naist-nlp/zeshel huggingface dataset:
Balmora Blue Balmora Blue is an illicit substance much like Skooma that can be found during the Thieves Guild quest " The Dainty Sload . " It is planted in a footlocker belonging to the captain of the ship . Background . Balmora Blue is one of the few alcoholic beverages banned in Skyrim . The drink comes from Morrowind ; specifically , the city of Balmora . Not much is known about it except that Moon Sugar is used to create it , and other ingredients are added to increase its potency . Location . The bottle can be found underneath docks by the Red Wave in Solitude . Sabine Nytte owns the chest it ' s hidden in , and will sell the key for 1 , 500 . She can also be pickpocket ed for the key , or the chest can be picked ( Expert ) .
Champion of the Guardians Champion of the Guardians is a quest available in . Walkthrough . Wyress Ileana explains that four of their sisters have gone north to cleane the stones , but they need protection . Follow the markers to find the four Wyresses and speak to each of them . One by one , they will destroy the foul vines with fire . Defend them and kill any creature that comes near . When they are done , they will run over to the ritual site and wait . Weaken a Lurcher , and use the amulet to control it . Bring it over to the ritual site and it will die in the circle of the Wyresses . A spriggan spirit will emerge from the lurchers body , listen to her and then talk to Ileana . Once they have finished talking to Ileana , the sisters will then perform the ritual to set the guardians free from Angof using the Vestige . When the ritual is done , talk to the Guardian of the Water who will appear by one of the stones . They are free at last , and it seems right that it was the Vestige who helped doing it , as they are mortal but also not . The guardian adds that Angof has much to fear from them . Completing the quest will reward them with the Guardian ' s Hammer and a some .
Common Pants Common Pants are a piece of clothing . It is the most common apparel used across Morrowind . It is available in many colors and styles . Locations . All clothiers around Vvardenfell , Mournhold and Solstheim will most likely sell at least one version , they are also often sold by general traders and pawnbrokers . They are worn by many people .
Durak Durak is an Orsimer ranger and member of the Dawnguard . According to dialogue , he joined the order to avenge the deaths of his two wives , who were killed by vampires . Interactions . Dawnguard . He is initially met by the Dragonborn as a random encounter . He will appear in one of the major cities of Skyrim , where he offers them a chance to join the Dawnguard , a recently reestablished ancient order of vampire hunters . Later on , he is seen outside of Fort Dawnguard , practicing his aim with a crossbow . When asked about the bow , he mentions that it is common for people not to be familiar with it , as it is a Dawnguard specialty . However , he will give the Dragonborn a standard crossbow and some steel bolts to practice . Upon the completion of the quest " Prophet , " he becomes available as a follower . If the Dragonborn is not an Orc , and also has not become Blood - Kin through some other means , he will also send word to Orc strongholds throughout Skyrim , so that they allow the Dragonborn entry . Follower . As a follower , Durak has no level cap , as with fellow Dawnguard followers Celann and Ingjard . His specialties are Archery , Light Armor , One - Handed , and Block .
Exclusive Potion of Invisibility Exclusive Potion of Invisibility is a potion that appears in . Exclusive Potions are the rarest potions , and thus , are the most valuable . Mercantile . The following vendors stock this product : Locations . This potion can also be found in the following locations :
Inspiring Touch Inspiring Touch is a novice - level Illusion spell in . Effects . Inspiring Touch increases the target ' s confidence and willingness to attack enemies for 30 seconds upon touch . Acquisition . Inspiring Touch can be purchased from Delphine Jend , who resides in the Bravil Mages Guild .
Falkreath Graveyard Falkreath Graveyard is the local graveyard located in Falkreath in . The graveyard encroaches into the town and is large compared to the population . Description . Most of the graves have worn away , including a memorial statue commemorating Hoag Merkiller and Kjoric the White , who died defending Falkreath from outsiders . By tradition , the graveyard at Falkreath is the central graveyard for all residents of Falkreath Hold , and the many battles for control over the Hold have provided it with no shortage of graves . In fact it ' s considered to be a great honor to be buried in the Falkreath graveyard as it ' s the final resting place for many great warriors and leaders of past . Because the town has a resident Priest of Arkay , the grave sites are better maintained than in smaller cemeteries , and in many cases , the tombstones have long outlasted the bodies of those they were meant to commemorate .
