naist-nlp/zeshel huggingface dataset:
Vekel the Man Vekel the Man is a Nord bartender and an associate of the Thieves Guild who operates the Ragged Flagon in the Ratway of Riften . Background . Vekel owns and operates the Ragged Flagon , the tavern within the Ratway , the sewer that the Guild uses as a base of operations . In the " Official Game Guide " , it states that Vekel was once a resident of Honorhall Orphanage , and " continually got into trouble for concocting strange and powerful alcoholic drinks that kept his fellow orphans in a near continual stupor . " He eventually ran away and saved enough from his burgeoning pickpocket career to afford the tavern . Interactions . Toying With The Dead . He asks the Dragonborn to acquire four rare books from Yngvild Barrow - - the journals of the necromancer , Arondil . This is part of the quest Toying With The Dead . A Cornered Rat . Vekel can be asked where Esbern is located , either with a persuasion , intimidation , or gold check . After doing so , he will reveal where " the old man " is . Thieves Guild . Depending on the current status of the Thieves Guild questline , Vekel can be asked about information regarding the Guild , responding differently as indicated below :
Clench Clench is a Destruction spell available in that lowers the value of speed . Attribute do not return to its original value at the end of the spell ' s duration . It can only be restored with the appropriate Restore Attribute spell or potion . Characters . The following people use and / or sell Clench :
Powering the Dark Anchors Content . Our great Prince Molag Bal has found a way to conquer the wretched realm of Nirn . Using Dark Anchors crafted in the Black Forge to weaken the barrier between worlds , the metaphysical chains will allow us to merge Nirn and Coldharbour into a singular domain ruled by the Lord of Schemes himself . It takes considerable power to form the connection across the chaos of Oblivion . Unfortunately , this energy isn ' t as easy to acquire as the raw materials used to create the planar hooks and chains . Powerful mortals , especially powerful magic - users , provide the cleanest , most effective source of energy . On the other end of the spectrum , the Soul Shriven are practically worthless for this purpose , as the amount of energy we can draw from them is barely enough to start the melding process let alone carry it to fruition . Unless an unlimited source of powerful mortal mages suddenly makes itself available to us , we will have to explore other alternatives . < nowiki > * * * < / nowiki > Our various experiments have finally paid off . We have discovered ( through much trial and error ) that atronach s can be used to supply enough energy to power the Dark Anchors and may even be capable of powering the ultimate Dark Anchor — the Great Shackle . flame and frost atronachs work well , but the most power by far is provided by the violatile storm atronachs . These creatures of wind and lightning will need to be acquired in great numbers to provide the energy we need to launch the Dark Anchors and the Great Shackle into Nirn . This appears to be our best solution — at least until we can acquire a steady source of powerful mortal mages to draw from . We will continue to work on that avenue , as well . For the glory of Molag Bal !
Falmer War Axe The Falmer War Axe is a one - handed weapon found in . Characteristics . The Falmer War Axe is crafted from chitin harvested from the Chaurus — the creature that most Falmer technology is derived from . Its appearance is similar to that of a limb , and the grip is wrapped in leather strips . Smithing . It can be improved at a grindstone using Chaurus Chitin , however it does not benefit from any Smithing perks .
Racial Motifs 15 , Chapter 3 : Dwemer Boots Content . By Raynor Vanos Kireth says I should write down what I ' ve learned about Dwemer artisans and the styles and motifs of their lost civilization . BOOTS Dwarven boots are sturdy , but not as heavy as they look . Though they have accents of Dwarven metal , they are mainly constructed of a flexible material that resembles leather , but either it is some sort of manufactured imitation , or the Dwemer had beasts with incredibly smooth and homogenous hide . Knee - high Dwarven boots often incorporate built - in greaves over the shins .
Deregor ' s Lost Goods Content . — Knives , Bosmer Bone ( 2 ) — Dice ( 3 ) — Cards ( pack ) — Book : Great Harbingers of the Companions — Book : Antecedents of Dwemer Law — Book : Words of the Wind — Quill and Ink . ( black ) Captain Lerisa , There were other possessions in the wreck , but these are missed the most . Getting back some of what we lost will do wonders for crew morale . — Deregor .
