naist-nlp/zeshel huggingface dataset:
Ostarand ' s Diary Content . Everything I did , everything I had to do at Abagarlas . I ' ll never forget the sight of that place . The feeling that washed across me . The sight haunts me . The hunters hound our every step . They smell it on me , I know it . They know I was there . They can smell the blood of that dark family on my armor . I can hear them in the night . I pray to the Sunburst that we will soon find shelter . This ruin seems as good a place as any . If we can find a safe place to hide the crystal , perhaps the constructs will allow us to escape the dead . Valasha told me she plans to sacrifice herself for some ludicrous plan , some fantasy that Curano has filled her head with . The crystal is lost , its power gone . I ' ve argued with Curano for hours . Now Valasha won ' t even speak to me . Valasha finally broke the silence . She ' s adamant that this must happen . I understand her duties as a priestess of Meridia , but I never believed they ' d lead her to self - sacrifice . Her beliefs come first . I cannot fault her for that . I just wish our story wasn ' t going to end this way .
Cultist Mask Cultist Mask is a piece of heavy armor found in . Locations . Masks are commonly worn by cultist s , who can be found at various points during the main questline . Smithing . It can be upgraded with a steel ingot at a workbench , but 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 .
Nellor ' s Bandit Connection Content . G , Shaking down Nellor tripled our weekly take ! He has a good eye for saps with full purses . If he wants to keep that eye , he ' ll send more of them our way . You were right about using innkeepers for this job . They ' re natural liars , and they deal with enough travelers to spot the easy targets . Pay them just enough to stain their hands and they ' ll never squawk to the guards . We should talk to the boss about expanding operations . — M
Abah ' s Landing Merchant Lords , V . 1 Content . Prepared by Tamonir , Master of Secrets for the Queen of Taneth Grandiose . Arrogant . Self - important . All these words and more can be used to describe the self - styled merchant lords of Abah ' s Landing . The four mercantile houses began to take shape about one - hundred - and - sixty years ago . They began as legitimate businesses , working to elevate Abah ' s Landing and create a center for trade and commerce between High Rock and Valenwood . But Hew ' s Bane has never been cooperative to those who tried to carve civilization out of the wilderness and , despite their best efforts , each mercantile house slowly became more corrupt as the pursuit of illegal profits quickly outdistanced more above - board enterprises . The four houses emerged as the at - Addin Syndicate , House Vien , the Thazahrr Cartel , and Gurges and Associates . In time , the lords of these four houses controlled almost all of the commerce and gold flowing through the port city — both legitimate trade and illicit activities . Most of their profits came from smuggling , slavery , and other unlawful transactions . The merchant lords supplied Abah ' s Landing with goods and services while also establishing lucrative ( if modest ) trading partnerships in distant lands . As fortunes grew in Abah ' s Landing , it wasn ' t long before other groups began to take an interest in the area . This began a long and tumultuous relationship between the merchant lords and local criminals and crime bosses . Indeed , rumors of a " hidden " merchant house even began to circulate , and evidence abounds of a covert war being fought among the houses and the so - called " hidden house . " While I have not been able to uncover any details concerning this conflict , the outcome can clearly be seen . Gurges and Associates was shattered and the other three houses were reduced to pale shadows of their former glory as a clandestine power emerged as the controlling interest in the port city . For the last fifteen years or so , the merchant houses took a step back . Oh , they continued to engage in business and provide funds to support city services , including guards and infrastructure , but they no longer showed the swagger and bravado that exemplified their behavior for the decades prior to that time . Though no mayor or merchant house or secret guild took center stage , it appears evident to me that someone or something has influenced Abah ' s Landing from the deepest shadows . For this reason , I urge caution when dealing with Hew ' s Bane . In my next report , I ' ll begin to provide background on each of the prominent merchant houses operating in the area .
