naist-nlp/zeshel huggingface dataset:
From Frog to Man Content . The life cycle of the Grummite is rather unique . They appear to be a deviant version of frogs and may even be distantly related to Argonians , although I have no direct evidence of that . Like the humble frog , the Grummite is born from eggs found in or near water . The eggs hatch into tiny pollywogs , no bigger than my hand . The pollywog grows quickly , and inside of a few weeks grows limbs and changes into an amphibious Baliwog . The Baliwog will live for up to two years , growing to be larger than a man in both length and weight . Eventually , the adult Baliwog will feel the urge to seek out deep water and bury itself in the mud . It hibernates there for many months , gestating into a Grummite . I have been unable to determine the exact time of gestation . The Grummite emerges from the mud fully grown . New Grummites never leave the water and are consumed with the urge to mate . Females leave the water to hang their eggs . They are hung over the water to keep them out of reach of aquatic predators , while still allowing the pollywogs to fall into the water when they hatch . Once a female has laid her eggs , she turns her back on them . She will live her life more on land than in the water , although never far from it . The male ' s mating urges subside after six months to a year . He too takes to the land and like the female does nothing to protect his eggs . Adult Grummites have a sort of primitive culture . Kraften Highbrow maintains that they are cunning craftsman that make jewelry and weapons , even mining ore . This is plainly ridiculous . Although I have not determined the source of their tools and adornments , I am certain that they trade with other civilized races for such things . As for tales of magic casting Grummites , that is even more ludicrous . While their primitive brains are surprisingly large , they clearly do not have the intelligence to learn the arcane crafts . I do not know how Kraften managed to train his pet Grummite to cast spells , but I assure all my readers that it is a trick of some sort .
Caldera Mages Guild Caldera Mages Guild is a Mages Guild Hall in . Background . This is the Mages Guild Hall located in the city of Caldera . It is connected to the other Guild Halls by the Guild Guide teleporters . Quests . Master Index . Talk to Folms Mirel about collecting ten Propylon indexes to get the Master index .
Chateau of the Ravenous Rodent ( Quest ) Chateau of the Ravenous Rodent is a quest available in . In the final test , Sheogorath wants the Vestige to take a vacation in his family ' s chateau . However , all the three guest rooms are occupied , and two guests are cannibals . The correct guest is the man that asks for room service . Next , the Vestige must find their way through a dark maze . Finally , they must fight their way through Madmen and Madwomen to a boss fight with Uncle Leo , a flesh atronach .
General Theshaga General Theshaga was an Orc general present during the thirty - year Siege of Orsinium . Her ghost is found during the trials at HoonDing ' s Watch , and is the third enemy leader encountered . Interactions . March of the Ra Gada . After collecting Orc essence , go to the stone platform and Theshaga will appear . After defeating her , you must speak again to Throne Keeper Farvad .
Gals Arethi Gals Arethi is a Dunmer shipmaster of the Elf - Skerring . Background . Gals is the captain of the " Elf - Skerring " . He and his ship can be found in Sadrith Mora . For a fee , he will transport the Nerevarine to Dagon Fel , Ebonheart , Tel Mora , and Molag Mar .
Seamount Hunter ' s Camp Seamount Hunter ' s Camp is a camp located on the southeastern coast of Betnikh . Garnikh and the Seamount Hunter s live and train at the camp . Quests . Prove Your Worth . Garnikh bets his axe that the Vestige cannot best the Seamount Hunters in duels .
Torsten ' s Skull Key Torsten ' s Skull Key is an item found in . It is a black decorative skull that serves as one of the keys used to seal the Dragon Priest Otar the Mad in his sarcophagus , the other being Saerek ' s Skull Key . Acquisition . The skull key can be obtained by defeating Guardian Torsten who can be found inside Ragnvald Canal ( this is also where Otar the Mad , a dragon priest makes his " lair " ) . He can be summoned by picking up his skull from the pedestral in the middle of the room .
Magula Magula is an Orsimer residing on the island of Betnikh . She is found southeast of town at a shrine . Interactions . Farsight . An Orc named Magula has seen visions at three shrines around the island . The Vestige should visit these shrines and see the visions .