Charge of the Welkynar Content . < poem > When Summerset , o Summerset , our fair and pretty land , Is threatened from beyond the clear and shining sea , The Welkynar , our Gryphon Knights , take wing and make a stand , With courage , strength , and bravery , they keep the Altmer free ! Charge , o Gryphon Knights , Fly on and fight our foes ! Charge , o Welkynar , Take wing with swords and bows ! From Alinor to Shimmerene and every point between , The Welkynar ride the winds and defend our gleaming isle , Whether commoner , noble , merchant , or queen , The Gyphon Knights protect us all , always with a smile ! Charge , o Gryphon Knights , Fly on and fight our foes ! Charge , o Weklynar , Take wing with swords and bows ! < / poem >
Khenarthi Khenarthi is the Khajiit i goddess of the winds and sky . Background . According to the " Words of Clan Mother Ahnissi " , Ahnurr and Fadomai gave birth to Khenarthi , the Winds , and Ahnurr said " Khenarthi , to you we give the sky , for what can fly higher than the wind ? " But Khenarthi went to Fadomai and said , " Fadomai - mother , Khenarthi grows lonely so high above the world where not even my brother Alkosh can fly . " Fadomai took pity on her and tricked Ahnurr to make her pregnant again . And so Fadomai gave birth to the Moons and their Motions , Nirn i , the majestic sands and lush forests , and Azura h , the dusk and the dawn . When Fadomai knew her time was near she told Azurah , " The Khajiit must be the best climbers , for if Masser and Secunda fail , they must climb Khenarthi ' s breath to set the moons back in their courses . " Khenarthi may be a variation on the Cyrodiil ic and Breton y Kynareth , Goddess of Air , strongest of the Sky spirits , and member of the Nine Divines .
Mel Adrys Mel Adrys is a vampire hunter of renown . He is first encountered in the Shademist Moors , where he is tracking down Faenir Blood - Letter , a vampire who has eluded him for years . He is later found again inside Hrota Cave , where he is trying to root out and destroy the vampire coven established inside .
Scuttling Void The Scuttling Void , also known as the Dark Behind the World to the Khajiit , is the plane of Oblivion ruled by Namira . Very little is known about it beyond its name , as no man , mer , nor beast has ever ventured there and returned . The Dro - m ' Athra are said to originate from here , and a tear between the two realms occurred at the Maw of Lorkhaj . It is a cold realm that has grim forges and bent benches where the Dro - m ' Athra arm themselves .
Shrine of Dibella The Shrine of Dibella is a shrine in . Blessing effects . Activating the shrine confers the Blessing of Dibella for a duration of eight hours . Only one blessing ( effect ) can be active at one time . Praying at a different shrine will remove this effect . Crafting . This shrine can be crafted for a homestead as part of . It requires the following components :
Village Record , Recent Entry Content . Another villager moved away today , after another incident with that batty old mage . The former resident was turned bright purple for several hours . Two more residences have made complaints about Merormo — this time because of a barking sound coming from the trees around his tower .
Black Wake The Black Wake is a faction that appears in Shimmerene , Summerset . They plan to take down the Sapiarch . Quests . 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 .
S ' drassa S ' drassa is a Khajiit alchemist and member of the Leyawiin Mages Guild . He gives the quest " Tears of the Savior . " He is also an Alchemy basic trainer . It is rumored that he is searching for a cure to Skooma addiction . Interactions . Tears of the Savior . He will ask the Hero to find Garridan ' s Tear s . S ' drassa enjoys collecting crystals , especially those of a magic al nature , and is willing to pay a handsome amount of for each Tear recovered .
Weir Gate The Weir Gate is a device that is used to travel to Battlespire from Tamriel . History . During the Invasion of the Battlespire , Mehrunes Dagon ' s forces sealed the Gate with a powerful sigil in the shape of the Daedric letter Hefhed . This left the sorcerers of the Battlespire trapped and without any access to reinforcements . Sometime later in the Third Era following the defeat of Dagon ' s forces , the mage Morian Zenas attempted to use the Weir Gate to enter Oblivion . While they discovered the gate still stood and the link to the Battlespire was still accessible from Mundus , its link to Oblivion had been severed .
