the rest of the set , as a reward for completing the Thieves Guild quest " Under New Management . " Enchanting . Wearing this piece of armor grants the following skill bonuses : Smithing . The Guild Master ' s Hood can be upgraded at a workbench with leather and the Arcane Blacksmith perk , however it does not benefit from any Smithing perks . This means the armor 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 .
Irene Metrick ' s House Irene Metrick ' s House , owned by Irene Metrick , is located in the northwestern part of the Imperial City Elven Gardens District . It is a two - story house with a locked basement . Upstairs are her private quarters which also is a locked area . She has a couple of leveled chests in the basement and a leveled jewelry box upstairs . Irene is usually found outside her house , around the Imperial City Market District .
Dog Meat Dog Meat is a type of food found across Tamriel . It can be found on dead Dogs or Death Hound s , even named ones . Notably , a total of 44 pieces of Dog Meat can be found in Faldar ' s Tooth . Dog Meat isn ' t used in any cooking recipe . Instead , it is used to make unbound Dremora an the Atronach Forge .
Corporal Aldouin Corporal Aldouin is a Breton residing in Glenumbra . He is found wounded near the Farwatch Tower , searching for his recruits . Interactions . Wayward Scouts . A Lion Guard scouting party , made up mostly of new recruits , has gone missing near Farwatch Tower .
Geilir the Mumbling Geilir the Mumbling is a Nord seer who lives in his dwelling in the Isinfier Plains on the island of Solstheim . Background . Geilir lost his family during a shipwreck . Since then his only " friend " was Oddfrid . With the help of Oddfrid , Geilir is able to foretell the future . Interactions . The Sad Seer . Geilir asks the Nerevarine to help his friend Oddfrid , who has been kidnapped by a Draugr . The Cursed Captain . The Nerevarine must help a captain , who has fallen to the curse that Geilir conjured . Abilities , powers and spells . The following are Geilir ' s powers , abilities and spells : Items . The following items of clothing are worn by Geilir :
Cassirion ' s House Cassirion ' s House is a house in the city of Marbruk , Greenshade belonging to Cassirion and his wife Quertasse . Quests . The Artisan . A thief only known as " the artisan " has stolen the drinking horn from which Quertasse and her husband Cassirion drank during their wedding . It is located next to the southern city wall .
Greef Greef is the name of Vvardenfell ' s native comberry brandy , a widespread and cheap alcoholic beverage in . It can be found throughout Tamriel , and is one of the local brews of Morrowind . It is also one of the alcohols consumed by the lower classes of Morrowind citizens . Greef is bottled in containers similar to vintage brandy , although it is not aged for nearly as long . As with Nord mead , it will fortify strength and drain agility .
Ramati ' s Journal Content . We finally did it . We bought the lighthouse . I thought Habd was just making idle promises all these years , what husband doesn ' t want to promise their wife the two moons from the sky , but I didn ' t think we ' d actually manage to get it ! Now if I could only find where we put everything . I can ' t find my favorite cooking pot and it is slightly infuriating . Sudi and Mani seem unhappy , but they ' re still young and don ' t seem to understand that we just want to spend a few more years with them before they leave us to see the world . I know they think their father will live forever , but I see his age creeping into his eyes . He made me promise again that when he died I would put his bones in the lighthouse fire so he could look out over the ocean forever . Oooh those two get to me sometimes ! I went to unpack some of our keepsakes from the trading ships we used to sail but I can ' t find them ! Sudi keeps saying she ' s hearing something in the basement at night and Mani suggested it was skeevers ! They know I hate skeevers ! Now I ' m too scared to go down there at all . I ' m glad I unpacked my favorite urn and put it safely on the mantle before those two started causing mischief . If they put a skeever in the basement I swear . . .
Sanuarach Mine ( Location ) Sanuarach Mine is an unmarked mine located in Karthwasten . It contains silver ore veins . The Silver - Blood Family have been sent to keep the mine " safe , " but they are really attempting to purchase the mine from Ainethach , who is displeased . Southwest of this mine , yet still next to Karthwasten , is another , smaller mine named Fenn ' s Gulch Mine .
Knights of the Hawk The military force of the kingdom of Santaki is the Knights of the Hawk or the Order of the Hawk . They act as the noble warriors and protectors of the town and royal family of Santaki . Many have trained since childhood to join the knightly order for the honor and prestige .
Tundale Tundale is a city in the region of Dwynnen , High Rock . It is home to chapters of the Thieves Guild , Fighters Guild , Benevolence of Mara , and the School of Julianos . The city also has a number of taverns and general stores , as well as an armorer and a pawnshop .