The Fires of Truth Content . As a penitent of the Shield or the Heart of Mara , know that the fire of life burns already within you . Do not let it go out . Show your devotion to the Divines by kindling that fire in this place of worship .
Luna Moth Wing Luna Moth Wing is an ingredient in . It can be used to make potions at an alchemy lab as part of alchemy . Locations . Luna Moths are nocturnal creatures , and only appear at nighttime intervals between eight and eleven o ' clock . They can be found along roadsides , often near trees or rocks , and can be hard to detect when they land . Groups of three insects spawn , each a random assortment of Luna Moths and the easier - to - spot Torchbugs . If collected these groups often respawn fairly quickly once the player moves away collecting other groups . Many can be found along the road just east of Whiterun , and in the fields around Whitewatch Tower . A very good place to find them is at the camp site about halfway between Blue Palace and the abandoned shack to the southeast . Just north of Talking Stone Camp along the river are both Torchbugs and Luna Moth Wings . One may also find some to the north - east of Morthal near piles of rocks with a few torchbugs leading to Movarth ' s Lair . Additionally , Luna Moths ( along with Torchbugs ) spawn at Shadowgreen Cavern , northwest of Solitude . Potions . " † multiple effects "
Irver Fevur Irver Fevur is a Dunmer commoner who lives in Ald ' ruhn . He can be found in Venim Manor . Interactions . Rescue Varvur Sarethi . While Irver is not actively involved the rescue attempt of Varvur Sarethi during his imprisonment inside Venim Manor , Irver has one of the four keys needed to unlock the door .
The Stars Have Eyes Content . The stars have eyes . They are watching . The stars have eyes . They are watching . The stars have eyes . They are watching . The stars have eyes . They are watching . The stars have eyes . They are watching . The stars have eyes . They are watching .
Seyda Neen ( Online ) Seyda Neen is a town on Vvardenfell . The caravaner , Medyn Hleran , provides Silt Strider transportation to Gnisis and Suran . The navigator , Taros Evosa , provides transportation to Stros M ' Kai , Khenarthi ' s Roost , and Bleakrock Isle . Quests . Breaking Through the Fog . Uncover a plot concerning Slaver activity in Seyda Neen . Broken Bonds . The end of this quest involves speaking to Sergeant Delms and then Governor Salvi Divine Conundrum . Quest started by speaking to Alavesa Arethan .
Book of Bloodfiends , Appendix A Content . One of the most popular requests from readers of our first edition was how to tell bloodfiends from proper vampires . We are happy to report that an actual vampire ( who will remain anonymous ) helped us clear up the distinction ! Here are some signs that you ' re dealing with a vampire instead of a bloodfiend : 1 . A vampire will usually attempt some form of conversation before he or she attacks you . A bloodfiend will simply go straight for your throat . 2 . Vampires may look under the weather , but they usually keep their condition hidden . A bloodfiend is obviously stricken , with patchy hair , extremely pale skin , wrinkled features , and bloodshot eyes . 3 . Vampires will not feed on corpses . They liken it to us eating trash . Bloodfiends make no such distinction .