Heddic Volunnar Heddic Volunnar was a Nord warrior whose corpse may be found in Volunruud . Background . His corpse can be found in Volunruud , which he appears to have been exploring when he was killed by the local undead denizens . His notes suggest that he was unaware of the undead that inhabit many of Skyrim ' s dungeons . Also , the quote in his notes " " The ancestor we scarcely believed was real " " and the similarity between " Volunruud " and his surname " Volunnar " suggests he could be a descendant of Kvenel the Tongue , the draugr that inhabits the tomb .
Skull - Crusher ( Quest ) Skull - Crusher is a quest available in . The quest is the last of the Oracle ' s quests for the Imperial Cult . The quest involves tracking down another legendary magical item , the enchanted warhammer Skull Crusher . Walkthrough . The Oracle , Lalatia Varian , at Ebonheart ' s Imperial Cult chapel , has been granted a vision by the god Stendarr of the artifact Skull Crusher . She needs someone to solve the mystery of her vision and recover this enchanted warhammer . In her vision she was shown Hilbongard ' s forge at the heart of a Daedric ruin . She advises seeking out a Dunmer Savant and a Dunmer Scout to question them about the " Halls of the Dead " and " sealed Daedric ruin . " Seek out Llaalam Dredil , a Dunmer Savant , next door within Ebonheart Grand Council Chamber . Speaking with him about the " Halls of the Dead " reveals that it may refer to a Dunmer ancestral tomb as it translates to ' cardruhn . Next , travel to Vivec , Hlaalu Canton and speak with Arvama Rathri within the Elven Nations Cornerclub , Hlaalu Plaza . She believes the " sealed Daedric ruin " may refer to Anudnabia , which lies near Sadrith Mora . Use the guildguide ' s services in the Vivec Mage ' s Guild , travel to Wolverine Hall . From there travel north along the eastern coast of Sladrith Mora to reach the Daedric ruins of Anudnabia . Nothing marks these ruins as Anudnabia , as the doorway is blocked by collapsed stones . Directly to the east of the ruins across a narrow band of water lies the entrance to an ancestral tomb . Cross over the water to Omaren Ancestral Tomb . Travel through the tomb to find a broken section of wall . The tunnel leads to a large cavern . On the northwestern side of the cavern , Daedric construction is visible . There are two levels ; the door leading to Forgotten Vaults of Anudnabia , Forge of Hilbongard is on the top level . There is a chest on the bottom level which contains an Ancient daedric Key . The Forgotten Vaults of Anudnabia , Forge of Hilbongard is a section of Daedric construction within a large cavern . The actual forge dominates the final chamber filling the center of the room . Magically floating in the middle of the forge is a chest ( lock 80 , trapped ) , which can be opened with the Ancient daedric Key . The warhammer Skull Crusher is inside . Return to Lalatia Varian . She says that she can detect no evil curse on the weapon and that it is safe . She also provides an enchanted ring , Foe - Grinder , as a reward .
Indoril Archmage Indoril Archmage is a creature card in . Acquisition . The card can be obtained from card packs . Indoril Archmage is also the level 24 level up reward for Dark Elf Players . Strategy . Deploy the card when a number of powerful enemies are in the other lane . The best scenario is when there are four enemies with high defenses , as they can easily be killed or damaged when the card is activated . If an enemy has a ward , it is highly suggested to use another card to destroy it , so that the Archmage ' s ability will deal damage to it . If a creature has a defense higher than 8 , it is suggested to use the Archmage to attack it first , making it easier to trigger a last grasp and defeating the creature .
Iron Hide Iron Hide is an item found in . It can be used for crafting clothing items . It can be used to craft clothing items between 40 and 60 , and requires Tailoring Rank VII . Acquisition . It can be refined from Iron Hide Scraps , and also purchased .
Temis Romavel Temis Romavel is a Dunmer and a Retainer in House Redoran . He was dispatched by Theldyn Virith to Shishi along with Anise Romoran and Brerama Selas in an effort to destroy a new Telvanni outpost set up in Redoran territory . They have successfully defeated most of the Telvanni , but one man , Faves Andas , has so far managed to elude them by hiding in a secret chamber . They know that the wizard is still alive , since Temis keeps hearing him moving around . Interactions . Shishi Report . Speaking to Theldyn Virith about duties will reveal that an expedition that he sent to a former Veloth i outpost , Shishi , has failed to report on their situation . Equipment . Temis carries or uses the following : Powers . As a Dunmer , Temis can use : Abilities . And benefits from :
Ilessan Tower ( Location ) Ilessan Tower is a ruin that appears in the region of Glenumbra , High Rock . The only structure shown is a fallen tower . Inside is the entrance to a dungeon where Red Rook Bandits have started to stock resources for allies . Exploring and clearing the ruin , unlocks the the explorer achievement Ilessan Tower Explorer . Quests . Red Rook Resources . A note in Ilessan Tower has informed the Vestige that the Red Rooks are amassing resources for their allies . It also mentioned an attack on a manor north of Deleyn ' s Mill . Royal Revelry . Collect items for the Jester ' s Festival .