Noxiphilic Sanguivoria ( Disease ) Noxiphilic Sanguivoria is a strain of vampirism known to " corrupt the living " and was especially prevalent during the Second Era . Transformation . Victims of Noxiphilic Sanguivoria have described their transition to the disease from mortal life as a " dreamlike passage . " In fact , some recall having been " bathed in a pool of black blood , " indicating that a ritualistic induction is important in acquiring the disease . It cannot be learned , however , if these rituals actually occurred or if they were simply hallucinations caused by the disease being introduced to the body . Effects of the disease . If it is contracted , the blood of uninfected specimens is required for sustenance . Unlike those infected with Sanguinare Vampiris , for example , victims of Noxiphilic Sanguivoria are not weakened or otherwise harmed by sunlight ; and they are instead strengthened during the night . As such , their regenerative abilities are greatly enhanced at night , and they become immensely courageous and resistant to pain during the darker hours . Priests of Arkay are usually equipped well enough to cleanse a victim afflicted with this disease ; if the victim manages to escape the vampire attacker before being drained of blood by them and being given blood from them in return , the disease will not have any sort of effect on them .
Restless Spirit Restless Spirit is an Imperial Cult quest in . It is one of the shrine sergeant quests given by Kaye . Background . Kaye says that an Argonian Imperial cult member named Okur in Hla Oad seeks the help of the cult . As many Argonians , she is sensitive to the spirits of the otherworld and has repeatedly been visited by a ghost that claims to be a murder victim . Kaye asks the Nerevarine to investigate on the matter and bring justice to the restless spirit if possible . Detailed walkthrough . Kaye at the Imperial Chapels in Ebonheart wants the Nerevarine to investigate the Argonian in Hla Oad , who claims that she is being visited by the ghost of a murder victim . The guards can ' t do anything and the Nerevarine must see if justice can be served in this case . Travel to Hla Oad and find Okur ' s house in the northeast of town . Okur will say that she is being visited by the ghost of a woman , Julielle Aumine , who will only be put to rest when the four smugglers who killed her are dead , and when her amulet is returned to her husband . The four smugglers , Dudley , Larisus Dergius , Ralos Othrenim and Thervam Drelas , are hiding out in Yasams , i the road south of town . Ralos Othrenim is the one who has Julielle Aumine ' s amulet . They ' re tougher then the average criminal , so be careful . Return the amulet to Okur , who will return it to Julie ' s husband . Return to Kaye for the reward of a Scroll of Hellfire , a Scroll of Summon Flame Atronach , and a Scroll of the Fifth Barrier .
Herd Mother Herd Mother was a divine animist spirit worshiped by Yokudan herding clans of Akos Kasaz on Yokuda and the Horsemen on Tamriel . She served as their guiding and protective deity . History . Sometime in the First Era , centuries before the cataclysm on Yokuda , an unknown force threatened the worship of Herd Mother . This drove the her followers on a legendary voyage to Tamriel . Tales told by the Horsemen elders claim that an entire flotilla of " swimming horse - ships " was granted to them by their deity and before they finally reached the coast of Rivenspire , their ships crossed " seventeen seas . " The fleeing Yokudans then settled in the Silverhoof Vale and remained there relatively undisturbed , keeping their tradition . They became known as the Horsemen . While the tall tales of their journey could be open to interpretation , it is believed that the Horsemen took their horses with them , when arriving from Yokuda , as the Yokudan Charger , a horse breed found in Hammerfell , were remarkably similar . Tradition . Traditions of the Horsemen have some resemblance towards practices of the Redguards . For example , similar to the Redguard tradition of Walkabout , young Horsemen must commune with the Herd Mother and go on a vision journey as a rite of passage to adulthood .
Gilen Norvalo Gilen Norvalo is a Dunmer commoner residing in his home in the Imperial City . He is a member of the Order of the Virtuous Blood along with Grey - Throat and Seridur . Location . He is often found in the guild , in the basement of Seridur ' s House , reading or talking to the other guild members . Gilen ' s wife Ralsa Norvalo is the quest giver for the Order of the Virtuous Blood .