Apprentice Alembic Apprentice Alembic is an apparatus in . Merchants . Apprentice - level alchemy equipment begins to appear in vendors ' inventory starting at level 6 . Locations . Apprentice - level alchemy equipment begin to appear randomly in dungeons at starting at level 5 . A list of guaranteed locations is listed here :
The Pet Imp The Pet Imp is a Mages Guild quest available during the events of . An imp has escaped from the Mages Guild , and so the Agent is sent to destroy it . Background . After escaping from Privateer ' s Hold , the Agent may wish to enhance their reputation within one of the major organisations of the Iliac Bay : The Mages Guild . However , without any true standing within the guild , the Agent will have to complete a few menial tasks for the Guild to prove their worthiness , as well as enhance their skills to meet the Guild ' s standards . Walkthrough . When seeking to improve their standing with the Mages Guild , the Agent will be offered the chance to deal with " a minor problem " . A Guildmagister from one of the Guildhalls reveals that an imp , belonging to one of the Guild ' s students , has escaped and fled to a nearby dungeon . The Agent is duly sent to destroy the imp and prevent a " potentially embarrassing " situation . The Imp ' s Wish . Armed with either a steel ( or better ) weapon and / or a powerful destruction spell , the Agent must enter the specified dungeon to hunt down the imp . Inside the dungeon the Agent will have to fight through the usual random collection of creatures and enemies , potentially including the occasional imp . The target imp may , therefore , be difficult to identify , although when first struck the target imp will utter : Once the imp has been slain , the Agent must escape the dungeon and return to the Guildmagister before the time limit expires . Rewards . The Agent will not receive any physical reward for completing the quest successfully , but will a boost to their reputation . The penalties for failing the quest are relatively high by comparison , but will also see gains among some anti - Mage Guild factions :
Angry Villager Angry Villager is a creature card in that is a part of the " Heroes of Skyrim " expansion . Acquisition . Angry Villagers is summoned by the after its death . Strategy . There is no strategy with a card this weak , it will die if it attacks anything that deals any damage .
Battle of Rourken - Shalidor The Battle of Rourken - Shalidor is a battle that took place during the First Era . It was said to be a war between the Dwemer Rourken Clan and the powerful mage Shalidor . The Rourken Clan was one of the clans that refused to make peace with the Chimer in the forming of the First Council . They exiled themselves to Hammerfell and clashed with Shalidor . The artifact Spell Breaker , said to have been made by King Rourken himself , was used during the battle .
Heroes of the Sanctuary Content . By the Emulator of Eldamar You ' ve no doubt heard the story of the Heroes of the Sanctuary . Of the three Altmer who braved stormy seas , monsters from the deep , and the hostilities of a wild and uncivilized race to found a safe port for Summerset ' s ships along the coast of Valenwood . The tale is timeless . Eldamar was their leader , true - hearted , who envisioned adventure limitless across the sea and would not be deterred when others told him his vision was foolishness . Hirume slew the the serpent of the underdepths who guarded that craggy coast , diving deep below the sea to cut out its heart . You will have heard of how she held her breath for a full rising and setting of the sun , even until her companions thought her dead , only to emerge in the wake of the great serpent ' s demise . Nor will any one ever forget the name of Meluuran , who fashioned a marvelous new sailing vessel specifically for the task , a vessel that cut swiftly across the sea , and did not slow even when the winds died . They say the great craftsman made a deal with the Divines , or some long forgotten god , to bind the winds and see the ship safely to those foreign shores . And lastly , we tell of how our three heroes reached that hostile shore and found the people there were warlike and feasted on the flesh of their enemies . How their crew clamored to fight the savages and drive them away , a conquered people , but the Heroes of the Sanctuary did not listen to the council of rash and foolish Elves . Instead they met with the leaders of the Wood Elves , and studied their customs . They learned of the Green Pact , which forbids damage to the forest , and of the Meat Mandate , which commands these Elves to eat those they defeat in battle , and most importantly of all , they learned of the Rite of Theft . It was customary that the Wood Elves would steal from each other , and on return of the stolen item , demand a boon commensurate to the item ' s worth . It happened that the Heroes of the Sanctuary had brought a staff of great value with them . So they made a deal with the Wood Elves . If the Wood Elves could steal the staff from them , they would leave and never return . However , if they could steal an item from each of the Wood Elf treethanes , then they would be allowed to found a settlement on the shores of Valenwood . The deal was struck , and the Heroes swiftly and cleverly set about stealing from the treethanes . From one they stole a prized bow . Another they tricked into handing over a valued necklace in exchange for " all of the most valuable thing in the world that they could hold in their hands . " The most valuable thing in the world , as any one knows , is air — for without it we could not live . At the end of the appointed time , all of the treethanes ' items had been stolen , but the Wood Elves had not managed to steal the staff . And that is how Seaside Sanctuary came to be , thanks to the bravery , cleverness , and vision of Eldamar , Hirume , and Meluuran .