Usha Usha is a deceased Argonian found on Solstheim in a hidden camp area near the headwaters of the stream that flows south , just west of Ashfallow Citadel . On the table next to him is " Letter to Usha " , which gives some insight into his background . Also on the table are three Skooma bottles , and scattered around his corpse are a number of empty ones . Cause of death . As several empty bottles litter the ground around his corpse , Usha likely died of an overdose from the drug . The letter on the table mentions that Usha was in a relationship with someone named Monesa , whose family did not approve of Usha ' s lack of wealth , hinting that his death was self - inflicted . Additionally , Usha probably tried to increase his wealth by collecting gold from the waterfall . A plate , which was likely used as a gold pan , can be found near the stream of water . Various pieces of Gold Ore are found right next to it on the table , lending further evidence to this theory .
Restore Personality Restore Personality is an effect that restores the Personality of the Hero . It is diametrically opposed to the " Drain Personality " effect . There are several ways that the Hero can gain this effect : Effect . There are a number of ways to achieve the specific effect Restore Personality to cure a damaged Personality score , including :
Mzinchaleft Gatehouse Mzinchaleft Gatehouse is a location in . It is located at the northern end of Mzinchaleft Depths and provides outside access into Blackreach . Background . Mzinchaleft Gatehouse is a small area inside of Mzinchaleft in Hjaalmarch hold that houses a dwarven centurion , treasure chests and Grimsever . After clearing all of Mzinchaleft , including the Gatehouse , elevator access from a road in Skyrim to the Gatehouse is available , thus allowing for quick access to Blackreach as well . There is a gated alcove on the north side of the Gatehouse with some Dwemer metal and an unlocked chest containing leveled loot . The lever operating the gate is attached to a column to the right of the gate , at about eye level . Elevator to and from Skyrim . When entering the Mzinchaleft Gatehouse for the first time , a Dwarven Centurion becomes activated and must be defeated . Once he is , access is granted to an elevator that can take players back up to Skyrim . From Skyrim , the same elevator can be accessed for quick entry into the Mzinchaleft Gatehouse , and therefore , Blackreach . This elevator only becomes available for use from Skyrim once Mzinchaleft ( and the Gatehouse ) have been cleared . The Skyrim access point to the elevator down to the Gatehouse is just northwest of Mzinchaleft , along the road . Access to Blackreach . Another benefit of the Mzinchaleft Gatehouse is the access door into Blackreach . Inside of the Gatehouse , there is a pedestal where a Dwarven Mechanism can be activated . You will need the Attunement Sphere to activate the Dwarven Mechanism , which can be obtained from Septimus Signus at Septimus Signus ' s Outpost which is north of the College of Winterhold . Once it is , the floor will drop down into a spiral staircase that will lead directly to a set of doors giving access to Blackreach . Once the Gatehouse has been cleared , and therefore unlocked , access to Blackreach can be achieved quickly by traveling from Skyrim , down the elevator ( entrance found on the road just northwest of Mzinchaleft ) , into the Gatehouse , and then down the staircase to Blackreach ' s entrance .
Firuin ' s Journal Content . Galithor has let me down for the last time . I told him to meet me on Balding Hill so we could leave this backwater and build a new life . He never came . I tried to explain , but he doesn ' t understand how much we could learn out there ! That there is so much more than the lives of those who went before ! New methods to be discovered ! Secrets ! Instead , he clings to the past . He makes his brew the way his mother did , and her father before her . Never changing , never experimenting . It ' s sickening ! I even summoned an atronach to demonstrate what is possible , but he left it in some musty cavern with some jerked Mammoth and Y ' ffre knows what other refuse he ' s dredged out of the forest . He ' ll learn his lesson soon enough , though . Without regular bindings , even the lowliest atronach is prone to rebellion .