Nibenese The Nibeneses are a ethno - cultural race of men native to Nibenay in the modern day province of Cyrodiil . It is contrasted with a Colovian , native to Colovia . Together they collectively form the Imperial s . Physiology . The Nibeneans ( and Colovians ) are a race of men descended from the Nedic who were enslaved by the Ayleid s , but diverged a bit after consecutive invasions and interactions with other races . The Nibenese have a greater appreciation for magic , art , commerce , and spirituality , the Colovians while are more culturally like the Nords , sharing similar beliefs such as a heavy martial and seafaring tradition .
Letter Draft Content . I don ' t care if you think it ' s wise - - just build the device . I ' ve lined your coffers with enough gold to feed half the Isles , and you never batted an eyelash before now . You ' ve put in mechanisms that crush bones and sear flesh , why should this one be any different ? The concept is as simple as it was when we first discussed it . Use a few of the standard statuary we ' ve installed but modify the enchantment . A low - grade shock and some strong restoration should do the trick . There may be a few days between charges on an enchantment like that , but do you honestly think any more will be needed ? I ' d like to think that we ' ve grown to be friends through the restoration of this place . If nothing else , build this last construct as a favor to me . Ebrocca will be around for ages to come , and it needs a caretaker . Who else will fill that role , if not me ?
Concerning the Saints ' Safety and Security Content . Proctor Luciana , I am surprised by the lack of action to result from my last request . It is unlike you to leave correspondence unanswered . I thought perhaps something occurred in transit , but the factorum confirmed that my letter was received by your office . We ' ve discussed your desires for control and inability to trust . If you are shouldering more concerns than you can maintain you must allow yourself to delegate . My concern is not simply for your health , but also for the safety of Clockwork City . I ' m afraid that the situation has not improved within the Asylum Sanctorium . My wards are becoming more agitated and unpredictable . I fear that they have become locked irrevocably into the gravity of madness and their descent grows swifter by the day . The few orderlies I have will not be able to keep the Saints contained should it become their desire to escape . They are astonishingly powerful beings , Luciana . I believe the day where we are forced to reckon with them is inevitable , and close at hand . We must be prepared . May your path wind the Grand Gear , Alienist Llandras
Senche - Cats Senche - Cats are large felines native to Elsweyr and Valenwood . They are distant relatives to the Khajiit , but cannot speak like the cat - folk . They come in many varying forms , from senche - tigers to senche - leopards . Description . Senche - cats share a namesake with the Senche breeds of Khajiit , and like their Khajiiti relatives , senche have sweet teeth . Senche - cats are able to be tamed because of their fondness for Moon Sugar , which their khajiiti masters use on raw meat as an incentive to train them , and their appetite for it waxes and wanes with the moons . Tamed senche - cats are used for a variety of purposes by the Khajiit ; be they mounts , hunting companions , or guards for temples . The Bosmer have a much different relationship with the senche . The wood elves hunt senche - cats for their meat and pelts , as well as their bones , which the Wood Elves are convinced contain almost magical properties when crafted into arrows . Whereas the Redguard s of Hammerfell import powdered senche - tiger claws and teeth , for use in concoctions that claim to do everything from extending one ’ s life to instilling good luck .
Dead Body Cleanup Cell The Dead Body Cleanup Cell is a cross - shaped room where most characters encountered will appear when killed . Most entities in the room do not have anything equipped . Appearance . The cell consists of two identical hallways crossed over one another made of cobblestone , and is lit with bright purple and green lighting from an unseen source . At the end of each hallway is a door frame without a door , opening up into the empty black skybox surrounding it . If the Dragonborn falls through one of them , they simply fall back in the center of the room . All hallways are identical , except the eastern one , which has two coffins . Access . Accessing the cell can be accomplished only by using console commands . Only one is required for entry , but both are possible ways of getting there .