The Truth in Sequence : Volume 6 Content . Taken from the sermons of Deldrise Morvayn , Fourth Tourbillon of the Mainspring Ever - Wound . By the word , I wind the gears . Behold , the Clockwork City ! The Throne Aligned ! The Omni - Axle ! The Brass - Throat Herald of Joyful Destruction ! The Oil - Slick Tower of Seamless Assembly ! Rejoice ! Rejoice ! Listen , child of the Tribunal ! Do you not hear the whirr of the gears ? The hiss of the pistons ? It is the voice of Sotha Sil , calling you to the Nirn - Ensuing . To the Tamriel Final . Anuvanna ' si . Cast down your worldly maths . Loosen the chains of your selfish pursuits . Shall I describe it to you ? Shall I guide your eyes to the future of Nirn ? Hear the words in sequence , dark child . Close your eyes and awaken ! Gaze up to behold a crystal sky , girded and bound by Seht ' s bright bands . Look down to behold the black stone of His will , and His imagination made clay . Drink His truth , thick as blood , from the broad black rivers . Feel His breath on your skin — let its dreamy redolence fill your nostrils and sting your eyes . You stand at the center of the wheel . The home of the Mainspring Ever - Wound . Obsidian towers stretch ever skyward , festooned with polished brass and godly filigrees . Great turbines drive memory through a thousand thousand pipes that stretch out like tangled veins , or the golden roots of an ageless tree . And wandering amidst the humming and hissing paradise are His second - children . The Fabri ' siraynosim . The merged - ones . Birthed of the unsequence , and bound to the Nirn - Ensuing . They cry out in one voice : " Death to Multitudes ! Woe and terror ! Let the fragments melt in the Boiler of Unknown Angles ! Let the falsehoods burn in the Furnace of Forgotten Numbers ! Disassemble and cleanse ! Dismantle and make whole ! " They are the guardians — the ever - wound key - lords . Only the Nameless heart avoids their wrath . Their hatred of discord knows no limits . For the road to Tamriel Final is not a bloodless one , child of the Tribunal . Anuvanna ' si . Contemplate this with a pious heart . Seek a clean and well - oiled soul . It shall serve you well in His truth - to - come . So you see the Clockwork City is like Sotha Sil Himself — rich in beauty for the faithful , and alight with sublime terror for the servants of chaos . In which Clockwork City would you reside ? Commit your small blasphemies and think on this . By the word , I wind the gears .
White Horse The White Horse is one of several horses in . It has the most health out of all horses in the game , except Shadowmere , who has the most at 500 . It is also one of the fastest horses , with only the Black Horse , Shadowmere , and the Unicorn being faster . The White Horse also does slightly more damage than all other horses , with only the Black Horse , Shadowmere , and the Unicorn again being the exception . White Horses can be purchased at the Horse Whisperer Stables outside of Anvil for 4000 .
Novor Gorvas Novor Gorvas is a Dunmer crusader and guard residing in the Guard Quarters in Venim Manor , Ald ' ruhn . He is one of Venim ' s kinsmen guarding the captive Varvur Sarethi , held in a secret room in Venim Manor . Novor is otherwise not involved in any quests , and does not provide any unique information . Interactions . Rescue Varvur Sarethi . Novor will try to prevent the rescuing of Varvur Sarethi from the Venim Manor .
Zuathas the Clever - Cutting Man Zuathas the Clever - Cutting Man was a male Nede with a Keptu name who served in the Imperial slave armies of Alessia during the Alessian Slave Rebellion s against the Ayleid s of the First Era . During an unnamed skirmish , Pelinal Whitestrake brought the wounded Morihaus to Zuathas for healing .
Scroll of Tranasa ' s Spelltwist Scroll of Tranasa ' s Spelltwist is a Mysticism scroll that reflects magical effects back at an attacking caster . Inscription . This scroll ' s inscription reads : WOE UPON YOU Characters . The following people possess or sell this scroll : Locations . This scroll can be found at the following location ( s ) : Two of these scrolls are received as a quest reward for completing Erroneous Documents . They can also be generated at random ( there are an additional 260 possible occurrences ) .
Toutius Sextius Toutius Sextius is an Imperial commoner living in Skingrad . He has a brother , Jesan Sextius , living in Anvil . Interactions . Paranoia . In the Hero ' s travels in Skingrad , Glarthir will eventually approach them and have a short conversation with them . Glarthir will then tell them to meet him behind the chapel at midnight . If they ask someone in town about Glarthir , Captain Dion of the Skingrad Guard will approach them and tell the Hero that Glarthir is crazy and to report to him any strange things Glarthir may suggest .
Pierce Armor Pierce Armor is an active ability in the One Hand and Shield skill line in . Effect . Deals 40 Physical Damage , reduces target ' s Armor and spell resist by 40 % for 12 seconds , and taunt s target for 15 seconds . NEW EFFECT : Also reduces spell resistance .