Blood ' s Honor Blood ' s Honor is a quest available in . It is a quest given by Kodlak Whitemane after he finds out about Aela the Huntress and the Dragonborn ' s conflicts with the Silver Hand , and after at least two miscellaneous quests ( at least one of which is received from Aela ) have been completed . Kodlak Whitemane wants the Dragonborn to help him cure himself of his Lycanthropy by acquiring the heads of the witches that tricked the Companions . Walkthrough . Speak to Kodlak Whitemane . Aela the Huntress tells the Dragonborn that Kodlak Whitemane has found out about their conflicts with the Silver Hand . She says that Kodlak wants to speak with the latter privately . Collect a Glenmoril Witch ' s Head . After talking to Kodlak , a map marker will be given for the location of the witches . The witches reside in a cave called Glenmoril Coven near Bilegulch Mine in the southwest corner of Skyrim . Upon entering the cave there will be several witches sporadically placed in the mine . The first one will be very close to the entrance . ( Optional ) Wipe out the Glenmoril Witches . While the quest only requires the death of one of the Witches , it may be of benefit to kill all five . Later on after curing Kodlak of Lycanthropy , the Dragonborn may cure himself / herself , provided that a second head has been acquired . Afterwards , the quest " Purity " requires two more heads , as Vilkas and Farkas wish to be cured as well . The fifth head will remain unused as Aela will choose to remain a werewolf . Kodlak . Upon returning to Whiterun , several citizens can be noticed gathered around near the stairs leading to Jorrvaskr . Halfway up the stairs , Torvar and Aela the Huntress are found next to dead Silver Hand members . After entering the building , Vilkas seeks the Dragonborn out and asks where they were during the time of need . In the Dragonborn ' s absence , the Silver Hand attacked Jorrvaskr , managed to kill Kodlak and take off with all the fragments of Wuuthrad . Kodlak ’ s dead body is near the central fireplace , with Farkas and Njada Stonearm next to him . Vilkas claims that his death will be avenged , which ends the quest and immediately starts the next one , " Purity of Revenge . "
Straining Touch Straining Touch is a Destruction spell in that drains the victim ' s agility . 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 command : codice _ 1
Betty Netch Betty Netches " are large hovering beasts , supported by internal sacks of magical vapors . The betty netch , the female of the species , is smaller than the male bull netch , but fiercely territorial . Cured netch skin , durable , flexible , and variously colored , is used throughout the Empire in garments , armor , weapons , household goods , and furnishings . "
Soul Shriven in Coldharbour Soul Shriven in Coldharbour is a quest available in . It is the first quest in the game if the player has not purchased the expansion . Following this quest is " The Harborage . " Background . " Soul Shriven in Coldharbour " is the first quest in and acts as the tutorial for the Vestige ( if they have not purchased the Morrowind expansion , in which case the tutorial is Firemoth Island ) . It is located in Coldharbour , Molag Bal ' s Plane of Oblivion . Alternatively , those who have the expansion can travel to Daggerfall ( Covenant ) , Davon ' s Watch ( Pact ) , or Vulkhel Guard ( Dominion ) and find the Hooded Figure . She will ask the Vestige to talk to the Benefactor . When talking to the Benefactor , however , the Vestige will be taken hostage to Mannimarco and be sacrificed by him . Walkthrough . The quest starts off in the Wailing Prison where the Vestige is locked up inside . The Vestige is then visited by the Prophet who informs them they must help him escape Coldharbour , who in turn will help the Vestige escape . The Vestige must then choose a weapon . After that , they must go through the prison , where they will meet Lyris Titanborn who will aid their escape from a fate worse than death . The direct route to the Prophet ' s cell will be warded . Another way must be found . Journal . " I died , but that was only the beginning . . . " " I awoke in Oblivion . My body is intact , but my soul has been torn from my body . I must find a way out of this nightmare place to reclaim what was lost to me , or I will be damned for all eternity . " " I ' ve shown up in an unfamiliar place . The Prophet has shown up as a shade ; I should speak with him and see where I must go next . "
Recipe for Horker Pie Content . Horker Meat Red Wheat Flour Yeast Salt Carrots Potato Create a pie crust using the wheat , yeast and a little Salt . reserve about a quarter of the dough for the pie ' s top . Roughly chop the meat and vegetables together and season with salt and a little water . Pour the mixture into the pie crust and cover with remaining dough . Place in a hot oven for an hour .