Vines and Villains Vines and Villains is a quest available in . A messenger was captured near the Dwynnarth Ruins Lion Camp while he was on his way to a secret meeting between the Red Rooks and the Bloodthorn Cult . A Lion Guard scout suggested the Vestige should find Provost Piper and offer him help . Walkthrough . A guard the Vestige found , who was hiding from the Red Rook bandits , suggested to talk to Provost Piper about the messenger they just captured if they want to help . He is in the nearby Lion Guard camp . Head over to the camp to find Piper and talk to him . He says the messenger has been telling them a sad story about his kidnapped family but they don ' t believe a word of it . Offer to help and go over to the messenger . He is almost frantic and wants them to believe him , he ' ll tell everything if his family is safe . He came there for help , not to be a prisoner . He had no choice as they ' re holding his family . He ' s a tracker and turned the Red Rooks down when they asked him to join , so they kidnapped his family . Agree to help him and he ' ll promise to tell everything after the family has been rescued . They are held in an abandoned house south of the camp . Head over the house and try to avoid the bandits . Inside are Kip ' s wife and daughter , Marie Orinth and Darcielle Orinth . Speak to the wife and tell them to go to the camp where Kip is . Go back to the camp to speak to Kip again . Asking him a few questions will help the Vestige in how to act , the bandits and the cultists are planning a meeting and it needs to be stopped . He ' ll hand over a Red Rook disguise for them to use . If it ' s lost , look for a new one in any of the bandits back packs . Head over to the ruin and fight any enemies until they reach the inner court where the Bloodthorn Envoy Caoiss is . Fight and defeat him and return to the Lion Guard camp . Provost Piper suspect something happened as he saw the commotion over at the ruins . He is pleased of the outcome as an alliance between those two groups is not good . He also decided to let Kip and his family go as he couldn ' t stand seeing his wife and daughter so distressed .
King Lleromo King Llermo was the ruler of Farrun in 3E 120 . Uriel Septim III spent a good deal of time in his royal court in the company of Princess Rakma , whom he later married . It was a political marriage arranged by Potema to keep Lleromo and Farrun on their side in times of need .
Eyes of Nothing Content . They swarm , they swarm , they gather and collect . Dark feathers , like ink upon the purple sky . Dark feathers swirling , swirling , forming a creature . A monster . Lifeless eyes . Did She make it ? Did one of us ? Was it just born from the chaos , from the darkness of our hearts ? Swirling , it gathers , it pecks and pecks . It ' s different from the other crows here . Our Mistress ' mischievous pets , who pretend royalty . Pretend loyalty . They steal and keep and hoard . Joy in their black eyes that shine as they mock us . For obeying endlessly . Following Her into the darkness , with nothing shining as a reward . Only the blackness behind our eyes . But the monster has lifeless eyes . They ' re hollow , not black , just nothing . Nothing , nothing , they stare through you . Between you . They peck and peck . Nothing shining will move them . Nothing to sate their unending appetite . Swarming , gathering , collecting , a mass of darkness . They ' re angry , always angry . Hungry . No laughter , no mocking , just hunger . They ' ll peck , peck , with bony beaks that snatch . Gouging murders , arcing darkness . Talons to cut , shred , tear . Tearing , tearing . They summon more . Crows cawing , gathering , and then they laugh no more . Tease no more . Speak no more . Her pets are nothing now , pecking , pecking hunger which stalks . Which tears . Which feasts . I dream of them as I sleep beneath the stars of Her Oblivion . They simply stare . Staring , staring , nothing eyes filled with rage . Filled with hunger . My flesh will not satisfy them , but they crave it , I see it . I cannot offer anything but myself , and I don ' t want . Not that . I have been consumed by Her . They cannot have me . They peck and peck , but I am a shadow . My flesh is darkness . I am already devoured by Her .
Masterful Red Wisdom Masterful Red Wisdom is a Restoration spell in that temporarily increases the value of the destruction skill . The skill returns to its original value when the spell ends . The magnitude is the value of the increase in the skill . Characters . The following people use and / or sell this spell :
Fetid Grove Fetid Grove is southwest of Camp Hopeful near the middle of the lake . Pyke ' s Medallion from the quest " To Help A Hero " is in a chest there . It is a large cave with tunnels , a sublocation and a few traps . There are also several amber stumps . Quests . To Help A Hero . Pyke is a former Knight of the Thorn . He lost his Medallion shortly after entering the Isles . Although he says he has no wish to return home or remain a knight , he still wants the help to retrieve his medallion .
Terek Terek is an unused Imperial who was supposed to be illegally living in Breezehome . He refuses to leave the house , even if the Dragonborn purchased the property from the steward . Location . Terek does not appear in - game and can only be located through the use of console commands .