The Orrery of Elden Root The Orrery of Elden Root is a quest available in . The Vestige helps Queen Ayrenn complete a Bosmer rarification ceremony to prove she will be a great ruler . Walkthrough . This quest begins by talking to Meleras in the Elden Root Throne Room . The Vestige needs to go to the Orrery and speak to Daraneth before the ritual can begin . On the way to the Orrery , the Vestige can see Vicereeve Pelidil trying to get into the ceremony , Prince Naemon refusing to leave and reassuring his sister , and King Aeradan successfully ' sneaking ' into the ceremony . The Orrery itself is a large Ayleid ruin with a spinning orb in its main room , where the ceremony takes place . Dareneth is directly across from the orb , on the stairs when the Vestige goes to meet her . Dareneth recalls seeing the Vestige in Southpoint and tells them how to activate the Orrery . The Vestige needs to use Rajhin ' s Mantle to be in more than one place at once . However , a mage warned Dareneth not to let anyone keep the mantle on for too long - one wearer went insane . The Vestige activates the pillars behind the Orrery while thinking they will " never be held in place " , the key thing to remember when wearing the mantle . The Queen , her brother and King Camoran enter the Orrery ' s main room while the Vestige does so . Prince Naemon dismisses the Orrery , calling it a heap of moss and rubble . King Camoran is excited to see it work since he often snuck into the Orrery to see it spin . Dareneth gives the Vestige the Heart of Anumaril to place in the pillar next to the royal observers . The Orrery awakens , which brings stairs up from the ground . However , Prince Naemon won ' t allow Queen Ayrenn to go first and tests it on himself . He is transformed into a huge monster , and the Vestige is forced to kill him . He freezes the group in place , but the Vestige uses Rajhin ' s Mantle to escape . He has a lot of Area of Effect attacks , so dodge them . Once he is defeated , his body transforms back into its regular form . The Vestige apologizes to Queen Ayrenn , and it is her turn to use the Orrery . She emerges from the Orrery in a blue - green light as herself . Inside the Orrery , she saw a vision of peace . She asks the Vestige to stand at her side and help her build the future .
On Necromancy Content . ( An Excerpt ) By V Reanimation should not be taken lightly . Cost , both mundane and spiritual , can be very high . Intent is everything . Too much emotion may create a creature so consumed with anger and hate its every action is perverted by its pain . Too little creates a mindless husk with little more than the ability to follow the simplest of commands . A calm mind , its thoughts well - organized and its plans well - considered , is the most necessary ingredient for animating the dead . The soul is necessary , of course , as are many other ingredients listed at the end of this chapter . But as to the body . . . take caution . Any corpse may be reanimated , regardless of age or state of decay , but the most useful are those that are mostly intact ( or can be made intact with little effort ) . A whole skeleton is better than a fresh , but mutilated , body . As to freshness , be careful in this consideration as well . Have you ever wondered why there are so many skeletons among the reanimated undead , fewer zombies , and only a scant few revenants ? The longer a body remains inanimate , the less hold its original owner has on the corpse . A spirit can stay tied to its remains for days , weeks , or even years - the shorter the time , the more likely the spirit umbilicus exists . A wise necromancer does not wish to fight for control of his creation with an angry spirit seeking a way back into the world . Best to be certain all of a creature ' s soul has departed before reanimation begins . Even should the necromancer win the battle , it is a cruel victory , tormenting a spirit on its way to rest . Raising the dead so recent that the soul has not yet fled is ill - advised , as true resurrection is not the purview of the necromancer , but something best left to gods and priests .
Royal Guard Armor Royal Guard Armor is a type of medium armor found in . It is worn exclusively by members of the Royal Guard . Background . The Royal Guard Armor is the type of armor worn by members of the King ' s personal guards , the Royal Guard . It can thus be found exclusively in Mournhold . Aspects . The Royal Guard Armor is easily recognizable by its typical reddish color , distinguishing any member of the Royal Guard even from a distance .
Grave Curse : Willpower Grave Curse : Willpower is a Destruction spell in that temporarily lowers the victim ' s willpower . The attribute returns to its original value when the spell ends . Creatures . The following creatures 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 command : codice _ 1
The Wandering Scholar The Wandering Scholar is a quest in . This quest is given by Azzan in Anvil . A scholar , Elante of Alinor , wishes to study a Daedric Shrine that she believes is inside Brittlerock Cave . The Hero is to head there and escort her through the cave . Walkthrough . After receiving the quest from Azzan , go to the Brittlerock Cave . Elante will be standing inside the cave , waiting for them . There are two ways to handle this . Once the shrine is reached , she will tell the Hero that she will remain to study it . She will give them the book , " 2920 , vol 01 - Morning Star " which will increase the Blade skill . Return to Azzan to complete the mission .
Recall Recall is a Mysticism spell in . It is mainly a defensive and movement based spell used to travel Vvardenfel quickly . It can get you out of a sticky situation or can simply help you transverse Morrowind more easily . Effects . Recall instantly transports the caster from their current location to where they last cast the Mark spell .
Lost Knife Hideout Lost Knife Hideout is a cave located in . It is a sublocation to Lost Knife Cave , and is one of the strongholds of the Silver Hand . If the Companions questline has not been started , bandits occupy it instead . Its name is also the name used within the map marker for the entire location . Summary . The hideout is an area accessed after walking up through the cave ' s system of large caverns arranged around a large shallow subterranean lake inside the mountain . Tanning racks and grindstone s are near the living quarters in addition to a large , tavern - like room full of food , mead and hunting trophies . A large arena area littered with dead bandits and animals is in the deepest point in the cave . On lower difficulties a bandit thug will spawn in the arena .