Divine Intervention ( Quest ) Divine Intervention is a quest available in . Walkthrough . Barilzar ' s tower . Upon arriving at Barilzar ' s Tower , Daedra will be attacking Barilzar . Defeat the Daedra to rescue him . Afterwards , he will ask the Vestige to talk to his former hirelings who were asked to retrieve Dwarven components for his invention . Molag Mar . In the small town of Molag Mar , west of Barilzar ' s Tower , three of Barilzar ' s former hirelings will be waiting . After speaking to them . they will reveal the location of the components in the Dwemer ruins . Nchuleft . Nchuleft is one of the component locations . Travel to the bottom of the ruin , to a large area surrounded by lava . The component is located in a chest on the east side and behind a rock . Galom Daeus . Inside Galom Daeus , " Volrina ' s Notes " can be found on the floor . Inside the last room two Berne clan members will be hammering at a destroyed Dwarven spider that will explode and kill them . Loot the spider to find the control rod and use it on the rest of the fallen Dwarven spiders to make them work . Then they will disable the barrier shielding the component , so the player is able to take the component . Arkngthunch - Sturdumz . After entering Arkngthunch - Sturdumz , " " can be immediately found on the ground , giving a hint in what the Vestige must do to get to the component . Spectral guardians and Dwemer constructs will be encountered , and there will be three pipes blowing fire out and preventing access to the component . If the valves on the pipes are activated , the fire will stop and the Vestige can get the component .
Glass Greaves ( Morrowind ) The Glass Greaves are a piece of light armor and part of the glass armor set . At higher levels , bandits and other humanoid enemies will wear this armor . Characters . The following individuals either use or sell this armor : Locations . This armor can be found in the following locations :
Fine - Mouth Fine - Mouth is an Argonian commoner . He resides in Seyda Neen , Morrowind where he is only one of two Argonians in town . He owns a shack in the western edge of the village . Fine - Mouth is a rather poor Argonian , as he is dressed in tattered cloth , lives in a shack , and is poorly equipped . He owes 54 drakes in taxes to Processus Vitellius .
Snow Wolf Greaves Snow Wolf Greaves are a piece of enchant ed light armor in . Acquisition . Brynjolfr , the Nord Blacksmith in Thirsk can craft Snow Wolf Armor and Snow Bear Armor if he is brought the proper materials and gold . He will craft Snow Wolf Greaves for four Snow Wolf Pelt s and 5000 .
Ri ' Zakar Ri ' Zakar is a Khajiit warrior , and the leader of the Blackwood Company . He holds the key to the basement where they are hiding the Hist tree , which they are using to make Hist Sap . He wears Blackwood Armor , and wields a leveled weapon . He is the main antagonist of the Fighters Guild questline . Interactions . The Hist . Furious with the Blackwood Company ' s vile illegal activities , Modryn Oreyn sends the Hero into their base to defeat Ja ' Fazir and destroy the dangerously powerful Hist .
Fence ( Oblivion ) Fence is the term used to describe a member of the Thieves Guild who will buy stolen property in . In previous iterations of the game , such as , there was no distinction between stolen and non - stolen property . With very rare exceptions , fences are the " only " NPC merchants who will buy stolen property . Stolen property in Oblivion is identified by a red hand over the icon in an inventory . Selling through fences is necessary for any character who plans on selling any stolen items at all . To gain access to decent fences one must join the Thieves Guild , so if one plans to live a life of crime , they should join the Thieves Guild and don ' t forget who the fences are . In , the only two non - Thieves Guild fences are Manheim Maulhand , who is an innkeeper and M ' raaj - Dar who is a Dark Brotherhood merchant . For each stolen item sold , the player has " fenced " gold into the guild coffers . This is extremely important , because in order to progress in the Thieves Guild total fenced gold must be to a certain value before receiving the next quest . For example , to receive the final Thieves Guild quest " The Ultimate Heist , " one must have fenced at least " 1000 gold " in total . < nowiki > * < / nowiki > Is not a Thieves Guild fence and will not talk if his disposition is below 30 < nowiki > * * < / nowiki > There is a glitch to Fathis where he can be stuck in Chorrol . Also , Fathis will not fence to players who do not please him in the " Sins of the Father " quest . < nowiki > * * * < / nowiki > M ' raaj - Dar is not a Thieves Guild fence , but will still buy stolen goods . If one kills him in " The Purification " quest , his replacement will also buy stolen goods .