Revenant ( Skyrim ) Revenant is an adept - level Conjuration spell in . It allows the Dragonborn to bring certain victims back to life to fight on their behalf . Usefulness . This spell is not limited to human targets ; dead bears or wolves may also be reanimated , if they are of a low enough level . Characters / creatures raised with this spell may turn into ash after being killed again . Reanimated beings cannot be soul trapped .
Sondas Drenim Sondas Drenim is a Dunmer found in Goldenrock Mine , in Darkwater Crossing . Background . When asked , Sondas mentions that he ' s " been digging up ore for over a century . " A kind - hearted elf , he also cares about the health of his fellow miners , placing orders for medicine to The White Phial to help with the coughing fits due to the thick dust underground , as well as acting as a sort of surrogate father to Tormir ' s daughter , Hrefna . Interactions . Deliver Sondas ' s Note to Quintus . When asked about how long he ' s been mining , Sondas mentions that the miners are coughing from the dust . He asks the Dragonborn to send a message to Quintus Navale at The White Phial in Windhelm for some medicine . Marriage . Possessing the Amulet of Mara and talking to him after completing his quest opens up Sondas as a potential spouse for the Dragonborn . He is usually found mining corundum ore , though he often sits by the campfire near the tents outside of the mine .
Frenzy Beast Frenzy Beast is an Illusion spell in that temporarily increases a creature ' s attack rating ( i . e . , its inclination to attack ) . When the effect ends , the creature ' s attack rating returns to normal . Humanoids , undead , Daedra , and artifacts are not affected . Characters . The following people use and / or sell Frenzy Beast :
Tribes of Murmire : Ghost People Content . I write these words by candlelight . My entourage was on its way to Stormhold when our guide suddenly ordered us to stop . Apparently we strayed too close to " Veeskhleel - Tzel , " the home of the so - called " Ghost People . " Who or what are the Ghost People ? Well , it took a lot of interviewing and questioning , and I had to trade more of my possessions than I would have hoped , but I finally got an answer . The Ghost People are a local tribe of Naga s , and they appear to have a rather horrid reputation , as far as I can tell . I ' ve never actually seen a Naga , mind you , so my knowledge is fairly limited . I can , however , relate the stories I ' ve gathered from local Argonians who were willing to talk about these strange creatures . Apparently , the Naga are an offshoot of the " Saxhleel " ( this is what the Argonians actually call themselves ! ) . They are regarded as distant cousins at best , or abominations at worst , depending on who you talk to . Descriptions vary considerably . Some say that that Nagas resemble serpents , while others describe them as frog - like humanoids of varying shapes and sizes . One of our guides even compared them to cuddlefish . They tend to be taller and leaner than most Argonians , from what I could ascertain . And some supposedly stand a head above the tallest High Elf , or so I have heard it claimed ! This could all be more of the typical Argonian exaggeration , though . So , what does this all have to do with the Ghost People ? Well , from what I could piece together , the Veeskhleel are unique among the Nagas in that their flesh is pale to the point of almost translucence . It sounds profoundly disturbing , but I really wish to see one of these Ghost People now ! After all was said and done , here ' s what I learned about the Veeskhleel . The Ghost People are a reclusive and mysterious group that prefer to dwell in the bleakest and most forbidding bogs of Murkmire . They have a sour reputation as " dead stealers " and kidnappers . I asked our guide why anyone would want to steal corpses . His accent was very thick , so I only caught the gist of his explanation . Apparently , his tribe reveres the dead as vessels to the next incarnation of life . The Ghost People , on the other hand , use these stolen bodies as fertilizer for their Hist s — thus robbing the afflicted tribe of the return of a future family member . The Ghost People ' s fascination with corpses has also spawned widespread rumors about the Naga tribe . In particular , they are accused of being practitioners of necromancy and other dark magicks . While I haven ' t seen any zombies in the marsh yet , I have no trouble imagining them rising out of the shallow water , covered in mud and ready to do some dark sorcerer ' s bidding . Now I ' m anxious to leave this part of the swamp . It has an ill look to it . We should be setting out early tomorrow morning — hopefully without meeting any zombies — or Ghost People .