naist-nlp/zeshel huggingface dataset:
Last Words of Gordianus Fortunatus Content . To whomever reads this : I hope you find yourself in better straits than I . These will be the last words I ever put to paper , unless the gods intervene in my fate . I know not what Beriel was lamenting , but I certainly regret coming to this haunted place . The skeletons moan in their eagerness to be at me , to shred my flesh from my bones . Truth to tell , I ' ve been moaning a lot myself lately . I see no way down from this place , no hope to survive . I have only myself to blame for this . I fled the Imperial City to escape Urania ' s presence . I heard her voice everywhere , saw her face in every crowd , smelled her perfume on every breeze . Unrequited love has driven more men mad than the Elder Scroll . Food is long gone . The water ran out yesterday afternoon . I can delay no longer . The walking dead will have their wish . Farewell ! — Gordianus Fortunatus
Void Cloth Void Cloth is an item found in . It can be used for crafting items in the clothing skill line . It can be used to craft items between 90 to 140 , and requires Tailoring Rank IX . Acquisition . It can be purchased , or harvested from the void bloom plant .
Woodworker Survey : Eastmarch The Woodworker Survey : Eastmarch is a Crafting Survey map that marks where a bountiful supply of wood can be found . Acquisition . This item is given to the Vestige as one of the possible rewards inside a Woodworker ' s Case IV , received after completing a " Woodworker Writ " .
Pending Orders Content . — The Cold Moon Inn , Windhelm , 20 casks ( special blend ) . — Palace of Ysgramor , Windhelm , 80 casks ( for king ' s celebration ) . — Keeper ' s House , Kynesgrove , 2 casks ( extra sweet ) . — Fishing Camp , Lower Yorgrim , 10 casks ( spiced mead ) . — Thulvald ' s Logging Camp , 5 casks ( mixed ) .
Iron Helmet ( Skyrim ) The Iron Helmet is a piece of heavy armor and part of the Iron Armor set found in . Appearance . The horns on the sides of the helmet appear differently depending on gender . As a male , the horns are quite short and are slightly curved inwards . On a female , however , they will turn more upwards and appear much more curved . In addition , the horns on the helmet appear differently yet again , if the helmet is viewed as a world item . They will appear longer and drop down much more than the previous two types . Locations . Enchanted and unenchanted variants begin to appear throughout Skyrim at level 1 . These locations include : Smithing . Iron Armor requires no prerequisite Smithing level or perks to forge . It can be crafted at a blacksmith ' s forge with the following components : It can be upgraded with an Iron Ingot at a workbench . 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 .
Dengeir of Stuhn Dengeir of Stuhn is a Nord who was the former Jarl of Falkreath , and is currently a Thane of the hold . He will retake his former position as Jarl if the Stormcloaks liberate Falkreath . Personality . When spoken to , he comes off as highly suspicious of nearly everyone . In fact , he even suspects his maid of passing off information about him . Even if Dengeir becomes Jarl , he is still as paranoid as he was before . Background . Dengeir of Stuhn lives in Dengeir ' s House in Falkreath . His brother Thadgeir also lives with him as well as Tekla , his faithful maid . Dengeir is also Jarl Siddgeir ' s uncle . Jarl of Falkreath . He once ruled Falkreath as Jarl , but his nephew Siddgeir has taken over the position as Jarl and Dengeir now serves the Jarl ' s Court as a Thane . His story of why he was deposed as Jarl differs radically from his nephew ' s . He believes he was asked to step down when he took sides with the Stormcloaks and that it was , in fact , an Imperial plot to oust him from his seat of power . Dengeir states that he began noticing that Imperial spies were everywhere amongst the people of Falkreath , keeping tabs on and influencing everyone from the shadows . When Dengeir found out about this , the spies made a few well placed bribes and the next thing he knew , the Nobles were calling for a new Jarl . Siddgeir , who is ever willing to please the Empire , was then named in his place . However Siddgeir states that Dengeir had become too frail in his old age to be Jarl . Interactions . Some Light Theft . Dengeir needs help in retrieving a note , possibly destined for Imperial hands , from Lod ' s House . Dark Ancestor . Sometime after completing the first task , Dengeir will ask for help with another . He explains that a nearby grave has been dug up and it is thought to be the work of gravediggers . He states that it was his ancestor , Vighar who is a vampire and has now been freed from his coffin . He requests assistance in dispatching this foe and saving his family ' s reputation before Vighar ' s condition is revealed . If the Civil War questline has been completed and Dengeir is now Jarl , this quest becomes unavailable . Liberation of Skyrim . If the Stormcloak quest " Rescue from Fort Neugrad " is completed , Dengeir will become the Jarl of Falkreath once more . When asked why he supports the Stormcloaks , he states that , " " Some emperor in Cyrodiil does not know what ' s best for Skyrim and should not dictate how her people should live . " " He also states that he is " no fool " and knows that Ulfric Stormcloak is " " selfish and power - hungry " " but that he is the devil he knows ( as opposed to the emperor ) .