Guardian ' s Hammer Guardian ' s Hammer is a one - handed weapon the Vestige receives as a reward in the quest " Champion of the Guardians . " Description . " This weapon is awarded for setting the elemental guardians free from Angof ' s imprisoning spell . "
Wild Fortify Illusion Skill Wild Fortify Illusion Skill is a Restoration spell in that temporarily increases the value of illusion . The skill returns to its original value when the spell ends . 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
Sea of Pearls The Sea of Pearls is a large body of water located south of the main islands of Yokuda : Akos Kasaz , Kanesh , Samara , and Yath . It is also located north of the islands Nalonga and Ravan . The Redguard s left Yokuda by setting sail across the Sea of Pearls to the Abecean Sea and eventually Hammerfell .
Seeker Seekers are Daedra that inhabit Hermaeus Mora ' s plane of Oblivion , Apocrypha . They typically serve Hermaeus Mora , although Miraak took control of some of them during his stay in the realm . Locations . Seekers are found throughout Apocrypha , usually guarding tomes of forbidden knowledge . When idle , they usually conjure a book from thin air and begin to read . Seekers may also be summoned by the Solstheim Dragon Priests ( Ahzidal , Dukaan , and Zahkriisos ) . Loot . Seekers usually carry books and scrolls , and occasionally a Spell Tome . Combat . Seekers may turn invisible , appearing as a blob of thick , black mist . They can be attacked in this state , though it should be noted they can also move very fast as well , effectively teleporting right next to the Dragonborn before reverting to their tentacled forms to attack . On offense , Seekers can use two different types of spells , one is called " Seeker Drain " which absorbs x points of Health , magicka and stamina for 10 seconds , and the other spell is " Knowledge Drain " . When a Seeker loses about a third of its health , it can generate a clone of itself to aid it in battle , similar to the Shades of a Wispmother . Destroying the original will also destroy the clone . Variants . High Seeker . These are the seekers with Miraak when the Dragonborn first encounters him . They appear to be a higher level than the basic seeker , similar to the level difference between a Frost and Storm Atronach . Seeker Aspirant . A relatively rare variant of Seeker .
Patches ( Online ) / Patch 2 . 0 . 12 OVERVIEW BIG CHANGES / UPDATES / NEW FEATURES Battle Leveled Consumables In order for lower - level player characters to have a better chance of survival in Cyrodiil , we ' re introducing a way for items to scale their health or buff based on whether or not you are battle leveled . Battle leveling is a system that applies when you enter Cyrodiil . When you enter a campaign in Cyrodiil , regardless of whether that campaign is Veteran or non - Veteran , you are always treated as level 50 at a minimum . If you go to Cyrodiil at level 10 , for example , you will be battle leveled to 50 ; your potions will be battle leveled too , and heal as though they were level 50 potions . If you level up while in Cyrodill , you would technically be level 11 , but still effectively level 50 through battle leveling . Your potions would still heal as though they were level 50 potions . If you gain enough experience to make it to level 20 ( hitting the next level bracket ) , you would still be battle leveled to 50 . However , your potions would then be ten levels out of date and become slightly less effective as you move into the next level bracket . Rather than healing you as though they were level 50 potions , they would heal you at a reduced rate – still decent , but not as good as a level 20 potion . FIXES & IMPROVEMENTS Alliance War Audio Combat & Gameplay Crown Store Justice System Quests & Zones UI Alliance War General Audio General Combat & Gameplay General Crown Store General Justice System General Quests & Zones Reaper ' s March UI General
Wine ( Skyrim ) Wine is an alcoholic beverage available in . It can often be found on bandits , in camps , in houses , and in the inventories of various characters . Properties . Alto Wine weighs 0 . 5 and is worth 7 . If drunk , the wine will restore 15 stamina points , but it slows stamina regeneration by 30 % for 30 seconds .
Cartographer ' s Shop The Cartographer ' s Shop is a location in . It is owned and run by Maiko . Quests . Meeting the Restless League . In order to meet the Restless league , the Smuggler ' s Den under the shop must be traveled to .
Timberscar Hollow ( Oblivion ) Timberscar Hollow is a large , single - level cave in central Nibenay Basin , north of Niben Bay . Description . It is the home of the Rock Biter goblin clan . The clan is at war with the Bloody Hand Tribe goblins at Cracked Wood Cave and the fighting has prevented settlers from finishing their homestead at Cropsford . The cave appears to have once been an Ayleid structure , based on arches and support columns throughout the cave . There are not much of value in the chests found . Quests . Goblin Trouble . Speak to Barthel Gernand found at Crestbridge Camp .