Fortress Watchman Fortress Watchman is a creature card in . Acquisition . It can be found in Booster packs or created for 50 gems . Strategy . Fortress Watchman is a moderately powerful Guard most useful in the mid - game . It can ward off an entire lane of weaker enemies and is strong enough to kill one or two stronger creatures . It is one of the strongest Orcs in the game and the strongest Orc Guard , making it especially valuable for Orc decks .
Drovos Research Notes 3 Content . My subjects have never been stronger , and there are still ways to prefect them . They shall be immune to every illness , live twice as long as their lesser kin . And my crowning achievement , the queen . Oh , yes , the queen I ' ve developed will manifest all of the vitality of her colony and yield twice the eggs of any of her peers . No , she has no peers ! This breed will be without equal in all of Vvardenfell , in all of Tamriel ! The mercenaries I ' ve hired do not make for pleasant company , but they do grant me the security I need to ensure my research continues . I ' ve already gotten rid of Devani , forcing her from the mines . She ' s taken to writing notes , turning my soldiers into carriers . I believe I will grant her request and allow her one last conversation .
Snow - Shod Manor The Snow - Shod Manor is a large home in located in Riften . Description . This three - floor wooden structure is the house of Clan Snow - Shod , a wealthy and influential family of Nords that owns the Snow - Shod Farm outside of Riften .
Molla Molla is a Nord found just north Bleakrock Village . After being turned back into her original form , she seeks help in finding her friends who were also turned into skeevers . Interactions . Underfoot . A strange woman came up to the Vestige as they were walking through the woods . She said something about skeevers before leading them into the hills .
Hannat Zainsubani ( Quest ) Hannat Zainsubani is a quest available in . It involves rescuing the Dunmer Hannat Zainsubani from within Mamaea . Background . The retired trader and former Ashlander Hassour Zainsubani misses his son Hannat Zainsubani who travels the lands to seek out sources of fine ebony for the family business . Hassour knows that Hannat had planned to visit the ancient underground complex at Mamaea . He wonders about his son - and - heir ' s fate , and asks the Nerevarine to send Hannat back to him if they should happen to meet . Detailed walkthrough . After accepting the quest , the Nerevarine should head to Mamaea , a cave located in the wilderness of the West Gash directly east of Dushariran . The place turns out to be under the control of House Dagoth members and infested with dreamer s and Ash Creatures . Hannat is trapped by these creatures in the Sanctum of Black Hope . The Nerevarine will need to kill the creatures guarding him in order to free him . Hannat Zainsubani claims that he has had strange dreams since entering the cave . He asks the Nerevarine to escort him out of the cavern savely . Once outside , he will thank the Nerevarine . As he carries nothing but his pants , he can ' t reward them , but sends them back to his father in Ald ' ruhn . He tells them to use the phrase that he lives " anew beneath tomorrow ' s sun " to proof that the news from Hannat are genuine . As soon as the Nerevarine arrives at the Ald Skar Inn and talks to Hassour Zainsubani about his son , he recognizes his son ' s message and its meaning . He thanks the Nerevarine for saving Hannat ' s life and rewards him not only with five pieces of valuable raw ebony , but also with his personal blade and the ring from his own finger .