Gascone ' s Memorandum Content . Fellow Apostles , A matter of no small import recently came to my attention , and I must attend to it forthwith . I apologize for any disruption my brief absence may cause . Please refer any urgent questions to my aide . There is no need for alarm . Everything is fine . Please carry on in a manner befitting your station . — G
Fragment : Song of Hrormir Content . . . . drawn and quartered . Hrormir was mightily amused . He swallowed his laughter in his mead , for none should laugh outright at the Daedra Lord Nocturnal . Without her gray cowl of shadowed night , her hideous face forced the moon to hide itself . Hrormir the mighty did not quail . " Wherest be thy hood , shadowy hag ? " " Mortal man hast taken it from me unaware . When I . . . "
Thane Icehammer Thane Icehammer is a Draugr found in Icehammer ' s Vault in Eastmarch . According to legend , he was a cheerful and respected Thane of Cragwallow , but all that changed when he was cursed by Hircine for hunting werecreatures . The Keepers of Kynesgrove were unable to heal him , and his wife sent the Cragwallow Watch to put him down . However , unwilling to sacrifice more men , his wife had him entombed in an ancient burial vault .
Letter from Karpu - sa Content . Honored Clan - Mother , The roads are dangerous of late . Bandits attack without fear of reprisal , and harpies , driven to roost by the storm , strike without warning . These developments have driven this one to hire a pair of mercenaries . Both are hardy walkers , so please triple this one ' s order this month . Please , do not worry about protecting the shipment . An escort will arrive before the next crescent . Magrus smile upon your fields by day , Jone and Jode dance over them by night .
Black Wake Brigand Black Wave Brigands are generic members of the Black Wake clan residing in the Waterworks in Shimmerene , Summerset . Interactions . A Tale of Two Mothers . An Altmer named Lanarie asks the Vestige to look for her missing son , Arathel , whom the authorities arrested on accounts of his alleged involvement in a plot to kill a Sapiarch .
Battle for Whiterun ( Imperial ) Battle for Whiterun is a quest available in . Background . The Stormcloaks have reached the city of Whiterun . The Dragonborn is called to assist the Imperial Army in defending the city . Legate Rikke makes a rousing speech near the gate of Whiterun . Walkthrough . Once you finish talking to Legate Quentin Cipius , your objective is to meet with Legate Rikke . She is outside near the gate of Whiterun . Upon exiting Dragonsreach , the severity of the assault will become blatantly obvious . Flaming catapult rocks are raining down upon the Wind and Plains districts of Whiterun , and its populace is in a state of pandemonium , running about the city seeking shelter . City Guards are heading towards the city gates to aid the defense , and the sky has turned a sickly orange from the smoking buildings . Proceed to the staging area just outside the main gates . Legate Rikke will be giving a short motivational speech to the combined forces of Whiterun Guards and the new reinforcements of Imperial Soldiers . Once the speech is done , your new objective will be to defend the wooden barricades from the invading Stormcloak soldiers . If you enter the city at all during the battle , terrified citizens will be seen fleeing from the taverns and shops to their own homes , where they will lock the doors to prevent anyone from entering . All shop owners will lock their doors , including the taverns ; stall owners will flee , as well . Defend the barricades by killing the Stormcloak soldiers trying to get in . If you fail to defend the barricades , you will have to fall back and defend the drawbridge instead . Failing to defend the drawbridge has little consequences , as the quest is impossible to fail unless you die . There will be a percentage count of how many Stormcloak soldiers are left . Once that count reaches 0 % , your new objective will be to meet with Jarl Balgruuf the Greater to hear a short victory speech .