ESM file format The ESM file format stands for Elder Scrolls Master file . It has been in use since , and is used in conjunction with the ESP and BSA file formats . All ESPs require an ESM file in order to work . For example , ESM file is labeled Skyrim . esm , and is required to run all mods for .
Vampire Nightstalker Vampire Nightstalker are a subspecies of vampire . Like all Vampires , they are afflicted with the disease , Sanguinare Vampiris , and as such , can infect the Dragonborn with it . Battle behavior . Vampire Nightstalkers employ the Vampiric Drain Destruction spell . When successfully targeted , the foe ' s health is sapped , healing the vampire . This attack has the ability to pass Sanguinare Vampiris to the target , leading to vampirism if left uncured .
Roadside Ruins Roadside Ruins is an ancient Nordic ruin found in . Description . It is a small ruin just off of the main road northwest of Falkreath , just up the road from the Falkreath Sanctuary . It is of a dome - shaped stone structure , and two dead bandits can be found outside the entrance . Background . It is nearly identical to other structures of this type found throughout Skyrim . It has fallen into ruin and is being guarded by a Spriggan , attacking anyone who dares to venture into its territory . If the Dragonborn is a low level , five Frostbite Spiders take its place .
Rilaso ' s Guide to Tamriel , Ch . 21 Content . Chapter 21 : Surviving the Rift The key to surviving the rift is to never go there . The Rift is no place for anyone but Nords . If you ' re not a Nord and you end up in the Rift , you will die in a horrible fashion . If you don ' t freeze to death or get lost and fall off a cliff , you ' re going to be killed by wild animals . bears and sabre cats are only too happy to eat you . Mammoths go out of their way to step or sit on travelers . Giants will kick you into the highest reaches of the nearest tree . But for my money , the Nords are the most dangerous part of the Rift . They have hair - trigger tempers , an enormous capacity for mead , and very sharp weapons that they swing around constantly . If they don ' t drink you to death or choke you with their noxious bodily odors , they ' ll chop off your head . You ' ll be in a tavern , say the wrong thing to a Nord , and next thing you know , your head will be flying through the air , spraying another layer of blood over the already gore - caked walls . So , don ' t go to the Rift .
Sahrotaar Sahrotaar ( Dovahzul : ) is a Serpentine Dragon encountered during the quest " At the Summit of Apocrypha " in . He could be considered Miraak ' s dragon , as he is always seen carrying the First Dragonborn , or fighting with him . Despite this status , he will transfer his loyalty to the Last Dragonborn once the shout " Bend Will " is obtained , and will vow to fight with them . However , he is killed by Miraak during the battle in order to absorb his soul . Background . Sahrotaar ' s background is largely unknown , but at some point his will was bent by Miraak and he appears to have served him ever since . Loot . Sahrotaar yields the same loot as other Serpentine Dragons . Combat . The combat is the same as that of other dragons . He will use the Frost or Fire Breath shout , and can also bite enemies or hit them with its wings and tail . Upon meeting him you will have to shout Bend Will at him to tame , talk , and ride him . If one does not use the shout on him after he lands , he will either use Frost Breath or Fire Breath , which are extremely powerful attacks , and the Dragonborn can possibly die within seconds . Quotes . After Bend Will is used :
Runil ' s Dark Past Runil ' s Dark Past is an unfinished quest in . Background . Some of Runil ' s friends believe that he is bothered by something and ask the Dragonborn to help find out what it is . Walkthrough . Some of Runil ' s friends , Indara Caerellia , Mathias Raiment , and Kust , tell the Dragonborn that Runil has been very troubled lately and ask the Dragonborn to find out what is bothering Runil . The Dragonborn must go and talk to him , who will then reveal that he used to be a Thalmor wizard . The Dragonborn can then choose between promising not to tell anyone , or telling his friends . Dialogue . Alternatively , if instead of choosing to tell Runil " Your secret is safe with me " and going to any of his friends :