Lineage of Tooth and Claw Lineage of Tooth and Claw is a quest available in . Walkthrough . The Duke says Gloria has discovered something important about how Faolchu came to power . He was summoned back from the dead and to learn more she needs a live werewolf . Talk to Sergeant Armoil Viranes , he knows how as they faced werewolves in Camlorn and they captured one . Then meet Gloria in the cave to the east , across the bay . That ' s where she ' ll perform the rite to learn how to defeat Faolchu . Before leaving the hideout , speak to Gloria . She has more information about the ritual , then head to the sergeant at the Lion Guard camp in town . He ' ll assign Battlemage Lexi to help capture the werewolf . Head outside Aldcroft and follow the marker to find werewolves . Fight werewolves to weaken them so Lexi can trap one . Head over to the cave and enter . Continue inside with the werewolf and find Gloria . She ' ll create a link between the three of them , and hopefully see the werewolf ' s past as well as Faolchu ' s past . The connection between offspring and sire is strong . During the ritual a vision appear , listen to the conversation until the end . Then speak to Gloria . It turns out the ritual revealed Angof ' s role in Faolchu ' s return from the dead . They are told by the werewolf it seems the Duke also is infected and Gloria has been suspicious about this . We ' re wasting time she says , it ' s time for her to die as she is a descendent to Faolchu . If the Duke drinks her blood he ' ll be cured . The Vestige now has a choice , either to agree with Gloria or tell her she is needed alive . If the latter was chosen , she ' ll go back to Aldcroft and wait there . Head back to town to speak to the Duke before he transforms into a werewolf . He ' s sorry as he should have told them about him being a werewolf . He asks for one favor and that is to talk to his family and then the Vestige can do what they must . Here is another choice , either let him meet the family or say no and add that he wont be killed . If the latter is chosen , tell him they will continue to look for a cure . Talk to Gloria after she has captured the Duke , if this was chosen and she is surprised . Tell her Camlorn needs the Duke , that ' s why he was spared and receive the Werewolf Slayer and some for doing the job . If the first choice is taken , the Duke becomes a werewolf inside the house and kills his wife and daughter before attacking the Vestige , who has to kill him now .
Scroll of the Ninth Barrier Scroll of the Ninth Barrier is an enchant ed scroll that poisons the user while providing protection against four types of damage : fire , frost , physical , and shock . Effects . All effects are on self : Inscription . This scroll ' s inscription reads : THE NINTH BARRIER CANNOT EXIST ! Characters . The following people possess or sell this scroll : This scroll can be generated at random ( there are an additional 260 possible occurrences ) .
Fiend Helm Fiend Helm is a light helmet in . Enchantment . Enchantment ID : " fiend _ helm _ en " Both effects are cast when used on self : Acquisition . This helmet appears primarily as a level item . There are 21 instances that it can possibly be generated in addition to the following eight static occurrences . Characters . The following people possess a Fiend Helm :
The Amronal of Valenwood The Amronal of Valenwood is a quest available in . After a failed attempt to kill a wispmother for glory , Elaldor is the only survivor of his hunting party . He asks the Vestige to slay the creature and avenge the deaths of his fellow members . Walkthrough . Upon speaking to Elaldor , who can be found near the north entrance of Woodhearth , he will inform the Vestige that a wispmother has killed the other members of his group , and will tell them the following : Afterwords , the Vestige will need to find the wispmother , who is located down along the east road of Woodhearth . After following the road , the Vestige will come upon Rootwatch Tower . In front of the tower is a clearing containing the frozen corpses of Elaldor ' s group members . Within the area will be multiple wisps , indicating that the aforementioned wispmother is nearby . The wispmother can be found directly in front of the stairs to the entrance of the tower , further within the clearing . Once the wispmother is defeated , the Vestige will need to return to Elaldor , who can now be found only a short distance north from the clearing itself . Once spoken to , he will thank the Vestige , responding with : The Vestige will then receive 108 and a Huner ' s Skullcap as a reward , completing the quest .
A King - Sized Problem A King - Sized Problem is a quest available in . The city of Orsinium is dealing with an attack on their Temple of Ire . The Vestige is asked to handle the situation , and the Malacath Fanatics , who have been taking the temple priests hostage .
Shurkul gro - Sharga ' s House Shurkul gro - Sharga ' s House is a small shack on the Hla Oad waterfront owned by pauper Shurkul gro - Sharga , who can be found inside . There is nothing of note within , and no quests lead the Nerevarine to this location . Items . The following items can be found in this location :
Hafid Hollowleg Hafid Hollowleg is a Nord publican and proprietor of the Jerall View Inn in Bruma . He sells food and rents his rooms for 25 . Hafid serves his tavern most of the time , only stopping to eat at 8pm for two hours . Hafid is one of the townspeople that cheers on Martin when he marches off to the Battle of Bruma .