Books ( Skyrim ) / Recipes These are simple recipe books which can be bought from various Merchants or found as loot . There are 28 of these to be found in Skyrim , one of which is later added in . Locations . Merchants known to sell recipes : Contents . Note : ( number ) indicates different versions of the recipe found . The different versions will not stack in the inventory and will be listed separately .
Arch - Mage ' s Journal Content . This year , as we get closer to the start of classes here at Shad Astula , I look forward to finding excellent leadership candidates among this year ' s crop of students . Those who will grow into great leaders , remarkable scholars , and mighty warriors for the Houses of Morrowind . And , starting this season , for the entire Ebonheart Pact , as well . Often , my visions don ' t manifest until a student has spent some time within the Academy . Most years , no one emerges who quite matches my hopes and dreams . Which is why I was encouraged , confused , and a bit frightened when I started receiving visions of three students who haven ' t even arrived at the Academy yet . At first , I worried that my visions were faulty . But this is not the case . These visions are as clear as any I ' ve ever experienced , albeit with dark undertones I do not yet understand . My first vision concerned Tedras Relvi . A noble son of House Indoril , his entire life has involved magic . His father is a battlemage , his mother a healer . Pompous and a bit of a whiny brat , Tedras is lazy and hard - headed . He ' s also a master of word and wit . In fact , I think he might make a better bard than a wizard . Still , I must heed my visions . From what I ' ve seen , his future self grows into a master negotiator . Hadmar the Thin - Boned was the subject of my second vision . It ' s rare for me to see a Nord in a vision , and rarer still that a Nord develops significant magical talent . With a pure heart and a warrior ' s spirit , Hadmar possesses a good soul . He ' s also dumb as a guar . Will he embrace his magical studies ? Regardless , I see him standing tall upon the field of battle . Does he have the makings of a battlemage , perhaps ? The final vision concerned Lena Dalvel , and it was the most confusing of the three . Her lineage contains almost no magical heritage . In fact , I ' m not sure how she got an invitation to our school — perhaps a House noble recognized her talent ? Her vision is the most promising — and the most frightening . Lena stands on a balance that could easily tip toward the darkness or the light , two possible paths for her to walk . One path shows her as a great leader of the people , serving in a coming time of troubles . The other path shows her involvement in the destruction of the world . This particular vision disturbs me greatly , and it must not be allowed to come to pass . She must finish her trials under my guidance . It ' s imperative that her proper destiny be fulfilled .
Captain Landare Captain Landare is an Altmer captain of the Aldmeri Dominion . She is found in the city of Dawnbreak on Auridon . Background . Landare is a member of the First Auridon Marines , a special force of Aldmeri Dominion troops . Interactions . Through the Ashes . As the residing authority in the town , she charges the Vestige with the responsibility of trying to save the missing citizens of Dawnbreak , as she cannot spare any Marines to help with search efforts for them .