36 Lessons of Vivec , Sermon 30 Content . Then Vivec left the mystics of the Number Room and went back to the space that was not a space . From the Provisional House he looked into the middle world to find the sixth monster , called City - Face . He was vexed when he could not find it and went back to the Mourning Hold in secret anger , killing a mystic that asked about higher order . Nerevar , the Hortator , witnessed this and said , ' Why do this , milord ? The mystics look to you for guidance . They work to make your temple better stoned . ' Vivec said , ' No one knows what I am . ' The Hortator nodded and went back to his studies . Here is how City - Face hid from his mother - father : it had been born named as Ha - Note , a bare urge of power , an esoteric wind nerve tuned to the frequency of huddled masses . It found root in villages and multiplied , finding in the minds of the settled a veiled astrology , the star charts of culture , and this resonance made its head swim . Ha - Note moved sideways into the Adjacent Place , growing and unbeknownst . Above the vocal , it trembled with new emotions , immortal ones , absorbing more than the thirty known to exist in the middle world . When Ha - Note became gravely homesick , the Grabbers took it . A Grabber said , ' New emotions to the lonely occur only of madness . This thing is gone . It is ours now . ' Grabbers had never made a city of their own , and their glimpse of Vivec ' s , which shone with holiness through all the spheres , had taken their attention . ' Under this reason did the issue of Vehk slide into our realm , drawn by our coveting , hidden in loss . We shall build our tower - hope upon its face . ' Now many years had passed in Resdayn ia , and the high priests of the Dwemer were building something alike as Vivec and alike as the new Ha - Note of the Grabbers . The Hortator was engaged with an army of theirs that had become too brave , talking foolish words , and Nerevar helped destroy them with the help of the orphan legion of Ayem . When he went to give trophy to Vivec , he saw his lord under attack by the City - Face . The monster was saying this : ' Here we are to replace your city , Vehk and Vehk . We are from the place of the more - than - known emotions , and our citizenry has died from it . Two things we came for , but can stay for only one . Either we ask you to correct our error of culture , or merely take yours by dint of force . The second is easiest , we think . ' Vivec sighed . ' You would replace my direction , ' he said . ' I weary of this , though I wanted to kill you an age before . Resdaynia is fallen ill , and I have no time for one more imaginary analogy of an unknown incident . Here , take this . ' At which he touched the tower - hope of the City - Face and corrected the error of the Grabbers . ' And this . ' At which he stabbed the heart of the City - Face with the Ethos Knife , which is to say RKHT AI AE ALTADOON AI , the short blade of proper commerce . The ending of the words is ALMSIVI .
Ice Cold Ice Cold is a quest available in . Walkthrough . Engaging in conversation with Marise Aravel at her food stall by The Bee and Barb will lead her to say with pride that she sells the freshest food in Skyrim . If the Dragonborn asks her how her food is so fresh , she will tell them that she learned a trick from a butcher in Elinhir , in Hammerfell . She continues by explaining how she uses ground Ice Wraith Teeth to keep her food fresh longer without spoiling . She says that she is down to the last of her Ice Wraith tooth , and will ask the Dragonborn to find five Ice Wraith Teeth to replenish her supply . Once the Dragonborn returns with five ice wraith teeth , Marise will give them a leveled Alteration Spell Tome and five Pheasant Breast s as a reward . This quest counts towards the five favors for citizens needed to become Thane of The Rift . Locations . Ice wraith teeth can be found in the following locations :
Hofgrir Horse - Crusher Hofgrir Horse - Crusher is a Nord and the owner of the Riften Stables , just outside of Riften . Background . Hofgrir Horse - Crusher got his nickname by crushing a colt ' s spine while riding drunk , and as a result , he hasn ' t ridden a horse since . He also teaches an apprentice , Shadr , and believes that walls of towns are just " a weakling ' s hiding spot . " He likes to boast that he has " the strongest arms in all of Skyrim , " which can start a brawl if the player challenges him on this fact . Quests . Caught Red Handed . Hofgrir has a Mark of Dibella given to him by Haelga in exchange for an " intimate favor . " Get it from him in as part of completing Svana Far - Shield ' s favor . Test of muscle . The Dragonborn can accept his challenge and brawl with him on a 100 bet . Winning the brawl , and therefore the bet , will make the horses and items inside the stables free to take . Rescue Mission . He is a potential target for kidnappers in " Rescue Mission , " a radiant quest for the Companions . Wares . He sells horses for 1 , 000 each .