Masterful Nimble Armor Masterful Nimble Armor is a Restoration spell in that temporarily increases the value of the light armor 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 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
Bad Medicine ( Oblivion ) Bad Medicine ( Oblivion ) is a quest in . Bad Medicine is a quest in . The Hero is tasked with killing a dying warlord named Roderick . He can be found at Fort Sutch and guarded by his henchmen . Background . Roderick is terminally ill and kept alive only by daily medicine administered to his unconscious body . The Hero will receive The Deceiver ' s Finery as a bonus if they replace his medicine with a poison that Ocheeva gives to them . Also , to receive the bonus , none of the henchmen must see them in the fort . Walkthrough . Speak to Teinaava and they will learn of a secret entrance to the fort that is unprotected at Fort Sutch Abbey . The Hero may proceed from the Abbey sewers to the fort , or enter the fort directly with a possibly higher detection rate with the latter . The fort is very dark and is relatively easy to sneak through undetected . Most doors can be picked , but some require a key . This can be taken from a mercenary , either through killing them , or pickpocketing . It is worth noting that mercenaries can be killed while still not losing the bonus , so long as they do not detect them before dying . The easiest way to achieve this is to sneak - attack them and kill them instantly . If the Hero ' s Illusion skill is high enough , or if they have good chameleon or invisibility potions or enchanted armor , ( M ' raaj - Dar of the Dark Brotherhood sells an invisibility spell and a chameleon spell for a relatively low price ) they can easily slip in and out without forfeiting the bonus . If using invisibility spells , simply take a handful of restore magicka potions and use them to stay invisible . The cabinet that Roderick ' s medicine is kept in is in the back left part of the fort . Take the medicine from the cabinet and replace it with the poison that Ocheeva provides ( the poison is located under misc , not potions ) . If the Hero was detected already or do not care to receive the bonus , simply approach Roderick ' s body near the cabinet and kill him through whatever means desired . Roderick is laying on a slab , but be warned there will most likely be a guard standing right next to him , but he is facing the other way , so it is easy enough to simply sneak up to Roderick and kill him . The Hero does not have to take the medicine with them . They can just place it in any container ( except for the cabinet ) in the fort and it will still complete the quest . Return to Ocheeva for the reward and if one likes , go back and get the poison where they put it . If the Hero does not have the poison , they will have to kill Roderick themselves .
Note from Gullveig Content . Thorulf , I trust this note finds your dealings in Fullhelm near fruition . My business in Riften is nearly concluded . Anchorite Garmar has no talent for our peculiar arts , but he ' s capable enough in his own fashion . Once I ' ve settled matters , I ' ll move to Lost Prospect to complete my ascension . I may call on you afterwards for . . . hospitality . Yours & c . , Gullveig
Oglub Oglub is an Orsimer warrior who works at the Dushnikh Mine , within stronghold of Dushnikh Yal . Background . Oglub is the older brother of Ghorbash the Iron Hand , but has outgrown his chance to become chief of the stronghold . Instead , he works in the Dushnikh Mine , spending his entire time there while never sleeping .
Arius Arius is a supposed " God of Fire " who is worshiped by a primitive tribal people who lived on an unspecified island . In order to appease the god , the people would , once a year , sacrifice a child to the god . If the natives failed to fulfill this tribute , Arius was believed to erupt the island ' s volcano which would result in the death of hundreds of the villagers .
Milbereth Milbereth is a Bosmer Barbarian and slaver residing in the stronghold of Hlormaren . She is located on the top level of the stronghold ' s keep . Equipment . Milbereth uses or carries the following : Powers . Milbereth may use the following : Abilities . Milbereth benefits from the following :
Pest Control Pest Control is a Knight Order quest available during the events of . The Agent , in hopes of improving their standing in one of the Orders , is tasked with clearing out a pack of pests from a local house . Background . Having escaped from Privateer ' s Hold , the Agent may wander around the Iliac Bay freely . A potential source of income , and reputation , can be found by working for one of the ten Knight Orders , which serve ten regions across the Bay . In order to join an Order , however , the Agent will have to prove their abilities by completing some " mundane " tasks . Walkthrough . Speaking to a Quester from one of the Knight Orders of the Iliac Bay reveals that a local house has been infested with some pests . Although the Agent has no real standing in the Order , the Quester is willing to give them " some small trial of arms " to prove their worth . He informs them that a house in the town has been infested by a group of creatures , and that the Agent must clear them out within a single day . The Pest Problem . The Quester will only give the Agent the name of the house , not any directions , so a brief interrogation of the local population is in order . Once the house has been found the Agent will have to enter and hunt down the first creature to spawn . The creature , either a giant rat , giant bat , giant scorpion or giant spider will appear a moment after the Agent enters . The Agent will then have to methodically kill any other creatures that spawn , continuing until a message appears stating that the house has been cleared . With that the Agent may leave the house and return to the Quester to complete the quest . Rewards . The Agent will not receive any physical reward for completing the quest successfully , only the standard bonuses or penalties to their reputation depending on success or failure :
Commander Pelletus Commander Pelletus , or Watch Commander Pelletus , is an Imperial in charge of the local watch in the Jarol Estate . Interactions . Signed in Blood . After nearing the meeting area of the leaders , Commander Pelletus will inform them that you have infiltrated the estate . Jarol , Carolus , and Fortunata will evecuate . Pelletus will be guarding the exit , and you must kill him to continue on .
Wild Fortify Medium Armor Skill Wild Fortify Medium Armor Skill is a Restoration spell in that temporarily increases the value of medium armor . 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
Telvanni Agents Telvanni Agents is a Fighters Guild quest in . Detailed walkthrough . Th Nerevarine should speak to Eydis to initiate their next task , which is to eliminate some Telvanni agents near the Caldera Mining Company . Head to Caldera ( it is recommended to use the mage guild teleport system ) . Go west of the village and then south , until one can see a trail with a fence on the side of it . Keep following it until one sees the company . Before one enter sthe company area , look around , and they will find a lone person , Alveleg . Talk to him about Telvanni agents and kill him , as he is one of them . Head inside the nearby cave he was guarding and kill the remaining three Telvanni agents , Alynu Aralen , Sathasa Nerothren , and Fothyna Herothran . Search the chest up the scaffolding for some scrolls and potions ( this is optional , and will not affect the quest ) . Head back to the Balmora Fighters ' Guild for the reward .
Hjaalmarch Stormcloak Camp Hjaalmarch Stormcloak Camp is a Stormcloak encampment in . This site is located north east of Morthal and south west of Dawnstar , between Ustengrav and Mzinchaleft . A small detachment of Stormcloak soldiers have made camp along the northern edge of Hjaalmarch , just north of the Karth River . The leader of this camp is Arrald Frozen - Heart . Interactions . The Dragonborn can barter with the quartermaster , inspect the large map in one of the tents to potentially acquire new map information , as well as take some items from the chests found in tents .
Steel Plate Armor Steel Plate Armor is a set of heavy armor in . Steel Plate armor , chitin heavy armor and Nordic carved armor are the only heavy armor sets that can be crafted by obtaining the perks for the light armor side of the Smithing skill tree . Locations . Unenchanted pieces of armor will begin to appear throughout Skyrim at level 18 and enchanted variants can be found at level 19 . These locations include : Smithing . Steel Plate Armor requires a Smithing level of 50 and the Advanced Armors perk to create . Pieces can be forged at a blacksmith ' s forge with the following components : Pieces can be upgraded with a Corundum ingot at a workbench , and also benefits from the Advanced Armors perk , which doubles the improvement .
Lost Tongue Overlook Lost Tongue Overlook is a Dragon Lair located in The Rift . Located south of Riften , following the stairs leads up to the overlook and the word wall . There is usually a dragon perched on the wall . It is very common to fight a second dragon at this location , as they often spawn in this area . The Word Wall here teaches a word of the Dismay shout . Traps . Just past the archway of rubble is an ice magic trap . Remove the soul gem to disable it . Additionally , striking the gem with a launched arrow will knock it from the trap , also disabling it . If you do not have a bow , it is possible to go behind it to remove it .
Hagraven Nest Hagraven Nest is an unmarked location found in . Description . West of Ragnvald , a seemingly abandoned Hagraven camp lies at the end of a steep and winding mountain path . As soon as the chest inside the small tent is opened , a Hagraven will come up the path and attack the Dragonborn .
Madrale Thirith Madrale Thirith is a Dunmer Thief , and a tough for the Camonna Tong who resides in Balmora . She can be found at the Council Club in Balmora . She offers medium Training in Short Blade and Light Armor , and minor training in Security . Interactions . Larrius Varro Tells a Little Story . Madrala Thirith is one of the " bad people " Larrius Varro of the Moonmoth Legion Fort wants to end in a " bloodbath " , so as to put an end to the corruption .